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Development Roadmap for the next 3-5 months


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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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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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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. 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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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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1) bring back duels and instant battles for training and e-sports (some players that want "fair" fight will be never happy with OW ROE)

2) allow empty ship tow during maintenance period

Other than that I am happy with recent game mechanics and your announced plans. Keep up the good work, fingers crossed!

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Many more than 3 changes, but here are three hopefully doable things;

1. Refine OW ROE (e.g. tagging circle to defender, groups pulled only if tagging/tagged by member of the group and maybe even teleport-to-port for defender).

2. Remove universal speed cap and make it 5-10% cap for upgrades/skills.

3. Less "required" PVE (higher rewards for PVP, more craftable upgrades/books, no PVE only loot drops)

 

Other big and small things I would like to see; Develop real pirate mechanics (with both benefits and disadvantages), Create more activities affecting hostility (normal trade and warsupply delivery missions, raids on multiple ports, blockades on multiple ports), Bring Alliances back (but with max 1 ally and none for country with most ports), Introduce national paints.

 

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1. Fix warping revenge fleet issue

2. Tow to port with hold loaded (with sufficient cooldown, mabe only once a day)

3. Improve/animate boarding mini-game. Some time ago there were some ideas about allocating crew to front/mid/rear section, influence of different ship angles etc...

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1) Implement realistic ocean currents and weather/wind effects. Thus allowing players a speed boost on the open world map and creating potential 'hunting grounds' to intercept ship using such routes.

2) Dual teaming. Can anything be done to combat ruination of RVR situations by dual teaming players.

3) Seed local freeports with materials from surrounding ports, perhaps at increased base prices. This would assist smaller nations/clans to  gather rarer resources that would otherwise be closed to them. (Not everyone wants an alt account)

 

(PS Need to fix my details below, very out of date)

Edited by Crankey
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1. Tp to port battle   VERY URGENT

2. Stop people entering a battle that were not on the horizon when it started.  

3. to be able to leave a battle after a long hard fight and not be ganked by several people waiting for you in undamaged ships

4 let us melt down cannons we don't want!

 

Edited by Elbizor
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1.  Give gold and XP for damage done, win or lose.

2.  Add tool tips and Hints with your fancy new UI.  NO NEED for tutorial, just space to practice and make it rewarding. 

3.  Make ships cheaper and easier to produce, *as promised* for the 1 dura system.  Have them scale up in cost/difficulty, sure.

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1. Abolish Conquest Marks. I like the idea of extra labour hours as port battle rewards. Should this lead (back) to SoL inflation, think about a direct cap: no player can own more than one 1st/2nd rate, one 3rd rate, two 4th rates, something like that. Depending on rank, even?

2. In the long run,  think about PvP events beyond port battles: e.g. automatically generate convoy or blockade runner missions in border regions.

3. Errh. Dunno. Keep up running a game I find really enjoyable? :D 

 

 

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Sounds like a great plan moving forward - UI improvements needed to retain new players IMO.

Many comments on revenge fleet/ROE issues which is critical to fix. That aside here are my 3 critical fixes:

1. Balance mods and fix speed issue.

     Mods should not be a "must have" for pvp. Lower %, stacking penalty, make more mods craftable. Speed cap issue - Use historical speed of ships as reference for top speed with max bonus. For example USS Constitution logged 14 knts for a short time under ideal conditions (see #2). Endymion  fastest speed with 18 lbs cannon on the gundeck not 24 lb.. 

2. Variable wind and weather

.    Add in variable wind speed and weather conditions please. Storms and high seas as well. Before anyone complains about longer travel time I mean higher winds. Use a baseline and go up. We need wind effect on sails so you risk damage to sails going full sail in high winds. This will help with speed issue as well. High winds the heavy, bigger ships will go faster, lighter wind (current OW) smaller ships outrun larger.  Heavy seas hard to fire lower deck guns as well. 

3. In game tutorial 

   This is important for new player retention. How many players have left after only a few hours? This may help boost the player base. Something that will show the player around the port UI and then out into the OW and on to a first "tutorial" or rookie mission. Better new player retention can lead to fixes for a number of issues on our large map IMO. 

 

@admin Will the new Unity engine allow modelling for depths for PB and ship draughts? That would be a great feature!

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  • After leaving a battle, increase invisibility timer to 60 seconds and increase the subsequent "cannot attack or be attacked" timer to 90 seconds.
  • Remove all teleports of ships, including the current implementation of "tow to port." Teleports are abused over and over again and must be entirely removed from the game.
  • Add a "heat map" of PVP activity to the map. This would be a layer on the map that can be toggled on/off. It shouldn't show the location of individual battles, but rather the amount of PVP activity in a given area over the past 3 hours or so. This will help people seeking PVP to know where to sail and create their outposts.
Edited by Benedict Ahhnold
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