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Norfolk nChance

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Everything posted by Norfolk nChance

  1. I was asked to write a recruitment letter on behalf of our sister clan EliteDark [EDARK] formally known as [ELAN] on [PvP Global]. This was in direct response to the Spineless Care Bear US/GB Alliance ACT supposedly agreed to by the two Nations a few days ago. What Is EliteDark [EDARK]…? Is a [PvP Caribbean] GB Nation based clan. It’s the Special Operations Sister Clan to [ELITE]. Her main role is to build intelligence solutions in all four corners of the Caribbean. Assets controlled by [EDARK] have now successfully being rolled out within most major Nations. The clan’s GCHQ is [PvP Caribbean] Aves and will have a final visible membership of three like the old [ELAN] structure. The Church of the Poison Mind [Club] empowers Norfolk nWay code signature [W] to be the current CEO of [EDARK]. He employs several GB Senior Case Officers [SCO] to run (Handle) operations or assets external to GB Nation. [SCO]’s role provides the information conduit back to GCHQ. Daniel Cray [SCO] & Iron Cavalier [SCO] both run several foreign assets of multiple Nations. Both will rejoin [EDARK] after final asset rollout and testing is completed. [ELAN] operations had existed for quite some time on [PvP GLOBAL]. It grew very slowly from simple requests from Friends in all Nations, wanting information or unreachable resources or other types of solutions to difficult nation/clan problems. We realized we needed a more valuable or different type of asset other than our current pool so [EDARK] will start expansion earlier than planned. This like other Intelligence agencies [W] would like to try to OW recruitment a bit like the GRU. Main objective is to get more foreign clan based assets in place. Current primes are US, Sweden and Spain. Job Description If you are in a Foreign Clan (no solo) of any description and a bit disillusioned or bored. [EDARK] would like to hear from you to start maybe some very low key clandestine operations. These at first will be very small information gathering and such. Nothing disruptive of any kind. With your experience of working in this new additional role then missions will become somewhat more complex in fashion. Trust build between the handler [SCO] and operative [YOU] is absolute paramount for success. This will take time. Rewards will come and grow with each operation. However, there are risks involved. If caught or BURNED your Player Character [PC] could be dragged in front of the GamesLab forum Tribunal and may receive a ban (in rare cases). Challenge So, if you fancy a new world challenge in the “Clan Wars” era give me a call or in the forums “CLUBS” The Church of the Poison Mind drop me a note. Thank you for taking the time to read our POST Regards Norfolk nChance [ELITE] Disclaimer: EliteDark [EDARK] as no responsibility for the content written within this recruitment POST. This solely lies at the authors feet.
  2. On PVE server, NPC ships and fleets should, by option, be able to ATTACK YOU

    @Cetric de Cornusiac Originally [ELITE] started on PvE and I felt quite strongly on parts of AI aggression in regards to the server. In particular I wanted the Smuggler Flag to actually mean something. You use it and if a Patrol AI fleet coming within a certain range would go for you. At the time @Ink was quite adamant PvE is PvE only with no duels or FORCING a player into any form of combat they do not wish to do. This extended out to Co-Op attacking AI fleets. Only the EPICs and Fleet Missions were Co-Op. Passive. I argued that by the very nature of ticking the smuggler flag box you are willing to expose yourself to risk. This just wasn’t going to sway. The AI was tweaked up in EPICs etc but that was it. Difficult to program…? The programming effort you mention I was also told would be a nightmare. Right now, in OW you drop into a smaller BOXED universe or BATTLE screen, just five square miles. This gives the AI logic parameters to work within tactically and aggressively. For the AI to attack you in OW its reference world is the Caribbean or at least its Patrol Area. Think about K/PR to Port Antonio and back is a massive area. This the AI would need to calculate constantly. So was told be impractical to implement. This might have changed now… The EPICs now are VERY aggressive AI bots… The PvE server has huge un-tapped potential in my opinion. The EPICs are a challenge indeed. I’d like to see some roving AI Black Beard Pirate fleet that you can attack. Port Battles and the list goes on. Too many PvPer are quick to dismiss PvE or Care Bears and like wise PvE dread the thought of PvP. Its just a different style of play, and I can talk from both Camps. But the over all view is “PvE is PvE you cannot force any player into any form of combat they do not wish to do”. This means AI aggression can and only be triggered by a “Drop-In” scenario and not an AI forced attacked. This I don't agree with. Norfolk.
  3. World Map Information

    my [XO] did it @drufuskent a brilliant laugh. I made him sail up the coast line to Panama to see if the dev's had started to build out the Pacific. Alias to no avail, even was light on fish...!!!
  4. "Flying Dutchman" For real :P

    You See what happens when we get rid of the Pray Button... all hell breaks loose
  5. @slik Happy New year and all that. Back from a three-week break and have noticed a couple of issues that need looking into. Both Problems have occurred in NA-OW also at times and have reported in the past. Crew Go Stale… http://forum.game-labs.net/topic/23789-gunnery-crew-failing-to-fully-populate…/?tab=comments#comment-495573 Above link was my latest reported issue in NA-OW. This now am finding happening in NA-L. Indef and above. Some players have this issue while others don’t. Additionally, in NA-L if I repair my sails the crew populate in the correct manner. However, to get them to return to Gunnery, Sail or spare crew areas I need to turn off and on both sail and gun [6] & [7] and only then will they move back from [5] slot. I’m thinking and is a guess that if I incur packet loss at some point would this make the crew stale? The problem is intermittent but frequent enough to be reported. My systems and connection are all fine? AI Support Issue… I’ve [F11] etc. This was very odd. Was in battle and lost a Boarding Action. Sometimes I like watching the AI via left clicking the mouse round my different ships till the battle ends, call me a sadist. This time it was my team Indef and Essex vs Indef all AI. I half noticed that the Essex actually wasn’t firing her guns. My Indef and the enemy Indef both firing off as and when. Took a close look at the Essex and she had Mediums on, but couldn’t see any damage received as I was boarded earlier so no info. However, the Essex came in close range less than 100m and still didn’t fire. I know the real way to defeat AI is to kill crew. They slow down and cannot “crew manage”. Even so the Cannons should be able to reload after a time. The ship didn’t look excessively damage to the point of it slowing down as she chased the enemy Indef. Any thoughts? Norfolk nLegend.
  6. Introducing PVP separated ranks. Why not?

    I like this idea, or reputation type system or even built into the current rank tiers. Unfortunately, each idea comes with its own major setbacks allowing exploits. @Liq post here of @zooloo suggestion sort of solves a lot of issues but complicated to construct in a fleet battle I’d guess. Think this is Victors idea… @victor idea I really like with the enemy earning more from the higher your rank. In GB Nation if your Post Captain (rank 7) then the player that sinks you he gets 7 PvP CM. This no matter what ship either of you sail. Advanced algo would be GB Player Rank 7 say is in a fight with a Rank 9 player. Here I’d assume If Rank 7 player wins he would get 7+2 or 9 points. The maximum the Rank 9 player can get is 7 points if he wins only. This makes the seal clubbers time very expensive, like wise an unrated ALT that just sails your Trade ships will be less worth while hitting. This then I’d build into the “Career” or current Rank system. To elevate Rank you’ll need “x” amount of XP but also “x” amount of PvP CMs. This creates the Reputation however sidelines the RvR or Care Bear style of players. Getting to RA now should be a hard task and in the PvP world probably should include a PvP element. Probably most may disagree here. Whatever the system it needs to be a simple mechanic calc. Adding groups and PBs will add a load factor.
  7. World Map Information

    @H2O Like this sort of idea, a lot. The majority of this information could be dumped into the static API. Then refreshed every maintenance update rather than LIVE. Activity in and around PORTs I’d love to see even pay for via a mechanic. Before my time someone was able to produce a web page with this info see @Jeheil YouTube lists. The API no longer supplies this data I think. Before the merge @monk33y and @qw569 both put a huge effort in for the [PvP EU] server regarding stats with PORTs, Clans and financials. @qw569 was I believe able to produce active kill areas. Again, this would be a great feature for the future. Probably guess the priority now is the final sail mechanic, UI, tutorial and Localization of the game before anything else. But please keep pushing it… Norfolk.
  8. Wind Indicator on the Map

    Really like this idea, @Intrepidois spot on also with the current wind mechanics makes something this simple a "MUST HAVE" tool
  9. US Senate Resolution 8 Peace with GB

    Be Warned, The Church of the Poison Mind [Club] does not recognize this so-called ACT. The Church has NO grievance with the US at this time, and it also has no problems accessing your PORTS and goods. We have and will continue to take what we want and do so with impunity. This ACT is between two CLANs only. By divine right, the Church empowers [ELITE], her allies and her Special Operations sister clan [EDARK] (formally known as [ELAN]) to Serve and Protect God, Great Britain and King George. Norfolk nChance [ELITE]
  10. Question: What Is the procedure to change a Clan Creator? Does the original creator need to be involved? Rgds Norfolk
  11. Notice Board at ports

    Love the idea. Would also like to see an auto-gen list of ship type entry and exits in the last 24hr cycle
  12. epic event

    Did my first new EPIC… wow it was very over the top. The EPIC event tab says min allowed class of ship 1st Rate and max group size 6. With 1hr 30mins to complete the epic mission. You need to loot the wrecks for the chests fyi. So, the M-Brig is out the window. Start Position the same close in with you facing 180 with two enemy lines the left directly in front facing 0’ the second offset to your right. Wind at 90’ going to 270’. https://www.youtube.com/watch?v=l1ph6lAovno The above YouTube clip is of @rediii and his gang showing “The Forced Multiplier” in action. Keeping tight formation isolating targets that must transgress the entire line taking broadside after broadside. Look at the time 6:20/1:06:09 they have just killed the first Santi but look at who got the Kill and who got the assist. That’s great team work. The rewards he lists below. Unfortunately, my team and I didn’t fair as well LoL. The Super Tweaks… I’m not sure what the Dev’s were thinking but POWER reversing from a standing start. The AI seem to glide across glass while I felt my ship very sluggish. The Double Ball is vital if you want to cause any damage otherwise balls just bounce off even at fairly close ranges. If the Dev’s allowed M-Brigs… The point is mute, but the idea of 2x M-Brigs would work. The Wind and all would be in your favor. The start would give enough time to get out of the way. The odd reverse or jerky turns would have the ai hitting each other. You would also need a third PC to go loot each wreck in turn… Rediii & Co have shown a different forced multiplier effectively. Solo though seems too much
  13. Why Civil Wars are Necessary

    @Slim Jimmerson I agree totally that a Civil War Mechanic is a must. However, they need to be regulated or “Limited” in time and scope and NOT a FREE FOR ALL. I’ve commentated on this at length before and won’t bore by repeating it here. The main context I wanted was a “Unique Feature” for just Pirate Clans that can be hired to help in the defense or attack of said short clash. I believe @admin was moving more away from this Civil War concept and instead focused on adding more nations… Norfolk
  14. What Is the procedure to change a Clan Creator?

    thanks guys OK I’ve just completed it. Well I did nothing. The Original [ELITE] Creator @Drunken Marauder started the clan on PvE. Just texted him… He goes into the CLAN window right clicks me and like @Sir Texas Sir said he clicked [Promote to Creator]. He [DM] gets demoted while I replace him. I’m lucky as am still in touch with DM but if he wasn’t around is there a way? Like via the 2x Diplomat officers?
  15. epic event

    @Sir Texas Sir Am not back really till next week when I will test this. You I know can use an M-Brig effectively, can’t vouched for your crew. Bones can Dual Box M-Brigs as good if not better than I. So, I’ll report back next week. The API maybe an issue as in it might not be correctly updated, but like you will check on this also. Do you think the “Super EPIC ships” don’t encumber the additional weight cost associated from using 24s up to 32s? The combat log or BulletLog, you are spot and would reveal maybe too many answers too quickly. I find it funny they haven't scrapped it yet on legends
  16. epic event

    @Stepp636 Grab a glass of wine… I’m sure you can all mark me lower than -3, now tell the truth have you tried it? I know you are all very knowledgably Captains... @Bodye asked for a very unique request and NOT what you replied. Now I must apologize because within the first few lines of my poorly worded script one thought it came across as I was unsure this technique can actually work within the current EPIC environment with the new patch, sail mechanic and wind drift. This technique I used an awful lot to grind HOSTILITY Missions. It was miles more effective than using 3 SoLs. This idea I thought might be adapted to give @Bodye an alternate strategy that could actually work. I also thought I mentioned I would test this out in the next week and report back. Again, my parent’s money wasted on my cheap assed education. I failed to deliver a thought provoking alternate theory to go alongside the other well-presented suggestions stated by yourself and the other Captains. My fault again… But first… I completely agree with you of a 6-man team with mixed SoLs. When Grapping AIs inflicting crew lost they cannot replenish and start to slow with CREW Management failing, unlike your team which can replenish. PERFECT, board and nail ‘em with the Designated BOARDING SoL. This I believe is the BEST EPIC strategy you’ve described as at the current build. Unfortunately, this is not what @Bodye asked. Please go back and re-read the OP. The Solo SoL… Using just 1x SoL no matter how decked out you cannot successfully employ a forced multiplier. At the Start 1v10. Use a Vic or whatever and Pull the 10x fleet into a line. Then double back taking out the first one or two lead ships. Easy right? This is now 1v2 but you will need to do these mini battles another 4 times. Time is simply not on your side. Even with a heavy loadout of repairs cool downs will be a pig as you will take on ever more damage and crew loss. Napoleon was a great believer in the “FORCED MULTIPLER” effect. At contact have more damage output than the enemy. Waterloo he’d failed to split the two forces resulting in the downfall however he was very successful earlier in his career with this strategy as you’ll be no doubt be aware. I think Solo which ever SoL chosen would result in the same loss as the cascading damage starts to out space the speed of repair from the multiple 1v2s encounter? Maybe you’ve some alternate insight that could be adopted for the solo SoL? OK Hypothetically Speaking how it worked in HOST missions… I described my M-Brig loadout as a FAST (tongue in cheek) Fir/Fir with quick Reload times. If the EPIC works the same way you’ll start very close to each other But the SoL fleet will be loading their cannons. You have NO broadside guns reducing weight. You have plenty of time to turn and run with the Fleet Pickles grabbing the enemy’s attention. The M-Brig is slow but look at her sail profile and speed. The Two FLEET ships Pickles at first follow you then I send them back to de-mast the lead ship. You ever tried to sink a pickle in a Santi? They cause chaos raking sails slowing the lead ships. In turn slowing the line. Bank to 45’ into the wind and you’ll achieve 6.2knots decked out correctly. The FLEET now turns with YOU and forms the LINE. When you are 2.5 Squares away from the enemy lead cross the wind to 135’. The lead then line ships try to follow but because of the depleted speed already at 45’ they get stuck in IRONs and even start reversing. A Vic at 45’ into the wind cannot do 6knts. Damage Dealt… With the M-Brig Perk you will FIRE 4x Mortar shells at once. Now these number might have change but roughly 6-308-MTR has a whopping 600 Penetration value that’s static out to 1,000 yards. One shell’s BASE Damage dealt is 500 points. The Victory, Structure Hit Points is 4,600 points. The Structure Penetration whatever the figure is it isn’t 600. So, Balanced ship no roll with tight targeting means @Bodye will need to hit the Vic’s top deck with 9.2x shells to sink it or 2.5 rounds. My Problem with HOST Missions… This was my original problem, 10 shots x10 ships is 100 perfect hits to win. Reload time is 35 seconds. With just 1x M-Brig it is possible to clear the fleet. This usually happened when two AI ships collide when getting out of IRONs causing additional damage. Solo I expected 5-7 Kills only before I actually runout of time. Norfolk nWay was my solution… I trained up my ALT in the same way and loadout. This now is not solo also I don’t add addition fleet here. Both target the same lead boat. nChance fires first, them [ALT] [TAB] and nWay fires. [ALT] [TAB] back to nChance to see his first delivery land. readjust slight small mouse movements and fire again. REPEAT… Norfolk nChance now only needs to hit the Vic with 5 shells. The M-Brig group PER 1 full round delivers 8x shells. I expect 3 to 4 to hit. With a max damage output of 8x500 or 4,000. This is how you drop fleets. 50mins on average and its consistent. In closing… Apologies for the length, but seeing -3 on a New Years Eve 2x bottles of red, absinthe and marching powder come down made me a bit salty. [SORRY]. Wife still missing. I’ll let you know next week how I get on… Norfolk nInspiration [ELITE] Just to add, what do you think is the difference between an AI RA EPIC Santi and a normal fleet AI Santi mission? Am assuming something along the lines of “Bigger, Faster, Stronger” right? Both ships have one thing in common, not sails not Mast strength not planking. They have Exactly the same TOP Deck exposure with 4,560. Even in my L’O death star Solo trying to land broadsides is Suicide. FORCED Multiplier
  17. epic event

    @Bodye EPIC Solo Suicide Squads we used to do a lot on PvE back in the day. The EPIC AI are now better Buffed and more intelligent. Solo will be tough complete, but If you insist on a solo EPIC try this… I will try it next week when time, but unsure it will work now with the wind drift change etc. I did this trick on HOST Missions so should work here. First Biggest EPIC you can find REAR Admiral for GB. The heavy ships. Train up in the Mortar Brig all 5 slots. Perks 2x Fleet and M-Officer. M-Brig needs to be super-fast fir/fir with rear guns and Mortars only. Add 2x Fleet Pickles with BASIC Med Cannons. These guys are disposable and you will lose them. Ship decked for Opt Ballast and gun reload time. Perm Mods built in speed and with Sir Will sights. You can Figure it out. EPIC start, I believe like missions start with you facing EAST. You are going to try and pull the Heavy RA Fleet INTO IRONs. So immediately do a 180 and head to 0’. Have the 2x AI guys follow. Has you progress stern chain the lead ships also use the FLEET ships to rake lead ships. After 5 or 10 minutes turn into the wind 45’ and continue on. You should now have opened up a gap of 2.5 squares on the map. Also, the Enemy ships should now be following and converging towards a single file. LAST turn 135’ crossing the wind. Stall sails and De-Power. The Ships will turn to follow and end up in IRONs. Pick off the nearest ship and continue. Watch for the wind change and time. You will struggle to complete in the time allowed but I’ve done this with my ALT as well dual boxing on the same targets. Read my guide “Déjà vu with Norfolk nWay” on how to do this. Dropped all 10 Vic’s within 50 minutes. Watch the wind and re-adjust. If they get within 2 squares move away and start again 2.5-3 squares away. The New sail dynamic may help the AI so watch out, but this is the only way I believe to complete it solo. Lower EPICs and the smaller AI will catch you. Using a First-Rate Solo, you simply won’t last to survive the onslaught. Solo you’ll need to think outside the box… Let me know how you get on and likewise fella Worth a try you Suicide maniac…! Norfolk nChance [ELITE]
  18. The problem with Kill XP

    @Jeremiah Gunsmoke I'm assuming the Premium Box on the right would show what you would have got with a Premium Account. Notice in the UI top right yellow brackets (regular account). If I'm wrong @slikplease correct me Norf
  19. The problem with Kill XP

    Yep agreed. @Jeremiah Gunsmoke as thrown up a great case study but would like to see another one to compare also. I agree, the Game pushes the best avenue to start is get 1x KILL first and on the smallest ship. Jeremiah pointing out the "Premium Account" numbers really show a ludicrous expansion over the normal account type. If I've read this right? Re-Weighting Methods… Don’t Use kills as a multiplier (except for the EVENT mechanic)? Focus solely on total Damage DEALT instead. The kills and assists are reference only… Or use the enemy ship list Battle Rating (BR) as the devisor that then multiplies by a KILL bonus. So, the largest ship that’s sank gives the largest KILL XP or assist XP). The smallest the lowest likewise. This would make it more realistic reward system than encourage seal clubbing to start. It’s a hard one to solve or evolve the reward system. How would you re-weight it? Norfolk
  20. The problem with Kill XP

    @Jeremiah Gunsmoke So, was looking at this with interest and made some assumptions roughly… DEFEAT 6 assists = 516 xp ∆ 1 lost assist = 86 xp We think its x2 for a win… roughly 86 x 2 = 172 The Win had 3 kills and 3 assists = 2,484 xp Roughly 3x 172 = 516 Less total XP 2484 = 1968 1968 / 3 will give individual kill win = 656 A kill loss would assume 656/2 = 328 The idea… I think looking at these rough numbers, the Win Assists seem to be the problem. Am thinking the win assist should not be doubled but remain the same. Only the KILL Win doubles. This would make percentage wise the assist valuable and encourage more team work… So, DEFEAT 516 XP and the Win would give 2226 instead of 2484. If the WIN match had resulted in a defeat instead you’ll have had gained 1,242. Silver will look at later Norfolk.
  21. 18 December 2017 patch notes

    @slik Any update here on this issue please? Like the rest of the players am locked out on this screen with nowhere to go

    GB is NOT starting again. It is I that is coming to [PvP Caribbean] that may give them cause for celebration. However, I will always play second fiddle to the [PvP EU] s entire community to bore one’s opponents into submission. I expect and hope your blinkered view of the world of Naval Action to continue. The current environment [PvP EU] finds itself in IS NOT ABOUT TO CHANGE. It already as… Good Luck, what CHANCE do you think you’ve got? Norfolk nChance [ELITE]
  23. Idea: NA-L Port Battles

    My wife, I believe tries to live up to your quote just a little too well...
  24. Idea: NA-L Port Battles

    @slik Later down the road would it be possible to map the PB mechanic from NA-OW onto NA-L? In OW with the Neutral PORT change we’ve already witness PB AI DEFENSE work quite well at all the three basic levels. Was thinking something similar… Take just three of each shallow, mid-BR range and the SoL Style PORTs. You as a solo PC can be offered a side defender or attacker (or not and the game drops you in either side like now). The FORT and Towers now can correctly be returned. Circle capture is a key event feature. If the group mechanic gets rolled out in the next patch, what a great feature to have as an addition. Number fill AI would need increasing to 10x plus to match out, but OW only used 6x so it’s not huge leap. Rewards am not to clear how it would work. Maybe one of you guys might have an idea? Just a thought… Norfolk

    @Lord Vicious will not return immediately, a tyrant yes, a fool no. He will watch and wait then he’ll return. Like the moth to the flame, he just can’t keep away… Timing for him is critical with a lower support base. Unfortunately for the silver tongued pyrate, no matter what strategy or tactical plan he has his [SORRY] end will be just the same. Norfolk