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Sparkydog

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About Sparkydog

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  1. Sparkydog

    Patch 25: Preliminary Patch Notes.

    Why Do DLC premium ships have to come as redeemables? Why not sell the BP's and still leave the other limits in place but make people actually have to craft them like normal ships. Or maybe make it a combo- like the DLC is 10 redeemable ships and the BP to craft them after the first 10 sink. Might add some intrinsic value to the premium ships instead of people sailing them around all willhe nillhe style. It would also contribute to the game economy if mats still have to be crafted or purchased. Just my 2 cents.
  2. We have gone round and round this topic a 100 times. If you want to keep noobs in the game give them a safe place to run missions and hit ai fleets. If you want to keep old guys around that just love wooden ships give them the same safe space. Do not make them join a clan- do not make them pass a mandatory test. They will want to leave the safe zone eventually because they will want the challenge of fighting a human instead of AI. They will leave the safe zone when it's the only way to unlock the last slot or get an upgrade they want. They will leave th safe zone if there is an opportunity to trade and make lots of cash. If they only want to play one hour a week in the safe zone- Let Them! We don't need to feed the Vets- they can fight each other. Players will leave a safe zone when they are ready- let them play the way they want and more players will stay for longer. Please don't kill my game.
  3. How about in reinforcement zone- the home nation can join indefinitely and the other side only stays open for 3 minutes or so. Let the noobs hit ai fleets for fun and practice. Then modify random drops so they are better outside of the green zones.
  4. Sparkydog

    Reinforcement fleets: feedback

    Ok here is my opinion from someone who can only play for an hour or so at a time during the work week. I might get on before bed, late at night west coast time because that's the only time I can play. The pop is low at this time and it's not possible to have a US coastguard to help you outside CT, there is only a few of us on at this time. I might want to hit NPCs or run a quick mission and be done. I don't want to get sucked into a 90'minute battle- so I would rarely leave green zone at this time. If I would get jumped the reinforcement fleet would be the only help I would expect. This is the way it is for some of us- why not even make the reinforcement ship one rate higher than attacker? Then it would be slower than attacker and he could either escape to jump someone else or if he had skills he could stay and battle it out. on the other hand- if I play on a day off or have more time- I will leave the green zone and look for longer more elaborate PVP battles out in the OW or at other nations territories. This seems to make sense to me - and I wonder how many others play in a similar fashion. Just one sea dogs opinion.
  5. Sparkydog

    Boarding + 'Determined Defender' suggestion

    I like DD and don't think it needs to be changed- I am not a fan of the boarding mini game. Keep it as a perk.
  6. I think you have all the tools in place already to vary repair speeds etc. just by increasing the weights of repairs like you mentioned earlier will change the amounts carried and provide options as to how captains continue to load their ships. You could also vary the amount of crew that gets diverted to repair the ship- this continues to affect the other functions of the ship as it does now. I think repairs don't need to be reworked but other wieights, and crew allocation numbers could be tested to see the effects. Testing is what we are here for. Keep up the good work.
  7. Sparkydog

    Incentives to leave greenzones

    Let's have some high reward trade missions that travel around the map and into risky areas--but have the gold reward be substantial and worth the risk. Example for trade/delivery mission--- Pick up dispatches for the admiral in Charleston and deliver to Cayo Romano then return to CT with your new orders. Put a time limit on it so you can't log and relog. Make the reward like 3 million gold- something worth the time it took and the risks you run of passing by enemy zones-- get people moving around the map- maybe they would need an escort?- could be fun.
  8. Sparkydog

    Little things you'd like to see

    I would like to see more players sailing with a fleet of warships. It would make playing solo a little easier if you could bring along a fleet ship that actually was helpful. The AI for fleet ships is so bad that it renders the ship completely useless- seems like they always get stuck in irons or fail to shoot properly. Keep the open world travel the same where you can only travel as fast as the slowest ship and let it remain a perk slot that you have to use. Back in the day you would see many players with a fleet but not anymore. Devs, can you turn up the performance of the fleet ship just a little bit? This would provide just a bit more variety to battles and enemy encounters. Why not?
  9. Sparkydog

    Premium Ships

    Devs mentioned in a forum post that they are releasing the Redoubtable with special defender perks. I bet that's going to be a premium ship.
  10. Sparkydog

    New hostility missions

    In the new hostility missions-- how long do they stay open for port defenders to join? If you enter the mission with 10 fifth rate ships- you get 10 ai npc ships of the same approx BR- can defenders join with 10 first rates?
  11. Sparkydog

    Pre-patch quick number changes suggestions

    1- establish a way for ships to try and escape when you get disconnected from game or drop internet connection. To give player a chance to reconnect. 2- give the Connie a little more love/speed 3- make rum repairs weigh as much as hull and rig reps. Sailors with a limb shot off did not heal so quickly. 4- allow sending of ships to clan docks 5- if you make tag circle smaller make join timer longer and display time remaining keep up the good work-
  12. Sparkydog

    Poll on limited use of repairs in battles

    No need to remove unlimited repairs- they can be balanced or tweaked with their weight and the time between repairs. Let's not throw it all out and start over.
  13. Sparkydog

    Patch 18: BR and Smuggler fix

    Naval Clock = longitude. Nice teaser Devs- i look forward to it.
  14. Sparkydog

    Changing the permanent mods to level the playing field

    I don't think there is anything wrong with stacking mods- we already have an upper limit as to how much bonus you can achieve with stacking. As you already said, stacking mods make you strong in one area and vulnerable in another- which leads to rock, paper, scissors the way it should be. As long as there are vulnerabilities they can be exploited.
  15. I was in a similar situation in the tribunal as well. But now looking back on it- if someone has a smuggler flag on they are actually from a historical perspective, an enemy of your nation. British smugglers trading with France were actively hunted by the Royal Navy. So joining on the other side is not actually green on green. I am not sure if that's what the developers were thinking- but they have already ruled that it's not green on green when smuggler flags are involved.
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