Diodo
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Events explained in detail
Diodo replied to admin's topic in News Announcements & Important discussions
Why don't just use a lobby for this instead of OW? What are the players there supposed to do? Wait around for an opponent? Just make a lobby with a challenge and answer system so players can match each other appropriately. Having it in the OW simply breaks roleplay and immersion to me. -
And every port has different ship class requirements; this might work out fine too, bringing in more diversity in fleet composition.
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Remove open world completly
Diodo replied to shr84's topic in Current Feature Improvement Suggestions
It's more about making quick battles great again for players that just want a quick PVP fight. OW has his downsights but it's a compromise between having a large world and being able to travel it relatively quickly. Also i'm going to guess that OW is far lighter both on the machine and the server side both for graphics and physics.- 27 replies
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- back to the good times
- pvp
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Assault flags were obviously removed because they were exploited in many ways; but this topic is not about the flag itself, it is about the concept of assault fleet. As of now port battles are staged by the server following the hostility mechanic; great system, at least in theory, that allows everyone to take part in the war effort. The problem comes when the port battle finally starts and players literally flush into it by logging right in front of the port denying the defender the ability to intercept the attack. This could be partially solved, or at least mitigated, by bringing back the concept of assault fleet: to join the port battle you must be part of the assault fleet which must be assembled in an appropriately selected national port. You would join the fleet like you join the port battles now: generated hostility gives you precedence, but then everyone is free to join. Bear in mind that this fleet is to have limited capacity exceeding not by much the port battle limit (like 30 for 25 pb). The assault fleet has now to sail from their safe (and theoretically hidden) assemble location towards the port battle position. An appropriate message might now be broadcasted to the server announcing the departure of such fleet and could even contain the region or the county of origin. Now the defenders are given the chance of intercepting the attacker and defeating the invasion attempt, bewaring of counter-screening attempts. Assuming that part of the fleet managed to start the port battle, a timer is started at the end of which additional reinforcements are allowed to join even if they don't belong to the assault fleet. This system will again increase OW activity related to port battles, requiring long journeys to attack ports far from national territories giving more importance to geographical positions and ownership while also giving some degrees of safety to central national territories that would require the assault fleet to sail trough hostile territory in order to attempt an invasion. At the same time it cannot be exploited like flags were because timing is still determined by hostility generation.
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Killing some exploits
Diodo replied to Busterbloodvessel's topic in Current Feature Improvement Suggestions
I like this, the enemy has no way of finding where it is if not to spread out his forces. But it needs to kick you out of battle after couple minutes of his end to avoid players sailing in a parallel universe where wind is fixed (even if time is not compressed like in OW). What i don't like is killing the battle screen, it has legit use if you for example have to urgently go afk after a long battle (like going to the toilet). We just need a way to avoid it being used has an hiding spot (not a simple task). Every thing that we come up to kill exploits and ends up damaging gameplay for others is not a worthy solution in my opinion. Giving the battle player a way to escape safely can help against revenge fleets, disabling events and tags after leaving battle helps against battle logging; but for hiders....i don't see how. -
I'm not sure how war supplies work, but i think you already have to deliver them to the enemy port. However i see that the point you're making about the flag mechanic is that you have to travel to the actual port battle location and not spawn there. A good solution could be to have some mechanic (user or automatic) that picks a national port where to assemble the fleet, which will contain the only ships able to enter and start the port battle. This fleet could be limited to like 30 ships, allowing the defenders to actively intercept and stop the attack. After some time from the start has passed reinforcements can then join the battle too considering that the defenders had their fair chance.
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Medkit rework and crew at sea
Diodo replied to Diodo's topic in Current Feature Improvement Suggestions
If you manage to do so... -
Medkit rework and crew at sea
Diodo replied to Diodo's topic in Current Feature Improvement Suggestions
Well that would be a legit strategy, i don't see the problem with it. And then you're left with 2 fleet ships that you'll potentially easily lose. -
Medkit rework and crew at sea
Diodo replied to Diodo's topic in Current Feature Improvement Suggestions
I don't think it would kill pvp, it will just move it closer to the borders instead of having fleets right outside capitals (adding once again impprtance to territory). You would still have medkits, that would work as they're intended to, healing casualities after each battle to minimize crew losses. On top of that having to sail back with resuced crew, combined with the new comparative battle rating visualization, would be a great opportunity for players with smaller ships to try and take on a crippled, bigger enemy that happens to flee thought their hunting zone. I don't mind risking a ship to a good fight. This whole thing maybe just needs a bigger player base, as usual. -
Right now if you hire some extra crew you can magically access it in the post battle screen and have it appear on the ship. Opposite to this medkits spawn fresh crew out of fish and rum. It would be more realistic in my opinion if crew was only accessible in national ports and medkits could only be used to restore portions of the lost crew. (I know that realistic is not always better for gameplay, but this would add a nice touch)
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Little things you'd like to see
Diodo replied to BrutishVulgarian's topic in Current Feature Improvement Suggestions
Fleet hold capacity summed up Defence hostility page in the conquest tool Allies hostility interacting in some way -
Pre-Logging ships in/at the contested port for port battles
Diodo replied to D4mi4nNL's topic in Tribunal - Трибунал
I suggest one simple solution: if you log in at sea in a region with a scheduled PB you shouldn't be able to join events or attack for a couple minutes (5?) giving opposition a chance to react. This should also apply to defenders who can simply avoid this by logging at port with standard ROE. -
You should consider disabling captured ship teleport until a new system is avaible because as of now it is used as an exploit to teleport ships around the world. Disabling it you could even bring back smuggler fighting and green on green for pirates. Even having the option to sink a captured ship doesn't make any sense if you can simply send it away without any cost, even of crew. If you really want it you can take it to your fleet, crew it, and escort it back; or if you can't, you sink it. Having some sort of alternative “ship parking" (even temporary) would help if you capture something in the middle of a mission and you don't want to carry it around until you're done and ready to bring it back to your outpost. And this would even work nicely with single durability ships making it more dangerous to move around ships.