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Jon Allen

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About Jon Allen

  • Birthday 08/11/1982

Profile Information

  • Gender
    Male
  • Location
    Virginia, USA
  • Interests
    Naval History, among other things.

Jon Allen's Achievements

Able seaman

Able seaman (3/13)

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  1. The essence of my suggestion can go either way. Whether raising one, or lowering the other, or some combo of those things. The point is the same. PC ships have more durability. I offered the 5-7 example just to illustrate my point. It would be up to the Devs to decide exactly how they would handle it.
  2. Right now we have a good mechanism to limit the value of captured ships, they have a durability of 1. But there is an ongoing conversation taking place about how to make player-constructed ships more appealing. Crafters are competing against NPC builders who are selling ships at incredibly low prices. It's hard to make player-made ships marketable, it's hard to compete with the NPC ultra low prices. It's a complex problem, and most of the solutions that have been proposed have also been complex, but I have a suggestion for one relatively simple thing we could do that would give player-constructed ships a worthy edge. Give them more durability than their NPC-constructed equivilant. I'm not going to try to get into how much durability, but enough to make a difference. If the standard NPC ship (of any quality) has a durability of 5, then maybe the player-made equivilant has a durability of 7. (EDIT: To be clear, that is just an example on how this might be handled, not exactly what I'm proposing. Whether its raising the durability of PC ships, or lowering the durability of NPC ships, or some combo of those things, the essence is the same, PC ships have more durability.) It's a simple change, but it will make player-made ships more valuable, more marketable, and perhaps worth the extra cost. Food for thought.
  3. If the idea is to make a profit, this is all math done by hand. Setting up a contract requires you to pay 10% of the value upfront. So if you decide to sell your blocks for 1000 gold total (the whole lot), then it'll cost you 100 gold up front. As for how much you should sell them for, that entirely depends. But start with how much it cost you to buy the basic materials in the first place that were used to create the blocks. Then maybe tack on a little more than that for a profit margin, and maybe a little more to compensate for the 10% I mentioned above. The best case scenario, you sell in a free port or capital, where there is shipbuilding going on, and where blocks (and the basic materials needed to make blocks) cannot be found. To look for signs that shipbuilding is happening, look at the ships for sale there. If you see a lot of ships for sale with people's names on them, odds are there is some shipbuilding going on there and those crafters are keeping an eye on the local stuff for sale at their hub. To really increase the odds, find a specific crafter, arrange a deal. How many blocks for how much gold at which port.
  4. Right now when you buy/sell stuff, there is no mechanism in-game that keeps track of what you bought/sold and at what price and quantity. I'd really like to see the developers of this fine game look for a way to incorporate that into the game. The basic idea I'm having, is that when you buy/sell anything, the game presents an option or check box labeled something like "Memory", "Log Transaction" or so on. If you check that box or say yes to that option, the purchase/selling is noted in a journal or Log (call it what you will, if you can think of a better term), a tab that you can access from the game's main menu. It records when the transaction occurred, which port, what item, at what price and what quantity. This can be useful in at least two different ways that I can think of: 1. Traders can keep track of what they bought/sold items for, and compare prices they are staring at in their current port to past prices at the same or a different port 2. Crafters can use it to create a log of all the purchases (by checking the option with every purchase associated with their current project), so they can accurately add up all the prices and find out how much it cost them to build that ship. Right now doing this requires scraps of paper, spreadsheets and so on. Adding a tool like this, even a very basic one, would really add to the level of gameplay enjoyment on the trading and crafting side of things. Having a check box option would allow the player to decide what gets recorded and what doesn't. But if its easier to implement, I think it would also be acceptable if there were a log generated that simply recorded every transaction and filed it away like your real life bank statements. It could even be very crude. But that data is worth something to us players. If someone else has presented this idea before, great. In that case just consider this another vote in favor of.
  5. They extended the deadline to the end of the weekend. http://forum.game-labs.net/index.php?/topic/8543-headstart-ships-guide/ If all you are seeing is the Yacht, then you are in the same boat (ha!) as the rest of us. The other redeemable ships they have hinted at haven't appeared yet.
  6. Head start ships guide. Answers some good questions about the redeemable ships. http://forum.game-labs.net/index.php?/topic/8543-headstart-ships-guide/
  7. No, that character was wiped. You need to start a new character in the headstart time period to get the extra ships.
  8. Jon Allen

    Hello!

    Welcome to the game. Right now there isn't really a mechanic for exploration unfortunately, but the Devs have talked about one. But there is a great big Open World ocean. At the moment the game is largely focused on PvP combat, PvE combat and crafting. But now is a good time to jump in. The game is fun as-is and they will be adding features and content going forward.
  9. Thanks for the info! If someone wanted to be a good gentleman he could tell us what 18pm Kiev time is in some other time zones.
  10. I didn't know that either. Thanks for asking Wonky Beaver.
  11. Big big fan of this idea. Historically there were "mail packets" ships that just ran mail. In a historical text I was just reading on the Continental Navy mail packet ships come up a few times. During the American Revolution there were mail packet ships running from London to the Royal Navy's North American station. The mail included high level correspondence for Admirals, Generals, Governors and the like.Like merchants they were frequent targets to be taken a "prize." Maybe if you accept the mission, an item for it appears in your warehouse and you can load it onto a ship. Then you sail it there, unload it, and if you right click on it a "deliver" button appears. Once it disappears the mission is complete. Something like that. Or you have to drop and drag it into a slot in the missions screen, thereby delivering it and completing the mission, and this only works if you are at the proper port.
  12. I wanna say "hats for men." These days nothing is socially acceptable but a baseball cap. I would love to see men's hats come back into fashion in a big way.
  13. If you could make a clothing item or accessory from the 18th or19th centuries popular and common again, what would it be? And why?
  14. I actually really like the current setup. Sometimes I just want to jump on the computer and fight a small battle, and I know approximately how long that will take. Sometimes that's all the time I have. I feel if I am doing that I should get gold/XP for it, otherwise it's just a practice session...my 50th practice session. Other times I want to get into the OW, sail around, but that's when I have a long period of time to play, like an hours-long opening. That isn't always the case. If the idea is to lure more people into the OW to play, then my suggestion would be the up the amount of goal and XP you get on the OW, and trim back the amount of gold/XP earned for small battles/large battles. If anyone asks why, it's 1. To encourage people to get on the OW, and 2. Because those rewards sorta factor in the amount of time you are probably spending on the OW, where things tend to take longer. What that will do, is encourage at least some gold/XP grinders (those with immense amounts of play time available) to get on the OW. While the players who really just don't have a choice sometimes (e.g. it's small battle or nothing because they got about an hour to play the game and then they gotta go to work) those folks have an option too. But like I said at the top, I really like the current setup.
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