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Battles open forever: can it be made to work?

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Skully    1,019
3 minutes ago, Sea Nettle said:

Idiotic logic. Got it. One is a matter of convenience . We don't have to pack provisions and plan a voyage months ahead of time. The other is something glaringly exploitable.

 

Prater forgot the mandatory smiley. :lol:

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Prater    5,325
10 hours ago, Sea Nettle said:

Idiotic logic. Got it. One is a matter of convenience . We don't have to pack provisions and plan a voyage months ahead of time. The other is something glaringly exploitable.

 

Lol...no, it is a matter of your opinion.  You want to be able to gank a battle that is 60-90 minutes away because you and your friends can't operate on their own.  Want to help your friends out or get help?  Sail together.

Edited by Prater

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Sea Nettle    50
On ‎8‎/‎31‎/‎2017 at 2:15 PM, Prater said:

Lol...no, it is a matter of your opinion.  You want to be able to gank a battle that is 60-90 minutes away because you and your friends can't operate on their own.  Want to help your friends out or get help?  Sail together.

This is exactly why you have a dead game to play. It took eons for the devs to realize coddling your side was killing the game. By all means, put as many retard proof protections as you can fit into the game. No one worth playing with is playing anymore. The word gank is a one word excuse for the inept.

Edited by Sea Nettle

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Prater    5,325
7 hours ago, Sea Nettle said:

This is exactly why you have a dead game to play. It took eons for the devs to realize coddling your side was killing the game. By all means, put as many retard proof protections as you can fit into the game. No one worth playing with is playing anymore. The word gank is a one word excuse for the inept.

Did you test prior to Early Access?  No?  So how do you know how it was like when there were no timers?  No one fought much, unless they could guarantee no one would jump in 30 minutes later or if they had reinforcements on the way, or they were setting up a trap.  Why?  because it was proven that unknown ships jumping in around that time would sway the combat and there wasn't anything you could do.  Doesn't matter how well you fought, fresh ships will always win.  That isn't skill.  You don't want a skill based game like Game Labs has always talked about.  You want a zerg based game.  You can't sail and can't fight so you want warping spaceships to save you.  Your ineptitude in combat means you always have to have someone come to your rescue.  Since that isn't possible right now, people like you and fox2run cry on the forums.  Back in early Open World, TDA was the Zerg.  We had the numbers, we had the skill, and the organization.  When we were within sailing distance of each other, no one could touch us.  We had an app that broadcasted our positions to each other.  My map wasn't just for the community, we had a private version that showed our locations to each other so we could always find each other's battles.  The crying on the forums by the British at St. John's and English Harbor, plus the suggestions of Mr Doran and his Rakers (and I siding with them), introduced timers and reduced them further.  

 

I don't know that the devs share your viewpoint.  If they did, there would be no timers.  There are timers, so obviously they do not share your viewpoint.  Basically, how you want the game to be is that anyone within 900km (more than the length of Hispaniola) to be able to join into a battle.  Say the devs reintroduce the pvp zones again at La Navasse.  The larger zerg always wins.  Whether Pirate or British, whoever can get more people into a battle in the circle will win.  People complain about sailing, why not just have a button that if you are within 350,000 game units you have the option to teleport to battle?

 

You want to see numbers drop?  Watch as everyone leaves when there is no time limit to join battles because people have developed tools that pinpoint their location every second and broadcast that to their teammates.  Someone could very well have it now, but the join timer means it doesn't matter much.

 

Also, why should we go back to stuff we previously had that was proven not to work just because you weren't around?  Should development go in one continuous cycle of restesting already tested features proven not to work just because someone new comes along?

 

Also, unended timers will kill solo player gameplay.  You don't have a clan, you stand no chance in pvp.  The complaint is that solo players have it very hard already.

 

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Skully    1,019
22 minutes ago, Prater said:

You don't have a clan, you stand no chance in pvp.  The complaint is that solo players have it very hard already.

As a solo you choose the hardest career in NA.

Hunting in enemy waters is often a death sentence. :D

On 9/11/2016 at 9:36 AM, Skully said:

PS. We call sailing alone to Capitals, suicide missions. :D

Trading to Clans (especially your own) at reasonable prices is near impossible. :)

On 8/31/2017 at 9:41 AM, Skully said:

The other half of the solution is putting up good buy orders. Hull Repairs cost 488.2 to produce plus 5.45 lh. At 50/lh plus sharing the 10% contract cost, you should bid at 780. A fair crafter would honor that bid and fulfill the order. (Before my Clan mates get any ideas ... 1000/p :P)

And only if you are lucky you see yourself in a PB crossing the friendly line to take down a French ship.

On 8/21/2017 at 8:35 AM, Skully said:

A fortress never scared me into chasing down a French.

Is it fair? By no means.

But is it the reality of a MMO (with or without clans)? Yes.

https://forums.frontier.co.uk/showthread.php/25531-quot-He-will-join-us-or-die-my-master-quot-Grouping-alliances-and-organizations

https://forums.frontier.co.uk/showthread.php/343840-Today-I-found-cmdr-Harry-Potter-and-did-something-about-it?p=5384995&viewfull=1#post5384995

You need a clan to watch your back and often players expect a Nation to be their clan... :rolleyes:

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