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Fellvred

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About Fellvred

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  1. Bit sad to see the reply against a legitimate concern that a number of players have (spread across the player base). Personally making PvP more difficult for only newer players doesn't make it 'hardcore'. Not exactly related to the thread but for me PvP needs to have real consequences for mistakes and failures to be hardcore. I'm all for new players having their world kicked in when they do something stupid but there needs to be that sort of risk for everyone in the food chain, unfortunately there doesn't seem to be that kind of danger for many of the big fish atm.
  2. PvP Leaderboard

    couldn't agree more The big danger with adding more rewards for players doing well is that the gear gap will continue to grow - also increasing the gear fear for players who aren't one of the top x% The difficulty curve would probably also continue to get worse, there needs to be some sort of mechanic to make it harder for those doing well (in PvP) and easing newer players into PvP without them being target number one every single time. - It's been suggested a few times by other people but how about a PvP 'score/infamy/level' system which would then affect how many PvP marks are given by sinking that person. A player with 0 PvP score might be worth 10/25/50% of normal while certain players who have been roaming solo for a couple of years would be worth much more and be more of a target rather than being avoided?
  3. Event Zone RoE

    I have no problem with being ganked at all but weren't the patrol zones meant to increase decent PvP? The current design is sort of stuck between open world PvP and a public event. If there were 100 players coming to the zone it would be great with constant large scale battles - at the moment people are even avoiding the shallows patrol zone, we're talking only ~5% of the population (at most) fighting in the shallow zone most of the time? Couple of quotes from the 'NAL on hold' announcement: "Several best ideas from the NAL will be brought into Naval Action in the future: specifically tournaments, challenges, the seamanship experience, and officers. Learnings from NAL will be applied to NA; with the main overreaching goal - fill the world with players, remove gear fear, and reward players for action (not only for kills). " "Adrenaline, the feel of the hunt, or being hunted gives a lot more spice to battles and our current plan is basically give this NAL feeling (ability to quickly jump to combat and recover losses quickly) in one game without splitting the audience in two." I understand the tutorial and UI is the priority atm but is there any sort of plan for implementing these in the future? I'm losing all hope atm that any useful NAL style content will be appearing before release. As you might have guessed I'm still a bit salty about the lack of NAL and it just feels like NA has devolved to the point where every single action is just a constant grind with a 'fun tax' tacked on.
  4. Kitting Thorn - Pinal Colada

    Probably, but op didn't mention anything about retagging etc. The tagged player can also put a call out for help to gank the other guy. The way the open world is designed atm is player A can choose to keep player B in a battle for 90 mins, just like it's player B's choice to surrender and leave if he doesn't want to stay there. I'm not a fan of the design (way too much wasted/down time etc) but I can't see it changing any time soon.
  5. Kitting Thorn - Pinal Colada

    I don't really consider it griefing, it's just how open world is designed atm. Is it griefing if a fir/fir Prince keeps a slow heavy rattle at range because he'd be creamed at close range? Is it griefing if a cannon frigate keeps a carro frigate at long range and spends an hour taking out sails and using up your stack of sail repairs?
  6. Kitting Thorn - Pinal Colada

    Personally I don't have an issue with the tactic - he tagged me yesterday, we had a nice little tactical battle at range and then both left with a gg. Either use the next battle as practice for hiding your sails, don't sail a slow ship solo or just surrender next time - you always have an option to leave the battle.
  7. Floating Battery Nerf

    As a returning player (to ow) it does feel like the power difference between basic shop bought ships (with 0/limited upgrades) and the fully kitted out death machines is a bit too large. I understand upgrades and fittings need to make a difference in battle but a captain in an upgraded ship can afford to make many more mistakes and still come out on top a lot of the time - due to increased repairs, thickness, hp etc. It just doesn't feel like this disparity between ships is good for the long term health of the game - especially when a new player needs hundreds of pvp and pve marks (and/or several million gold) to get the 'correct' upgrades and perks.
  8. RvR, Solo Players, Ports and Pirates.

    Sorry I really don't agree that solo PvP can only work if the Quality of Life (QoL) improvements are removed. Forcing players to do something hardly ever works - we saw that before the QoL stuff was implemented, we didn't have loads of solo players sailing around long distance and solo pvp, people just didn't want to travel. How about a carrot approach rather than the stick? Patrol areas are a good start but a couple ideas: 'Solo' friendly areas with 1.5BR limits etc - creating the atmosphere of a public event similar to other mmos. New hauling missions (similar to EvE) where the goods are provided by the port and need to be taken somewhere else - preferably through/to pvp areas.
  9. Event Zone RoE

    Certainly agree but the devs want to move some of the things that worked in Legends (challenges, leaderboards etc) into NA - unfortunately I cant see them using a lobby system even for those. If the small/large battles (or a similar lobby system) returned I'd be back running an event tomorrow but unfortunately atm there just isn't enough for people to do if they only have an hour a day.
  10. Event Zone RoE

    I'd be happy putting on a 1.2-1.5BR limit as soon as the battle is created - would hopefully stop just large fleets dominating and make it feel more like a public event for everyone.
  11. Solo hunting is dead

    I don't see solo hunting returning for most people until trading/pvp/missions etc are looked at all together rather than separate parts. Trading won't be popular until players (who want to 'trade') are treated more like captains that haul goods rather than business people who buy and sell the goods. Trader missions could be brought back as simply take something from point A to point B - with the goods given to the hauler at point A (obviously these goods could not be sold). This would open up trading for pretty much everyone rather than just the super rich, allowing new players to learn about navigating the world and how to sink. Risk could be fairly high but the amount lost would be fairly trivial for most players - instead of losing most of a gold stash. Rewards could be in the form of trade marks (+gold, xp etc) - PvP players would also be rewarded with a small amount of marks for sinking a trader on a mission? Missions would be constantly changed to move haulers towards (and through) combat/patrol zones to improve open world PvP with increased rewards for riskier runs. Some players might just want to go on a short run to the nearest regional capital, while others want that two hour run through pirate infested waters Oh and leaderboards for just about everything as well - the one obvious thing that came from the Legends test was that a lot of players will do just about anything to get their name towards the top of a list
  12. Patrol zone ROE is still an issue - BR limit

    With NAL being put on hold I'd love to see more chances for consistently 'even' fights in NA. Most new players coming in are going to be solo initially and it doesn't really help the population if the first pvp they encounter is being ganked a couple of times for 3 pvp marks , perhaps players should only be able to join on the smaller BR side? Should battlegroups even be allowed in patrol zones?
  13. Safezone? Yes! For max lvl too? No!

    One of the questions around RvR (and safe zones etc) is whether one nation should be able to stop another nation from going to war effectively via economic means. Would stopping a group of players from PvPing the way they want to help the game at all? Would it be fun for the nation that 'wins' or would it just reduce the number of decent battles?
  14. Have to say I'm really disappointed but obviously you guys know the business side of things. I would have loved to see how the game got on with an early access release to all (even with an extremely slow dev schedule) I'm just hoping there will be chances for players to simply jump into instant access 25v25 fights - even if they're just a daily battle (similar to the old small battles challenge). Being someone who only has an hour or so a day to spend on the game it seems there isn't a huge amount of easy access content on the horizon?
  15. Unequal battles

    I think the big question is if people would rather have unequal fights deterred (drastically reducing the rewards, if any, from a gank) or looking at ways to make the unequal fights more equal. Couple ideas: Decreasing accuracy and effective range of guns across the board, those groups who plan and manage to stick together will still have their advantage. A 'signalling' or 'logistical' cost of having several ships in a battle giving an abstract debuff (to damage, reload time, max speed etc) if the team has a BR advantage. This could be on a sliding scale where 2:1 would hardly be noticeable, up to 5:1 where a decent player would still be able to have a good fight before going down. Making revenge ganks more difficult in bad weather - this could either be from increasing the invisability after a battle (in bad weather) or having players respawn much further from the start location (randomly?).
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