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Licinio Chiavari

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Everything posted by Licinio Chiavari

  1. Licinio Chiavari

    Missing ship

    Good day. on last Sunday EU evening my VIXIT clan mates capped a Bucetaure (teak/wo very fast with kiritimati masts) N of Placentia. I joined them after battle and we berthed in Placentia to resupply and to decide what to do with the ship. It has been decided to give me the ship to move her later elsewhere. Cabeza de Perro (capper/owner at the moment of the ship) was unable to trade me the ship in port probably due to missing OP there. Still he was able to put the ship for selling for 1 (one) gold to let me buy her. I bought the ship. Cabeza de Perro got the confirmation message (ship sold to Licinio Chiavari for 1 gold), but I didnt get the ship. I wrote a ticket immediately while in game. I didnt receive yet a reply. If needed we have a video of the minutes (from Cabeza's perspective). Is it possible to have you look at this is issue and solve it. Thanks in advance.
  2. Licinio Chiavari

    Missing ship

    Thanks a lot!
  3. Licinio Chiavari

    Missing ship

    Good day, excuse me: any news from your side? Thanks in advance.
  4. Licinio Chiavari

    Missing ship

    Thanks a lot. Much appreciated. Best regards.
  5. Licinio Chiavari

    Determined Defender Perk

    As stated, a full crew Connie will not be able to board a full crew Indefetigable. Realism FTW. THANKS AGAIN.
  6. Licinio Chiavari

    New Repair is abit unbalanced

    No: a badly damaged ship CANT BE REPAIRED TO FULL EFFICIENCY (not to speak about reviving ppl or recovering wounded) in 2 days even in a shipyard. Not to speak about at sea... not to speak about during a combat. Almost any naval combat (and not only) is decisive with only full commitment... distance is only a function of technology. That said. Repairs did not add "indecisiviness": there's no "indecisiviness" in a clearly known amount of repairs. Secondly: in my opinion are repairs allowing and making viable the kiting. Without repairs there'll be no kiting. Simply engage or try to retreat. You kite granted your superior gear and knowing you'll recover 30ish% of your full stats every 10ish minutes. To be honest, from a naval warfare perspective, "kiting" simply doesnt exist (aside the case of a faster longer shooting ship vs. slower and with shorter range guns = Battle of Falkland 1914 - the end of von Spee's squadron). Or you engage, sometimes not at closest range to be able to - may be - disengage if being badly hurted or you flee. From a time wise perspective: our ship are already too manouvrable and fast (in respect of rate of fire) in front of historical relation about the time to take and how many broadside you could fire in the same time. No sense considering a battle ingame 1h30' as lasting a day. And ANYHOW: real repair underfire was impossible... not to speak about to such extent. Aside getting a good position with a better crew and or a better ship... 1800 naval combat was a bloody clicky bam bam matter. Again depends on what's skill: aiming? or avoiding an unfavorable position? or unfavorable battle? or finding a favorable one? We are confusing tactical skills, strategic skills and "manual skill": in this game even the best tactician will bloody lose to a stupid one simply better geared and better at aiming. So the question is again: what's skill? or better: WHICH SKILL. A screenshot alone doesnt tell how we get to this end. I saw too many battles with a bunch of ships against a few or a lone one... ended with some or total loss from the stronger side and nothing on the bottom one. Simply because the few ones' ships were so overgeared that only super light ones (normal) could try to catch them... offering often themselves as a sacrifice to may be allow the group catch up... but the catch up could not happen because the light tagger got sunk and the lone raider is able to repair more and more times his sails keeping his speed advantage... he has mainly thanks to his super gear. Without infinite repairs a single good raider could kill 2 medium same size ships... but in the end he'll die to the third or forth being unable to repair... AND THIS IS A DAMN MORE REALISTIC OUTCOME OF A DAMN BATTLE 4 TO 1 IN ANY SIMULATION PS: it's a sandbox... with the most prominent characteristic at the moment being combat.
  7. Licinio Chiavari

    New Repair is abit unbalanced

    I was a bit dis-loved of the game. This last post looks to me as an invite to quit: the issue of eternal ships is another edge in favour of gear: if I miss super speed stats and gear I can hunt such ships lightening mine... Reducing my reps on board while 5/5 very fast Trinco can be teak/wo and overloaded and still being as fast as a fir fir medium geared 5th rate. Saying a ship in combat can repeatly repairs hull, sail and crew back to full efficiency is realism is the most crappy statement I ever heard or read in 30 years of wargaming. This means this issue of realism, repeatly reported in forum, will stay. Thank you.
  8. Licinio Chiavari

    Changing the permanent mods to level the playing field

    True. Still skill is built doing PVP. And why should casual player engage in even PVP 100% getting sunk by superior gear AND skill every time... and 90% times learning nothing being ganked too? And why should a casual not rich player should risk a ship (especially a modded one) if replacing losses is a pain? So why the casual/new player should engage in PVP losing time and resources gaining nothing 99.9% the time? So, conclusion, how casual/new player can skill up?
  9. Licinio Chiavari

    Unequal battles

    Still newcomers need to keep playing for a while to become vets. Humiliting them could nt be the best way.
  10. Licinio Chiavari

    Unequal battles

    I am wondering: are we discussing how to have more ppl joining pvp... Or the contrary?? Check list= Are vets better than casuals? Yes. Does skill matter in this game? Yes. Does gear matter? Yes. Does good gear cost? Yes. Are vets able to better equip their ships and consider them more expendable? Yes. Is the sum of these 5 "yes" whats making fair pvp less viable and enjoyable for casual players (and less targets for vets too)? Yes. From a dev point of view, how can he reduce these yes? A dev cant make noobs better nor vets crappier. Nor he can cancel skill from equation. Can he make older vets poor? Yes, still usually not a good idea. What a dev can do is making gear being less important... Like reducing stackability, nerfing bonuses or a mix, and reducing a lot differences between cheap gear and expensive one... As I posted a few pages ago. Only reducing gear gap and nice fitted ships costs you can make casuals accepting the high chance of being sunk.
  11. Licinio Chiavari

    Unequal battles

    "I" wasnt referring to me. In general as I joined and joined fights I should avoid economic-wise
  12. Licinio Chiavari

    Unequal battles

    I should rightfully avoid risking a costly ship against a more experienced player on a ship probably better geared than mine too. I dropped some reasonable thoughts. Now we are moving totally out of target IMO
  13. Licinio Chiavari

    Unequal battles

    It ll drop even further. The more aggressive an enemy will look, the more expert he'll considered... The more likely the casual player will avoid the Battle. @admin replying to ideas (not only mine) for reworking perms/books stackability no?? Banned?
  14. Licinio Chiavari

    Unequal battles

    And I forgot to underline I lost a Constitution Teak/WO+VerySturdy, not a my far cheaper raider Renomee... and main reason was... I ended hull repairs... because, not being able to spend so much on perms, to keep my ships as fast as possible I count every single repair I think necessary... and I did not espected to fight a so long battle.
  15. Licinio Chiavari

    Unequal battles

    And heavily moderated
  16. Licinio Chiavari

    Unequal battles

    Some thoughts... 1. This is a MMO. Therefore numbers (and so cooperation/teamplay) should matter. More than solo skill. A skilled well geared captain is and should be able to handle up to 3 medium geared, medium skill with bad tactics enemies (like letting them got kited and engaged 1 by 1). Above 1v3... the game becomes unreal and unappalling for random players. 2. As stated in other posts/threads... demasting as it was (and partly is still) in game (mast sniping) aside totally unreal, gives another edge to "pros". Same goes, coupled with infinite stack of repairs. 3. As stated above (in Sir Texas Sir's reply): yes. A competitive ship is very expensive. And not to talk about new build RNG. These high costs give another edge to pro/hardcore: the more you play, the older player you are, the (far) richer you are... the more competitive ship you can build (and lose). Moreover as said a lot of times: skilled players do not need ALSO huge gear advantage: they are better. Period. And skill is still (and surely remain) a big part in a balanced battle. Finally, the "losing" side, meaning the sunk one without killing enemy (like the end of a 1v1 fight - much appreciated but badly not favoured), aside losing a perhaps expensive ship, get NOTHING. Consequences I. a casual player has no reason to accept a 1v1 on a "medium" or even good ship. Those looking for it are 9/10 experienced with far better ships = he'll sunk and he'll gain nothing. II. a casual player cant compete with "pros" even outnumbering them: on one side (already said and desired mechanics) a bunch of casuals will be sunk (and humiliated - not something good in a game); on the other side, 99% the lone pro has a so superior ship gear-wise he can simply avoid too risky (for him) battles. Therefore casual players cant compete 1v1, cant compete in groups. In the best situation they gain nothing, usually they got sunk, sometimes they are completely humiliated too. III. Gear DOES MATTER TOO MUCH. Cheap speed ups and easily obtainable books (ballast) can give a casual player (Gazelle, Cotton, ?? + opt.ballast) +4-6% speed bonus. A rich PVPer can easily get (NHR+Copper+Boven + AoSH) +10.5% WITHOUT taking into account 4/5 and 5/5 or Fast/VeryFast/BermudaRefit random trims. In best conditions (for the casual) he is 4.5-6+% faster... but he can be even more. Such edge could allow a vet to sail a teak/WO going at the same speed of a fir/fir (with 3 "low" speed ups). And we all know what will happen when a vet on a teak/WO ship get side to side with a casual on a fir fir. I used only speed as example (still being very important in PVP). This could be evaluated (and we all know the bonuses). On speed in general, to underline the total madness of overstacking bonuses... from a LO/WO ship with no speed perms/books to a fir/fir 5 speed perms + VeryFast + AoSH there's a speed difference from -8.5% to 27.5% = OVER 36% speed bonus difference (and I'm not talking about Pirate or Spanish - Elite - Refits... difficult to calculate, still my Reno on paper at 14ish flies at 15.5 in combat with spanish+studding book). That bonus difference means the fastest going 40% more than the slowest on the same "hull". Therefore, AGAIN, gear matters... and good gear is VERY EXPENSIVE. If a regular player in the end (with long farming, trading - something good for gold, but very annoying) get a very nice ship... he'll (RIGHTFULLY) consider her "not expendable"... another reason to avoid fair fights. Granted the above I sincerely think the game philosophy, even if rightfully rewarding skill, with all these mechanics went too far promoting a game that's against the best interests of this game itself, the players' community and its growth. My ideas about solutions? One repair per type per battle. Reduce even more mast sniping (a bit unsure... not met any demaster post last patches). Rework stackability of perms/books, rework quite a lot of upgrade bonuses. Stackability can be reworked in different ways: Putting ship based caps: no matter the wood/perms/books, HP cant exceed +X% of base; no matter wood/perms/books, speed cant exceed +X% (or an "hull speed" maximum, different ship by ship - no sense a general cap of 15.5: it's another gift to those can over gear some ships). Same goes for any stat. And/or limiting more the perms/books that could stack. As we can use one rig refit (French, Spanish, Pirate and Boven) on a ship, the same should go (for example) for speed ones (Gazelle, NHR and Copper). Same for Navy Structure, Cartagena and eventually a new (cheaper) option. And/or reworking bonuses a way that the most common perms/books should give a good bonus. There should be NO REAL NEED TO LOOK FOR SOMETHING EXTREMELY RARE. To use an example bound to our perms, Gazelle +2* speed, Copper +2*+decel bonus, NHR +2.5* [*examples]: this way any fast ship will have Gazelle, a lucky player (or a richer one) could use Copper or NHR. Difference among medium fitted ships and nice ones will be very small. And... drop RNG on building... at least cancel the super rare 4/5 5/5 ships and nerf/rationalize random bonuses. I'd like to underline that VeryFast is +3% = it's as good as Copper, WITHOUT using a perm slot. Very Sturdy is +5% HP like Basic Hull Refit (so the best speed trim is powerful as the best speed perm, and the best HP trim is as the basic one... something to rebalance). IF trims are a bit less, less powerful and may be dropping on all ships... well they'll simply give a "character" to the single ship, avoiding to make them something really looked for as it's becoming... becoming another gift to rich players. This reworking, in my opinion, could heavily reduce gear gap, giving a bit bigger chance to less experienced players to compete in PVP without spending a bulkload of time/gold (they anyhow have not). This way, if a decent PVP ship costs a couple hours farming (and a very good one a couple evenings) the casual can sail on a competitive ship accepting to lose her in my opinion. Coupled with reduced repairs and demasting... a bunch of random players can gank up and kill a veteran. Again: giving them a reason to sail looking for PVP. Finally, but it's more difficult, finding a way to reward also those losing the ship without getting a kill or an assist... without allowing a new surge of alts/friends farming. I think this could be necessary only if game mechanics remains as now: << so, dear casual captains, you'll sail a sub-par ship, against super geared one handled by a veteran. You'll sink. 100%. Still you'll get rewarded >> for combat lenght, damage dealt or ??? On the contrary making (as stated above) PVP ships less expensive and less gear dependant could solve alone the issue: << dear casual captains, you'll sail a good PVP ship. If you gank up you'll kill loners even if experienced, if you find another casual you could win... and obviously if you find a vet you'll sink >> It's pretty silly how it's now reward wise. I will make a real game example: I sailed today on my Renomee. Crossed a Trader Brig. Attacked, 5 mins later boarded him and sunk. I got 5 PVP marks. Later I accepted a challenge with Warinof. I managed to reduce (best moment) his structure to like 25%; in the end I sunk 10 seconds before the end of battle timer (WTF!...) so after one hour and half battle; that was not a kiting/escaping battle. We fought it, repairing 7-8 times, manouvering, firing, trying a boarding etc... a real and hard fought battle. He (rightfully: skill is skill) won (Salute Again, Sir!). I got nothing. Isnt this an invite to I) never accept duels II) never accept a more or less fair fight III) always go for ganking IV) always prey on the weak V) in any other situation = avoid the combat. ?
  17. Licinio Chiavari

    Unequal battles

    Not during boarding. Right? Or Mahogany Planking reduces boarding damage too? I do not think so
  18. Licinio Chiavari

    Patch 17: Finalization of the sailing and combat models

    With the premise I see this patch as good... and without repeating my standing about demasting possibilities... On posting numbers... They should be. Always... not by chance being normal policy in majority of successful games. These informations should be easily available ingame too. A ship is not defined only by her top speed. Full sailing profile should be in game... as in patch notes... As should be clearly visible/calculable effect of sail refits. As should be clearly available number of repairs needed for each use. As mast sections HPs (both in port AND in battle). I should not have to build a ship... and then look in OW for an AI trader to attack to test her speed at different angles... or simply to check required repairs per use. As it's a shame, sorry, I have to test myself the effect of a Spanish or Pirate refit on a ship... especially now being so huge bonus/malus. All the above is ANOTHER gift to hardcore players: because they have more time to make these tests and they have the resources to waste an Elite Refit... while one a bit more casual or not super-rich has not. These are issues. People ingame... wants first and foremost to play... not wasting half time in game to find out informations they should have and that they have in any MMO. That said. Good patch. Still testing some stuff... and thanks again to make Constitution... TURNING!
  19. Licinio Chiavari

    Patch 17: Finalization of the sailing and combat models

    Thank you for underlining something I repeated a lot. Demasting happened. A lot. Not purposely aiming balls to masts at 100 mt. Period.
  20. Licinio Chiavari

    Patch 16: Control, Mast and Ship strengths rebalance.

    I know. As far as I remember Connie is a better upwinder than downwinder atm... and indeed has a quite high percentage of jib looking at other ship. So Connie should benefits more from Pirate refit than Spanish one.
  21. Licinio Chiavari

    Patch 16: Control, Mast and Ship strengths rebalance.

    Pirate refit looks nothing exceptional in Connie... I'd like to point again that jib/main sail power mods looks barely working if ever in her.
  22. Licinio Chiavari

    Patch 16: Control, Mast and Ship strengths rebalance.

    So in real combat, on a faster ship, I have to fire to enemy (something having to change heading in a, chase-wise, stupid way) or he will disappear... And not simply closing in and starting firing when I am confortably close?
  23. Licinio Chiavari

    Patch 16: Control, Mast and Ship strengths rebalance.

    Looks like things goes further on while dinning @Matunin First I’m not heated. I could look like, still I’m not heated up… using my language I’d be able to show more auto-irony (aside better technical words) and clearly a smoother attitude I am, evidently, not able to do in english. Then you pointed out some my possible errors… for example I said chain shots from French… that was obviously in adequate range… and balls at longer. About RN, I do remember pretty well that in the first AoS and Wooden Ships and Iron Men (by Avalon Hill) British ships were forbidden using chains. I remember too I looked around some quotes and I found them… still I have to go to my parents’ home and then dig a bit. I’ll try to recover something acceptable. I’d keep very simple about mast stability. Try to break a mast with stays/shrouds and without. On an old racing boat, the Star, stern shrouds were called (italian) “flying”, because you had to tight the upwind stern stays and unlock the downwind one when (due to a tack or turn passing on running with the wind) wind side changed. Well… if you badly time that manouver, without any damage to mast (obviously), on a simple fresh breeze… you’ll lose your mast. Instantly. And I know because when I was a teenager I was with my father on one… with quite strong winds. Running with the wind, on a wave our bow entered in water… my father (damn fastly) unlocked upwind stays to avoid risking sinking in the wave… knowing, as happened, the mast will simply explode reducing wind thrust to zero and allowing bow to come out water. Try to sail even only a pair of trousers without stays/shrouds… and you’ll break your mast. BTW “selfstanding” masts are quite recent technology… used for example on Laser boats (build in 70ies) and in the well famed “Maltese Falcon” (an interesting futuristic 3 masted “square” rigged ship): worth, just out curiosity to see her. https://en.wikipedia.org/wiki/Maltese_Falcon_(yacht) I do agree that cutting a mast with a decent number of holes (or a simply one adequate) will make the mast falling… still, as I pointed out in another post (I can redo trigonomy calcs) at 100mt to hit a mast more or less centrally (to avoid a ricochet - remember, a ball against a cylinder) your possible error will be under 0.3°. Nothing even close to 1800 guns possibilities… especially on a rolling ship going at full speed (meaning at full sails with fresh breeze like in game) against another moving ship. So I do agree that masts could be hit, still a solution to simply ban purposely aiming at masts has to be in place while “spray and pray”, on the long run, could work - still probably would work a lot more and a lot faster close range chain shotting damaging so much stays that mast will simply fall. On a second your post, you said we should talk about precision. And I do agree… As you note, still, I never said that a ball cant break a mast. I repeately said, a ball CANT BE AIMED AT THE DAMNED MAST… still IF BY CHANCE hits it, could damage it, can break it… or can make it falling ESPECIALLY if shrouds are badly damaged. I rarely rage while gaming: I’m here to relax… nobody is happy losing, still something bearable I could rage if losing a game calling for realism… due to a not realistic mechanic I will NEVER use nor I do not want to learn (I tried with demi decent results with AIs… still I’d contradict my position using it myself. And surely I raged losing a 5v1 battle for a mix of ineptitude and bad game mechanics (infinite repairs AND mast shooting). Anyway I’m still here… at least because I like the ancient good times… and war simulations. @TommyShelby If it’s similar (mast shotting or chain shotting) why every pro captain here ball fire to masts and never (almost) chains? If it’s so balanced now (better than previously at least), when you fought with OneDhead (not exactly a noob… ) he lost all three masts mid sections in like…? 3 broadsides? 4? Distance? I was closing, not sure, still surely not a close range. Let’s say over 100mt? And dont argue (at least with me) that he was on a Connie and you on a S.Pavel… granted Constitution masts have similar stats to SoL ones: so you could do the same to a SoL. Then I can argue that sail firing under 50-60% is almost ineffective… so “de facto” you can reduce a ship to this level. Keeping firing at sails at that point will only hurt you: doing almost nothing. And a ship at 50% can still manouver, slowly… still she can. A ship losing 2 masts (so being around 35% sails) cant. And a ship losing all… is still and still she’ll remain. You argued that my idea of reducing mast hitbox is wrong… because it should be big as we see the mast and should be this way right now. I’d agree with you IF your precision would be comparable with real naval gunnery of the time… but as we know… it’s far superior. So or we badly reduce our ability to aim - with a lot of changes in game… and may be even an unplayable (and so un-enjoyable) game… or we let ourselves being super gunners aiming at hull and sails… but making next to impossible to hit masts if not by chance. And this can be reached making the hitbox smaller. Very small. As repeately stated: I do agree to make something less real for sake of gameplay… I get angry and bloodthirsty for something unreal AND a bad mechanic - like demasting at the moment IMO. About numbers. I would make only an example. At the moment more PVE oriented players are clearly TERRIFIED of going PVP, even in numbers. A lonely Renomee like mine bearing a name nobody could remember on leaderboard… make far bigger ships often fleeing or waiting to be at least 3 Indef+Endies before starting an (unuseful) chase. Why? Because too many times battle ended in 3-4 broadsides… when they lost their masts. It is possible now this could be better… still you vs. OneDhead make me thinking we are well afar from solving the issue. Last note about game mechanics and not understanding them. FIRST: finding detailed information is a PAIN. As stated a lot of times: we need (ESPECIALLY BEING IN DEVELOPMENT) detailed and updated sheets of ship/perms/books/perks/… easily available. It’s not possible that we have to test out in game (costly sometimes) or make an inquiry at the Library of the Congress to find something. Second… well, I think I was one of the first US players (post merge) spamming FR Rig refit + Winged out ballast (as a minimum) on all my ship I suppose to engage good demasters (so in Coast Defense duties). Consequence: I (and others) lost 2 ups on our ships… against people who is better than us (absolutely fine); who (thanks to bulkload of PVP marks + tons of gaming hours) has an edge available ups on board (a bit less fine - still ok), and in the end has 2 more ups than us knowing medium players simply do not demast (definately less fine). Not by chance I wrote about overgearing now damaging balance between vets and younger more casual players. And do not argue… it’s fine. In all MMOs the gap (balance wise, not speaking of heritage cosmetic stuff) between newer and older players is rebalanced every year with new shiny stuff… that way the “pro” got the super gear today the crappiest and least playing gamer will get one year later. On the contrary you really espect new players coming, learning a complex game… and in place of enjoying it, going farming PVE for 6+ months to be at least competitive gear wise but learning nothing almost of PVP? Is this in your opinion a good way to get and retain new players? And that said. PEACE AND LOVE… we’ll see in the future and we’ll meet in the seas. Regards. PS: NEVER FORUM WAR WITH ME... BWHAHAHAH PPS: no idea why I can toggle off Bold...
  24. Licinio Chiavari

    Patch 16: Control, Mast and Ship strengths rebalance.

    The problem, Sir, is mine, not yours. I said (repeatly for sure, my apologizes) simply that NA level of precision is out reality. While firing at hull or sails it doesnt change a lot a faster paced battle, coming to demasting, it changes the tall ship fight completely creating a 'meta' completely unreal. So only way, IMO, to address this is making demasting something impossible to aim for... being simply impossible at that times. As I said a way could be making a mast falling a chance bound to sustained sail damage (far more real) and or making mast hit box very small aside mast HP buffs. Without aimed demasting battles will move back to manouver and gunnery and choosing between speed (full sails) risking crippling damage to rigs or slower and safer (more conservative battle sails). Next step: reworking boarding, still keeping in mind, that it was the end of a great share of engagements. I'd say more options but no last second tricks (like every 15 sec round choosing how many men commit to defense, attack, reserve, firing, just to say). About majority... Excuse me, but every evening there are 500/700 people on line, so... Almost 1000+ regular players. How many write here? A few dozens, majority of them (including you for example) good or very good at demasting. No one ever thought that kite+demasting+repairs could be a reason "carebears" do not fight even in numbers? Because even in numbers they can be smashed and humiliated even by a single "pro". So: why should I have to risk my ship even 5v1 if against good demaster I'll lose her anyway without even sinking the enemy?
  25. Licinio Chiavari

    Patch 16: Control, Mast and Ship strengths rebalance.

    Same realism of purposely aiming (and HITTING) at masts at 100+ mts away at full speed. BTW, I'd quote the most famed: Orient during Battle of the Nile. If you missed the sarcasm, it's not a problem of mine (aside not being english mother language)
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