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Found 49 results

  1. National Free Towns

    Having nation ports made available for all is problematic for the entire nation. Yet in the current iteration there's nothing to be done with it. I agree that clanwars would essentially be invalidating the nations and basically throw any pretense of a historical pretext out of the window. I do however believe that nations should be allowed to punish corrupt governors that take bribes from all sorts of shady ppl and makes their ports available for all..
  2. I have seen a lot of statements coming past in which we put PvP over PvE to show hostility. Even going so far as to remove PvE completely. Yet we when facing PvP to show hostility, we do not engage aka act out our hostility. That in itself is not a real problem, we can just count command of the sea to show hostility. you can't do that - due to no-shows or lower online in that nation And no shows or lower online are a reality and they lead to my earlier statement "no fun" on which we can all agree I think. So here we stand. At an impasse and out of ideas. So how would we want to show our hostility? (Yeah, yeah, I know the obvious "fun" way, but it must involve ships and cannons. )
  3. Introduction and facts The new system of conquest is coming. With that, the middle of the map is supposed to be RvR ON while around the map the RvR is supposed to be OFF. Capital from the center on the map are supposed to be put away like the brit who may spawn on Bridgetown. On PvP Europe, we can see on "Conquest competition" that 3 nation are fighting in RvR and 5 surviving. Swedish, Danish and british are alive. Dutch, pirate, french, US and spanish have not conquest port from years. On PvP US, we can see on "Conquest competition" that 3 nation are fighting in RvR, 4 surviving and one have been erase from the map. Pirate, GB and DK are playing in rvr and the others one are dead. Number of player provides by admin about his charts show a big difference with what people feel and see ingame and on TS. There is a difference between people in RvR and people in global. Clan war may help to have a better view on who is in rvr or not but with clan war limited to nation only it not going to solve the problem What is happening When a nation is in a bad move, some people on this nation : => Stop to play because they feel useless as they are missing the rvr aspect on the game => Use forget papers making the difference between nation biggers. We can see that with french and spanish clans moving to DK to make more RvR on europe server. It reinforce the stronger and it make more weak the weaker. The weakest nation are then in a snowball. Less player mean less to join and finish their levelling mean les resosurces means more to forget papers means to be weak etc etc. Solutions Delete forget papers. Forget papers is an egoist tool that allow people to change nation but that break the balance for all a nation. If people want to be able to change, they have to make it with the hard way by creating a new character. We are not supposed to fight someone that was our friend yesterday and that may be back our frient tomorrow (most of people have 2 forget paper in redemable). I prefer to see a people leave the game and not play it anymore that seeing a nation perish because the departure on the player improving the difference between the nation he leaves and the one he joins. That make all the nation irrevelant to play anymore. Forget papers improve Unbalance in player population Modify Forget papers : After every map victory, forget papers is possible for 48 hours but only to join on the 3 worst nation. It will change the flew of people moving to win in a flew of people moving to help and find new challenges Decrease number of nations. We can see that on both server there is basicly 3 nations that are active in RvR and all the other one which provide ports to the ones activ in rvr. There is few hope for the bashed nation to be able to counterattack thoses who stole their ports due of people leaving the games and players switching nation to winning side. We have actually 7 nations +pirates. 3 nations are really activ atm per side in RvR. I suggest to use the remaning time on Alpha to test a new setup on nations. It will allow devs to change the time on the game wich is setup on a time where sweden and DK were present in caraibe when in thje immigation on most players they were not in the area on this time. I understand the necessity to have "neutral nation" that will be joined by thoses wich are neither french, british or spanish but it seems to early and not really helping the game. It's the case now and it has been the case before even with 1000 player online. We never seen 8 nation rvring on the same time. Adding portugese for exampe may solve the things. I think that at least 2 nations have to disapear to make the game better for everyone. Introduce Alliance in Clan war or beeing able to add not nation to clan to a clan war : Clan war is a setup that make people interest in rvr to focus on it while the rest of the population on the nation make pvp around or pve. It's going one more time to improve population unbalance with the winner more winning and the loose more loosing. If alliance is possible between clan war or if we are able to add not national clan in clan war, it will make the clans fixed in a small nation able to make rvr again and to enjoy the game withouht been limited by the rest of the population on the nation. It will then make the not in the wish to leave or to change nation to make rvr as they will be able to make rvr into their war corporation Capital, spanwn and nation As said, i'm really thinking there is too much nation to balance the game in term of population. There is more difference in 20v50 than in 80 and 110. Anyway the capitals. Actually, we seen many capital into the antilles and some other placed on the rest of the map creating a big unbalance in the game as the antilles nation are block in rvr almost from start in a direction. With a new system of rvr it may be painless with noone been able to make rvr around capital but as seen from the last wipe a huge zerg around the capital on the weakest nation may burn them from start. I suggest 2 things Balance the map even if it's not historical accurate. if you want to be accurate, change the time on the game and replace Sweed or Dk by portugese or just delete this nation to make a 6 nation game even if 5 may be enough Noone understand at start why these or thse nation is supposed to be hard or easy if you are not explaning why. The number of region as start is not a good point as even with a big territory (spain), if you are weak you can't defend it. Spain is for these rease one on the harder nation but there capital, with no capital on west make it easy. Noone can contst you exico golf if you are enough to defend. Same for brits are there capital in the center. They are hours away from anywhere in any direction. Capitals have to be more balance, you put all of them together to improve pvp on a port of the map that is not RvR (meaning the guy who want to be more quiest will have to move away at start) or you spread them in all the direction you can with equql distance between them to balance the things. Ty for reading, i tried to make it clear and easy to read
  4. By whatever means I have to my availability I would vanquish my foes of the map.
  5. Global RvR post merge

    Since the other topics just devolve into name-calling and shit-slinging and since my posts get buried by virtue of needing mod approval I wanted to start my own topic with my own ideas for a truly global server. Instead of other peoples approach to either tell people to get over night-flipping or to artificially increase the difficulty of night flipping I propose that: Different areas of the map are locked(for port battles) to different timezones, the majority can be european because that's the major player base but some areas of the map would have timers set to american times and some would be set to oceanic times. This means no port captured by dayflippers could then be nightflipped (and no nightflipped port could be taken by dayflippers). Essentially they exist on the same server without completely interacting. People can then contest port battles in their own timezone or they also get the option to contest other battles if they get up early, stay up late or happen to have free time over multiple timezones. With this everyone would have access to as much content as possible and it is becoming increasingly apparent that without content the playerbase will die off. There are far more ports on the map than are currently contestable in port battles, therefore there would be easily enough ports to go around if you sectioned some of them off.
  6. Enhanced RvR

    Currently the only method of RvR is the port battle. Ths slows the game down once player reach top end gear as there is no need for strict RvR players to do anything but PB play. So in the course of few days of gaming they may only log in 1-2hours to flip a port and 1.5 hours to PB it. End game becomes less and less about being at sea as there is only one method to RvR. If fact this effect is worse when one nation becomes dominant in PBs. Suggestion: add another way to RvR. (Defensive RvR) Ports that have been captured can "Revolt" and return to the original owner if that nation continuously sinks enemy NPC shipping/players off the coast. If the hostility on the port rises 20% per day in three sequential days (something like that) the port with revert to original map owner without a port battle. This will keep dominant factions from just sitting on captured ports and only logging in for the defensive PBs they are likely to win. This will encourage them to maintain an OW presence on captured territory or at least counter the hostility increases. Putting more ships on the sea and giving small groups the ability to get ports back through OW RvR.
  7. Intro Problem with RvR in NA is that there is no reason for nations to fight each other. There is abundance of resources in every port of every region. Compare that with EVE where resources are much more limited and region specific. And that scarcity of resources is driving force behind strife in EVE universe. Force us to fight for survival! And before someone say "what about small nation?", I say adapt or die. Its the natures way. It was big mistake to make game with 8 different teams in first place. There should be 3 nation max + pirates that are actual pirates. In order to fix NA I propose another wipe with some mechanics change. 1. Map and General Setting of Game Make only spain, gb and france available to chose from start. Make AI more rare and mostly single ship but make them actively pursuit enemy player, and if possible make them not suicidal. Make cuba spain territory, jamaica english and haiti french. Those areas should have normal to high AI presence and should not be conquerable. They should contain very small amount of resources that you can't actively mine but are enough to build some starter ships. Treat every other area as unexplored and subject to conquest. Unexplored areas should contain no prebuild ports and none to low AI presence. Some of unexplored regions can have native villages on coast that you can trade with and they should trade some of rare goods, but in very limited amount. Most of resources should be located in unexplored regions and be mostly region specific. Example: Panama coast should hive biggest concentration of gold in game. While there can be some other regions outside panama coast that contain gold, but they have it in very small amounts. And make resources limited for mining. Something like whole panama region can only mine 100 units of gold per day total. There can only be 5 max gold mines in that region split among all players. In order to mine gold you must bid first for gold mine permit. Permit last 7 days for example. Same with every other resource in every other region. 2. Conquest In order to build in unexplored regions you must first conquer them, duh. To conquer region one must first build port in that region if port is not present. Ports can be build only is specific location. Basically use current port locations. To build port one must bring lots of resources to that region. Something like war preparation but more varied. That process should take 48 hours to do. That operation should be separated in 2 steps. Stockpiling of mats and building. Enemy nation can raid building spot in order to slow down construction of port. If enemy conducts raid during stockpiling then they can take portion of mats with them, that owner must bring again. If enemy raid is conducted during building then building time is prolonged but owner don't need to replace mats. After two raid successes during port construction enemy can trigger port battle for that region. If port is already finished then enemy must conduct 5 successful raids in 7 days period in order to trigger port battle for that region. Enemy can chose to raze enemy port after second successful raid in last 48hours. Razed port must be repaired before it can be used again. Repairing is same as building but is conducted faster with smaller mats requirements. If port is not repaired after 72 hours it becomes free port and anyone can start repairing it after they bring mats required. First nation that repairs port after it becomes free port gets ownership of that port. Owner is elected among captains that contributed in port construction and port defense. For every beneficial action every captain will receive certain amount of votes. Voting is conducted every 7 days. Owner can hire AI patrols and AI port defenders and can construct forts (2 max) in order to boost defenses of port and region. Owner becomes official member of nation council. Council is responsible for nation defense and offence. 10% of every transaction made in nation ports goes to nation budget. Council can use that gold to hire privateers and to help port owners to build defenses. In addition another 5% tax is collected in every port and split between captains depending upon their shares of votes in those ports. 3. Raids and Port Battles First raids. They should be like smaller port battles, 30vs30 with element of surprise. They can be conducted anytime. They are always open. If defender doesn't have full 30 ships to defend then AI ship will enter after 5 minutes on defender side until there is 30 defenders. These are same AI ships that port owner hired before. All AI ships and player SOLs parked in raided port are destroyed if raid is successful. If someone can come up with better raid mechanics please write in comments. Please keep in mind that raids should be surprise attacks and organized attacker should have advantage. Now about port battles. Same as now with few differences. No limit on ship rates that can enter. It's 50vs50 with no AI interference. In order to avoid only 1st rates in port battles economy must change as well as way of acquiring of SOLs. And that brings us to... 4. Economy and Crafting I believe that with resource scarcity economy will be much more healthy then now. There should be no free ships or free gold given at start of game. Instead admiralty will loan ships to be used for mission if captain does't have its own. There should be big change in missions. Instead of current mission structure there should be emphasis on open world interaction. Combat mission should be patrols of selected area that are completed once you sank/capture enemy AI or player ships in chosen area of operation, similar to silent hinter games. Trade missions will be done for trade companies that can loan ship to player that doesn't have its own trade ship. You will have to transport cargo from port A to port B in order to complete trade mission. Exp and captain ranks should be divided between combat and trade. Every ship should have rank requirement. If you lose ship you lose exp also. Its possible to be demoted. Exp required for sailing 5th and 4th rates is only rewarded for OW pvp on pvp server. Exp to progress to 3rd rate and up is only rewarded by participation in port battles. Again losing ships loses you rank. You can't sail ship even undercrewed if you don't have rank for it. Combine that with progressively larger requirements to build bigger ships and we will have more diverse port battles. Crafting can stay mostly the same with addition that all mods are craftable so that RNG is eliminated. 5. Pirates They should be denationalized and allowed to sail max 5th rates. They shouldn't own any port but at same time are allowed to raid any port. They get lots of gold and exp after successful raid. Pirates should be allowed to enter any port and trade there but with increased taxes. They could enter port only if there is no national player in tagging range. That way they are prevented from exploiting. They can get recruited to fight for nation if there is contract offered. Requirements for sailing 5th rates much larger then for national captains. That way only best pirates can sail in 5th rates. Pirates can't craft but they can convert any captured ship that they can sail into pirate version of that ship. That conversion is paid with gold and its expensive. Pirate versions of ships should carry more cargo then regular versions and be better armed but with worse armor stats. They should be same speed as regular version to avoid any balance issue. Pirates use pirate crew instead of regular crew. Pirate crew is better then regular crew but worse then marines. Pirates cant use marines knowledge book. When fighting same ships but with marines odds should be equal. Example: pirate frig vs regular frig with marines should be equal at boarding. When boarding trader ships pirates should get huge morale boost. Traders shouldn't be able to use combat related mods and knowledge books. 6. ROE for PvP Servers Get rid of all unfair advantages that defender has in battle like laser accurate stern guns. Make area control default. Lower join timer to 2 mins instead of 3. Lower attack timer to 10s instead of 15s. Conclusion I want NA to be better game with more varied content and with something for everyone. If you have something to add please post in comments and please help devs make better game. There is too much grind now for casual players and hardcore players are turned off by bs rvr mechanics. Lets make NA great again and vote for me P.S. I want pirate frigate outlaw skin
  8. Old thinking: Lack of teleports means more ships on the OW and it helps encourage border skirmishes. Kill your neighbors! Prior to patch 10, there was so little reason for anyone to ever be on the OW that this was a necessity just to create any sort of reliable traffic. The problem: 8 teams. Unbalanced map. Your neighbor might be 1/5th your size. The nearest real fight might be a 2 hour sail away from your home port and setting up a new base of operations out there is just as difficult and unlikely as sailing for 2 hours every day to do econ work. (Alts become mandatory and what do you do with your guild warehouse?) New thinking: Okay, okay, we should probably be allowed to teleport under certain conditions. I'm not sure what the "certain conditions" should be, but if you don't want to crush your smaller neighbors and can't easily open a new front against the zergs on the other side of the map, how do you play the game? Operating entirely out of a free port that's a 2+ hour sail from home is obviously very limiting. Some ability to teleport would allow new fronts to be opened much easier.
  9. Raids and RvR

    My suggestion for the raids are rather simple to begin with. Instead of having AI's (they're dumb as lampposts anyway) we could reintroduce the flagsystem for raids and basically make a timer - pull a flag and the flag can only be placed 2 hours later and the winning side in the ensuing PB gets victory marks for the win (or something else - I don't really care). One reason why I wish the flagsystem reintroduced is basically to get more contested PBs, preferably for all sorts of players - not just the usual suspects, that way all can have access to the PB experience and if we limit the flags to 3 for the nation pr. day everyone can get a chance to pull it.
  10. Look at the requirements to make a niagara. You don't need that ship at all to survive this game. What you need to survive and have a fair chance in NA, however, should be accessible to everyone (winners, losers, big or small nations). Not accessible to everyone should be 'bells and whistles' ships, modules, and maybe even an additional type of ammo or cannon that you can only obtain through the accumulation of victory marks et cetera (just get creative) but still isn't necessarily better than the stuff that everyone in NA can obtain. Such rewards could even have crass drawbacks that make them worse in some situations where 'normal' items are actually better. People wanna get creative with their ship builds.. I, therefore, think only thing devs have to do is to look at 'ship paint' and expand on that. It is, however, nonsensical to expect weaker or smaller nations to fight increasingly greater odds, what devs do when they reward winners or bigger nations with flat out better stuff. For the last time, you need counterbalances to keep strong nations in check. After PB either all players of a nation or participants of PB will be able to make bids to auction off the conquered harbour (kinda like ebay). If nobody bids the port will remain in the hands of the original owner. At the beginning of the game or after a server wipe regions in possession of a nation will have no owner (governor), once people start RvR and ports change ownership this will change. People can, however, sail to a given region and make bids regardless. What I would like, for example, are weekly fees owners of regions have to pay so that a nation or empire can maintain its size. Region/Harbour owners, however, get taxes from all business that is being made in their region and can use their/his income to make their/his region 'better'. Like build better defenses or create buildings to lower labor hours for everybody in the entire region et cetera. The more regions a nation owns, the higher the weekly fees. If an owner doesn't pay fees the region will go back to the original owner (or maybe even the pirates (the port wouldn't require an immediate auction to get an owner but bids are possible just like after a server wipe) or 'neutral white flag nation'). Owning all the regions in the game shouldn't be financially possible or at least not reasonable as long as every single player of a server isn't sailing for the same nation, but every region should have unique bonuses at the same time that make you wanna capture them. Like bonuses that make ships 'different', for example, besides available resources, wood types or bonuses that help a player economically. Let's say one region makes all crafted ships in that particular region or harbour faster and one makes sails tougher, for example. The point is that regardless of modules or wood type et cetera there can still be surprises in pvp when ships made in different regions fight each other. Add on top of that wood types, modules, and skill books to make ships become very different from each other. It's is up to the devs to find a geographical balance for regions and their individual benefits, ship buffs, or whatever you wanna add to make regions more interesting. A way to force ppl out of their capital is to add 'periods of exhaustion' to a region. Like when every single player of a nation builds ships and gains his resources in the capital's region, the region will be very soon exhausted. Trees will be cut and gold veins be drained.. At this point players will have to wait or pay very high production costs for some time until the particular region has recuperated. Players are expected to leave and spread over the many different regions their nation controls. There needs to be an extra town tab of course that inform players about the port's general situation (e.g., economically, level of exhaustion in relation to players that alrdy build there et cetera). If a nation has more regions than the playerbase is able to finance or use for that particular matter, the nation's amount of regions will shrink to the size adequate to the playerbase's financial and numerical capabilities.
  11. Captains Log

    Captains log, 6th of July 1765 Patrol off the coast of Jamaica. The bloody brits been refusing to pay tribute to the Danish coffers for sailing the seas and we've been sent to collect. Simple orders - search, destroy or capture. All prizes we get to keep 50% of the proceedings off. That and the rum really motivated the crew. Patrol started early in the morning from Les Cayes. A single ship by Captain Lars "Floggins" Kjaer on his royal majestys ship "Den skrigende tøjte", a renommee ship with a full compliment of 240 crew and 26 long knives. At the first bell sails were spotted in the horizon. Turned out to be the "Singing star" of the british fleet. A 38 gun frigate with a compliment of 280 crew. After some initial manouvering to get the battle started in the most advantageous position guns started firing around the start of the third bell. The battle lasted for about an hour untill the enemy captain had to strike his colours due to crew losses and the 'star was taking in water. We inspected the ship but considered her to be unseaworthy and sent her to Davey Jones after taking all the rum. Shortly after the third bell we spotted a trader, the brig "Morning Glory". After a quick chase she was joining the 'star on the bottom of the seas. After a short warcouncil with the senior officers we decided to head back to Les Cayes for repairs and refitting 'Tøjten. For the second patrol we had a larger compliment of ships and figured we could take on larger targets. Cap'ns Assasin on the "Madman", a 26 gun corvette of the Renommee class and 0TimeLefT on the "Overraskelsen" a 38 gun light frigate. We left around the 4th bell bringing as many materials for repairs that would be required for an extended fourage into enemy territory. We reached Jamaica with no hassle and quickly spotted 3 traders lynx' that refused our reasonable demands for inspections. After giving chase we had to give up on one of the traders lynx' but boarded the other two. They had some very durable woods called "black" ironwood.. The crews didn't quite know what to do with it so we sent it to davey jones along with the traders. The crews on the two commandeered lynx' were thoroughly tortured for information on the british trading routes. After leaving we spotted sails to the South. We quickly prepared for battle and intercepted a light frigate 38 guns, the "Surprise", which we quickly identified as a fast ship and took as a prize for future patrols. Shortly after the engagement had ended we spotted a large 350 man frigate the "Indefatigable" off the coast of Carlisle. After a hard fought engagement we managed to board and sink her. Her captain fought to the best of his ability and in honour of his fallen crew and the bravery he had shown we set him off a few miles north of Savannah La Mar. Soon after setting the captain and crew ashore we spotted a convoy of two traders brigs and intercepted them. Whatever they were hauling they had thrown overboard and we summarily executed their crews for robbing us of the goods and sunk the prizes. Apparently we had by now stirred the hornets nest because we got word that a fleet departed Port Royal on a search and destroy mission. We decided to return to Les Cayes and end the patrol but a tempting target right outside the harbor of Port Royal was too much for us. After a short warcouncil abord 'Tøjten we decided to intercept a Navybrig out on patrol and sink her as a final humiliation to the british coast guard. A frigate was soon spotted after sinking the navybrig and well.. a prize is a prize. Unfortunately the fleet that had departed Port Royal came to the rescue of the frigate but we managed to isolate one of the smaller frigates and after a bloody boarding action we killed her captain and locked her crew in the stockade of the ship. Then we sank her and started running. It was perhaps a bit foolhardy to take on the frigate but even if we didn't take her we did manage to sink a 38 gun light frigate and could now see the pursuers from the stern. Always within view-distance, never within shot. Assasin signaled the fleet to set course for the ragtag town of Cayman Brac to lay in and make repairs and perhaps set off some of our prisoners from the traders. The course set wasn't the best for the ships in the fleet but it was the best chance of loosing our pursuers who gave chase with an uncommon (for a british squadron) tenacity. They were poor sailors though and not before nightfall right in front of the port they managed to force us into battle and after a short engagement we quickly escaped for Cayman Brac. We gave the crews a few hours of rest as we repaired the squadron. Captain 0TimeLefT had to set a course for Les Cayes, taking the information we had obtained from the prisoners with him in a sealed chest for the admiralty. Assassin and I decided to continue the patrol and returned to the waters off Port Royal. The sails were aplenty in the horizon and within a few hours we managed to board and take a 30-gun Renommee class corvette - only thing of note from this engagement was Captain Assasins eager for raking the enemy corvette during the boarding, killing 50 men of the crew form 'Tøjten (his excuse that his gunner was "colourblind" and therefore mistakenly took 'Tøjten for the enemy should be investigated as it is the sound opinion of this captain that the real reason was the rum rations handed out before the battle in large quantities. A traders brig and another 38-gun light frigate fell to our guns off the coast of Port Royal before we decided to set a course for home. After the 1st bell we now ends the patrol. Compliments to the crews are due for making such a long, extended patrol into enemy waters and seldom has such rich pickings been taken from the british merchant marine as well as her navy // Lars Kjaer, Captain "Den skrigende tøjte"
  12. As the title suggests I feel like a port battle that is initiated should result in a win/loss condition no matter whether you are the attacker or the defender. By doing so you would deter frivolous port flipping and or multi-flipping by a zerging nation. And at least for a week flipping a port via double/triple/multi flipping but no-showing one or more of them would result in a net loss of battle points.
  13. Port Battle Points not awarded

    The victory battle point was not awarded to the British yesterday for the Cartegena defense. Also the -2 was not taken away from the dutch for losing the Port Battle.
  14. I know it's late in the game development wise but perhaps this suggestion would be of some use. The PvP events weren't really that wonderful in my opinion. However, those mechanics could be applied to general RvR with a slight twist. Instead of one instanced battle to determine a region through a PB, how about making each region a point scoring zone for several days. The highest point scorer wins. Points would be scored by obviously sinking other players. However the trick is motivate people to be in this zone. How passive points are scored. Once a player enters the contested region, they'll score points over time based on BR. ((Perhaps this will be in the form of a "patrol" button that takes 10 minutes on the sea to light up and resets on docking)) Maybe tied to "days at sea" so that dock hopping isn't encouraged. The points over time caps at some BR level (possibly based on region size?) for each nation. The problem with this idea might be calls back and forth to the server and updates to map points sort of how contention takes a while to update each players map. Shallow areas on OW allow safety for shallow ship BR point generation from larger ships. Obviously battles near forts help defense as typical. No npc generation of points, only player controlled though patrolling the zone or sinking ships of the opposing nation. The one nation with most points after X days wins the region. Example: Region Dominia has been flipped. I patrol solo in my 100BR ship. Once I'm in the region, i score 1 point per 15 minutes in the zone. My friends join making our total BR 2150 BR but the cap is 1000BR so only 10 points are scored per 15 minutes. Then the enemy fleet arrives and battles ensues with each side losing 1000BR worth in ships. That scores 1000 points for each side. Three days later the contested area ends and the enemy wins 23,540 points to 21,550 points. Pros: No more hiding in instances. Screening is basically counted in points. No need to fear of a PB fleet being tagged. Multiday event-style allows more participants. Contested regions become hot zones for pvp. Even other nations might join in although no points are scored. Cons: Strain on calls to and from server and UI updayes. Larger nations may still have the advantage. (Although they'd risk more BR sinking thus more points might be scored by better smaller teams). Some people like arena style combat. Maybe this puts less people on OW and more into NA Legends. Discuss but please leave drama at the door.
  15. Political situation PVP 2 US (Inter Clan) Information is from players (Inter clan), updated weekly and daily if needed. This is the same sort of format as the EU political Situation thread. The Diplomacy part presents the attitude of the nation's major clans towards other nations. Verenigde Provinciën: Espana: Neutral France: War Great Britain: Alliance Verenigde-Provincien: Danmark-Norge: War Sverige: War United States: Alliance Major clans: DWIC1-6 - Dutch West Indische Compagnie NPV- Nederlandse Protectoraat Vloot SMS - Reichsflotte Danmark-Norge: Espana: Neutral France: Alliance Great Britain: War Verenigde-Provincien: War Danmark-Norge: Sverige: Alliance United States: War Major clans: CCCP - CN - SORT - Pirates: Espana: Neutral France: Neutral Great Britain: War Verenigde-Provincien: War Danmark-Norge: Neutral Sverige: Neutral United States: War Major clans: CBP - BLACK - Black Flag BLANC - French PvP1 players BLOOD - Blood of Black HYDRA - SOB - Sons of Black TFG - Great Britain: Espana: Neutral France: War Great Britain: Verenigde-Provincien: Alliance Danmark-Norge: War Sverige: War United States: Alliance Major Clans: AGW - CKA -Canadian Kicks Ass- Cordova BCS - British Commonwealth Sailors BRA - ELITE - ?- Norfolk nChance MINE - Sweden: Espana: Alliance France: Alliance Great Britain: War Verenigde-Provincien: War Danmark-Norge: Alliance Sverige: Neutral United States: War Major clans: RISE - ISN - SS - USA: Espana: Neutral France: War Great Britain: Alliance Verenigde-Provincien: Alliance Danmark-Norge: War Sverige: War United States: Major clans: ACDC - ASP - BSR - DD - Detroit Demolition IGG - NPG - No Pants Guys MARS - France: Espana: Alliance France: Great Britain: War Verenigde-Provincien: War Danmark-Norge: Alliance Sverige: Alliance United States: War Major clans: SD - SINK - Sink or Swim Spain: Espana: France: Alliance Great Britain: Neutral Verenigde-Provincien: Neutral Danmark-Norge: War Sverige: Alliance United States: War Major clans: note: If anything is wrong please reply or PM! Major clan= edit* no restrictions* *** Mods can we have this replace the current sticky post of the same topic. It's out dated and the old player that started it is no longer active so it's not getting updated. With that and I know Blackthorn/Decken had a clan one like this he was doing, if folks can post there clan info I'll go through this list and update the info. For clan info please send me a PM instead of posting it with your clan info that you want to post. Numbers can be optional but if you want to give current active numbers it might help with new players that want to join one clan over another. The main thing is to let folks know who the players and makers are for each nation.***
  16. The basic cutter is a hard mechanic to get right. We want new players to use them to learn the game but we don't want veteran players using them to game the game. Recently it was discovered the basic cutter can tag an npc fleet with any other allied fleet inside the same circle. BR's add up. This generates an npc vs. npc battle with a basic cutter sailing around in it. When the npcs kill the other npcs it drops the hostility on the any nearby port in partial contention. Now consider the effort. x4 players in basic cutters never have to worry about repairs. They each fan out and grab they own npc fights. It would take x4 or more players is real ships to grind up that hostility for each battle. So the x4 basic cutters have a similar effect to x16 real player trying to grind hostility upwards. Further the x16 players in real ships are risking those ships and potentially providing pvp. The basic cutter can continue to cycle npc battles even under recently killed flag. There is essentially very little you can do to fight it against this as the basic cutter is always a zero loss zero risk scenario. So the basic cutter essentially becomes a zero risk zero cost defensive force multiplier in the hands of a veteran player. What I think would be the easiest solution, that still allows for basic cutters to be used as planned in the game, is if ANY BATTLE started by a basic cutter can NOT gain any hostility. Simple change. Now this wont stop basic cutters from running around performing npc fleet denial by dragging them all into battle. But its a step in the right direction. Another possibility is if kills by NPCs simple do not gain hostility but that conflicts with the goals of fleets. It is a difficult to achieve balance with the basic cutter in many ways.
  17. Who or what kill rvr?

    Since the wipe pvp Europe is facing a no rvr statue. 95% of pb are empty. 1) Is it due of warlords? The idea of exchanging pb make everyone lazy. Having mark of conquest is too important. As ships need to be craft with them people are too afraid to loose their ship leading them to not show in pb 2) flipping a port is still boring as hello kitty? To make a pb you need to flip it first. As you can't make quest to flip a port you need to find fleet. With window closing soon so fast than their finish 2-3 hours after people connect there is no time to flip a port 3) the window issue? Windiwfor pb is nice. Window to flip port sux. Many times people are on 70-80% on midnight and then flip is stopped. People need to wait 24 hours. Most of the time they find it boring (point 2) and stop the flip 4) eco sux? Ships are too expensive. 760k for en aga (cost price) 3M for an océan? Are you crazy? Noone want to risk that. No society neither nation can risk so many ships in fights depending on others clans. Why to risk 10 ocean with 15 random people? 5) People have been transformed in trader/ship knowledge farmer. There is no more guy to pvp rvr. 1+2+3+4+5? /Add your idea, comment mines.
  18. Currently Conquest Marks are a hotly debated topic. If we go and change it to a system where it awards CM to all the players in that nation based on the number of regions controlled and the importance of those regions. For example each player in a nation will get 1 CM for ever 3 regions they control, Capitals will give 2pts instead of automatically. So no nation can ever drop below 2CM per day. Some regions will award 2pts based on value, like New Orleans would be one, Nassau another. Lastly Trade Manifests should make a return but as Trader Marks, they are awarded to players who deliver war supplies to regions to either raise or lower the hostility in that region, you will get 1 TM per 5% hostility you gain from war supplies. You will most likely have to make these war supplies instead of buying them on the Admiralty/Den, as it wouldnt be cost effective, but you could if you wanted to blow 200PVE marks just to get 5 PVP marks. (it is 50 war supplies for 200PVE marks right? and they will only raise the hostility up 25% with 50 supplies correct?) This way the players who want to be traders, or gun runners or even smugglers can feel like they are involved in the RVR of their nation without getting into fights. This is just a suggestion and I think it would be a good addition to the game without rewriting the entire RVR system. You have a good baseline for the system but it needs tweeking and I feel this would be the best fit for all.
  19. [VLTRA] Non Terrae Plus Ultra Spanish RvR clan [PVP1-EU] [VLTRA] is a new spanish clan created from the union of some of the most important spanish societies: EI, CELTI, COSA, ARES and BSG. [VLTRA] has born as a result of the wishes of the spanish RvR players, who always wanted a stronger organization to be more efficient in all the sections of this game. Our clan is the biggest RvR and PVP spanish clan and we will be focused on defending Spain from our enemies and helping our allies. Although, we will always be able to help our pubbies in PVE missions. Our crafting structure is really powerful with lots of 50 LVL crafters that allows us to be always prepared to fight. We use the Spanish Nation Team Speak: 195.4.16.14:10230. There you can contact with our officers: Hidalgo de Cisneros, Pablo Frias, Jorge and Celtiberofrog who will explain you the main information you need to know. We´re are a mainly spanish speaking clan but we have english-french speakers who will help you to feel integrated and confortable. [VLTRA] is here to defend the Empire against our enemies. ¡Santiago y Cierra España!
  20. Following up on Patch 10.1 and the significance change of regions: For the RvR and PvE folks driving up the heat. To even the odds, here is what they are actually worth according to the API: Morgans Bluff | ConquestMarksPension: 2 | Location: Bahamas | PortBattleType : Shallow Sant Iago | ConquestMarksPension: 3 | Location: East Cuba | PortBattleType : Lineship Port-au-Prince | ConquestMarksPension: 3 | Location: Hispaniola | PortBattleType : 4th Rate Santo Domingo | ConquestMarksPension: 3 | Location: Hispaniola | PortBattleType : Lineship San Juan | ConquestMarksPension: 3 | Location: Puerto Rico | PortBattleType : Lineship Road Town | ConquestMarksPension: 2 | Location: Upper Antilles | PortBattleType : Lineship Bridgetown | ConquestMarksPension: 3 | Location: Lower Antilles | PortBattleType : 4th Rate Cartagena de Indias | ConquestMarksPension: 3 | Location: South America | PortBattleType : Lineship Campeche | ConquestMarksPension: 2 | Location: Yucatan | PortBattleType : Lineship Vera Cruz | ConquestMarksPension: 2 | Location: Gulf | PortBattleType : Lineship Nouvelle-Orléans | ConquestMarksPension: 2 | Location: Gulf | PortBattleType : Lineship Every region not listed has a conquest mark pension with the value 1 (State as of Patch 10.1)
  21. Such is a Lord - An idea

    If anyone hasn't seen @admin's post this morning, here it is. Seems like a pretty good idea, but perhaps needs more fleshing out. Had an idea about how to build upon it. Offer captains who have an outpost in the area a pension as well. Call it a coast guard protection fleet money. This would give captains a reason to be in the new areas and make it so it's in their interest to keep it. This would also help smooth over hurt feelings about not getting into the PBs by giving folks unable to make it a stake in the operation as well. Another bonus is it would force people to push further out from the capital areas. The further out your outposts or closer to the action, the higher the pension. An example. Port battle participants get 2 marks a week. Players with outposts get 1 every other week. Obvious cons - players will simply open up an outpost and do nothing with it just to accrue points. Unavoidable, but given the expense of outposts now and the limited amount of slots, this should help deter. Parking alts. Unavoidable. Put a cap on the number of outposts that can accrue. The main problem I see with @admin's such is a lord idea is unfortunately there are only so many battles and so many slots. With a population of 1100+ on EU, a vast majority of the players who want to get into the battles to get marks simply wont. This will help the balance a bit, but still let players who attend the battles to get a trickle down effect. Thoughts?
  22. @admin @admin @admin here you can see its 100% and no port battle , its 03:45 Server time so outside the blocked area . we also did another battle just to be shure it was the 100% on the edge or something and you need 101% and after that some relogged to see a real account of what it was and geuss what stil 100% and no Port Battle . did you guys code eu server and copied it to global server ? we grinded our ass offfffff for this some alot more then me and this aint funny no more devs. and so if DT coms and it drops 10% what then we have to grind more and more and wiat for EU timeblock to do PB`s ..... https://steamuserimages-a.akamaihd.net/ugc/788539950142311942/467A2892D703724B377F5A90AAAD73EA69EAC2CA/ now we will loose 10% cause of dt so we would like you guys as apologie to set the timer to 00:00 military time cause well we didnt screw up ,we are staying here up late cause we want a PB and we need the resources ,this is very nasty taste for 24people who where working on it !! fix this asap please. we need the resources and our effort shut be rewarded in a PB cause we did the enourmous grind ... very disapointing ! also check youre F11 reports a few are made....... ps also if i send a mail it goes across servers ... something is going wrong hard.
  23. since we dont have people that are against playing at all times on this server the window can be reduced back . atm its 5hours closed and it could be only 2.5 hours , 105mins for pb and 30mins for dt the rest of the time could be open . Since i think server DT is at 9AM server time lets say make the closed window for RvR (port capture battles) from 07:00 to 09:30 so this was australlians have more time to also play RvR or anybody else also in this timezone or weekend slot when staying up a bit later cause this game is so addictive.... cause you can check when iam playing iam dutch but my timezone well i dont have any . dont know if i can get the poll to work but other just vote below with comments , YES for a smaller closed rvr window (more play time for everybody on global) or NO i dont want a global server with as much time possible to do rvr.
  24. An Idea for RvR

    So just to start out this would be an idea for a unified server. My idea is that when a region is taken it gives a buffer period of 5 days and sets a region to an exact time that it was taken or defended. After the buffer period at every server reset it would add 15 mins before and after the exact set time to run up hostility in a region. Example: GB starts out and runs up hostility in Les Cayes and a port battle gets scheduled at 19:30 UTC. The Port Battle takes place and the British win in exactly an hour at 20:30 UTC. So the British would have a 5 day buffer period on Les Cayes and no hostility could be driven up there until 20:30 UTC 5 days later. But at every server reset it would add 30 minutes for when it could be scheduled again. So on day 6 a pb could be scheduled for that port at 20:15-20:45, on day 7 20:00-21:00 etc... until the server reset times. So what this would do is allow nations to have a certain time period that they want and occasionally would have to fight outside their desired time. This is a compromise that I don't think would be too difficult to implement and I hope it will be considered because honestly we are better off together. And really this is genuine i'm not trying to troll or bash anyone's beliefs so please don't make this thread about previous issues. We don't need another thread like this: http://forum.game-labs.net/index.php?/topic/20247-global-or-european/ Thoughts?
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