Jump to content
Game-Labs Forum

cheatos503

Ensign
  • Posts

    87
  • Joined

  • Last visited

cheatos503's Achievements

Ordinary seaman

Ordinary seaman (2/13)

34

Reputation

  1. honestly im no longer interested in port battles until they are redone as promised when they showed us the new port battle model, not the current fleshlights sitting in the water setup. With that said its alot like the red ring system POTBS used to employ. and im interested in generating the unrest part but until there is something worth going into a port battle for ( ie something that doesnt involve capping towers and essentially playing rock paper scissoring for a port on the map) , the idea of more players being funneled into an area to kill or be killed by. It will automatically make the smaller more agile pvp play style shine because there isnt any towers in the pvp, and instead killing the player is the objective, think of old sea trials but for a reason which i've always wanted. Besides ask around, generating a lot of hate is what i do. Now i can use my lvl 50 trolling skill for something useful
  2. found the same to be true, something is not working found the same to be true, something is not working
  3. so then what do you think the conditions shoudl be? when 20 people are left on each server? and when does "early alpha" mean that the devs shouldn't give us more transparency when they make a statement that has a huge effect on game play witrh no supporting information so ppl go nuts trying to interpret what the hell they actually mean. this game has been in "early alpha" for 2 years. in all likelyhood will live out its game lifespan in "open beta" so what the hell is the difference when terms like alpha and beta are more for marketing now rather than actual statements of development.
  4. I think its time to start thinking of the survival of this game, now that the devs have once again screwed up by not allowing any transparency into what is going on with the merger. They convey no information, no timeline, not one bit of insight as to what the yes/no condition is for the "possible" part and have never answered a direct question at all about mergers in regards to whn, why, or how until thousands of players ran for the door. the snapshots arent looking good, they are hopefully going to put the game on sale, but the looming merger scare coupled with alot of players simply giving this game a bad review lately (yes i am one of them but thats because this game used to coddle the well, millennials and their special needs and requirements for a safe place) and screaming the game is dead. So yeah im all for the merger, have been planning for it for some time. now that pvp1 is approx the same as pvp2 in terms of population it only makes sense
  5. actually one of the biggest things done poorly (and still is) is the devs making vague statements with no information behind it, no follow up after numerous times there has been direct and pointed questions. And letting the player base come up with what amounts to interpreting less information that you'd fins in a fortune cookie into what the devs plan to do. CASE IN POINT: in march the devs made a post stating that the servers were going to merge. No information as to which servers, when was a nebulous date and no information was given past that for 2 months. Many of us (myself and clan included) left pvp2 because we had at that time, no confidence that everything we had worked for would come over to pvp1. While i had been established on pvp1 it was in a different faction than where we decided to go. And starting all over cost us a few players, then server problems as the server wasn't able to match the demand of the players trying to access pvp1 outstripped its capabilities, this caused more ppl to leave or "take a break" and have not returned. once that ball started rolling the doom/gloom crowd yelling the game is dead, coupled with the fact that gamers are for the most part, sheep and followed the crowd. My point is, all of that would have been avoided if the devs had given us, at that time, some more info than a half sentence to go on. It by far caused more problems than it could have solved. And unfortunately it continues still with yet another half sentence on possible merge, and yet again, no information at all on it no matter how many ppl ask. The mishandling of things of this nature has hurt the game more than any mechanics change or short term breaking of the mechanics could ever do. And if they hadn't said anything about merging the servers. I'm pretty sure we'd have a lot more people on today.
  6. im concerned by the pirates in this, as they have no PVE fleets, does this means capping traders with contraband currently works as hostility against pirates? seems until the pirate mechanics are resolved to your future plans this will be an advantage in that it will be harder to get the pirate towns into a PB situation. Also will there be a guage of some sort that we can see the progress of every area being hit? if we are talking an area and not a specific port, will there be a maximum radius? if so, how large are we talking? will it be big eonough that we could take multiple ports if close enough to each other? will the devs actually give us information to test with? IE do we have to guess at how many x per hour and y per hour need to be done to give us unrest, and the opposite to lower it. or for once will the devs actually supply that info
  7. let me know when you are actually a mod instead of playing at one. until then, this is a perfectly fine place to discuss this
  8. this could be acceptable provided they are actually worse than an off the shelf AI crafted one, and if this is the case then the impact on the econ might not be as badly felt as i anticipate. can you post the link for this?
  9. capping ships used to mean the role of the crafter was for the most part not important. everybody used to cap 3rd rates, from there you'd take on fleets with said third rates and if you lost one it was no big deal, 15 mins later you had that ship again. No cost aside from time spent. Since this was around for a long time, but with a different econ model nobody paid the practice much mind, and it was the norm, not the exception to see all ports maxed out on resources (aside from gold because back then there was only one type of crafting note). Now with resources have an actual value, this is due to 2 things: 1. the current hybridization of player derived and NPC derived resource base. This gives value, not just worth, to our resources by making them cost us in terms of labor hours which we attribute to another currency that we trade. When that happens coupled with the fact that the overall supply shrinks you now have the conditions for healthier economy 2. The inability to cap combat ships means you have to get them somewhere, now the ship builder who invested the time and effort to lvl up. Now the lower class boats have full durs on them which invites people to want to invest in having them crafted. removing the second will collapse the first unless the limits on size of ships is kept small so it helps new players (on which i can agree) but when you start getting above 5th rates i can see the game giving out its last gasp and croaking. Your assumption that people wont fit a 1 dura ship is false, most gold mods cost way less in hours and resources than big ships with 3 or less duras on them. from a cost savings perspective you could lose 5 sets of gold mods (player made) before you run into the cost line of a fully setup bellona and the infrastructure (shipyards, mat stocks) it takes to make them with all gold mods. I have done it in the past and if you pull out as calculator, you'd see that it would make sense as well.
  10. currently im im agreement. but i do think some of the aspects of tking traders and such which is vital for new players, should continue. The boarding does not in any way mesh up with the rest of the game currently. and I hope a better solution is found, because while historically boarding actions while A): the battle hasn't been decided , and B)ships were still moving were rare. BUT>>> They did happen
  11. im skeptical at best of this. seems this would work if there was still a large player base like 3 months ago, now? im not so sure. I had proposed a while ago that we keep the timers for PBs BUT..... you can still attack at any time but it would cost you 5x-10x the original port cost. The devs are always looking to make a system for PBs to work. why not let economics work instead? It solves for any group wanting to take a port at any time instead of what it has devolved down to. And it add some defense in the form of breaking the attacking side's war chest so you wont see widespread port caps because after a while nobody could afford it over the long term. Also if you do lose that port know they paid through the nose to do so
  12. i would like to see it so that ytou can only have 1 resource building in a city this compass wood nonsense has got to stop. So many ppl brag about how they make millions doing it. I highly doubt the devs had this in mind. So in that i can agree But. since there are going to be new buildings added in soon, I can yet say that only 1 of any type (i would agree on resources) could be a good thing or not keeping the total number of buildings to 5 currently works, well it works for me. In the future i see the devs wanting you to make a tougher choice as to how you plan on doing econ, not an easier one. everything the devs have done thus far points to you being forced into a specialization, not the other way around. So i highly doubt they would change that. I do agree with the site code being changed, with reservations. the produce/consumes for any particular port should be at least 3 ports away from each other. And i dont feel that the free towns should produce or consume anything at all. they are free towns anybody can enter them so why not have them be strictly player ran as far as econ.
×
×
  • Create New...