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Blackbrook

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About Blackbrook

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    Ordinary seaman

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  1. Little bit of real history of Gustavia

    That is an open access published thesis in Doria which is "a multi-institutional repository maintained by National Library of Finland" as they say in the home page. That thesis is easy to find by the name of the author and title or even "Victor Wilson Gustavia".
  2. Little bit of real history of Gustavia

    I don't know whether this doctoral thesis has been mentioned here before, but it might be interesting, although I have not read it yet. Victor Wilson: Commerce in Disguise - War and Trade in the Caribbean Free Port of Gustavia, 1793-1815 Edit: You can find the thesis in this permanent address: http://urn.fi/URN:ISBN:978-951-765-807-2
  3. I suppose 2 minutes is about the time it takes to sail from the horizon to you if you are not moving. You should not be able to join a battle directly from a port or another battle, but what about if you jump out before the battle starts? Your scout outside tells you that there is enemy ship approaching and then the group jumps out before tagging and start sailing towards the victim before the scout tags him.
  4. Signaling Perk Removal ??

    Check your redeemables. I have a new redeemable of 50 PVE marks which you can use to buy perk reset permit.
  5. Such is a lord.... part 2

    In general, this is an elegant solution. Just to be sure: if I understand this correctly, you don't need to flip the port first to start receiving pension. It is enough that there is a PB and you defend it successfully. Right? For example, if the Swedes create a port battle in Road Town (owned by Denmark) but do not go to that port battle, all the Danish players in that port battle will start receiving pension? Because PB are limited to 25 players per side, I would consider an option that the government pays one time pension to those players who raised or lowered hostility during the last 24h before the PB was triggered if the port changes ownership. Total amount distributed could be the full daily pension of that region (or a fraction of it) and it is divided to the players based on their share of the total hostility points generated in that region during that last day. What do you think? Does this create exploits? I think that requiring that port owner changes prevents exploits.
  6. MAKE NAVAL ACTION FUN AGAIN - MNAFA

    I think the only teleports the game needs are player teleports between outposts so that you can produce and sell stuff. There is one exception: we need is the "escape bug" -teleport i.e. tow to port. Treasure chest events were a good idea, but the implementation did not work.Maybe they can be changed and improved. Land in port battles is an improvement. I did not like the earlier port battles. The game is much better now after the latest big patch. It's little bit grindy (ship knowledge), but it is early access so nothing is final, I guess.
  7. Fireship Cutters

    I have no experience of that kind of attack, but I can see several possible reasons why the attack worked so well. Fireship cutter may be too powerful, but we need more tests to find best way to defend against them. 1) You were not prepared i.e. you were waiting in the wrong spot. Why on earth you are waiting in a spot where you can't see behind the island? If you have headwind, you can wait in the harbour or just outside the port so that you can escape to the port. If you don't want to wait, choose another route. Use the western entrance and go to the open see or sail close-hauled, but do not stop. 2) If there are many ships near you, your are taking unnecessary risks. Read the national chat, so that you know whether there are enemy action near you. Always check nearby ships so that you know who they are. 3) If you stop to wait, check the wind and keep your ship in good orientation relative to wind so that you don't have to turn if you are tagged 4) Be prepared (perk), so that your guns are ready to fire when the battle starts. I would try chain first and then switch to ball after the first round.
  8. Too much trading, and not enough Combat:

    Thanks, but my programming skills are not adequate for that. At least not yet.
  9. Too much trading, and not enough Combat:

    Maybe we need a trader tool (in game or in the net) which you can use to calculate decent prices (resources, materials, ships, modules). Default values could be based on level 1 buildings and default for labour hours could be 100g/h.
  10. Too much trading, and not enough Combat:

    It is not difficult to calculate good prices. The problem is that the economy is still spinning up and people are not willing to pay much, because they don't have money or there are too many people selling or crafting materials to get money. But it seems that there are many players who don't set a value for labour hours. And probably they forget the contract "tax" also which should be in included if you want to make profit.
  11. Too much trading, and not enough Combat:

    It may be mine. I know I'm loosing money. I sold the redeemable pickle because it was too slow and crafted another. I have now three slots open in pickle and I don't need it anymore, so I crafted a privateer, which I'm sailing now. I would like to keep the pickle, but there was no space in my harbour, and I have to sell it.
  12. Hotfix 4 for patch 10.00

    Did you deploy a patch yesterday? In the hotfix 3 notes you say: "Conquest marks moved for rework and rebalance. Lineships prices are now in pvp marks". Yesterday evening conquest marks were in the game, but there is no patch note about that.
  13. A nightmare for casuals

    Do the opposite. What trading products there are in your current port? Use the trading tool to find out the port which pays well for those products. Check the buy contracts of other players to find out products someone else thinks are productive and compete with them.
  14. Ship Knowledge grind

    I like the general idea of ship knowledge, but in the current form it is irritating. First three slots should be general ship class knowledge slots which open when you get xp in any similar ship (rig type, ship size, number of masts etc.). Only last two slots should be related to that exact ship. But I would also consider one further limitation. I think you should no be able to sail ships which are too far beyond your current experience or at least there should be severe penalties. If you have some knowledge of 4th rates, you should be allowed to sail 3rd rates, but not 2nd rates or higher. Or is it enough that we have rank related max crew?
  15. New rewards

    They definitely should not sail with players like that and they can discuss how to divide the loot (including the ship). The rules are now different so perhaps people change the way the play and they learn to divide the loot fairly. Could you explain what happens in large battle? Who gets xp, gold and marks? E.g. some clan or group of high rank players create a battle group and accept couple of low ranking players to join (or they join when they see a big battle). In the battle the high ranking players asks the small ships to shoot the sails or stern camp the main target while they sink the rest of the fleet. Low rank players shoot only the main target so that it can't escape. When the high rank players have sank all the other ships they return and capture the main target. This happened to me several times last year. It did not matter because I got at least some xp and gold, but in the new system I think you get nothing because you did not shoot other ships and the main target was captured. If you are not part of the clan or otherwise known in the group, there is a real chance that your part in the battle is overlooked. That is natural, because most people like to play with friends and they tend to forget strangers, especially if you are a new player in a small ship and make mistakes during the battle. I don't know the details of the xp system, but maybe those small ship players could get a share of the xp generated in that battle based on the damage they did to that main target which was captured. They did not damage any of those other ships, but they did damage and help to capture the main target. E.g. the xp value of the destroyed ships is 1000 xp. The low rank players damaged the target and would get 50 xp when destroyed (but it was captured). There are 2 small ships and 10 large ships sharing the xp. I suppose that in the current system large ships share that 1000xp and small ships get nothing. What if you still share 1000xp, but distribute it based on total damage (1050xp). Now the large ship players share 1000/1050 = 952 xp and the two small ships share 50/1050 = 48 xp. You get xp based on destroyed ships, but you share the xp by the damage caused by each player. Kill and assist xp would go to those players who did the kills and assists.
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