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Development Roadmap for the next 3-5 months


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* Critical resources for shipbuilding more evenly distributed over the map. 

* Bring back the alliance system, now most players will stay in their own little pond, bringing back alliance system will also help to fix the economic system.

*Bring down the prices for building shipyard, workshop etc

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* 100% Player Driven Economy. (Just give the player the ability to gather ressources and craft materials, consumables and ships, thats all)

* Ressource costs of SoLs should be expensive (Much easier to build as team, but not impossible for single players) instead of using unreacheable CMs (for some players) to limit SoLs. Frigates and lower should be much easier to build to prevent players dont do PvP

* Remove the static 15 Kn limit and give the small and light ships a reason to exists and a role in PvP

Edited by Sven Silberbart
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5 months of intensive work. Porting it will not be a piece of cake and we expect new awesome bugs for sure :)

Okay, 3 things:

- player Rank matters. Responsibility while gaining rank. Missions after rank 4 are always always always in other national regions other than capital region.

- remove modules/equipment/upgrades as stand-alone cards. Implement them into the crafting system so they can be acquired in the Admiralty/Pirate Den and be installed as a option when the ship is crafted. No more "sport billy" bags of magic.

- heavily reduce the bonuses ( e.g. from 10% to 2% ). That way the stackings of different natures will be really meaningful. ( see previous point, everything is crafted into the ship )

 

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51 minutes ago, Thonys said:

pirates are overpopulated as a nation  : a disadvantages is needed specially speed(old and un careened ship) >this is naval action not pirate action

This might very well be the most retarded comment i have read on this forum so far. Pirates trimmed their ships for speed. What use has a pirate ship, if it can not catch trader vessels or escape warships? But realism aside, giving a nation a handicap on the most important ship characteristic only because it is very popular is completely idiotic.

 

1. Upgrades too rare / worth more than ships ( if you can buy them at all after hours of advertisement/ spam in the chat ) AND only dropped in PvE, why not PvP?

2. PvP risk/reward way out of line compared to PvE - PvP needs cosmetic / prestige rewards ( paints anyone? )  that don't give a advantage and a serious multiplier on marks/gold/xp

3. Conquest marks... as mentioned too much of a gap between have and not have and also it turned the game into a cold war arms race but with lineships instead of nukes...

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Nice roadmap, keep on the good work !

 

My top3 hotfixes i can wish:

1:  Invisibility timer related to the duration of the battle - The longer the fight, the longer you will be safe when getting out. (less revenge fleet)

2:  ConquestMarks distributed once between unsunk port battles participants (with minimum dmg dealt like post patch), then lordship drop either daily CombatMarks / gold / labour hours contracts. (So you can't just sits on your conquests and see your power grow day after day: contested pb matters, less cold wars)

3: Speed trim bonus either fixed %base speed cap or coupled with masts thickness malus. (balance in OW pvp)

Edited by Baptiste Gallouédec
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Very nice roadmap, I like it.

1. No more conquest marks. As the admin suggested, extra labor hours can woukd be better. Maybe different types of labor contracts....would be awesome

2. 15knt speed limit is creating both interesting and irritating moments, I would like to see this adjusted or looked at once again. 

3. 150% speed boost and increase in invisibility timer after a PvP battle

 

A fourth in would be to make it so npc vs npc ship battles do not mess with hostility. Only player ships should be able to affect hostility.

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1. Bring back durability, make ships cheaper, or money more plentiful. Right now big clans have a huge advantage over small ones and the solo players. An insurance program could also limit risk. It's simply not fun to grind for two days, get a decent ship then lose it and have to repeat the process over and over and over again. Access to ships means more pvp. This is a game, not real life. It shouldn't be a chore to be able to pvp. 

2. Cut down sail time in open world. People don't have 3 hours to sail across the world every time they want to play in a different region, and it's boring as hell. Teleport between free ports was fine. I don't know why you took it out to begin with. 

3. Get rid of conquest marks. Everyone should have the ability to make all ships, not just the port battle elite types who do their best to limit how many people and ensure that their friends are the only ones in port battles. Go to a 1 mark system, port battle rewards could just be a large amount of combat marks. 

 

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1) Increase PvP rewards.  Gold and marks.  

 

2) True Pirates.  Own no ports.  Can build in national ports. It costs a lot to extract goods.   Ie bribes etc. Only small ships in nat ports. Smuggler types sloops etc.  No indianman.  Can only build lvl 2 shipyard in free port and workshop as well there.  Can teleport only between free ports win outpost.  Plus other items noted on forums by smarter ppl than me:)

 

3) unity 5 update.  

Edited by Captain Two Toes Magoo
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3 hours ago, rediii said:

let fleets after portbattle teleport back to next friendly port. (freeport or national port)

So ow pvpers should get revenge fleeted, but port battle fleets shouldnt? lol

Same rules for everyone please.

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Just now, rediii said:

If you can't deal with revenfleets don't do it and instead go into less populated areas.

If you can't deal with PB revenge fleets, make sure you got enough warp screeners too, or instead dont do pbs? :P Just shows how in general the idea of having revenge fleets, anywhere, is silly

And yea capitals are safe due to the 3 min join timer which even lets ships in port join. However if you want ow pvp you will NEED to be in enemy waters as there is zero reason for anyone to be in the middle of nowhere in no nations water whatsoever - If you are still in enemy waters looking for pvp, you will get called out in nation chat anyway and a fleet will form to welcome you

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  1. Do something against the "tag-griefing" (repeatedly beeing tagged in ow but always able to escape in instance) issue
  2. tune the speed-upgrades, so more divergence in ship-speed is seen (not to have everybody in a 15Knt whatever)
  3. reduce raw-matieral extraction prices
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9 minutes ago, rediii said:

No hunter cares for that fleet that forms. It delays your hunt at best because you just sail away.

Let's face it, before it was easymode to kill people and get them back to 0 ships.

 

The system we have now with 1 dura and expensive ships can't work with back to port battlescreen. pvp players would overfish like we already did when pvp marks existed

Even an almost top speed surp can have a hard time escaping revenge fleets because 30 sec invis timer is basically a joke; a well spread fleet will get you with ease

btw im not asking for a teleport to port - but rather giving players a fair chance of getting away (adjusting invis timer and increasing ow speed while being invisible, as ow speeds are already messed up and favouring the revenge fleeters to set up a trap anyway)

Ganking in other MMOs happens regularly, but without the bitter side effect of players being able to setup a revenge trap due to the existence of two dimensions - If you've got a problem with the probability of being ganked, you shouldnt be playing an MMO imo. Didn't admin once say, always be sure in your mind that every time you leave port, you're risking your ship and getting sunk?

Edited by Liquicity
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  1. Fix the revenge fleets by increasing the invisibility timer, invisible ships can't see other ships and increase invisible ships speed at all points of sailing.
  2. Add crafting xp for all production items (cannons) and labor hour intense items (carriages).
  3. Fix ROE to support two BR checks, players with more than 5 times targets BR should not have to hang in battle if not actively doing damage.
  4. RAIDS!!!!!! please add raids in via the old flag system. Make changes to fix the issues we had, ie. flags tied to the player, not an item. 
  5. DO NOT BRING BACK FREE TOWN TP. It breaks the game and only increases the need for gank fleets.
Edited by Daguse
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1) Pirate Mechanics

2) More Pirate Mechanics

3) Even more Pirate Mechanics. 

Rats definitely need their own flavor that doesn't taste like filthy National soup. Since (generally) we can't seem to act as Pirates on our own volition, perhaps it's time for the Devs to force the issue, starting with some easy changes such as no more port conquest for Rats, and limiting ship production forcing us to capture bigger ships on the OW. 

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1) national missions to drive conquest! 

2) port battle revenge gankfest fix. Both parts get the chance to teleport back to capital, with ship only being available after server down time. Crew is lost amd must be re-purchases once at capital.

3) raiding -old flag system. Generates no hostility but costs 1000 combat marks etc. Gives, blueprints/ships/ resources or money. If defended defender gets a large regional buff etc... 

Edited by monk33y
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My priorities:

Fix invisibility attack problem at same time as fixing the revenge fleet of doom - its symetrical

Give screeners and PB fleets chances through the tag system  multople tags or reasonable BR diffetrential to tag a PB fleet - possible use of grouping for BR

Fix TP to port so cant TP to PB using a 30 mins timer same as logging out. 

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Also 

Remove both conquest marks and labour hour contracts. 

The former has created all sorts of perverse game behaviours and limits the game play for those without conquest marks 

The later allows a single crafter to build any number of ships instantly assuming they have the materials. Much better the reward all those with high crafting levels with a more signicant role than they now have. Both resources and hours would then limit production. 

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1 hour ago, AlteSocken said:
  1. Do something against the "tag-griefing" (repeatedly beeing tagged in ow but always able to escape in instance) issue

We have noticed that the tag for Pirave Vs Pirate puts you in location with each other properly according to tag.  In normal OW batles it puts you a distance off and some times not exaclty the same position from each other. WIth the speed META of most ships now this turns a good tag into a kind ok tag and if you don't have a speed boat too they will just zip away with little to no harm.  Pre-patch mast damage needs to come back.  The reason so many folks where demasting after patch was cause it was the fastest way to stop a speed boat from getting way from you.

49 minutes ago, Rhodry Heidenrich said:

1) Pirate Mechanics

2) More Pirate Mechanics

3) Even more Pirate Mechanics. 

Rats definitely need their own flavor that doesn't taste like filthy National soup. Since (generally) we can't seem to act as Pirates on our own volition, perhaps it's time for the Devs to force the issue, starting with some easy changes such as no more port conquest for Rats, and limiting ship production forcing us to capture bigger ships on the OW. 

I honestly think it's time they give us something to stop making us nothing but a bastard nation.   

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1. Fix PvP rewards - increase them 4-5 times compared to what they are now. At the very least.

2. Address issues of revenge fleets.

3. Address PvE issues - missions in greenzone/too close to capitals, non craftable modules that are in high demand.

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  • Bring back pvp rewards and pvp exclusive content and increase pvp financial rewards by 100%
  • Remove speed caps and reduce stacking benefit of speed stacking mods. 
  • Remove conquest marks and replace them with additional labor hours per day
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5 hours ago, admin said:
  • Add speed increase during invisibility timer (SOLVE GANKING and REVENGE FLEET)
  • Remove conquest marks and replace them with additional labor hours per day (ADRESS BOTH ISSUES PLEASE)
  • Bring back pvp rewards and pvp exclusive content and increase pvp financial rewards by 50% (MORE LIKE 500%)

!!! :D

Oh and RAIDS for Hostility generation, based on the old flag system???

Edited by shaeberle84
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Looks like some really good improvements coming. My first suggestion was going to be more crafted ships but you have already mentioned that. Next would be port battles in PvE, that would involve a group with a common goal (within clan to) to coordinate and attack ports with AI fleets with payouts after battle is won. I would like to see a delivery system similar to that of the Free Ports from Pre-wipe, that will help in moving goods around. Maybe a direct over-night delivery system between region capitals & capitals only. Also a post battle screen for adjusting cargo after capture or battlle will be nice again. One more suggestion, if I may is increase the Clan ware house capacity; we keep recieving a ware house full warning. 

 

 

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