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Arngill

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About Arngill

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    Landsmen
  1. Looking at the "Sort" function in the warehouse, it would be useful to have a category "Repairs" which showed Hull Repairs, Rig Repairs, and Rum. I always had trouble finding these items in the last UI and this would be a good time to add this.
  2. Also looking at these PVP upgrades, "Reinforced Bow Note" is actually described as "Strong Bow and Stern" when you mouseover it, so the upgrade title should change to match the description I think.
  3. When you mouseover "Boatswain Combat Reports" (in Admiralty - PVP) to look at the description, the word "Admiralty" is wrongly spelt as "Admilarty" a small point, but it looks unprofessional.
  4. I like the new interface, now I am getting used to it. The ability to display multiple windows at once (for example: Shop, Hoild, Warehouse) is very handy. Once the various icons are memorised, it if is much faster to navigate. I find some issues with the Crafting: It seems at the moment, that the crafting interface only allows me to put in the number of cannon to craft, up to the number it is possible to make with the materials I have. It would be more useful, if you could enter as many of an item as you want to make, and the interface then told you how what and many materials are required. For example to craft 8 of 6lb long Guns, I require 16 Iron ore, 16 Coal. But it won't tell me this unless I ALREADY have the materials on hand. So if I don't have them, I have to go around the houses to find out what I need. Also on the subject of guns, why do we use "Classes" at all, why not just the shot weight? Why do we have two means of describing the same guns? this just confuses the issue. So (for example) when mousing over the Herc lower tier, it currently gives the class only (Cannon 4 - 6, Carronade 4 - 8). If I want to craft them, the craft interface only gives shot weights, so I have to go to the shop to cross reference classes to weights. Why not just give the weights in the ship gun slots (in ascending order), so it would look like (Cannon 9lb - 18lb, Carronade 12lb - 32lb). I think "classes" just adds an extra layer of confusion and no value, particularly for new starters. The introduction of the new GUI would be an opportunity to fix this.
  5. Arngill

    Cannon Classes

    Crafting: It seems at the moment, that the crafting interface only allows me to put in the number of items to craft, up to the number it is possible to make with the materials I have. It would be more useful, if you could put as many of an item as you want to make, and the interface then told you how what and many materials are required. For example to craft 8 of 6lb long Guns, I require 16 Iron ore, 16 Coal. But it won't tell me this unless I ALREADY have the materials on hand. So if I don't have them, I have to go around the houses to find out what I need. Also on the subject of guns, why do we use "Classes", why not just the shot weight? Why do we have two means of describing the same guns? this just confuses the issue. So (for example) when mousing over the Herc lower tier, it currently gives the class only (Cannon 4 - 6, Carronade 4 - 8). Why not the weights (in ascending order), so it would look like (Cannon 9lb - 18lb, Carronade 12lb - 32lb). I think "classes" just adds an extra layer of confusion and no value, particularly for new starters.
  6. Arngill

    Le Req is changing the game!

    Title of this topic should be "Le Req is ruining the game". Because it is. As I write this, half a dozen Pirates in Le Req's are ganking around kpr, of course, superior numbers of players in REAL ships are going out to do battle, but to what end? the Le Req trickship just runs upwind and no-one can touch them. I even chased one DOWNWIND in T/T Bellona , copper plated, Bovenwinds, hull refit still can't catch the bloody things. And I f we do sink one, well whoopydoo! they just get another tomorrow. Congats devs, I think this time you've really done it. I hope the revenue from the DLC sales is worth it. Pissed off, may leave.
  7. Arngill

    Le Req is changing the game!

    If they wanted to sell DLC the yes eye candy would be a good idea because it wouldn't screw up the game balance. So people could have their own pennants, paint jobs, ships names etc. Buying the cosmetic DLC would allow the player to apply naff eye candy to all his ships indefinitely or maybe a limited number of pimpings for a given price.
  8. Arngill

    Le Req is changing the game!

    I agree entirely, I was just making the point that you didn't have to use a LE Req to be a successful raider, which is what Po Tsai seemed to me to be implying. I Dislike the DLC concept as much as you do.
  9. Arngill

    Le Req is changing the game!

    I seem to recall some highly successful raiders using fast Endy's. It didn't just start when they introduced the Le Requin.
  10. Arngill

    Le Req is changing the game!

    You have it in a nutshell. You also can factor in what's the point of sinking them anyway, they just get another free one tomorrow. Then they'll be back again doing the same. As you say, BORING.
  11. Arngill

    Le Req is changing the game!

    Sorry, I don't see what this reply has to do with the "Pay for Play" DLC's or in particular the Le Requin.
  12. Arngill

    Le Req is changing the game!

    Totally pissed off with Le Req, it's ruining the game (80BR...REALLY???) and making it a DLC which provides an infinite supply of free replacements is a disaster ( I think the Herc DLC is lousy idea as well). Coupled with the recent "rebalancing" of reinforcements (that is to say, making them totally useless), this all means it's happy days for capital campers and gankers and why shouldn't they, they face NO adverse consequences whatsoever, on the rare occasions when they get sunk, who cares? they get another free one tomorrow, and so on ad infinitum. Since I started this game last December, I have played virtually every day. Now to be honest I don't know I'll bother anymore. Trading is just too risky and what's the point of investing time and effort earning Gold to build ships when they just get wiped out by a couple of freebie ships.
  13. Arngill

    La Requin nerf needed

    Worst thing about the Le Req and Hercules is making an endless free supply of them once the DLC is purchased. There is just no risk at all for the player using them. So raiding in protected zones becomes a win win with no possibilty of adverse consequences for the raider. This totally changes the dynamics of the game, and coupled with the recent almost total nerfing of reinforcements means the balance has swung way too far in favour of capital-campers and gankers.
  14. Arngill

    Hugging exploit

    I respect your opinion however I don't think "Bigger Ships Will Always Win", because the smaller, faster more manoueverable ship can generally avoid combat if it so chooses (as pirates and other hostiles in the vicinity of kpr do several times a day). To have a situation where an expertly handled small ship can confidently attack a lone 1st rate is in my opinion just not right. The role of small fast ships I think is to scout or attack other small fast ships or traders, and depart swiftly if something large appears.
  15. Arngill

    Hugging exploit

    I respect your opinion, However I don't think the 1st rate will "always win" because the smaller, faster, more manoueverable vessel can avoid combat if it chooses. To have a situation where a well handled small ship can confidently attack a first rate I think is just not right. The role of the small ship is to scout or attack other small ships or traders etc, and get away sharpish if something large arrives on the scene.
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