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Patch 10.4 Conquest changes, Battle Groups, Wapen von Hamburg (III)

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- PVP Leaderboard
- x25 Battle groups
- Combat news channel
- Review captured ships

FK YEAH! B)

Everything else looks good too!
Great patch!

@admin Can we please have an update on speed ship tuning and speed cap removal? Looks like that majority want to see speed cap gone

Edited by koltes
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No TP's to free ports :(.

Whats the timer of invisibility, still useless 30 sec ?

Edited by Otto Kohl
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oh my beloved rattlesnake, does this mean i can craft and sail it again?

the map winning thing seems a bit unfair to the smaller populated nations though..the map doesnt reset after 1 week right? so the nation who hold the majority of ports will probably win the next week too

 

oh and before i forget..great patch once again :) you guys are moving in the right direction

Edited by Mrgoldstein
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Looks promising! Like the speedboost change during invis. Will go and test it.
Especially like this:

6 minutes ago, admin said:
  • Combat news channel added allowing you to see whats going on in pvp right now
  • Admiralty pvp daily leaderboard added - showing top 15 captains by pvp kills 

Will hopefully reduce the time sailing around not meeting a single player.

But Ive got some concerns regarding the battle group thingy; couldnt it be used to make sure only part of a group gets pulled in battle, so the rest is more or less safe?

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Superb.

The new additions seem interesting.

The fixes are top.

Bonus thanks for the ship permits.

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9 minutes ago, admin said:
  • New group type added - Battle Group
    • If battle group is attacked only battle group is pulled into battle 

I don't realy know if this one is a good choice but we will see. :) 

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6 minutes ago, admin said:

Tow to port does not tow you to county capitals anymore (to fix the potential PB expoit). It sends you to common deep water port, but excludes county capitals

What about national capitals? This would finally get rid of easy smuggling operations into enemy capitals. 

8 minutes ago, admin said:

Victory mark

What will we use the Victory Marks for? Do they replace Conquest marks.

3 minutes ago, Mrgoldstein said:

the map winning thing seems a bit unfair to the smaller populated nations though..the map doesnt reset after 1 week right? so the nation who hold the majority of ports will probably win the next week too

It's not completely clear to me, but from what I understand here:

9 minutes ago, admin said:

(old control will move to the next round)

the victory condition is based on expansion, not static size. So the largest nations will have the most ports to loose and potentially a harder time winning the map.

11 minutes ago, admin said:

War supplies can now get 100% host

Hmm. This sounds a bit ominous. But seeing as you can flip a port in 40 minutes or less I guess it won't really create that large of an unbalance.

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2 minutes ago, Anolytic said:

What about national capitals? This would finally get rid of easy smuggling operations into enemy capitals. 

capitals are also county capitals I think.

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1 minute ago, Norfolk nChance said:

ARE YOU NOT ENTERTAINED?

Rattlesnakes and Battlegroups... well done my evil Genius 

 

aah yes, a bg of 25 heavy rattlers, cannot wait

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I like it! I like it! I love it!!

*Only potential disapproval issue is the "win scenario" - it goes against the concept of a sandbox game but may improve playerretention so I'm up for testing it!

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Overall, nice patch. thx you Devs for this nice Patch

 

and BTW @Bearwall

13 minutes ago, admin said:

 

  • Blueprint and permit changes
    • Blueprints of Rattlesnake heavy, Ingermanland, Niagara, Wappen von Hamburg have been added to game (they all require permits that were added to the admiralty as well for victory marks)

 

On 1.7.2017 at 2:53 AM, Bearwall said:

I'd rather pour gasoline over my bellona than seeing a Wappen von Hamburg ever, ever again!

 

EDIT: And lit the damn Bellona on fire and send it burning into the wappen ofcourse.. 

Enjoy the Burning of your Bellona. If you want, im lit the Fire ^^ xD

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So big factions wil get stronger and stronger.
Shouldnt be the oter way round... as bigger gets a faction gets its harder to play with? Or said in other words, there are bonus for playing small factions so RvR tend to balance.

 

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Just now, Suricato Rojo said:

So big factions wil get stronger and stronger.
Shouldnt be the oter way round... as bigger gets a faction gets its harder to play with? Or said in other words, there are bonus for playing small factions so RvR tend to balance.

 

 

4 minutes ago, Anolytic said:

the victory condition is based on expansion, not static size. So the largest nations will have the most ports to loose and potentially a harder time winning the map.

Big nations are actually a target now for other big nations too.

Also we don't know yet what you actually get from VP

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1 minute ago, Bearwall said:

I like it! I like it! I love it!!

*Only potential disapproval issue is the "win scenario" - it goes against the concept of a sandbox game but may improve playerretention so I'm up for testing it!

it not such as winning the map i believe, my guess is that after a week the country who gained the most points will get a victory mark,and nothing else happens..map stays the same, no reset or anything..atleast i hope

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I look to the *Win scenario* as a cyclic measure of ... Nation prestige. Plus it is dynamic, where being consistent is maybe more important than being at the peak and suddenly dropping dead after a couple cycles.

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11 minutes ago, Otto Kohl said:

No TP's to free ports :(.

Whats the timer of invisibility, still useless 30 sec ?

You do get speed buff and wind direction imunity

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Just now, rediii said:

 

Big nations are actually a target now for other big nations too.

Also we don't know yet what you actually get from VP

So we have to wait and see if VP are good or bad??

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Epic. Just Epic. That's the way guys ;) 

Just a thought about the repairs, as I see no changes on it:

I think that it should be a limit over the maximum amount of hp (hull/sails/crew) you can repair until you dock back at any port(and fully repair your ship). This limit can be easily implemented as a percentage of maximum hp. 

In example:

Hp repair limit: 30%

Damaged ship: Surprise

Damaged module/section: Port side Armour : 3400 hp

Maximun hp repair: 1020 hp

Until you dock on a port and perform a full repair, limit is not reseted.

Obviously the accurate value of this limit could be a subject of heavy discussion, but the thing is: On high Seas, a ship could get survival repairs, but should not be able to rebuild herself from scratch.

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