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Hotfix 1 for patch 10.3

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19 minutes ago, Daguse said:

Just remember back in the 1800s, it took weeks and months for this ships to go anywhere. So if a private attacked, the surviving crew would get to shore and tell the Admiralty, the Admiralty would send out ships to hunt him now. The game just doesn't work that way for a ton of reasons, so communication is instant and you have to sail smart. You can successfully hunt enemy waters and not get ganked, you just may not be able to sail up to the capital. He'll a guy in a Lynx and a Reno to a fatman yesterday.... no ganking. 

"Sail smart! Sail S-MART!!

"Just remember back in the 1800s, it took weeks and months for this ships to go anywhere."    Exactly.  So in the "instance-based" system we have, if  you either defeated or got away from the enemy, you should have a "reasonable chance" surviving or at least be able to finish your gaming session.    Instead, we have a system where people up to a 2-game day sail can come and camp your battle, which is also very conveniently marked on the OW for you.

I cant understand how some people cant see how broken this is...   

Its basically like this:

- Report enemy ship in Nation chat

- Tag ship (any ship) and dont engage, but just keep tagged...

- Confirm in Nation chat that your group of 10 ships is in a 1 min. diameter circle around battle

- Allow tag to expire, forcing player to decide whether to immediately leave (although know that the reason that person stopped tagging him was because the "home defense fleet" is set up, or wait the 15 mins to get kicked into the OW...  (which at least you waste a bit of their time, yay...)

- A "good" player may be able to escape one or two of these scenarios...  NOBODY can escape 5-6 of them, which is what actually happens.

Its broken and I know myself and about 3 others in my clan have played basically zero hours since these mechanics have been adopted.

I dont need to not be "ganked"...  I need mechanics that reward my willingness to find PvP and escape "ganks"...  

The game is either "instance-based" or its not....  

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Just now, JG14_Cuzn said:

If teleporting between friendly ports is allowed, then teleporting between free towns should be allowed as well. 

Just add a cool down timer.  

Like the tow feature. 

6 hours. 

 

Teleporting between friendly means that everybody knows who he can meet. Attack fleets can start here and go in teritory just next door. Teleporting to freeports would mean that surrounding area is PvP area free for all, from where any fleet of any nation can spread out.

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2 minutes ago, SeaHyena said:

None of this should be posted in patch notes but.

Revenge fleets didn't exist in the age of sail. If you cannot log out after hours of doing battle, I don't understand how you can deny there is a problem. ANYONE Who does OW consistently and isn't a green zone camper they understand there is a problem. Those who don't are not PvP players.  Naval Action has transitioned to hardcore PVE/PB players and OW PvP players are getting the short end of the stick. Ignore it until it is no longer a problem. 

geus you aint doing pb`s hmmm ,failing attacking a port and you have a very high % of losing the entire fleet while sailing back with what ever remained after the pb... so yeah its not just pvp 

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2 minutes ago, Bobzillah said:

geus you aint doing pb`s hmmm ,failing attacking a port and you have a very high % of losing the entire fleet while sailing back with what ever remained after the pb... so yeah its not just pvp 

So basically, what youre saying is, unless theres a Port Battle, you should hang out in your home waters or just go "grind AI" to increse hostility in a area where people dont sail?

Sounds like....  fun.

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40 minutes ago, Daguse said:

Sail smart! Sail S-MART!!

loving your evil dead (the movies, not the pathetic series) reference

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Just now, Vernon Merrill said:

So basically, what youre saying is, unless theres a Port Battle, you should hang out in your home waters or just go "grind AI" to increse hostility in a area where people dont sail?

Sounds like....  fun.

geuss you didnt read it all ... someone crying it only involves pvp and i corrected his mistake .

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5 minutes ago, Armored_Sheep said:

Teleporting between friendly means that everybody knows who he can meet. Attack fleets can start here and go in teritory just next door. Teleporting to freeports would mean that surrounding area is PvP area free for all, from where any fleet of any nation can spread out.

Exactly. 

No one should be safe as it's a Fighting sim as well.  

Way too many 'port queen' ships hiding behind the lines. 

They need to meet Mr Cannon ball  just like us on the front lines ;)

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19 minutes ago, JG14_Cuzn said:

If teleporting between friendly ports is allowed, then teleporting between free towns should be allowed as well. 

Just add a cool down timer.  

Like the tow feature. 

6 hours. 

Or.....

maybe only allow pirates to teleport to free towns?

 

 

 

first part is good

but the second part is is a no go  "maybe only allow pirates to teleport to free towns?"

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1 minute ago, Lanfire said:

The Sweden call this TeamSpeak. and btw, Captains call sometimes for help, befor you tag them, so we can send Encounter (Home Defense) Fleets.

And if you chasing a Swedish Player in front of their Home Waters or Outposts, dont start Crying like a little Girl, If you are from Hunter get to hunted.

 

And im thinking, with your Nation-Spys, that sitting in Basic Cutters outside of Battles, you should have always the overview, what is outside Battles.

Lanfire, battle was closed yesterday before we gathered and mechanic is bad. Ofc we still use it to it's full extend but it's still shit. the 30seconds invisibility is not enough and you know way before which direction they are likely to go.

 

Also every nation has such spys.

Objective discussions please.......

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1 minute ago, Otto Kohl said:

Just allow to have only up to 5th rate ships in freetowns, so they wont be used for conquest purposes.

fine ,but no pirates

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1 hour ago, Otto Kohl said:

It has been discussed million times. There is nobody outside my batte when i attack, but attacked player can magically talk to other captains that are miles away and call for help, then those captains magically using time warp sail those miles and camp the place where you are fighting your battle. Then magically using time curvature you appear in the same place and time when you finish your battle :huh:.

If you remove ALL forms of communication between players (its impossible) the current system would be ok, but the fact is - it doesnt work ane need to be changed.

so cancel in game communication between player in battle and player outside the battle

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Just now, Luc said:

so cancel in game communication between player in battle and player outside the battle

yes its not like we dont have a nation ts and even now a nation discord LOL

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Just now, Luc said:

so cancel in game communication between player in battle and player outside the battle

Teamspeak ;), Discord and many many others, thats not the way to deal with it.

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Just now, Luc said:

so cancel in game communication between player in battle and player outside the battle

I and many others use teamspeak or discord.Any thoughts how to crash these platforms and other software which allow communication like skype, IRC, whatsapp etc.? :D 

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1 minute ago, Luc said:

so cancel in game communication between player in battle and player outside the battle

in that case they use other forms like ts or discord 

so its not a issue

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Yes yes yes! Mechanic IS broken! Mkay?! No one agrues. We cant marry up to existances that live in different times. No point to bring historical facts. They wont work.

Basically one side wants 2 min timers and safe pass home. Waltz into nation capital, tag a newb, kill him and sail away. If they get retaliated then its a signaling perk that makes it fair for them. Kinda lame in my solo PVPers opinion, but ok. Whatever.

The other side wants to be able to drive your lot away, help newbs, support each other. Communicate. Hunt you (and frankly me too) down. Long timers to join battles and help the newb and ability to gank.

I see no point discussing how mechanic is broken because of existence of instances. They exsist. We need to live with it and get over it.

The easiest way to balance both sides is:

Battle stay open for 10 mins, but join circles keep drifting apart after 2 mins thus increasing distance between gankers and the battle in the instance. Why join in the first place if you appear that far away? Well you are helping newb arent you? And you would not approach the battle invisibly. People inside thw battle MUST see you alproaching and you still giving newb a chance.

Save exit should not be 100% safe, but should be possible. You already have 30 seconds invisibility and this sorts 40% of revenge ganking issues. The other 40% percent will be sorted if you exit in OW not where you entered the battle, but where you exited the instance, then it doesnt matter where the battle cross is. The rest 20% is where you get your ass kicked because you where so bold that you sailed slow ship outside enemy capital or did some other dumb thing. We all do.

Why this has to be a problem where people dont accept compromises??? 

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6 minutes ago, koltes said:

Yes yes yes! Mechanic IS broken! Mkay?! No one agrues. We cant marry up to existances that live in different times. No point to bring historical facts. They wont work.

Basically one side wants 2 min timers and safe pass home. Waltz into nation capital, tag a newb, kill him and sail away. If they get retaliated then its a signaling perk that makes it fair for them. Kinda lame in my solo PVPers opinion, but ok. Whatever.

The other side wants to be able to drive your lot away, help newbs, support each other. Communicate. Hunt you (and frankly me too) down. Long timers to join battles and help the newb and ability to gank.

I see no point discussing how mechanic is broken because of existence of instances. They exsist. We need to live with it and get over it.

The easiest way to balance both sides is:

Battle stay open for 10 mins, but join circles keep drifting apart after 2 mins thus increasing distance between gankers and the battle in the instance. Why join in the first place if you appear that far away? Well you are helping newb arent you? And you would not approach the battle invisibly. People inside thw battle MUST see you alproaching and you still giving newb a chance.

Save exit should not be 100% safe, but should be possible. You already have 30 seconds invisibility and this sorts 40% of revenge ganking issues. The other 40% percent will be sorted if you exit in OW not where you entered the battle, but where you exited the instance, then it doesnt matter where the battle cross is. The rest 20% is where you get your ass kicked because you where so bold that you sailed slow ship outside enemy capital or did some other dumb thing. We all do.

Why this has to be a problem where people dont accept compromises??? 

The thing i want is that you go fullspeed whatever the wind is while you are invisible so atleast it's not known in which direction you flee.

edit: Or no invisibility at all but a logoff after battle and a countdown that you can't tag anyone within 5 minutes after you log in in open sea

Edited by rediii
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4 minutes ago, koltes said:

Yes yes yes! Mechanic IS broken! Mkay?! No one agrues. We cant marry up to existances that live in different times. No point to bring historical facts. They wont work.

Basically one side wants 2 min timers and safe pass home. Waltz into nation capital, tag a newb, kill him and sail away. If they get retaliated then its a signaling perk that makes it fair for them. Kinda lame in my solo PVPers opinion, but ok. Whatever.

The other side wants to be able to drive your lot away, help newbs, support each other. Communicate. Hunt you (and frankly me too) down. Long timers to join battles and help the newb and ability to gank.

I see no point discussing how mechanic is broken because of existence of instances. They exsist. We need to live with it and get over it.

The easiest way to balance both sides is:

Battle stay open for 10 mins, but join circles keep drifting apart after 2 mins thus increasing distance between gankers and the battle in the instance. Why join in the first place if you appear that far away? Well you are helping newb arent you? And you would not approach the battle invisibly. People inside thw battle MUST see you alproaching and you still giving newb a chance.

Save exit should not be 100% safe, but should be possible. You already have 30 seconds invisibility and this sorts 40% of revenge ganking issues. The other 40% percent will be sorted if you exit in OW not where you entered the battle, but where you exited the instance, then it doesnt matter where the battle cross is. The rest 20% is where you get your ass kicked because you where so bold that you sailed slow ship outside enemy capital or did some other dumb thing. We all do.

Why this has to be a problem where people dont accept compromises??? 

Several compromising suggestions have been made between some of the people who are against revenge flwets and some who supports it. Maybe not to your liking but the suggestions have been made.

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Easiest solution to the ganking problem -

  • If a ship is attacked and the battle rating of the other ships is 25% more than defender, those other ships do not get any prizes (gold, marks, experience). Only the ship that sinks it does
  • Defender ship, gets gold and experience depending on how much damage it was able to cause to all ships. This gold/experience gets multiplied per number of ships. You get ganked by 7 ships, you get 7x the amount of gold/exp you would typically receive. 
    • In essence, makes being ganked worth it for the defender and they get richer
  • In this situation, both sides "win" the ganking fleet can feel proud they brought 7 ships into a battle and the defender gets something for being unfair matched.

Battle rating is irrelevant, when it's a 1v1 Pvp regardless of battle rating. 

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7 minutes ago, rediii said:

The thing i want is that you go fullspeed whatever the wind is while you are invisible so atleast it's not known in which direction you flee.

That or invisibility increased back to 1 min.

Why was it reduced? 

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7 minutes ago, Nelson Hornblower said:

Easiest solution to the ganking problem -

  • If a ship is attacked and the battle rating of the other ships is 25% more than defender, those other ships do not get any prizes (gold, marks, experience). Only the ship that sinks it does
  • Defender ship, gets gold and experience depending on how much damage it was able to cause to all ships. This gold/experience gets multiplied per number of ships. You get ganked by 7 ships, you get 7x the amount of gold/exp you would typically receive. 
    • In essence, makes being ganked worth it for the defender and they get richer
  • In this situation, both sides "win" the ganking fleet can feel proud they brought 7 ships into a battle and the defender gets something for being unfair matched.

Battle rating is irrelevant, when it's a 1v1 Pvp regardless of battle rating. 

You get no rewards anyway from PvP battles except if you board a ship and get it home

Point 2 and 3 are money machines for alt-exploiters

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