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Eyesore

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About Eyesore

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    Able seaman

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  1. Whats the crow's nest for?

    No. Next you want your guns to fire automatically when in a good position? Perhaps the ship can be automated to start making evasive manouvres aswell? Pay attention or get tagged unaware, it is your choice.
  2. wind changes: too fast, arc is too wide (perhaps make the wind move continuesly (like a pendulum?)(it can move 30degrees in 10 minutes?, next movement might be another 30degrees in the same direction or the other way?, not at intervals heel: feels ok (have not sailed all ships), some ships should have more (troublesome?) heel leeway (sideforce) and ship differences: leeway seems ok, there is a difference per ship (perhaps not always that much, but that's probably how it should be, some should perhaps almost be unsailable (perhaps they would actually need that 'keel-upgrade')?) , shipdifferences : there are differences, perhaps not enough? (don't take my word on this :-) ) general turnrates (using rudder or yards or both): seem ok, sometimes it feels weird (it's not a fluid motion, not sure if it is lag or something else)(watch youtube at double speed and look at the wake, it is not a 'natural' curve? (maybe it is just the graphics that are a bit off???) The bow doesn't seem to cut through the water?) speed curves and ship difference: it maybe feels that sailing badly punishes you more in terms of speed and manouverability (which is good i would say), going upwind is difficult (depending on the ship used)(it feels like you can take more advantage of sailingerrors, or perhaps even setup your opponent to make a mistake)(perhaps on some ships we should relearn on how to sail them efficiently???); shipdifferences : it all needs rebalancing tacking time : you lose almost all speed, very early, the momentum doesn't seem to carry you very long? I'm ok with some ships that need some backing up to perform a tack (the bigger they are, the slower they should tack, right?) downwind turning time: seems ok, and is rather controlable (high speed: wide curve, low speed: tight(er) curve) Perhaps some (perceived) problemships might need to be 'rediscovered', use different setups than we used to (e.g. maybe they actually benefit from a jibbonus, or quite the opposite), find their new qualities and strengths and weaknesses, sail them differently than what we have become used to?
  3. True, that's why I suggested that the attacking raider could lose pvp-marks if he manages to let the trader escape.
  4. So, if a trader/smuggler escapes a warship (in a battleinstance) ... should he be awarded with a pvp-mark? After all, from the traderperspective, escaping the raider is a win ... It would be a change and perhaps the uber-pvp'ers can stop calling traders that can get away from them noobs? Or perhaps the raider simply loses some of his pvp-marks if he fails to sink or capture a tradeship? After all, the shame of such a failure must cost something? And why exactly would you differentiate between a smuggler and a trader? The smuggler is already taking the higher risk?
  5. So, if a trader/smuggler escapes a warship (in a battleinstance) ... should he be awarded with a pvp-mark? After all, from the traderperspective, escaping the raider is a win ... It would be a change and perhaps the uber-pvp'ers can stop calling traders that can get away from them noobs? Or perhaps the raider simply loses some of his pvp-marks if he fails to sink or capture a tradeship? After all, the shame of such a failure must cost something? And why exactly would you differentiate between a smuggler and a trader? The smuggler is already taking the higher risk?
  6. Remove names from OS

    Ships in fleet will show separately in OW aswell then?
  7. Where is the adventure in riskfree trading? The safezones make no difference to me, i only leave from them or arrive at them, so, like others said already +90% of time spent is outside the safezone. Trading those fantasygoods is not very interesting, it brings nothing to the world (except maybe to farm/harvest a region to make the normal users have to go elsewhere or are able to buy less resource ... oh wait, that doesn't work in this game :-p ). Might as well play a singleplayer. And fantasygoods are only profitable (time invested and all) if you trade in bulk (3 indiaman at once). Trying to find the rare stuff is what makes it fun, exactly because you have to sail into enemy waters to get them. Unfortunately, all the alts make it an an unfair/unwinnable goal (as in a normal player can't compete against a player with an alt as he can't set up contracts (apparently this is not an issue for the devs, I really don't get why people don't (want to?) understand that?)). VP doesn't have any rare woods that spawn in any of their ports and alts are competing for the stuff that does (some of those seem to be selling upgrades in quantity, similar names pop-up in freetowns aswell). Making money from missions is far more profitable goldwise, but i rather get payed in resources anyway (they have more value atm).
  8. Craft Mats for Combat Marks

    Suggesting to read the other threads about your suggestion is flaming and off-topic? I geuss you only want to hear and read what suits you? Ignore everything else? You have already made a thread about noteships, what makes you think the 'arguement' has more weight now? Why split up your own discussion?
  9. Craft Mats for Combat Marks

    I suggest you go read the other threads? And waste only your own time?
  10. Craft Mats for Combat Marks

    ok, on-topicdisease then, gitgud and learn to organize yourself instead of crying.
  11. Craft Mats for Combat Marks

    Yes, make more noteships, make everything more shallow... Yes, let's make some other mindless shooter. Organization, planning, and thinking are just so tedious and completely unnecessairy ... Yes, let's make sure we can't have a working economy and everything is worthless, because that will motivate people to sail out more and fight for more useless stuff ... It is completely unheard of that players are supposed to gather mats to build anything, totally new concept in games, definately ... so, scrap it! Perhaps the OP coud make a post one of the other threads about this issue? No, because all the counterarguements are written down already? Or He could stop whining about being 'ganked' for 2 days? He could stop making suggestions that only benefit himself?
  12. Why did players leave?

    Tides come in and go out in 10 minutes time in battle-instance ... :-p
  13. Remove Ship Notes for PvP Marks.

    Many players just level up fast because they want a big ship ... making the grind longer will not make them magically become able sailors.
  14. Sinking time + loot

    Maybe it's the slowdown after losing 70% of your structure? That would cause these ships to come to a halt and be easily stuck in irons?
  15. I'm sorry, but you sailed directly into land ... then complain that you can't get back? It is (hopefully) no longer going to be a simple rush to finish off the other ships because yours is 'bigger'? Perhaps finally sailingskill becomes somewhat important?
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