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Marcus Corvus

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About Marcus Corvus

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  1. Marcus Corvus

    Patch 25: Preliminary Patch Notes.

    @admin, are any changes planned for contracts? Such as making player contract activity visible without having to visit the port, the way port stock sales are? Right now there are places on the map where you cannot get a contract filled at ANY price. This stovepipes economic activity with the result of channeling it back into the capital regions, which are the only places where contracts reliably get filled.
  2. Marcus Corvus

    Name 5 things you would like to see in NA

    Ragequit... People play games because they enjoy them. Not so they can get the crap kicked out of them whenever they log on. At some point the experience ceases to be fun. I am not talking about losing 1v1 fights. I am talking about getting clobbered repeatedly at long odds. I am not suggesting that is something you do as we haven't encountered each other, however.
  3. Marcus Corvus

    Name 5 things you would like to see in NA

    I am not suggesting that you skip them. Nor am I casting aspersions on what any particular player does or does not do. As a merchant I run OW risks and expect to be chased and caught now and then. All I am doing is describing what the overkill looks like from the receiving end. I might suggest that you all as a class of players consider a bit of restraint. What happens when you succeed in driving that 80% of your content from the game?
  4. Marcus Corvus

    Name 5 things you would like to see in NA

    I am reading the series. One way or another the captured ship gets sent to port. And the raider gets to crew it. It costs something. Right now the merchant eats all the costs for a prize you get to swallow whole without any further effort. No reduction in crew. And no further risk. Combat has zero upside for the merchant. And apparently zero downside for the raider. No wonder we are PvP targets. There is no sense in which this can be considered balanced. But maybe that sort of balance is impossible and I am playing the wrong game.
  5. Marcus Corvus

    Name 5 things you would like to see in NA

    Which is the point. You had to do something with the ship. What would the Admiralty give you if just showed up with a log entry and a bit of mast from whatever you sunk? Sure, credit and glory. But what about that gold from Panama? They didn't care about that? To have prize money you must have a prize. Without the ship and cargo how exactly is the prize agent supposed to get you paid? This didn't happen by magic in the middle of the ocean. You didn't simply get to slap on your repairs and move on to the next victim. You want PvP marks from combat with my trade ship? Fine. You ought to have to sail it to port to claim them. My little boat did not appear on the water by magic. You should not be able to magically dispose of it and pocket your goodies. This is what balance ought to encompass. And no it's not balanced. Because you are correct. A player will sink my trade ship because he can. And it's easier than sinking someone with a similar battle rating. I've been playing the Caribbean server since February. From this merchant's point of view, most of what I am seeing in this pure PvP game appears to be currently about whacking traders and inexperienced players off the mouth of the Charleston harbor. Don't misunderstand me. I'm not looking for a risk-free activity. But at some point if you zero out the payoff there is no merchant game to be had. Or it is about political squabbles between clan leaders. So much for this whole clan nonsense and the support that's supposed to provide. And for this newish trader that's getting very, very old. I got hooked on this game but there might be better things to do with my time.
  6. Marcus Corvus

    Name 5 things you would like to see in NA

    What the current PvP implementation means is players like you get to work players like me for marks. What I get for escaping a battle instance is my intact ship and cargo. If I stand and fight I get clobbered and take big losses. You get paid. The PvP marks rather unbalance the incentives. You really ought to have to actually figure out what to have to do with my cargo. I certainly had to figure out how to get it in the first place.
  7. Marcus Corvus

    Name 5 things you would like to see in NA

    Regarding the economy comments, if you all want an actual economy then: 1) most everything that is used in player crafting needs to come from sort of player production. What you have now is, for all practical purposes, an inelastic command economy with with resource drops functioning as the production targets. Doesn't work, and only those with privileged access can compete. In this case alts enable a form of privileged access. Which seems to be used to completely airlock certain upgrade commodities. Dynamically expanding the drop volumes in response to player activity might work as an alternative. But my suspicion is that this will create boom / bust waves in the economy. Unless quite a lot of developer attention is devoted to monitoring the results. Player production buildings open the airlock. There is no alt monopoly in cotton. 2) player contract activity needs to be visible without having to visit a port. At a minimum this means having the information on the same footing as the port stock currently is in the trader tool.
  8. Marcus Corvus

    Port Ownership Controls

    Having been into Little Harbor and actually seen the contact activity I am inclined to agree about the effects of the alts. But I have some question as to whether applying controls will have any more than a short-term effect when the incentive to use alts in the first place appears to be structural, and created by what appears to be an inelastic supply of the dropped resource. When the player count in the game goes up (assuming this happens following release) a defending clan may need to be quite large to maintain control over one or more strategic ports. How do you prevent alts from joining a large clan? At least, how do you do it without assigning someone to police member behavior? And who wants to do that? The use of alts needs to be de-incentivized before any sort of controls will actually work, which means removing the ability of an alt player to lock up a resource by camping on the drops. Either 1) the supply of the dropped resource needs to dynamically expand in response to port contract activity in the target resource, or 2) the drops need to be replaced with some sort of player production building. Regarding the latter, there is no alt monopoly in cotton.
  9. Marcus Corvus

    The top 10 problems of NA, my view.

    This problem could be mitigated by de-incentivizing their use. Players with time on their hands can camp on top of drops and pretty much airlock the economic activity in a given upgrade resource. All it takes is a couple such campers and the odds of getting in on the drop fall very rapidly. Huge incentive to use alts. Only possible way for non-alt players to compete is by using the coming outpost DLC but you STILL have to have time on your hands. I actually tried when Little Harbor was open. I do not have time for that. Good way to suffocate player interest in doing econ in the game which already is considered hard-core because of the time it requires elsewhere. If this is viewed as a real problem in the economy then EVERYTHING that goes into player crafting ought to come from a player production building. Probably by adding something like a "crown trading concession" or some other such building for locations that currently have drops but no historical basis for production. That opens the airlock. High-priced commodities will attract new player production. And the prices come down. Econ 101. Couple this with giving owning clans the ability to restrict the nation of who can open a building in a closed port. Alts will still get used. No way to stop that. But they will need additional copies of the game to cover the additional nations. Or be churning the Proflic Forger every 30 days and pulling up stakes. Actual player-driven econ will also reduce the need for #6.
  10. Marcus Corvus


    Alts are ALREADY p2w. Doesn't solve having to compete against Alts but it does level the playing field somewhat for the rest of us who don't have time or inclination to screw around with additional copies of the game. 100% chance of my buying this.
  11. Marcus Corvus

    Ship value estimates

    If you don't have the blueprint get someone who has it to run you out a materials list. Then do some math based on what it would cost you to get the resources. This will give you a baseline production cost. Twice production cost roughly accounts for the labor hours and amortization of a shipyard, which cost a minimum of 2.6M to get to an L3 building. Much below 2X and the crafter is giving his stuff away. But if the crafter has to buy labor hours and marks in the market the costs go up. Way up. You might be surprised by how much things actually cost to build. But those bonus crafts you are asking about blow up the baselines. As Banished points out something is worth what an actual buyer is willing to pay for it.
  12. Marcus Corvus

    Newbie protection suggestion: make PvP marks tiered to ranks

    I can see this actually working as it addresses another problem which is the unbalanced relationship between PvP rewards and the value of a trader's ship and cargo. If actual merchant activity is actually wanted in the game this might help. Mercantile-focused players are likely to have a lower Elo and be in lower BR ships.
  13. Marcus Corvus

    New player experience

    I am inclined to agree. I get my intact ship and cargo on escaping a battle instance. Which I accept. That's the game. But a shellacking if I stand and fight and the other guy gets paid. The latter is a bit annoying. Definitely not an incentive to stand and fight. So it's been awhile since I've been caught. The last time I made him sink me rather than be boarded. If we're interested in any realism it seems like the victor should have had to live with whatever he could fit in his hold from the salvage.
  14. Marcus Corvus

    New player experience

    Probably depends on what you mean by causal. I am well under the likely 20 hours a week the game probably requires and it WAS difficult. But if you are either trading or crafting you do not need the support of a clan. I am currently in one but the clan structure does not seem to be particularly friendly to merchants -- it's possible to do without it. And you do not need alts. Or AFK sailing, for that matter. But yes, you do need to plan. This is a hard core game. The only thing that alts are actually necessary for is competing in the air-locked markets for some of the upgrade resources / materials. So I don't bother.
  15. Marcus Corvus

    Game Reviews on Steam

    I am hoping. Would really like to see it succeed. But without accessibility by a broad range of players the game may be in a demographic blind alley. The desktop / gaming laptop market is not getting much bigger.