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Cpt Fred

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Landsmen

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  1. , Well, if we take a look at the mid-tier ships (frigates) in general she is one of the cheapest to craft; especially with regard to furnishings, which are pretty annoying to craft without silver & gold sources. The frigate is one furnishing cheaper; the surprise is free and the cerberus is in general too weak for 5th rank but is also free. Other then that she beats any other frigate out there in furnishing cost, which makes he overall cheaper to mass-produce compared to other frigates. To give a general idea: Belle Poule requires 12, renommee requires 16, trinco requires 10, indef requires 10 (+ permit - PvP) and the endy requires 6 (+ permit - PvP). So, most of those ships are pretty expensive if you take in mind only the furnishing costs. Especially in a 1-dura economy you have to take in mind you can lose any ship in the blink of an eye; which makes the essex the perfect ship really. Losing 4 furnishings vs +10 is a major deal for any player without a decent supply of furnishings. Second of all: if you take a look at the list... http://www.navalactionwiki.com/index.php?title=Ships She has (way) more pounds compared to other frigates, even if she doesn't have chasers (+80 compared to frigate). She also has slightly more crew which always will help out even more to man all the cannons / sails. I have a fully equipped 4-rate carronade (MAX. rank) essex which can man all cannons if you disable sailing and STILL have a decent amount of crew on sailing to actually do something (but it's noticeably slower). Not only this; but i also notice this ship has way less heel compared to a trincomalee, for example. She can almost shoot any shot from nearby, which is why i gave up on the trinco and permanently sail the essex in PvE missions. The heel vs. lower ships like the merc or Niagara was a killer for me. I will also tell you one very enjoyable feature; with carronades she will pretty much reload shock any lower rank ship. On rare occasions she can even reload shock a renommee (which is the highest tier ship in rank 5 missions). So in general she doesn't need to tank if you can constantly reload shock your enemy (PvE vessel). The third point, but also a pretty important one: compared to a frigate she has more armor, hull, sails and mast thickness. Armor: Frigate is at 3910 while the essex has 4100, which is already 200 more armor. Hull also has 100 more, mast thickness even has 4 (which is always handy in a demast meta). Sails are also way better: 3910 vs 4100, again 200 more. So in general she is way stronger compared to your average frigate. Last but not least: she is slightly faster then a frigate, but has less turning speed (but still over 3). If you use her mainly as a PvE grinding vessel, she is perfectly fine and is manouvrable enough to take all the loot from any ship you encounter. So in general: a very decent support ship. Her lack of chasers does make her severely weaker in PvP / chase situations. Perhaps if you can give her a speed refit / build she can still be somehow viable vs slower ships. And those are the reasons why i and my buddy use a PvE, white oak - sabicu essex. With a bridgewater refit (+10% armor) she almost caps at 5000 armor, so she is coming pretty close to the indefatigable (a.k.a. the beast tank). Oh and... did i forget to mention she is a very beautiful ship?!? (:
  2. The reason behind the high NPC ship prices is an easy fix to allow player-crafted ships have a more competitive price compared to NPC ships. Even in this case i don't feel like any decently crafted player ship needs to compete with a crew space NPC ship... Except if you can afford loads of NPC ships. Other then that i notice in my nation (UP) there's almost no player crafted combat ships in the store because ship crafting is already severely limited due to furnishings, marks and LH. What they should've done is probably something that takes a bit longer: instead of increasing NPC pricing, they should've decreased resource (esp. furnishing) cost in buildings and/or lowered LH for crafting ships / resources entirely. This way it will have a huge impact on everything; all player crafted ships will be cheaper and anything else will also be cheaper which can only embrace current meta: the 1-dura meta. I feel like the devs made a huge change to the naval action meta with the 1-dura meta, but didn't take in consideration crafting and the economy. You need to remember that crafting any ship (which takes gold for buildings, gold for resources and LH for resources + ship materials + the ship and hard earned furnishings) can be lost in the blink of an eye due to the 1-dura meta. Ship crafting in general should be cheaper and so should the ships be. I feel like pre-increased ship pricing patch the prices were do-able because they can't solo a fleet order anyway and with the re-introduction of solo fleet missions anyone can purchase a NPC frigate and start doing CPT orders straight away, without having to spend too much money in mid-game. Opening up mid-tier ships even more will only help the economy in multiple ways. Frigates are the first ships anyone will extensively use in PvP combat and PvE missions (especially fleet orders) earn way more money, marks and possible loot compared to lower fleet / combat orders. High rate ships are limited anyway due to conquest marks which is a different story. If they really want refits and such to be limited they can always increase the mark cost of them (despite them already being pretty high).
  3. I'm pretty sure this is one of the reasons why only fleet missions didn't work and solo missions needed to come back and i've wrote down this idea somewhere else as well. I think fleet missions in general are way better in numerous ways; decreases solo player ganking, make friends for future combat orders / PB / PvP /,... anything really. If NA wants so promote team play over solo play, they need to introduce a party system and add clan data to the UI. I'm not completely convinced with your approach but i'd rather do it the other way around; let the new player view all the clans there are and let them see a basic message of each clan. " We're a clan that focuses on crafting and trading. We have an active community who participates in daily PvE missions to maintain our gold reserves.", for example, with a 'JOIN' message underneath. There are multiple of those messages for each clan available in NA. It's also a good option to specify the specific language one clan speaks; as certain languages / nations mostly speak one language and others are maintaining a multilingual clan. This way you let the player decide on it's own instead of the clan leaders; this will have way more response because the player can look exactly for something HE wants instead of having to hear X messages from clan leaders who want them to join their clan (can be considered annoying and you can't mute, only ignore). Perhaps, adding an expert level as in; we want beginners, traders, experts,... might also be a good idea. The nature of NA has always been divided between hardcore behaviour and casual behaviour. The small clan i'm in is really only for casuals who play for a couple of hours but try to work together as much as possible (mostly during prime time) but we focus on a multilingual clan and had numerous people from all across the world. This idea mainly comes from a different game but i think it's a very decent approach as Albion Online also has a similar playstyle which NA needs more in visual approach (UI - extra features): more teamwork (no advertisement; just a great idea on how to display clans and promote new players in joining clans). Yes they can even create their own logo in-game lol, pretty cool. ^^ A party system is also a decent idea imo. This doesn't require one to immediately start searching for a clan but can join any group of solo players straight away. Everyone knows how games such as WoW (and even Albion Online) has some kind of dungeon matchmaking system which groups existing solo (or grouped) players together to compete together in a random dungeon. I think this step is even way easier for any newbie out there as searching for a clan is already a drastic measure before you even know the game or started it. The party system is the same as the clan system: in port you will have an extra tab which has different parties set up. Any party can exist if there are more then 2 players and you can also write a simple description / name: "CAPTAIN PvE mission party" or it can even be linked to a PvP event: "hunting the rats in our territory waters". It's way easier to group players this way then to firstly ask players to join a party / group, then type 'X' in chat every, single time. It also disturbs conversations undergoing in the chat and this system can be linked with the existing group system, but visualized in the port screen. It will break loads of barricades as anyone can easily access the tab in port and you have joined a party in no-time. First thing i'd most likely do upon logging in: check for a party so i can get to action straight away. Maybe at a given time; this can even be linked with combat orders. If you want to do Fleet missions you'll automatically join an existing party or join a random group with other players that were also looking for a party to do fleet missions. If i click on the mission tab and select captain fleet order; i'm automatically put in a queue which will look for other players looking for a party or put me in an already existing party. Add certain limitations to certain orders (max BR rating, min BR rating) and the system should work as intended.
  4. Hey there! If you haven't noticed it yet; you can exchange marks in the admiralty by clicking on one of the marks if you are looking at a permit / bp / ... I'm not sure if this feature is removed or simply doesn't work but as of now; it's bugged (?). Every time i click craft, the menu tells me it is crafting but no goods (in this case PvP marks) have been received. The PvE marks still remain in the inventory (be it in the warehouse or in the captain chest). Any idea what's going on? Thanks! o7
  5. I've said this before, probably even multiple times idk. As we apparently have started to give examples; Foxhole Pre-Alpha. http://store.steampowered.com/app/506770/ http://www.foxholegame.com/ They have a blog which indicates numerous features they are working on; and by the look of the picture you know it's almost done (or atleast in-game / testing). As i remember correctly you guys also have (had) a blog, which hasn't really been used for over a year now (unfortunately) - except for the new patch info. It's a good way for anyone to keep track in since not everyone checks the official forum. Second of all; they offer community highlights. Not like you need to do this but it's a message towards your customers: hey i care... Not saying you guys don't because you listened more then enough to the community earlier on but there are loads of people out there (jeheil, Olav, Nielsvisser, SruPL, Taff In Exile, Liquicitizen Sili,...) making awesome content. Not even talking about steam pictures and such. Good thing is the magic moments post, for example. (: http://www.strangeloopgames.com/eco/ While these guys do also have a dev blog, they are utilising it less frequently. Then again: i receive a mail from them once in a while (newsletter) which provides me with everything they have done so far and what is to come in the next update. I am a huge fan of this game; therefore i have builded a real-life restaurant in-game and made screenshots which i putted on the forum. Suprisingly enough i found the pictures on their official Facebook page and even in one of their newsletters which had an entire topic on the restaurant. https://albiononline.com/en/news Yet an other one of those 'underground' yet very good title. Same here: blog with news on things they are making and what is to come (with pictures) and a very well made community part which provides builds with certain weapons (NA: Builds for certain ship? Tactics?). Idea's are endless really and it's great to see. Also here; i got newsletters earlier on with updates of what's to come. Now, since they are crawling towards release that's pretty much over for now, but the blog is still going and providing everything you need, without having to search for it 'endlessly' through any kind of forum. https://www.avorion.net/ Next up: Avorion is a wonderful space sim-ish, open world game. Yet again an outstanding developer who provides us with items they are working on, disregard any ETA or whatsoever. Prime example of how to share information towards your customers which makes them understand how long it takes to work on a feature (since most of us don't have a clue about development): http://steamcommunity.com/games/445220/announcements/detail/1289563758896893424 Look at the comments as well: happy customers saying thank you and such. It's not the NA doesn't deserve a thank you but you have to admit this ETA thing that has been going on for a very long time now and it isn't working as intended. If i order a pizza and you tell me you'll deliver it within half an hour, i expect it within half an hour. If not it's free (as they tell you) and a sorry from them. The NA pizza pretty much is very cold, doesn't taste that good anymore and we still didn't get any kind of sorry, just more complaining about everything (including myself now, hopefully for the last time). The avorion developer literally explains us how he is fixing scrips to make the game better, again here: it's not all perfect... but they are trying to explain everything as much as they can (we aren't developers, we don't know anything). Instead on NA all we hear is everyone complaining about customers complaining (lol). And what's even worse: nothing is changing, it just keeps on going (see Jeheil's production: ep 60 on YT / forum). Can we please aknowledge we're all humans, we make mistakes (and complaints) and we need to go forward? i've found it weird you guys are always comparing yourself towards other companies. Same with the 'talking about a review' post (the negative review thing): comparing yourself towards ETS because you have more ships in-game then they have trucks (literally your own words). You're not Valve, you're not SCS Software, you're Game-labs. Stick to that and improve yourself, look around and learn accordingly. We've been standing still too many times now, let's reset and go on. It's not about giving them a break; but if you make a "promise" (an ETA), you have to deliver. And YES an ETA is only an estimation but most people see a date, which indicates it needs to come on that particular time. Especially for those who work; i can imagine they need to ask for a day off earlier on instead of me being a college student who can take a day off whenever he wants (minus exams lol). If i order a pizza, they tell me it'll be delivered within half an hour (ETA). If it's not being delivered by then, i'm going to call them and ask them where my pizza is (complaining customers). As for NA: we have had our pizza being delivered late a lot and the only thing we're getting are more excuses left and right (and more complaining). And no, EA is not an excuse for this. It's about handling a problem; which everyone has to deal with once in a while (especially if you have paying customers). That's the thing what a progress solves: no pressure on any ETA or whatsoever. We know things are happening; post about new features and once in a while with a scheduled maintenance, you can add them for example (add it to steam news / forum). Again: All we hear are new ETA's (Before: at latest the 24th, now again it's this week), but why is my pizza being delivered late? Tell us what's going on (what is currently in this topic; one more critical item needs to be looked after, thanks!). What do you expect? Everybody to sit around, go to work and say 'okay'? Those complaining about complainers only make the matter worse (and yes, again, including myself). You see where things are heading the current way: decreasing population numbers, excuses, a lot of complaints and others who complain about complainers. Look for yourself if that's the end-goal you had in mind for the NA customer base. I think it's safe to say: look for yourself which one you are and push the 'reset' button. See y'all in the next patch! A good example was the picture of the wesa somewhere (i stumbled on it when randomly browsing the forum). This should've been a beautiful blog or at least something on steam news or whatsoever. Maybe i've missed it but i'm not even sure if a lot of people are aware of it, which is unfortunate to see (good example: blog post of the ingermanland). (: Most people who work or aren't as 'hardcore' (or have a lot of spare time) simply don't do this. Simply because there is a wipe coming; why 'waste' more time? Instead you should've promoted the testbed server; so hereby for those who want something to do... test all the new, cool and exciting features on the testbed server. In the steam library right-click on NA; settings, click on the BETA's tab and select testbed, GL! ^^
  6. It's not servers that's the issue here; it's in-game features that are. If 1000 players were playing; they are split up by time zone anyway. Splitting up servers (or rather time zones) isn't going to matter a lot if you're not a hardcore gamer (or have loads of spare time). 2 servers are more beneficial because of better ping, for example. Of course nobody thought of the bigger picture; Nobody took in account an actual economy (trade). While one server has a full 24h cycle of trade (because NA prime time, EU prime time); two servers 'only' have a cycle of 12h. More trade; more price competition; cheaper ships, resources,... In the LONG run, one server will be the best solution anyway and you can't deny it. The only issue here is nightflipping as it seems; which is a problem with regard to nations and alliances choices imo. If those can divide the player population somewhat evenly (EU and NA) there won't be a problem at all. A very good example is PvP Global where everyone is joining GB (as usual) and some are switching to USA. Rumours say those are going for an alliance (or not?), while we can clearly see this is a huge issue for the other nations due to underpopulation. If the system would work properly, and players help the system accordingly (even out nations or at least alliances between EU and NA timezones) there would not be such a thing as nightflipping. Of course one should feel somewhat forced to do so, that's the biggest issue right now, but isn't necessarily bad either. While one can choose between an astounishing amount of 8 nations, alliances pretty much fix a flaw in the system; it brings back a bigger block of players who can unite. Players only make it worse due to 'wrong' alliance choices (underpopulation of EU in one alliance, overpopulation of NA in other alliance -> guaranteed nightflips - unevenly divided population). The thing the servers are 'trying' to solve is the over and under population of certain time zones in an alliance; with forced PB timers. 8 nations divide the ECONOMY even further, meaning there is even less competition to start with. Alliances tend to 'fix' this again. That's why one, central trade hub for numerous nations isn't a bad idea; to stimulate price competition (as an example). Instead of one 1 rate in every port; eight 1 rates that all cost 5M each... would become sixteen 1 rates (24h trade / craft cycle); 2 in every port... there is already a price competition going on here; second 1 rate is guaranteed cheaper. Now if we have 2 big alliance blocks and ships are in one place (and if resources too; crafting would be even faster); that'll cause a price competition between eight 1 rates instead of a meager 1 or 2 simply because we let trading and crafting continue for an extra 12h (it goes on and on). I always say: less is more and one server will eventually rise; and hopefully new features will help out the economy even more... only stimulating PvP and RvR. If then, in the meantime, players 'help' out the system (evenly balance players by time zones, etc.) we would eventually see a much better game. The biggest issue here: what will the population be and ESPECIALLY: how will it be divided (first by nations, then they come back as one thanks to alliances, but is it fair, even?). The con here: you need more ships (because you have a bigger population) but the prices are cheaper on all aspects because there is more trading. Now players most likely need to worry about LH but then again; more players, more LH... which could result in more (and efficient) crafting. Everything is cheaper -> everyone buys more resources / ships -> everyone crafts more ships, cannons due to cheaper prices (because we have way more resources in one place opposed to 8 nation ports, it's simple) -> more PvP activity due to an 'overabundance' of ships and resources,... -> what can trigger RvR are the new resources (wood - crafting); Players fight for resources and safe waters. A good example is the alpha game Foxhole. It's such a simple, yet complex game. 2 sides fight against each other; each town you can conquer has a set of resources / buildings you can use... and certain towns have different building sets (the fight for resources / able to craft something). Imo alliances and nations could be simplified to a system like this; we have 4 NA nations, and 4 EU nations (yes, on one server). If one is from NA, you'll automatically join a NA nation and the same goes for EU. This way time zones are guaranteed divided 'evenly'. Then alliances are there to divide the time zones even further (2 NA zones - 2 EU zones, etc.). Even when you're 'forced' to join a time zone specific nation; alliances can bring back the time zones again. The biggest issue here: you're forcing players to play a certain nation.. but if you keep 4 nations, for example, players can still have a choice. It's been like this most of the time anyway... on average UP has more dutch players, France has more French players, GB has more english speaking players (with various nationalitiet), Spain (had) has more spanish speaking players,... it goes on and on. A 'nation' such as the pirates could be a NA and EU mix (a combined time zone nation); just like GB could (English is a common language in games). Of course this isn't a final solution, as this issue is bigger then it looks but there have to be limitations and restrictions. There's too much freedom at the time being (and it's complicated); two servers, 8 nations, alliance choices,... players will exploit as we have seen numerous times. A good example is the old lord protection system (above comment) and port battle timer restrictions, instead of 2 servers. Even this is overly complicated... one server, X nations (not too many - give players a variety - let's say 3) and you don't even need to develop alliances. Nation A vs Nation B... Nation C being in the middle of it all (perhaps a starting, tutorial nation; you don't have to choose right now). You don't even have to force flags; they don't have to be nations but they can be an alliance of numerous nations already. Customization: you can choose your own flag in that certain 'alliance'. Start in Nation C under a white (noob) banner... learn the game and funnel them accordingly; learn about nation (alliance) A and B, let them make choices which lead to them eventually choosing for nation (alliance) A or B (leaving noob nation C). Current NA funnel system is overly complicated: choose server (2 - time zone), choose nation (8, what's the difference?), choose alliance (2-3), choose clan (TS - bring players together),... it's all over the place. But in the end my teacher always tells me: Can you KISS?: Keep it simple (and) stupid: "The KISS principle states that most systems work best if they are kept simple rather than made complicated; therefore simplicity should be a key goal in design and unnecessary complexity should be avoided.". IDK if this will ever be the case for NA; but perhaps for NA2.
  7. Pretty disappointed you're dragging other companies in to compare yourself to. If one things is absolutely not done, then it is talking bad about other companies (especially competition). That's completely not done, how would you feel if other companies talked like this about Game-Labs? (even if things might be true) The only thing you should've done here is ask WHY he said this feedback (valuable information). Why does he think the development is slow and why does he think there are delayed patches? I mean, cm'on. He's probably a customer, not like he did something wrong. He just gave you feedback. You could also post a teaser (because you're in testing phase), like you've done on FB with the new ship and fortress. Or add a new YT video, new blog, whatever. This will avoid the E.T.A strategy. Show us what's done and what still has to come (is in development, testing,...). Especially telling your customer(s) to not buy early access games is a bit too far, we're supporting the development of NA. There will always be customers who will post feedback like this. Why? Because we live in a fast moving environment. Example: If i order something online, it will most likely be delivered tomorrow, even on a Sunday. This is the world we're living in right now, this is the mindset we have. Everything needs to happen right NOW. After all these "Trolls, whiners, impatient players" are perhaps customers, supporters, players and fans. They are obviously trying to tell something. Sad to see many others still using these vague words. Any respect at all? Maybe the fault is on your end and there should be more transparency, as stated in a comment above. It's obvious that the activity numbers are dropping because everyone is waiting for the new patch, well atleast show us what you're doing then. That's probably the only thing he (and others) asked for. Write a blog post about one of the testing days and the results, more teasers on FB or forum, create a small YT vid (2 months ago). Just a quick brainstorm of possibilities. More transparency could also include the introduction/history/about us information of Game-Labs. Can't seem to find any data about your company, employees. Give us an idea how Game-Labs works (like you've explained about the development phase). We're only laypersons, most players (including me) probably have no clue how game development or programming works. Take us (by the hand) inside your company, guide us around and let everyone know how things are going (give us feedback as well). Nevertheless i'm a big fan of NA, 500+ hours of gameplay myself. Your team is doing a great job and a lot of new content has been created. Keep on doing this! I'm very excited to see the new patch and further content, thanks for the over delivering as well. Perhaps a test server like @Lord Vicious stated in his comment isn't a bad idea after all. You've done it before apparently, but perhaps not completely broken content. This early access has been rather polished (which definitely is a very positive thing), but i'd love (even) more involvement of the community in the development! Thanks for the great game we've got here already.
  8. Great, dimplomacy is a nice feature and it'll be very handy instead of having to check the forum 24/7 because clan B got a sudden agreement with clan/nation A. More clarity, love it! (great for casual gamers as well, more involvement). Second of all; stop thinking in terms of time consumption for allowing to vote. It is a bad system imo. As stated by others; don't leave out the casual players. Yes, NA is one of these games that require some amount of time to play decently and interact with the community/nation but you can't just leave others out. I do agree that you can't satisfy everyone. You can't expect someone to receive a vote if they log in for one hour a day and don't help out the nation in any other way, that's just wrong, there needs to be some kind of involvement. Either it be by a system of points or 'achievements'. Combining different achievements or focusing on one achievement could be a factor to receive a vote, or multiple. For example: A ) You played 10 hours. B ) You participated in five port battles. C ) You sank/captured X ships from enemy nation(s). D ) You own one piece of land (port). You could combine numerous achievements to receive atleast one vote. Play X amount of hours/week AND participate in PvP (did one of the other achievements) , thats what the whole voting system is for atleast. This will overcome the problem of not being a hardcore gamer, not limiting the # of time you need to play, but rather what you do with your time in-game. Eventually you'll come accros some kind of danger (Example: Willemstad being plagued by Pirate and Spanish players, interaction). Last but not least, as mentioned before: you can't give everyone a present. Earn it. Same for the alts here, if you're that eager to exploit the system, well then go for it. Spend some time on your alt participating in PvP. I'm sure the nation would love it instead of you being AFK. And think of it backwards again; you will need to do the same for your other account if you want to vote. This will completely deny anyone with bad intentions to exploit the system. If you're that eager you will eventually level up your alt and be AFK for X amount of hours, it doesn't matter. These achievements make sure someone actually needs to work for their vote(s). A vote isn't nothing. Politics are very powerful and need certain regulations -> earn a vote but make it do-able. I'm also a fan of giving more points in combination with the achievements. I would love to see an extra feature being added here. Instead of your regular name you'll receive an extra name: landlord Commodore Cpt Fred or Privateer Post-CPT Cpt Fred. Just because you completed an achievement (focusing on one!) You can only have one title and the title you get immediately has the highest amount of points received. Each nation could have different ranks (Different language: Spanish, French, Danish,...) and this has a new RP value. "I crafted a victory for a landlord!!!", "my ships are only for the best, our nations best privateers". Each nation has a couple of these ranks, just like every country IRL has a president, king, government, elite,... Ranks reset every X amount of time when you have to vote again. ​Or keep nametag with (EX-privateer), can also add date,... Can add a history of ranks, who had which rank, just for the record and RP value. Possibly celebrating my 10th anniversary of being a landlord for the VP, for example. Think of other achievements as well (PvE related). Example: bring French Wine (French = ally) to Willemstad. You'll receive the title: French Delicacy expert (customizable / nation). Endless possibilities! With regard to the nation switching, again a great combination. If you're part of the pirate nation there has to be a different system. If you're part of a different nation; be in an alliance with an other nation (periodical, could be good or bad). Good: players can't switch forever, only during an amount of time. Bad: if players from a smaller nation switch all at once, for example, during any kind of peace treaty (big clan,...), the other nation would be completely broken without players. Nevertheless: Trading goods with the other nation could possibly end up in receiving more loyalty points with the other nation, which let you transfer to the other nation. Again a different idea, same outcome: Participate in battles with a captain of the other nation. This will increase participation in PvP (or PvE) even more + you're making friends,... Make players do something. Being AFK grinding hours is nothing, allthrough the X amount of time in a nation to vote/switch isn't a bad starter but might be too limitative for casual gamers, even in general. Talking about 100+ hours in a certain nation to vote/switch is a heavy requirement already. If a casual only plays for 2 hours a day -> atleast 50 days of waiting time. Lower this requirement and add extra achievements. Not 100% sure how this should work, needs more input.
  9. I guess half of DAS already re-rolled then. TBH you guys are complaning A LOT and i am a dutch player myself. Try to find a solution, stop complaining to others and deffinitely eachother and especially STOP these unnecessary complaints about "re-roll" or "timers" or W/E. What do you want to realise? Sverige to regret taking our ports? This is a war and in every single war there will be some kind of 'unfair' behaviour. Arrange a plan and start to conclude that PFK might not be around and DAS might be the only 'major' clan left. It is time for change and the dutch nation has to accept it, i'm not even sure how 'big' PVP DAS is atm. I agree that the dutch nation needs a better communication; i'm not even motivated to join our communication channels because of this happening every single time, just complaining, complaining and complaining. Everyone is doing something wrong. No, stop. Find solutions; a newbie fleet has arranged an astonishing result. We kept Sverige from capping Las Aves; and TBH if we did not engage this i'm pretty sure Las Aves got captured by sverige yesterday. I literally quote a Sverige player "This newbie fleet has more balls than their official fleet" AND I TOTALLY AGREE. Instead of fighting PB's; fight them in the open sea. IDK how hard is it to think of such a solution? We did not hear anything about this in this topic yet, shame. We should accept our fate; we can't fight a PB at macanao; leave it. We should fight closer to our borders and defend as much as we can; with the forces we have. Sure, there are PVE'ers in the west; sure, ok, fine, leave them. Count on the forces we have and define a strategy. I've seen a screenshot of the macanao PB and tbh the dutch were totally unorganized compared to Sverige. I'm not the one to solve this problem in 1,2,3. The only thing that is bothering my every, single, time... We are compaining but not solving anything at all. Every single post of DAS in this thread is a complaint or not adding anything to the topic; ateast thank Sverige for these great battles, even if we did not win them. We might actually learn something from them. I lost 2 durability on my trinco because of the engage @ Las Aves. Did i regret it? no, we actually spotted their fleet and took advantage of this; we fought them in the open sea, we actually kept them from capping Las Aves; and a lot of these 'newbies' went in twice, just like me. We achieved a result. We didn't sink any Sverige player but we focused their flag carrier every single time and this worked out just fine. See? Stop thinking DAS is the 'only' player base; start to involve these 'newbies' in the battle. 3rd rates only in PB? Fine, but start to think AHEAD of the PB. Arrange a decent 'screening fleet' (no, not flag cpts in cutters...) and 'fight' them in the open sea for example. We might actually fight closer to WS so every single cpt out there actually realises that our nation is somewhat falling apart, accept our fate. One more thing: I noticed that we actually said something like "it has to be done"; defend a port. Yes it might has to be done; but if you are not enjoying a GAME, just stop right now. You're supposed to enjoy a game; that's what a game is supposed to be for, right? I'm enjoying NA in every single hour i played NA; and i have alteast 250+ hours starting from the release of EA. Don't try to act like you're some kind of robot, if we can't fight Sverige because RL is much more important; so be it. Sverige went 'bankrupt' but they rebuilded. We still have a lot of ports in the west; the fact that the French took a lot of our ports in the east already was a sign; we can't handle a lot of ports. Now Sverige is proving it again; i'm telling you, accept our fate and enjoy the game, as it is supposed to be, its only a game, not a life style. Eventually we can fight Sverige, probably close to WS because we feel threatened; so be it.
  10. Yeah something like this would be a pretty great idea indeed. Do agree on the subject; things need to change. Lately the only kind of ships you see are '3rd rate' ships in dw port battles. I do enjoy the bigger ships (frigates) quite a lot, but as a newbie i never participated a lot in PvP, based on this reason: low level ships don't fit in port battles, only for screening - which isn't close to the real experience -. Why would you send a couple of cutters to a port battle if the max. ship allowed could be a merc? Should definitely change in the future when more ships are added. Could possibly make some kind of mix between a couple of rates in one port battle and not only min. this ship and max. that ship. At some point a lot of cpts will own a santi or victory or any kind of max. level ship and sail these into port battles instead of the other ships. They will be 'abandoned' for PvP purposes, only good for a 'trash' ship if you want to go screening or smth. For example, a couple of games have a 'maximum amount of soldiers/medics/...'. This could possible be a good idea to start from but i don't like the idea of limiting rates... To keep it realistic, certain ships should still be allowed so the enemy could show its overwhelming force and win because they are... stronger! Next up: people are complaining about the 'grinding' part (or atleast were complaining). This could possibly reduce this effect as well; because a lot of lower rate ships won't be as useless as they are now. I did not bother sailing a brig, why? Because other captains told me it was bad and should not be sailed. The value of a ship should be increased again. I don't keep my old ships; i sell them to other players (rarely - mostly break them up or sell them to the NPC). I would never craft them again for my own purposes because i only want higher rate ships - to participate in PvP, PvE,... but it is a shame that a trinco, frigate,... will be a rare sight in port battles - PvP. Especially if the dominant clans will keep on forcing the lower rate ships to not participate in port battles. I do understand why - it is just a shame that newbies can't keep up with the phase because others have a much higher rank, etc. It is well deserved but everyone should have a fair chance in port battles. Changing the ship requirements for port battles will promote crafting and a player driven economy. Clans only craft the best ships for themselves and put some 'trash' models on sale if possible. Meanwhile i have 250+ hours of gameplay and i rarely see a trinco for sale (a decent one). Why? We're in the 3rd rate era already. A trinco is valued as useless, for port battles - so i won't even bother sailing one into PvP, because i can't craft it, can't buy it from other players and it is rather useless in this era -. It will affect the open world, the PvP experience and the economy/crafting.
  11. Alright lets heat up the discussion. I've been known on the steam forum for writing big 'letters' of responses so bring it on cpts. As said before by an admin; back on topic (please don't close the topic, this should be a discussion, as said by the beginning post; "Discuss..." - Admin). I do agree, there are a lot of unnecessary posts. I had to scroll way too much to actually find decent posts about the whole topic. New store interface. Great addition. I am a trader myself and i am one of these traders that's putting up competetive contracts (to reduce prices) so the prices will eventually decrease themselves over time. Personally i do and do not agree with the player name shown when placing contracts. I do agree; i've known traders putting up contracts for 1,999$ for one piece of hemp (and i would like to know who would ever think of such an idiotic price). This breaks an entire economy and start a cheaper contract yourself to reduce this price. This concerns the beginners as well. If you would start in a beginning area and you are doing missions and see such ridiculous prices, you would be disgusted yourself and literally 'quit' the game if you feel like 'i do not want to grind' (i h8 the grind word, just stop using it). I've set a standard price of 449$/hemp in the dutch nation for a week now. Look at the prices, it's been like this for a week. I've seen max. price contracts of 500$/hemp. I'm still disgusted by this price, but with an economy driven by players, there should be some players (like me) who regulate prices according to buy prices. Same with stone block; i can buy stone block for 40, and i sell hem for 69$/block, yet, there are a lot of cpts selling contracts for 200$/stone block. It is a good system and i like it a lot, but there should be more detail into putting contracts and not just only 'naming & shaming'. (see "i do not agree"). The system is rather complex itself in regard to the NPC prices (supply & demand) but the contract system is still somewhat 'broken'. Same thing; if i buy 200 or 2000 stone blocks, i do not get some kind of discount because i purchase a large quantity. It will Always be the same price for any kind of quanity you purchase. Trading should be encouraged a lot more. Some cpts are abusing the contract system a LOT (much higher prices - especially for newbies, who actually need to know how the economy works). Personally; i'm waiting for a tutorial myself. On the steam forum there are a lot of negative topics because cpts still do not know the game and i have 220+ hours of gameplay. Even the official forum (especially the guide section) should be promoted, a lot of cpts do not know about this part of the forum and especially the economic situation. I absolutely want newbies to discover cities themselves and start learning about the prices themselves but even i am still confused about the contracts. Sometimes you can purchase a product for (example) 361$ (when selling price is 350$ for example;hemp) and sometimes you need to calculate 3x+1 the contract selling price to actually buy goods of european traders. It is a good system, but still a lot of cpts do not know about this; tutorial required! Sometimes it is a gamble. I do not agree; Naming & shaming. If someone sells hemp for 1,999$/hemp, i would be glad to know who he/she might be. BUT as a player driven economy; i do not feel like knowing every single contracters name, even when selling over priced contracts. This should be regulated by experienced traders/players and not by showing the traders name. It is somewhat uncontrolable, but there should be some cpts who make the market competetive by putting up lower prices (should be up to the nation themselves; but trading should be encouraged - not only by european traders or farming traders in the open world). New battle crew management - BIG CHANGE I like this a lot but i still am not aware if this also affects AI or not (i suppose so but not confirmed in post). This will absolutely deny the undercrewing of ships, which is going on atm. I like this system a lot and am looking forward to seeing this system in-game. Repairs/Survival changes Same as previous; like this idea a lot. A half crewed ship should not be able to repair as much as a fully crewed ship would do. This encourages cpts to decrease the amount of crew a ship has, rather than going for its hull instantly (more tactical descissions). Sailing Again; does this affect the AI? Also a great addition to the game. Boarding Like this idea a lot. Especially in PvE, firing gun decks is just a stupid way of winning boardings very easily. TBH it is still WAY too easy. Just choose 'attack', wait until the countdown goes to 2 and just click on brace. The AI will choose fire grenades or fire deck guns 90% of the time for the next round, just choose attack again and you will have almost 100% more value than the previous turn. It is way too easy to capture AI ships atm, should be more challenging. Disengaging changes is a good thing, same as of PvE, it was way too easy to disengage. Just defend five turns and you are pretty much getting out of the fight. Especially the prepairing part is a great addition. Production buildings THIS COULD (yes could...) actually counter the unnecessary high prices; as said in "New store interface.". Still the same; if some cpts abuse the system it will still be a mess but OK, it is a player driven economy. Delivery quests: This is one of the idea's i'm talking about. This could possibly change the high contract prices for example! This won't require these experienced players who actually care about he nation and the economic situation who put up the cheap contracts, rather then making a (large) profit for themselves. Price report letter: Same here. GREAT IDEA! I want newbies to discover cities, as a real trader, but some kind of 'tutorial' on the economic sitution is Always a big + (increase the rate on receiving such a letter when hunting traders?!). European traders should operate only in capitals: Totally agree, as discussed before. I'm still confused about this; OR 3x+1 OR a somewhat 'regular' price... It is way too complicated and shouldn't be like this, but still, a lot of people are buying the regular produced goods with contracts. In this case, european traders still help out a lot (for example; stone block. I purchase them for the Verenigde Provinciën for 40, with european traders, and sell them for a decent price... There is never a decent stock of stone block for example). This could possibly be fixed with the delivery quests offcourse. New ships Nothing to say here. Big +! Gameplay tuning Ship curves and turning adjusted: PLEASE adjust the AI (especially the AI!!!!!). Even a heavily damaged 3rd rate turns faster than my trincomalee, it is absolutely ridiculous. Even when using manual sails it is still ridiculous. PvP rewards for kills/assists: I Always support PvP, it is a great addition to the game. I did a PvP battle this week, because some frogs were engaging ships from our nation. My trinco survived the battle; it was a 3v4 but they had an advantage with ship rates. I survived and stayed the whole battle, i did a lot of damage, but it did not feel as rewarding as it should've been (i was highest ship from our side - i tanked a lot of the dmg and did a lot of dmg - second highest was a cerb). Eventally we sank 2/3 ships, the (probably) undercrewed conny was the only survivor and we sank a renommee and a frigate. The conny only had about 3 blocks of hp on each side. I like the PvP system and i would definitely engage a lot more (with extra rewards) when i hear cpts in the nation chat. Combat tuning I do and do not agree on this one. I do agree; the common strategy in battle is to turn your bow/stern to the enemy when it can fire its cannons. The stern should be a very weak point, but not the bow. The bow already has a round shape, which should, in combination with its broadside, bounce the shots off (not when faced straight - also depends on ship build. Snow, belle poule,...). I still like the idea of extra planking for all vessels. This would create an even more challenging battle. Do not agree: The bow part perhaps; do agree on the stern changes. Mast/Sail repair on long cooldowns Do and do not agree. Do agree: if you see a 3rd rate, pavel,... you will absolutely aim for its mast and when this is down you will demolish this ship. If you need to tank a broadside from a victory or santissima you will get crushed completely. This would create a decent strategy to eleminate a +3 rate ship easily (which makes sense because it does a lot of dmg). Other way around; it could open up possible plays with +3rd rates to start fighting again instead of being demasted and feel like 'ffs the battle is over -_-' because your manouvrability is even worse then before. Watch this vid and it will provide you the proof of how powerfull a mast repair/demast can be: https://www.youtube.com/watch?v=sS0o3yEcUFs Do not agree: I still think, as discussed in the agree part, this is a very viable tool to destory a 3rd rate+. If you know you are outnumbered, destroying a ships mast will eventually put one of the higher rates 'out of the battle'. Offcourse, this could change PvP a lot if you could repair a mast; but again: why would you demast a 3rd rate+ if you know it will be able to repair it? Basically you need to demast it and even kill it completely to destroy the ship. So why would you demast it? For boarding purposes perhaps... But this might be the only reason. If you want to destory a victory or santissima you can demast it (already low manouvrability) but this won't have a decent purpose, you will still need to hunt it down right away, instead of handicaping this VERY strong ship for the rest of the battle. Especially now when you are going to debuff the bow/stern (lower rates can't tank a demasted 3rd rate+?, mainly trinco/belle). Extra: hunting big AI fleets for Dutch side; No... I've hunt 2 big ai fleets around sinamaica myself with a couple of friends this weekend. Beside that; go to canalete or carupano. Take some risk; hunt AI fleets at our borders AND engage in PvP perhaps. Not a problem at all. The AI fleet hunting was easy with the 'spanish hunting ground' but tbh, it was rather unrealistic. For us; we could farm spanish fleets all day long. For the spanish; they could sail to our waters and park their ships in coconut town or in these spanish ports to trade, do missions, stack ships for PvP,... We capped these ports because we did not want the spanish to put extra ships in these ports, because we were already fighting the frogs in the east (which was pretty hard, look at the map layout now. ALL the ports in the east were ours once. I had an outpost in Carupano - once neutral - first port being capped by the French. Look what they've capped now). Same for the neutral town Coro (Spanish & French PvP). La orchilla is a prime example here. Free town; yet French- and pirate players park their ships in this port to hunt down dutch ships (PvP mostly, also PvE). This is why we capped the 'circle' around Maracaibo. Extra extra: yeah people are stopping because they do not agree with the 'early access' part. I've seen a lot of rage about the 'grinding' part of the game. TBH this is their personality. The game is early access and it is a work in progress. Currently these players are testing the game (and reporting bugs, etc.) and not playing a completed game and this is what most of these players don't get. Start playing in a team - the XP earned is way better (stack missions - no need to travel to ports when mission is finished). Beside that; get on topic again please. Discuss and add some arguments please. Don't tell me you simply "do not agree" on any part. .
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