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Found 16 results

  1. "Vier schnelle Fregatten schneiden der CHERUBIM den Weg zum Heimathafen ab. Bei vorteilhaftem Wind haben sie sie bald eingeholt, schießen ihre Segel in Fetzen, schießen dann die Mannschaft runter, und am Ende boardet ein speziell ausgerüstetes Schiff den Alleinfahrer." Soweit, so gut - alles okay - so war das eben manchmal - Pech gehabt. Aber was dann folgt, ist einfach nur übelster Mist aus einem drittklassigen Science-Fiction- B--Movie, der mich in einem sonst so schönen Spiel wie NAVAL ACTION schwer enttäuscht. Denn die Kommandeure der vier schnellen Fregatten setzen nun spezielle Schutzbrillen auf, schnallen sich auf die Warp-Sitze, und befehlen ihren Mannschaften: "Okay, das war's! Zieht die XXL-Tarnkappe über das ganze Schiff, und dann werft die YAMAHA Super-2000 Aussenborder an - und dann beamst Du uns hier schnellstens raus, Scotty!" Zuhause trinken sie dann was, freuen sich über den gelungenen Ganking-Abend und loben sich gegenseitig für ihre Heldentaten. Mann, jetzt hab ich mir auf die Schuhe gekotzt - sorry. Und die Moral meiner Geschicht: wer ganken will, sollte auch die Konsequenzen tragen. Mir ist es scheißegal, ob einer ins Bett muß, der zweite auf's Klo, der dritte telefonieren und der vierte noch Mutti zufriedenstellen - wer im Heimatgewässer einer feindlichen NATION rumfährt und gankt, der muß mit den Konsequenzen fertig werden. Jetzt aber kann das jede Gurkentruppe so ziemlich ungestraft tun. Denkt da eigentlich mal einer an die neuen Spieler, die dem zum Opfer fallen und gleich total entmutigt werden und einen Riesen-Verlust haben, oder die Trader, die die NATION versorgen und statt dessen Tausende verlieren, und dazu noch ihre INDIAMAN ? Hätte eine der historischen Nationen das ungesühnt geschehen lassen? So wie es jetzt ist kann es nicht bleiben - oder ich muß mir hier am PC Kotztüten aufhängen. Ich entschuldige mich bei allen, denen mein Ton auf den Magen geschlagen ist - nicht aber für den Inhalt.
  2. Now look at this

    If you watch this video - "Le Gros Power" - you will see what is possible to do in NAVAL ACTION, when you only just use all gameplay mechanics smart. This is not an accusation against the players who made this video - I just want everyone to see how many things can be done in NA, which at least I do not regard as "right" or anyhow "realistic". (Sorry for my rude words in battle, Captain Reverse - you just did what can be done. Clever idea even, to come with high-speed LGVs like that. But I find this is far over the top and shouldn't be possible at all) https://www.twitch.tv/videos/167447882
  3. Hey Folks! Dear developers, can't you rethink the whole PvP systhem? ATM it is a chase or try to run, gank or be ganked simulator. Many things take way to much time, so the most people are running even it is a fair fight. If you lose a ship, all of your officers lives, your upgrades, or your cargo, it takes WAY to much time to rebuilt. For example, to craft a renomee, with, lets say pirate refit, copper plating and speedtrim, it takes at least 2-5 days, if you craft all your needed materials by yourself, and ship them from a city like Gustavia, or Wilhelmstadt, or other capitals. What abought a Constitution? 7days? Come on! I understand that players lurk each other in the real world, mostly at least just massive insult each other, if they sink there ship. The penalties for loosing ar way to high! So what hapens? Everybody is running from a fight if you can, me too. One dura ships btw. are useless, caus you will lose all your Upgrades, which are mostly not craftable, but needed.... So why not make dura a thing that you can restore with gold and time? So when you have your first rate sunk, your dura droppes to zero, but you still keep your ship and upgrades and you need to pay 500.000 and wait 2 days till your dura is restored? Maybe the ships with restored dura may become slightly woser (lower hp, speed and armor) than new ones, but still usable. Even captured ships gain a second chance and at least some use then. The trader not looses 100 % of there goods, maybe only 30%, and the corsair will get a propper reward from the admirality, or the 30 % of the goods. Why not? Will make it at leas less serious but more fun and less punishing. The officer with 10 lives is also a miscreation, so people will mostly surrender. Cause level up a new officer will consume up to 6-8 houres. More time to grind, then using time to play trough a normal AA+ game. Make the game less grind and less useless sailing around (when you attract more players, the ocean will get more populated). PvP ist the core of this game, so reduce the penalties of loosing a fight, and we all get more fights and more fun. Even if you loose one. Give normal gamers with 5-8 hours gametime in a week, a chance to have some fun (no not just with cutters), dont frustrate them with grind when they lose a ship ind PvP and give them the chance to participate in bigger Events, then we will have full servers all the time. Dont listen to the gamers who say, that achiving something must be hard work. It should be a challange, but not "hard" work. hold fast Karotte
  4. Since the beginning we had a lot of battle engangement changes, some good, some bad. We had 2 minutes timer, we had Sociable perk 30 minutes timer, we have now new system giving us battles closed instantly. Many players complained or loved some of these systems, but I don't know a player, that would absolutely support current battlescreen mechanic. I gathered many opinions and ideas and decided to come up with my own based on the feedback. Let me first present the bad side of current system. 1. Camping in Battlescreen. This is how players prepare ambush, I've seen it done multiple times by Spanish, Pirates, French and I guess players in all nations use it too. Very simple, there is one bait player outside or one "spotter" in distance and everyone else waits in battlescreen for target. Once the target nearby, they jump out. Easy exploit. 2. Logging out in front of enemy port before Port Battle. Some people support it, some not. Personally I do not like it, I didn't like flag system either to be honest. (No solution suggested here for this as it stays controversial) 3. One player leaving battlescreen first, to let everyone know if it's safe outside. Sometimes they leave 1 by 1, then teleport. Enemy do not engage single ships as it would save everyone else (dragging friendly ships into battle for 3 minutes, especially since dragging circle is damn huge). Very annoying when you finally find enemy fleet increasing hostility and they camp battlescreen. 4. Revenge fleets. Gankers hate them, personally I like ganking myself and I never hated revenge fleets. I met some at La Habana like 15-20 Spanish ships waiting for me. Ganking is not for babies, ganking should be hard and tough, risky as well. Why would Game Developers make ganking easy? Maybe because some gankers tend to cry to Devs that ganking is hard and bad-boy revenge fleets destroy them If you are one of these gankers crying that ganking is hard, you better try PvE Server. Ganking must be hard and risky, otherwise go play with bots. Back to topic, if few pirates attack friendly ship in front of Capital, then they are safely sitting in Battlescreen until it's safe... Having 20-30 Revenge Ships outside... Then this game turns into "NAVAL WAITING", not Naval Action. One side wants revenge, because their friend got killed in battle 1 vs 5 or so and when they finally get the Pirates out of battlescreen after 2 hours that did not expected revenge fleet being still waiting... Some gankers start to cry about unfair battle 5 vs 30 and some zerg talking. _____________________ My Suggestion: 1. Logging out in battlescreen is important feature and there should be also official button, instead of using Alt+F4 or killing game proccess or whatever else players tend to do. But it should be limited! For example player can logout once every 6-12 hours (needsconsideration what's the sweet spot). It's understandable that 1 battle can take 1,5 hour and after that player must leave game. But on the other side, it cannot be overused as advantage all the time, few times during one day. Official button + cooldown time for another use of it. 2. Battlescreen kick - Players get 5 minutes to manage ships, take cargo and after 5 minutes if they do not logout, they get kicked from battlescreen. Also make Battlescreen in form of Lobby, players can leave battlescreen before 5 minutes kick, if everyone in battlescreen lobby clicks "Ready" button, just like in groups when trying to join Small / Large Battle. Everyone in group must click ready and then players can join. This will prevent leaving 1 by 1 and trying to escape seperately. 3. As far as I know, you cannot enter battles for 2 minutes after logging in and leaving port... This is kinda outdated since the 2 minutes timer for battles is no longer in use. But it's weird that you can start tagging (attacking) enemies after 20 seconds! Make it so after logging into the game, player cannot attack enemies for 2 minutes as well. That will prevent "Battlescreen ambushes" ____________________________ The result of implementing my suggestions? Game will be no more so called "Naval Waiting" instead of Action. This is the most important thing that must be changed now. All game mechanics, events are exploited with Battlescreen! Deadman's Chest Event? I captured French Indiaman with Deadman's Chest and waited for 1 hour in battlescreen to come out. Port Battles? Logout in battlescreen before PB in front of enemy port. Ganking? Wait in battlescreen untill it's safe outside. Hostility Generation? Enemy fleet camping battlescreen as well. Changing Battlescreen Mechanics should be priority for Devs in prior to fixing all game aspects. Tons of players quit the game because of waiting and battlescreen mechanics. Tons of players are angry about it. Do not support pro-ganking changes because few gankers that want it to be super easy cry while you have hundreds of "ganked" players by use of exploits. ___________________________ Apparently as a person that do not like ganking being easy I hate having tons of towers and forts all arround the place, like a damn Maginot Line. There should be some, but not that many. Battlescreen mechanic is way more important. Make Naval Action great again o7
  5. The Ganking Problem

    Hello! I’ve been playing Naval Action for quite a while now, and I feel the game has taken a wrong direction. First of all the name should be changed to Gangs of Naval Action (ironicJ). I like the introduction of newbie region and a lot of the new details with the new patch, having said this there is some stuff devs should take into consideration. My biggest disappointment is the perpetual ganking taking place all over the map. This is unacceptable! So I decide to make some suggestions: Player taggs should only be 1vs1 and no join timer or group join. Create more Nations, i acctually know this is coming but just in case. Pirates should NOT be a nation. Instead every nation should have their own pirates. Just like the check box for the smuggler make one for going pirate. Introduce War Zones instead of this ganking action in and around capital regions. The outcome of this wars should be the amount of traders NPCs coming in to a region. Introduce Pirate waters were the ganking is allowed and the players not enjoying being ganked can keep away. Well this was my major concerns with this game. Otherwise the game is glorious and I love it! Keep up the good work! P.S. remember devs: DO NOT BELIVE THAT PLAYERS WILL BEHAVE RESPONSABLY! Thanks for listening
  6. A story about ganking

    Let's talk about "ganking". What is a gank? For most players it is any fight that they start with any perceived disadvantage. Let's talk about this game. This is a wide open world, very large. The odds of two fighting forces matching open sea and having a "fair" fight is remote, to say the least. So, intended or not, one side will usually be the "gankers" and the poor victims the "whiners on the forums". There is just no way around it in an open world pvp game. Or is there? Various mechanics have been tried that have all resulted in loss of playability, and in my experience, player loss (multiple games I have seen it). One of the giant attractions of this game for myself and others players I used to sail with was open world, unrestricted pvp. Then came the mechanics, BR mechanics that resulted in people missing fights or getting split, mechanics that favored the defender (open battles near port with social), forts, npc fleets around capitals, etc. Then personal fleets that intruded on the pvp, making it damn near impossible for a solo pirate to get much done. Either way, what did we see? People leave the game. Also, the failure to address a simple thing like battle screen camping. I often log out at battle screen, either because I have to log (usually) or because I know a fleet is waiting outside for me. Don't remove that, just incentive coming back out into the open sea with some help getting out of the immediate area. Long invisibility, even longer cannot join battles? Something so a player can leave a battle with some confidence of escaping a revenge fleet. Look, you can sail around this damn game for literally hours and never see a single player sometimes. And when you do, of course you and your mates all jump them because hallelujah it's a player to sink or capture. If anything, the game mechanics should favor and encourage those that sail near enemy ports to hunt. Give them a break. Make this game what it once was, cutthroat pvp and disregard the losers whining about ganking. Remember, for every one player crying about ganking, there are at least two more players high-fiving over his pool of tears and shattered timbers. Give us heat maps to find where the enemy does missions, trades, hides, whatever. Put the "Action" back into "Naval ACTION".
  7. We got a lot of topics on this with everyone going back and forth to either buff or de-buff the ganker/gankee. Some even change their minds as they go from gankee to ganker or vica versa. For those there is for example the thread: http://forum.game-labs.net/index.php?/topic/14485-hiding-in-battle-screens-solved I just want to toss out a suggestion and see how it flies without any side pollution. So lets do a simple yes or no to: People coming onto Open World either out of Port of Battle Screen must all have a 30 second no attack timer and a 120 second no join timer.The goals: Promote folks who come out. Anybody visible on OW can join the fray, nobody else. [edit 2016-06-25] added "open world entry" tag
  8. The definitive Battle Screen Ganking Guide First of all we establish our main strategy here. It basically boils down to Guerre de Course. Although we won't limit ourselves to simple traders, but rather anything that is an economical target. https://en.wikipedia.org/wiki/Naval_strategy#Introduction_of_the_guerre_de_course We also ensure that we have the upper hand continously. Defeat in detail works both ways, so we must always keep the initiative. https://en.wikipedia.org/wiki/Defeat_in_detail Current mechanic of entering open world: http://forum.game-labs.net/index.php?/topic/14536-to-gank-or-be-ganked-that-is-the-question/ Fleet composition: A couple of fast interceptors, for example Rattlesnakes. Anything grey that can keep up. From a profit/loss perspective this makes losing the ship irrelevant. Or, bring a gold escorted by a fast grey with the same wind profile. The grey will be your getaway ship after you TP back the gold. To set up the initial battle screen there are a number of options:Tag a friendly smuggler. Doesn't matter what class of ship. Tag any form of enemy AI ship, so as to not give away our position. Not ideal, but coming out of a previous gank. To ensure visibility to the outside world keep a fast interceptor out of the battle instance. Victims lovingly refer to him as the bait ship.To deal with a revenge fleet, a scout is always send out first or called in from staging area. If the area is clear come out and prepare for the next gank, otherwise use the escape ship or log-off and boot up your alt. Dealing with potential future mechanics: Invisibility. Use this to direct the gank fleet invisibly onto the victim. Perfect. Choosing your own spawn-in (/invisibility) be used to pass any blockade. Log-off timer or open world kick timer. Log-off immediately, log back on when the command comes over TS. BS waiting will become Shard waiting. Pop where you are. Setup gank just at visibility of coast, sail to coast and gank when trader comes past. Once the tag on a victim starts, enter open world and gank away.Please let me know if I missed anything. [edit] Added pop where you are. [edit] how-to bypass blockades
  9. Yesterday upon the stair(Port Morant - Carlisle) I met a man(French, Danes) who wasn't there(hiding in battle results/logging off) He wasn't there again today(randomly people from yesterday log in and pop out around the port) I wish, I wish he'd go away(or start playing an actual PvP game instead of using this exploit) The British nation would appreciate if the ganker fleets in the area of Carlisle would not use the battle result hiding exploits to end the night of PvP after a single attack. If you're short on time Jamaica is the wrong place for an attack and if you're afraid to lose your ship the same applies. Especially a fleet of 22 should not be afraid to actually go for a genuine fight which could've provided everyone with a lot of fun. Personally I see no fun/challenge in ganking but if you do it please be ready to face all repercussions that may come upon you instead of wasting everybody's time and fun after jumping a little clanless cerberus with 22 ships. As far as I and those I can vouch for are concerned we will not be backing away from a fight that we brought on our own and will now be attacking your homeports with fair fights. Please consider doing the same in the interest of a fun game for all. A little further warning: It has come to our attention that some smaller ganking fleets now actively search for an ai ship close to KPR to create such battle result screen situation. WIth the intention of this being the last action of the night they apparently log off so they can have an invisible fleet ready to attack in the early afternoon near our homeports. This goes beyond merely trying to save one's hide and is in my/our eyes an unacceptable misuse of the mechanic. We've started to collect evidence on this and should this behaviour not rapidly disappear I will launch a tribunal about this! To the devs: Please consider reworking the battle result screen asap as it currently proofs to be an exploited hassle for all fair playing folk around the isle and surely in other places as well. P.S.: I used the words 'the British nation' as a lot of people are seriously unhappy about this. Should you however take offense to me representing you here just substitue this for my own persona. Also this is a somewhat serious topic - have fun discussing it but serious forum pvp as some practice it is not desired here! Keep it civil everybody! For those who liked the poem: Antigonish - William Hughes Mearns Yesterday upon the stair I met a man who wasn't there He wasn't there again today I wish, I wish he'd go away When I came home last night at three The man was waiting there for me But when I looked around the hall I couldn't see him there at all! Go away, go away, don't you come back anymore! Go away, go away, and please don't slam the door Last night I saw upon the stair A little man who wasn't there He wasn't there again today Oh, how I wish he'd go away
  10. So how does tagging work? Please fix

    So today I was sailing my privateer around and got tagged/ganked by a group of 5: 2 connies, 1 trinc, 1 surprise, and 1 frigate I believe. I really don't mind bc I'm learning pvp & running but with that br they should not be able to tag such a small ship as the privateer. I'm curious as to how tagging actually works. Is there even a br percentage cap (i.e. In order to tag, the tag group br cannot be more than 120% greater) or such? If not, there should be to reduce ganking. If there is such a mechanic, it needs fixing.
  11. This is a suggestion against ganking and to increase low risk/gain ratio in uneven PvP situations to create more incentive to fight instead of running away in different ad-hoc OS fight scenarios. If a battle rating system to enter instances, like the group strength in PotBS, might be added or not, is irrelevant for this concept. Here the battle ratings are being used to dynamicly adjust the XP and gold gain in various OS PvP fights. Dynamic PvP Reward System: After the battle is closed, the battle ratings for both sides are being used to calculate an extra PvP loot factor according to the BR ratio (Battle Rating) both for XP and gold. Lets say you are in a 3v1 battle and battle ratings are 200 for the attacker and 100 for the defender (one ship). The lonely ship might have a slight chance to sink enemy ship(s), but usualy this risk won't be taken by the majority of players. However, according to the extra loot factor introduced here, whatever damage he does, he could get double XP and gold for his efforts due to the fighting in an outnumbered and outgunned situation. On the otherside of the coin, each player of the ganking side would recieve half of the XP and gold compared to if they would sink the same ship in an even fight. To sum up, in a 200/100 ratio battle, this concept means double XP and gold for the defender and 0,5x less XP and for both attackers. PvP Loot Factor = BR of your team / BR of opposing team Final XP/Gold = Current Loot Gain / PvP Loot Factor Different scenarios can be seen from the table/graph. This could be enough incentive to demote the ganking, however, if the ganking still occurs, this would also give the ganked side a reason to fight back despite the fact being outnumbered and outgunned. An example for the realization of similar concept, the Microsoft Gaming Zone used to have similar rating system for many years, for instance in the legendary Age of Empires series matchmaking. The proposed loot balancing/stabilizing concept according to battle ratings would be a nice feature for the good of the game. Poll removed by mod team for being non-essential to the discussion.
  12. Solutions for Ganking

    A post Amp made in the Ganking Petition thread gave me an idea. As he said, many RL factors protected smaller ships, i.e. storms, the cover of night, and the vast ocean itself. Now, rather then making game mechanics all about creating even battles, why not incorporate game features that give smaller ships their historical, real life advantage? Feel free to post ideas you might have that will give small ships a realistic advantage while keeping out, to an extent, the gamey mechanics that cause so much controversy. There's more than one way to solve this problem and keep (mostly) everyone happy. Let's try and stay on topic, folks
  13. Hi, as mentioned by admin in the big ROE thread, lots of ppl are suggesting the implementation of an Honour system, but not a detailed plan has been delivered. Challenge accepted, here are my 1st thoughts on it, pls feel free to comment, find loopholes and suggest improvements. I'll try to recap and summarize. Every player starts of with a default value of 100%. Your actions in the game will let you improve or decrease your honour value. Honour recalculation is only applied when: - You're in a battle with at least 1 enemy player (ganking AI wont harm you're BR, check 4th bullet) - Your side initiates the battle - The battle rating has a difference of >50% - When a player joins the enemy-side in a battle of you ganking AI, his/her stupidity wont affect your honour. AI is also calculated in the battle rating, therefore a battle between 1 player lynx and 1 AI lynx vs 1 player lynx is still a dishonourable fight for the player with the AI on his side. (note to admin, this also implies autospawning of AI and getting AI sucked into a battle should be removed from the game) For every battle initiated with a + 50% BR the honour of the captain will drop by 1% For every battle initiated with a -50% BR the honour will rise by 0.1% Honour is easily lost, but harder to build up, like IRL. If the BR ratings are even more diverse, more points will be reduced/ gained. For example: 100% difference: 2 points down, or 0.2 points up, 150% difference: 4points down, or 0.4 points up, 200%, 8 points down etcetera etcetera. The bigger the gank, the harder the penalty in honour. Penal system: Honour above 95% is not having any effects on your income and rank. But... 95-90% honour: XP and gold income from all battles will be reduced by 20% (also counts for selling ships and trade) 90-85% honour: XP and gold income reduced by 50%, player ranks above master and commander are demoted 1 rank. 85-80% honour: XP and gold reduced by 80%, player demotes to a master and commander on instance. 80-0% honour: player is brought to justice at the admirality and wont be able to play before his case has been processed, possible penalties: demoting to ensign, banned from the nation (thus become a pirate in a lynx). Reward system: Again honour between 100 and 105 is not doing anything for you, just feel proud. 105-110%: XP and gold income increase by 5% 110-115%: XP and gold income increase by 10% 115-120%: 10% increase, also better officers are available for your ships and will stay with you as long as your honour is 115 or above. 120-125%: same perks as 115-120, but now you are allowed to start your own industries and get a rank above rear admiral 125-1000 : now you are a valued and respected member of you nation, perks are open for debate. It all depends on who initiates the battle, so a lynx attacking a bigger ship wont devalue the honour of the attacked, nor can he complain about being ganked when the attacker gets reinforced and ganks him. He/she should learn a lesson here, maybe it wasnt such a good idea to attack that ship in those waters... as a honour protection, the captain who initiates a battle must be warned when other players want to join his side, he/she can then allow those players to join and therefore avoid being portrayed as a ganker without his own doing. It still is a rough concept, needs work and finetuning. So let the debate begin... Grtzzz Bubbles
  14. Hi everyone, In a recent thread, there was a discussion about ganking and how to protect newer players from the possibility of getting ganked around spawn ports and areas lying close by. There were several solutions presented, like grace period, no fire zones, etc. They are good ideas and they might work, but I would like to propose more "realistic" solution, which is grounded in a real world. Dynamic Admirality Missions Let's say real life Great Britain had many vessels attacked and sunk in an area around Antigua. The Navy would start paying attention to that region and start patrolling the areas in order to protect their citizens. (Most evident in getting rid of piracy in Carribean, but also in modern times around Somalia). In game, the AI would count all deaths until it finds an area, which could be interpreted as very dangerous for it vessels. Then it would start issuing missions to its members to go and patrol that area for 2 hours in the next 2 days, with a ship given to them according to their standing in the navy, amount and types of other ships given for the mission and the severity of the situation. I.e. if there are 7 ships sunk in the area of Antigua in the last 2 days, there will be 2 surprises given to players and 1 Trincomalee, since the area is not very dangerous. If there are 700 ships sunk in the area of Antigua in the last 2 days, the AI would issue 20 bellonas, 10 vics, 50 Trincomalees for a protection of the area. This also creates a reason why to join a nation under siege (you will rise quickly in ranks of your Navy, therefore will be able to sail SoLs and heavy frigates quickly). Such missions also create a purpose for SOLs, since the current model in OW (very alpha I know), is much more rewarding for frigate players. It is only an early idea, with many different posibilities, but I find it most realistic. Please discuss what do you guys think.
  15. Independent Players?

    Is this game only going to be "survivable" by either joining a guild/clan or by paying "protection" to a guild/clan? While I can understand the immersion effect of being in the Royal Navy or the U.S. Navy, In reality I am a US Citizen and free to do as I like with my time. I may not really want to play Admiral or be bossed around by someone wanting to play Admiral - do I have a choice in this game? ---- I guess what I am asking is have the guilds/clans ALREADY taken over the game being as most of them are run by Moderators? I really wanted to just play a fun "age of sail" game and then go to dinner/live my life - do I really have to join a guild/clan just to play?
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