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Chug

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About Chug

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  1. Event feedback

    I've only done the 1st rate epic event and this was done after the thickness changes (decreases) were brought in. We sunk and looted 6 of the 9 so from my experiences of the epic: 1. The sailing speed of the AI is hugely fast, you have to chain them to get them even close to a manageable speed which means most of the fight is spent running and chaining. which for awhile is ok but then becomes very boring. 2. the damage a single Ai broadside can do. (don't know if this was tuned in line with the thickness changes or has not been touched?) Either way, its massive and makes it impossible for a player to go side to side with them. This is compounded by that there are more of them than you (9 Ai vs 6 Players) which unless 1 or 2 of you players can drag the majority of Ai away and have them chase you ( reason why you chain so much, see point 1 above) or you'll simply be sunk. This makes the fight extremely boring for the players who spend 90% of the fight just running while others get to fight the few Ai left behind. 3. Loot. Honestly we were very happy with what we got. good mix of ship notes/books/perma upgrades and rare crafting materials. What we didn't like was that once you have a chest and have completed/survived the event you then have to haul the chest back to port, with basically a big sign saying "hey come kill me". we made it back fine but if we'd done an event to then be attacked outside and have it all stolen... well that would of been end of epic events for us. 4. the fight as many have said is not really "epic" it's hard yes but it is really a very long drawn out run away, run away, run away, ok kill that lone Ai, run away, run away... repeat till done. suggestions: 1. Lower Ai sailing speed "buff". Perhaps have the size of the speed buff randomised on each Ai ship or scale with the ships wood type? so there would be a bigger range of speeds between the AI. in the epic they all seem to sail at the same high speed. This would mean you spend less time chaining and could separate Ai a little earlier or easier and have more than one fight going on at a time. 2. Lower the damage of the Ai a little but make them have more HP. People want to have a fight with AI not sail around for an hour with the Ai chasing behind you. lowering the Ai damage would give players the ability to turn into and pass through the enemy or exchange a few broadsides if you spot a target of opportunity without it being a suicide mission. As of now if you sail into the AI and they are still grouped up, your front 1-2 ships are just committing suicide. 3.Loot should be rewarded on arrival back in port. No Xp or Gold should be rewarded for an epic instead: On looting the AI ship you find a silver chest. has some gold in it maybe some rare resources or book ( think like a wreck from a sealed bottle) on returning to port each player receives a gold chest if at least more than half (5+) the AI fleet has been sunk. An "epic" chest for each player would also be rewarded if you sink all 9 Ai (and perhaps do not loose any of your own?). This way loot is shared evenly and based on performance of the group not the guy who happens to be closest to get the loot. Your still rewarded for looting the ships but your also rewarded for taking part in the epic even if you lost your ship. 4. It's meant to be a fight not a chase and chases happen when one side has too big an advantage over the other so the other side runs away. The combination of the AI's speed and its huge firepower buff's are meant to counter the players "smarts" and our repairs but right now, to fight them on anything close to even terms people resort to the run, chain, chain some more, approach. which while effective is not fun.
  2. Battle Group BR counter

    Pretty simple. When in a battle group, the total BR of all ships in the battle group should be displayed above. Trying to work out who's brought what and what the BR for ships adds up to is a real pain when it matters for Port Battle BR. this is also exacerbated by the fact that in a battle group the ships people are sailing are not shown.
  3. Area Control

    then i wouldn't really call it a toggle on/off. if you have the ship with control on, your forced to use it or not use the ship at all and it can have a real downside to it in team/pvp fights making the ships stuck it with it a liability more often than not. I believe people will be less inclined to sail them and the ships it's on were already not really sailed. reno/pavel/essex etc Having control by default on a ship with no way to turn it off i think is a bad thing. just my thoughts.
  4. Area Control

    whats is the button for this?
  5. Zones/tags/missions/OW PvP mechanics

    Well the Danes and the Swedes for sure. It even shows that on your linked map SKurj. so not sure why you asked.
  6. What seems to happen allot, is people go to an area to hunt players and have some OW pvp... fair enough... but more often than not, they then wait till a player starts a mission or a fight with open world Ai fleets outside the reinforcement zone then jump into that fight. This is "ganking" in my book. The call then goes up " i just got sunk while doing..." and then/IF people respond, they come out to hunt the hunters. Now with the current invisible/speed buff after you leave a fight, the chance of one or two of these players waiting outside to be in the right spot and the right ships to catch you is pretty remote. Even if they know the battles exact location. So you need/take allot more players (if you can) to have a bigger "net" and therefore a better chance to catch the aggressors. The side affect of this play style is other people tend to spend allot of time in "reinforcement zones". So now say you get caught by one of these "counter gankers" (who themselves have now become "gankers" in the others eyes) they happen to be in the right position and the right ships. (By luck or by planning it doesn't really matter). The remaining other "X" number of players who were also waiting in open world, then try to sail to join the fight. This will usually take so long and have them join so far away that they will have no real chance of getting involved. Perhaps the lucky few guys who were close enough to be in the pull circle or join instantly can chase you in battle firing the odd chaser trying to reel you in while you fire back chasers trying to slow them down while you run, which can take a very long time. (most of us, if not all, have been in this situation) It's not always that way, you can get good tags and have a few guys close enough to get some broadsides off or the enemy may turn and fight, but with the difference of Open world scale to Battle scale, it can mean a player right behind you in open world can be a long way off in the battle once you've joined. This can be be made worse by what you see in open world not always seeming to relate to your spawn position in battle. (I've pulled ships while i'm on their right and spawned on their left ( and no I was not in the smaller circle)). Suggestions: 1. Why not introduce a smaller tag circle after you escaped a fight for X mins. meaning enemy would have to be closer to you to pull you? and i do mean smaller not just 10%. This circle would then "grow" back to normal over time, but I'd also suggest combining that with a permanent scale change between open world and battle. So when you pull someone you start closer than you do now. If your two ship lengths away in open world when you pull someone and that is say, 8 lengths in battle, make it 4 or 6 lengths instead. (Side note: join circles spawning in land is still an issue.) 2. Missions that are in a reinforce zone should say so when taken and offer a somewhat reduced reward. (perhaps not for new players for X days or X missions?) 3. Missions both in and outside of safe zones should NOT be joinable by enemy and be open for 10 mins on a "request to join" for friendlies (unless in same team/battle group/clan then you can just join in this time period). Markers should remain for missions outside the reinforce zone for a longer period (not forever) allowing hunters if they so wish to wait for a player/players to leave and attack them. (perhaps missions should not show exact numbers or BR but a range of numbers and BR) ( 1-4 players 150-450BR for e.g.) 4. Open world fleets "tagged" inside reinforce zones should close instantly for enemy players (following same rules as missions above, request entry etc) while outside the zone they remain open for a time for anyone to join. If an enemy player does join the open world Ai fight then a timer for friendlies of the player who attacked the Ai fleet to join in would be extended. e.g. Open world Ai fleet is attacked by player, after 3 mins battle closes. Enemy player joins at 2:59, time for friendlies to join is extended by 3 mins. (also see No.5) 5. Perhaps a Dynamic timer based on BR difference. The timer right now when a player attacks another player for others to then come help the attacked player seems to short. even if a player calls for help before the tag, in the majority of cases, people will not be able to get there and join in time before the battle closes. Change the open battle timer to a system where the higher the attackers BR compared to the defenders the longer the battle stays open for the defenders to join, and if more defenders then join than attackers, the attackers "open" timer increase's so they can get more help. in this way a battle could then "scale" up from a simple 1v1 to a 25v25 as the timer could get extended for each new joiner depending on who joins on which side and in what ships (BR). Just a thought. hope this is explained well enough for people to understand. 6. I also think that some nations ( GB is a prime example) have too big a reinforcement zone thanks to every port on Jamaica being "protected". Think Brits have 10 ports in total with zones, while other factions just have 2. seems unbalanced to me especially with no free ports (la Navasse for e.g.) no longer near Kingston. 7. wind changes to fast in battles at certain times. reduce to direction change or maybe increase the time it takes to complete the change in direction. 8.To me, the speed/invisibility "buff" you get after you leave a fight is fine but the increased turning circle while invisible after a fight is to much. Decrease turn time penalty or have it kick in after "X" seconds. I really think suggestion 5 may be good but i'm just one of many. Thanks for reading.
  7. Area Control

    With the new patch that has added area control as standard to ships without chasers. I was wondering if area control will be, or perhaps should be changed. Currently, as i understand it, area control has a 750m range and stops ALL ships form leaving a battle within this range of the ship that has it, including that ship itself and all allies. Control is great for a 1vs1 when your doing the chasing, but once your being chased, your basically tagging yourself. Once you have allies , area control again can be very bad for your team. Would changing Area control to only effect enemy ships be a much better option? Or just the enemy and the ship that has area control. Perhaps area control should be a toggled on/off ability in those ships without chasers, with a cool-down timer? People have even suggested that all ships should have area control (with maybe a much reduced range). on a related note. should the area control "perk" be changed/removed now that certain ships have it by default? a mix of suggestions and questions but I'd be interested to know what people think of area control.
  8. PvP/Ganking Issues

    It seems to me many of you are looking at this only from one side. What seems to happen allot, is people go to an area to hunt players and have some OW pvp... fair enough... but more often than not they then wait till a player starts a mission or a fight with open world Ai fleets outside the reinforcement zone then jump into that fight. This is "ganking" in my book. The call then goes up " i just got sunk while doing..." and then/IF people respond, they come out to hunt the hunters. Now with the current invisible/speed buff after you leave a fight the chance 1 or two players outside of being in the right spot in the right ships to catch you is pretty dam remote even if they know the battles exact location. So you need allot more players to have a bigger "net" and therefore chance to catch the aggressors. So then say you get caught by one of these "counter gankers" (who themselves have now become "gankers" in the others eyes) who happen to be in the right position and the right ships. (By luck or by planning it doesn't really matter). Generally the other X number of guys who then try to join the fight will take so long and join so far away that they will have no real chance of doing a thing but just watch. perhaps the lucky few guys who were close enough to be in the pull circle or join instantly, chase you in battle firing the odd chaser trying to reel you in while you fire back chasers trying to slow them down while you run which can take best part of an hour. (you can tell I've been there :P) It's not always that way, you can get good tags and have a few guys close enough to get some broadsides off or the enemy may turn and fight, but with the difference of Open world scale to Battle scale, it can mean a guy right behind you in open world can be a long way off in the battle once you've joined. What am trying to say is that neither side has it as easy as the other thinks. Banished Privateer's comments (and others), are based from their point of view as players who's main game play is as an open world opportunist hunter (? hope that names ok) Kutai and others is based on the guys who usually go hunt the hunters. Both sides see the other as "gankers". and then there's the others who are just the poor guys who got "ganked" initally while doing farming/grinding/trading or whatever and are usually "new" players. I agree the wind changes to fast in battles at certain times and Yes the increased turning circle while invisible after a fight is not good. To me, the speed/invisibility time is fine, if you changed the turn time. As people are saying the re-tag drag into a fight, escape to be re-tagged again is a bad thing. However, you should NOT be able to kill someone and sail away un-catchable. Nor should you have zero chance of escape when you do leave a battle. Some Suggestions: (doesn't cover everything raised) 1. Why not introduce a smaller tag circle after you escaped a fight for X mins. meaning enemy would have to be closer to you to pull you? and i do mean smaller not just 10%. This circle would then "grow" back to normal over time, but I'd also suggest combining that with a permanent scale change between open world and battle. So when you pull someone you start closer than you do now. If your two ship lengths away in open world when you pull someone and that is say, 8 lengths in battle, make it 4 or 6 lengths instead. (Side note: join circles spawning in land is still an issue.) 2. Missions that are in a reinforce zone should say so when taken and offer a somewhat reduced reward. (perhaps not for new players for X days or X missions?) 3. Missions both in and outside of safe zones should NOT be joinable by enemy and be open for 10 mins on a "request to join" for friendlies (unless in same team/battle group/clan then you can just join in this time period). Markers should remain for missions outside the reinforce zone for a longer period (not forever) allowing hunters if they so wish to wait for a player/players to leave and attack them. (perhaps missions should not show exact numbers or BR but a range of numbers and BR) ( 1-4 players 150-450BR for e.g.) 4. Open world fleets "tagged" inside reinforce zones should close instantly for enemy players (following same rules as missions above, request entry etc) while outside the zone they remain open for a time for anyone to join. If an enemy player does join the open world Ai fight then a timer for friendlies of the player who attacked the Ai fleet to join in would be started. e.g. Open world Ai fleet is attacked by player, after 3 mins battle closes. Enemy player joins at 2:59, time for friendlies to join is extended by 3 mins. (also see below) 5. The timer right now when a player attacks another player for others to then come help the attacked player seems to short. even if a player calls for help before the tag, most times people will not be able to get there and join in time before it closes. Perhaps a Dynamic timer based on BR difference. The higher the attacker BR compared to the defender the longer the battle stays open for the defenders to join, and if more defenders then join than attackers the attackers "open" timer increase's so they can get more help. in this way a battle could then "scale" up from a simple 1v1 to a 25v25 as the timer could get extended for each new joiner depending on who joins on which side and in what ships (BR). Just a thought. hope you get what i mean. 6. I also think that some nations ( GB is a prime example) have too big a reinforcement zone thanks to every port on Jamaica being "protected". Think Brits have 10 ports in total with zones, while other factions just have 2. seems unbalanced to me especially with no free ports (la Navasse for e.g.) no longer near Kingston. This topic Banished has raised covers a significant part of Naval Action and is a major part of the game. You cannot change only the things to make life easier for one side. I think suggestion 5 might have some real potential though i may not of explained it right or missed a potential problem with it. Thanks for reading. P.S. will also post this in suggestions at some point. ( it's late)
  9. PvP/Ganking Issues

    I think you might want to watch some players streams and videos on you-tube/twitch etc. I'd recommend Moscalb's stuff. You'd be surprised by what a few good players can do.
  10. Following up on Wigermo's inquiry a few posts up. I am guessing it wasn't added but will be in next patch? Hopefully .
  11. Looting Mechanic

    This is good to hear, so thank you. Will look forward to change and testing it out. It's very much needed. yes this is also true for boarding or at least negative speed causes issues. With the option to board being available but pressing it has no effect.
  12. Looting Mechanic

    yes this is like my 3rd suggestion Parrot just better said but yeah that would work too.
  13. Looting Mechanic

    The loot system that now exits in the game is frankly, terrible. To be clear I do not mean the actual "loot" but the the looting mechanic of having to be very close and at a low speed to a "sunk" ship to get the option to loot. Every one who has ever done any PvE, will have on multiple occasions, lost loot due to being downwind of the sinking ship and unable to get back to it. Had it sink before you can get to it, or simply been 10 feet away and needing to be 9 feet to loot. With no way to do anything about it. The "new" loot system ( over the old Esc battle, loot screen) was just about bearable but with the wind changes/sailing profiles it has made looting so much worse. Just as an example, I boarded an AI ship the other day won the fight but was unable to loot it as it was out of looting range (!?!). Not only that but it was behind me and upwind so i had no way of getting back to it in my Agamemnon what so ever. To me and many people I play with, this should be top of list of things to change as soon as possible. I sit in my clan's Discord and every day someone is complaining about the loot system. the ships right there at edge of your finger tips and you can not loot it, is just annoying beyond words and all you can do is watch it sink. The added effect of this problem means to have a good chance to loot you have to drag out missions/fleets etc and wait till they downwind of you to shoot and sink them and this adds a huge amount of time where you just sit waiting for the AI to sail to the point where you can give them a "killing blow" and have a chance of making it to them before they become unlootable. The AI also compounds the problem as it has a tendency to beach its ships and get stuck in fights near land, making looting harder if not impossible in these locations. Especially true if your in a bigger draft ship. Suggestions: 1. An easy temporary fix would be to increase the radius substantially of where you can loot a ship from. Increasing the time you can loot a ship after it has "sunk" would also help allot. 2. A floating crate or some wreckage could appear after the ship has sunk, that itself never sinks allowing players to take the time if they can/want to, to sail to it and loot. 3. A system like the "brace" ability that has a wind up/wind down could be added that stops all actions on your ship and starts a timer that would be shorter or longer, dependant on the range of your ship from the one you wish to loot ( would still need a max looting range to work) and after the timer finishes you would have your loot. 4. Introduce a mixed system where you can still loot ships if you close enough but if your against AI and you've sunk or captured every enemy ship in the battle (i.e. "won") you would get a loot screen at the end with everything that was on the sunk ships regardless of if you physically looted it or not during the fight. However, if you had to run and leave with AI enemies still alive then you would get no loot screen, and only have what you were physically able to sail to and loot as your reward. In a group, you could choose the loot option that suits your group best (an option that many games have had) everyone in party gets an equal but randomly assigned share of the loot at end, or free loot, where if you can sail up and loot in the fight then its yours. Free loot would be the default option with shared loot only available while in an actual pre-formed Team/battle group and would be set before joining the battle. Just to be clear this would only be for PvE/missions/fleets not for PVP. So when your working on the next patch, if you could please take a look at the Loot System and give it a tweak to be less brutal and frustrating and bad... I think everyone will agree it would be a very welcome change.
  14. Hoist the Colours!

    For the Horde!!!!!!!!!!!!!!!!!!!!!..........wait wrong game................. .... ahhh whatever..... KOTO's back, it's all good.
  15. Pirate alts Griefing PB fleet

    Yet your screen shot shows pirate screening ships in your OW battle and where in that case were your own screening ships? Screening ships and fleets are a part of the game and many port battles have been won or lost because of the guys in the small ships. Your own last screen shot you posted of the PB seems to show the pirates had more than a respectable force inside the port ready to defend it. I see 22 1st rates and a full 25 people on the pirates side in the PB. Your forces seem pretty evenly matched so I'm not sure I see a severely outnumbered defending fleet. This is the job of screeners to try and split apart the port battle attacking fleet and try delay/sink the enemies big ships. the fact that other players were in the same fight as you who were not in your big ships seems to be (when there is more than 25 ships in the same pull circle) down to RNG. Picking which ships in a tagging circle are pulled and which are not is not an ability players have. Would this not indicate that they were dragged into a fight that they didn't start or want to be part of? Many players in small ships come to the area of PB's either out of curiosity of what goes own or because they see it in nation/global chat and being "new" want to take part without really knowing how it all works. Either that or they just in the area doing their own thing Trading/pve etc when all this is happening and like many people they close chat as its usually full of rubbish talk. I have random people join my missions or fights in OW fairly often and i'll be fighting a line ship and they hop in in a basic cutter. It can be annoying but its not against the rules. Green on green is against the rules and should be looked into. I was not aware it activated the 2 min tag timer. seems silly that it does and should be looked into. Hope you guys got some screen shots/evidence for this. The ones you posted above don't seem to show it so but perhaps the f11's you sent hopefully do. Again your screenshots here don't show any of this. Your only PB screen shot does not show anything wrong as far as i can tell. looks like it would of been a good fight even though the Danes are outnumbered. This is the only bit of your post I have a small problem with. The NA team should decide the punishment not you, due to your conflict of interest. Having said that, I get the sentiment as loosing out on some fun due to a possible griefer is not fun. I am pretty sure the pirates waiting in the PB for you guys to turn up feel the same as it seems they were ready and willing for a fight. You don't bring 20+ 1st rates to the port battle to do nothing with them. Some screen shots of the ships you lost would be handy but if there is no accused exploiter in those fight, as seems likely, as you show the people you accused are all in your fight in the first screenshot you posted.. Then the ships must of been lost in other fights and these must of been just another normal open world fight. So how can you punish people by removing their prize they probably spent an hour plus trying to sink/capture and not get sunk themselves when they in all likely hood had nothing what so ever to do with anything you are accusing others of and are just players playing the game as intended. Asking to turn over the region as "rightful spoils" is also just a little conceited. Sat in the port battle as your own screenshots prove is a full fighting force of line ships equal to your own and to think that your win was guaranteed, well you get my point. Steam ban seems also to be an extreme call. It's a game mechanic that has potentially been exploited, that already doesn't work well (Just one of many right now) and you say has been used against you. Yes, if the player/s are found guilty they deserve some punishment but some of the blame should be laid at the Developers for not fixing the problem. it's been around for a long, long time. I am not sure if this is a comment on the fact the majority of the guys in the port battle for the pirates are from the clan SORRY or if it is a genuine stated punishment form the NA team for the type of action your accusing those 2-3 players of in your post. I'll just say this, just because people pick a nation to play in NA doesn't mean their actually from that nation in real life. Nor does having SORRY as your clan tag mean you must be some Machiavellian bad guy who is responsible for every bad thing that happens. The game, like any other, is full of good guys and bad guys and everyone in-between. To believe they are all just in one clan and some how responsible for every dirty deed carried out by any player is being a little misguided. As a final note. (yeah its been a long one folks, my bad. almost done) I'd just like to say to PowderHorn I think you did the right thing removing all that "spam" I read 2-3 posts of it last night and wished I hadn't. Hopefully what I've written above is ok and relevant. Thanks for reading, now back to the game.
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