Jump to content
Game-Labs Forum

tipsypo

Ensign
  • Posts

    46
  • Joined

  • Last visited

tipsypo's Achievements

Landsmen

Landsmen (1/13)

19

Reputation

  1. Maybe someone's mentioned this already (no results searching "contract" though) but some task to guide them in setting up and obtaining goods through buy/sell contracts specifically. As that's something that took a little bit of learning when I first started on the game. And made quite a good difference to my gameplay once I learned how to. It's now something that I am going to have to spend some time learning about again.
  2. I am looking at this from a (roughly) new player perspective. I've not played since 2016 and am starting from scratch in the game as a new character. Because of the many changes made in that time there is much I am needing to learn from scratch now also. It does sound forced on me you are right and does not sound much of a blessing at the moment, I understand the benefit gained through joining clans, but its not for me at the moment. Back then I did not drop out extremely fast either because I was not in some clan. I made acquaintances to sail with. I participated in some port battles also. I managed to get far enough to crew the Trincomalee and stock up on some good gear. But I did this without actually needing to join the clans. Just cooperated with them. Being a member of the clans that were around did not appeal to me then. And unless the right clan for me gets created I'm not going to want to join one now either. Granted as I say the game has changed much since then so maybe achieving the same again is not possible now without a clan? I dropped out in the end more due to the distances needed to sail without anything to do. The long distances and time required to sail to various places I did not consider a problem in itself but rather the problem being that during that time you have nothing to do other than play "spin the camera around the ship", play "convert the fish", chat in the tavern or go AFK. That just got to much and ate too much time doing nothing. The tutorial that you have already made (thought that was great when I went on it last week by the way). That was indeed an gentle touch that guided me again. But that does not restrict new players from using specific features of the game before completion does it? Rather that incentivises the new player to go on it (and then be guided) with the offer of reward (resources/ships) that give the player a leg up on their start into the game. Why not give a similar incentive for joining their first clan rather than restricting features from them? You have the vision and the knowledge of the games background workings and plans. So will take your word for it. But I'm just giving you my take. And sorry I would personally at the moment do as the other posters suggest above and either join some clan just to then leave them or else (as you suggest) grind the resources to eventually make my own "clan" to sit in. That sounds acceptable to me. I do want to support the nation, not some random clan. So would be happy to sit in a national clan of sorts until the moment that I found somewhere that I did want to join and was ready to do so.
  3. Wait does this suggest that every player in the game is going to need to be a member of some clan. Otherwise they cannot do even Kill, Hunt and Search Destroy missions. Yeah that sounds bad to me. I would rather the joining of clans to be a decision that I wanted to make rather than something I was forced to make.
  4. Stopped reading through the numerous pages at around page 12, so maybe some more things been said that could change my opinion compared to what I've read so far. I am not against most the proposed changes, removing the 5 colour grades and just tailoring the various characteristics instead seems great. I imagine more uniqueness in designs, better system with casual players, less fear with loss. Also makes the ships sound less like some enchanted magical wand in some warcraft-like game. Am rather unsure about the 1 durability though and reckon that might undo whatever improvements to casual players and fear of loss are gained through the above change. Though the games in testing and an wipe is going to occur at some point anyway. So I've no problem with such things being tested to determine whether they are better or worse.
  5. My two Cutters were bought and used prior to the updates and working as intended. But no longer work since. And I doubt is due to the auto setting cannons failing and leaving them unarmed that you suggest as in my case at least, as I wrote in my post, they did use their guns in Free and Follow modes. So I imagine the issue is more with the commands or AI themselves. But no I have not tried an bog standard ship, not sure what relevance it makes, as the only difference between them is the lack in built in upgrades.
  6. Just to say I am seeing same. Free and Follow mine are acting as expected and engaging enemy. In Destroy or Demast they manoeuvre about the intended target though do not fire anything.
  7. Historical maps gets my votes too, though I assumed that the current maps appearance came under the "test ui please ignore" and would be updated once they get to the ui redo stage.
  8. Agreed does make a great substitute once Send To Outpost goes. I am not sure what side I sit on the arguments over Fleets. Though thier usage as towed prizes or your merchant convoy that you escort around I'm not unsure, is an great usage. Would be great to get more options both in open world and battle instances to abandon or surrender such prizes and charges, leaving them to your enemy to attempt to save oneself etc.
  9. Number One sounds good indeed, might cut down some of the spam in posting WTS and such messages in the national chats. Beeing able to put purchasing contracts for the ships would be good indeed too, this is I presume what you meant as an crafter can already out a sell contract on a ship they craft in an manner.
  10. seeing the images she does appear very nice I am interested to know about the figurehead, and apologies in advance on my terrible knowledge of mythological characters other than the obvious, is the figurehead depicting Hermione, or is that depicting St.Cecilia?
  11. Assuming the coordinate grids upon the map is here to stay, would like to see the same provided on the in battle map. As then once in an battle and someone asks for the coordinates you can continue to provide them.
  12. sounds interesting regarding the suggestions about the smaller vessels being given an perk to the master and the "fore aft expert" one being added to fill that, so does the Rattlesnake, Brig and Snow come under the Frigate perk?
  13. Would want to name mine based upon historical ships in the class they are based on. Maybe even using the historical wood types heh. Maybe just aim to make every ship in the classes with historical woods heh. Because of this if they did implement it I hope names do not have to be unique. I've two ships at the moment an Pickle and a Cerberus so would prob name them "HMS Pickle" and I reckon "HMS Boreas".
  14. I know scuttling was indeed something done during both world wars and an valid tactic. But was this something done during the times depicted in game. As said "seamen cant swim" and I do remember learning that the majority in seamen in those times could not swim. And I doubt the ships had enough boats for the entire crews. So scuttling would be suicide to most of the crew. I would think that were crew something that would cost the player, rather than being automatically supplied each battle at no cost. Then this would be better. As player has to either decide between scuttling or surrendering, to deny the enemy the goods but having to suffer the costs of recrewing and vice versa.
×
×
  • Create New...