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Development Roadmap for the next 3-5 months

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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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Nice news on the Unity 5 front, but man... this doesn't give much hope for a polished game in the next 12 months...

As for immediate and critical needs:

1. RAIDS. Hostility generation for a region should be driven solely by player-generated content that encourages PvP. PvE to flip regions is and always was a stupid idea. Bring back flag-pulling-esque raid generation, where the rewards are economic pain on the nation owning the port (i.e. stores and building products are looted) and economic and hostility gain for the attacking nation.

2. Conquest marks must disappear. They drive RvR and both between and within nation inequality in a feedback that is hugely negative for the game. Make rewards for port battles/raids (see #2) both loot and/or labor hour generation.

3. Reinstate NPC capping for un-rated ships. Nerfing them is fine, i.e. leave them at a disadvantage for PvP (e.g. lock their xp slots and make it so xp isn't earned while sailing them), but make them cap'able. This is the lifeblood for new and low-rank players, as it allows them that "gacha" style looter thrill for finding an interesting ship build, and gives them the ability to stay in ships and experience PvP at a lower cost much earlier in their game arc. With the current cost of cannons and crew I think it will actually benefit the economy rather than hurt it, especially if something craftable was necessary for crew purchase (i.e. provisions).

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  1. Fix PvP Rewards / Revenge Fleets / RoE / timers
  2. Fix Conquest Marks / Crafting Ships / Economy
  3. Get rid of RNG, reduce rewards for PvE
Edited by Peter Goldman

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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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My priority issues:

1) Fix basic cutter exploits [as seen in recent Tribunals -- basic cutters impacting how port flips work, either by grinding NPC fleets against each other or by holding needed fleets locked in combat for 90 minutes)

I like your idea on making the reward for conquest be extra labor hours though. Anyone can make 1st rates but people earning conquest marks will not be constrained by labor hours (they will still be constrained by money and hauling).

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Revengeganks

Let crafting choices be the only speedmods.

Remove multiple cool down repairs for hull, sails/masts and crew.

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1. Fix long travel issue.

2. Add loot similar to potbs, it works wonders.

3. Add advanced econ shop with history and search tools.

4. Allow players to cap ships up to 4th rate with only 1 upgrade slot available (player crafted will have all slots)

5. Reward all group participants and split reward equally if group member did pvp kill. Similar to potbs pvp reward mechanics. 

Fix these foundation problems and you might have a reason to continue. Until then this game has no future because it's just a 'grind to death' game. Competition will take all your customers. It looks beautiful, but you just went overboard with everything else.

See you in '5' months as there is no reason to play atm since everything will get wiped again. 

P.S. looking forward to Unity 5 , game optimization and better OS land textures and content. Also, try to learn from Skull and Bones and see what they are bringing to the table. You will have a solid competition soon, so make the game right this time. (Focus on PvE).

In the meantime, Ubisoft will enjoy a massive amount of content suggestions that is heading their way. 

 

Edited by Lordicious

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1) revenge fleet, need to go ,bring back option to tp to nearest friendly town

2) bring back flag system with tweaks nobody like aggression pve 

3) more clan tools such as taxes, clan warehouse logs etc

4) conquest marks only from killing ships/assist in pb

5) pirate mechanics,  we still get nothing, we just a nation that can attack each other for no xp/gold

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... wow I am just underwhelmed by how few people react/care about the game and its development ... I mean page three on a topic like this in a day is just too few to care.

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14 hours ago, admin said:

Hello Captains. 

Here is the development roadmap for the next 3-6 months for your consideration. 

Significant milestones

  • Move to Unity 5 (complex task with unknown ETA)
  • Port UI complete rework - self explaining. 
  • Open world UI improvements - once 1-2 is done
  • Battle UI improvements - once 1-2 is done
  • Localization into first batch of languages - once 2-3-4 is done

Tunings

  1. Finalization of conquest and conquest rewards
  2. Additional PVE content (missions, raids other improvements)
  3. Finalization of PVP Rules of Engagement and PVP rewards

I feel all these milestones and tuning will improve the game a great deal and it seems like this is going to be a major overhaul.

If you say the old game engine limited content, then by moving to Unity 5 there will be no excuse for not adding new stuff. The vast majority of players will be extremely satisfied with that. It will improve game play on both PvP and PvE servers. The priority will of course be to fine tune PvP mechanics, since this is the reason for the game.

Having said that, as a PvE server player, I would welcome:

1- Aggressive AI. Add some sort of radius of attack to AI ships, which if players cross into it, will trigger the AI ship to attack/give chase to the players' ships. Take into account BR and the presence/absence of player's fleet...etc. Approaching an enemy port in an armed ship, would also trigger a battle instance and the player gets fired upon by the coastal enemy batteries.

2- Add PvE missions in addition to what we already have, but with varying rewards/difficulty. Many players have already suggested different types of missions in the suggestion thread.

3- Expanded Admiralty "shop" where players can buy cosmetic enhancements to their favorite ships: paints, flags, pennants...etc. Some will be available for XP and/or special admiralty missions, other items may be available at the NA "store" for small fees to maintain a steady income into the devs' coffers in order to continue producing more items/colors...etc.

One more thing, currently, all the nations on the PvE server are at war with each other. Maybe, some system can be implemented so the nations are not all at war against each other, something that can randomly declare war/make alliances between nations that last for a few days at a time and then change to a different war/alliance to spice up the challenge.

Thank you,

 

 

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13 hours ago, admin said:

If you think something must be done asap and added to the tuning list please provide list of 3 changes most critical to you or to those who you play with. 

1. RvR Fleet Group-For us pirates on global we'd love this. Same with any nation smaller than the one they're attacking. With screening the way it is the nation with the biggest population will always win. What ever person ran up the most hostility gets offered the group 1 hour before port battle. If that player isn't online or doesn't accept then it falls to the next player with the most hostility. They can invite whoever they want to the group and only that group gets into the port battle. That group cannot be attacked or brought into battle until 5 minutes after port battle start. Screw screening forces. It's just griefing.

2. Fix the positional tagging where teamates in front of an enemy appear behind you.

3. Increase rewards for pvp about double.

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1. Increase PvP awards

2. Increase open world sailing speed (to encourage longer distance sailing)

3. bring back the old PvP event

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1. Remove conquest marks but make sol atleast 10-50x as expensive to make and loose would make clans having to earn the ships and them being to valuable to loose as in real life you would need to think when and how to use them. but crafting them would boost trade aswell. 

 

2. Make invisible time longer after combat.

 

3. Pvp/pve events in enemy territorial waters.

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1. Change PVP rewards to warship V warship five times more valuable than warship v trader. No TP unless to nearest friendly port only

2. Event wrecks scattered over map no location. 

3. Raids and boarding fix

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It seems you made a game engine with an OW pressed down on it.

Forget about communities. Make a game for your own liking. 

Is this fun? Great, lets keep it.

Is this feature boring? Too bad. Lets skip it.

It's the way leading game designers work. Sid Meier made great titles this way and killed som of his own projects down the road.

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1. remove all alts from game

2. 1 x hull, 1 x sail, 1 x surgeon each battle only, limited number of chain and grape

3. PvP rewards increased in relation to PVE x 10, with consideration of BR, lost battle rewards if ganked (BR attacker > 1,5 x BR defender)

 

Edited by Ole Pinelle

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