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End of the server


Simon Cadete

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On 8/21/2017 at 4:18 PM, Wraith said:

How about some numbers to shed some truth on your ignorance. This isn't an annual trend, this is a death knell brought on by mechanics exacerbating a critical threshold in player numbers, test server sucking players away, etc. It's multifaceted but don't for a second think you have had no hand to play in this game.

 But, by all means, keep telling yourself it will be all ok (you should check out @admin 's new avatar if you want the truth):

0e5d37978dc4d6af42a54cb8a78abdf2.png

Where are the steam charts for Q3 2015 when population on all servers dropped to 12 players for US prime time?

Edited by Prater
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1 hour ago, TommyShelby said:

The Battle Campers just wait for someone in their Nation to write in chat; "GUYS HELP ME, I'M BEING ATTACKED AT XXXXX POSITION" and then sail to that position, then all they have to is sit there and wait to have a Revenge Gank served on a silver platter). 

Do I really have to spell out every counter?

  1. You have a Nation chat / TS as well.
  2. Ensure the campers get busy doing something. (So it is actually a server population problem. Action is scarce. Winnings even more so.)
On 9/11/2016 at 9:36 AM, Skully said:

So Fuzzy was nicely ganking away at Jamaica, building up "hostilities" (hur hur).

When the heat got a bit high and he called for an escort back home.

Thus we sailed with 2 Renommees and one fast Surprise to the east end of Jamaica.

In short: bring reinforcements.

On 9/11/2016 at 8:29 PM, Skully said:

I think the next new officer perk should be "Organize" or "Strategy", because "Social" wasn't enough.

It's the best balance you have as it favors neither side while still providing the elasticity of Open World.

Everybody shouts: "I want to see action!" until there is actually an engagement.

Finally I figured it out: nobody wants to see action. Everybody wants to see winnings, action just being the evil method to get it.

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1 hour ago, Skully said:

Do I really have to spell out every counter?

  1. You have a Nation chat / TS as well.
  2. Ensure the campers get busy doing something. (So it is actually a server population problem. Action is scarce. Winnings even more so.)

In short: bring reinforcements.

In short, all battles will be big group battles. No small group or solo stuff. 

Thanks man. Brilliant stuff. 

Basically, there has to be room for Solo players, Small groups/Clans, Large groups/Clans. 
And no, it is not a server population problem. Actually, the higher population the more Battle Campers you will find. 

Edited by TommyShelby
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45 minutes ago, TommyShelby said:

In short, all battles will be big group battles. No small group or solo stuff. 

Thanks man. Brilliant stuff. 

Ah you wanted to hear a brilliant solution for the small group or solo, why didn't you ask in the first place.

On 7/20/2017 at 11:24 AM, Skully said:

I think raids would be too static for something that needs elasticity. Hence I'm in favor of the thing that admin abhors most, let the game do nothing during hostility buildup.

By having more BR in a region you build up hostility in a chosen time slot. The BR difference and time slot leader board should be visible on the map. RvR commanders can then choose where to commit forces. The only way then to turn around hostility gain is through engagements (or chase the enemy out).

Current County may or may not be too large. Defenders would likely want to be close to forts, while attackers further out. Breaking the Mexican stand-off would require meeting roughly in the middle (with composition of force being a good classifier for positioning).

Anybody wanting in on the action can come in at any time. Anybody done can leave at any time.

As for the engagements themselves the winner scores 3x the enemy BR value normalized on the time spend in battle. Time in battle itself does not count towards hostility.

I haven't done the math yet, but with a fleet commander having 1 Constitution, 2 Trincomalees and 1 Renommee meeting 1 enemy Surprise. What is the best option for the fleet commander?

 

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Just now, Skully said:

Ah you wanted to hear a brilliant solution for the small group or solo, why didn't you ask in the first place.

Playstyles assumptions and expectations mate.

You know, sea turtles :)

Funny that everyone ropes them.

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3 minutes ago, The Red Duke said:

Playstyles assumptions and expectations mate.

True, but it basically boils down to rewarding those who bring the least ships into a fight.

And then there are some who post before they read.

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1 hour ago, Skully said:

And then there are some who post before they read.

Because i don't see how it helps Solo/Small groups? 

Perhaps i misunderstand and you could try to rephrase it? (Ya know, English ain't my first language, i could be misunderstanding what you mean.)
Or perhaps i just don't see it or maybe i just straight up disagrees that it will help Solo/Small groups?
 

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2 minutes ago, TommyShelby said:

Because i don't see how it helps Solo/Small groups? 

Perhaps i misunderstand and you could try to rephrase it? (Ya know, English ain't my first language, i could be misunderstanding what you mean.)
Or perhaps i just don't see it or maybe i just straight up disagrees that it will help Solo/Small groups?
 

English is my first language and I don't see the connection to solo/small groups either.

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17 minutes ago, TommyShelby said:

Perhaps i misunderstand and you could try to rephrase it? (Ya know, English ain't my first language, i could be misunderstanding what you mean.)

If needs be, ask your questions in your native language. I'll try to make due.

16 minutes ago, Prater said:

English is my first language and I don't see the connection to solo/small groups either.

https://docs.google.com/spreadsheets/d/17iZc0ts6CZFTAUyjPaBQ48zI0Capml-gAoq1I8mQji8/edit?usp=sharing

Again, reward those that engage with the smallest force. The fleet commander can gain the most by engaging with the Surprise with the Renommee. It doesn't need to be tied to hostility, it could be tied to rewards in general, but hostility points might be the right level. He can toss in a bigger ship (or combination) but then the kill reward for the opposite side increases drastically. Risk vs reward.

@The Red Duke is right however that this is an Achilles heel only for the RvR player, not the PvP player. The PvP player doesn't care for hostility points.

So the basic premise is right, but it needs to be tossed against the right level of rewards. (Become a risk/reward decision for both the RvR and PvP player.)

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21 hours ago, Peter Goldman said:

Ummm? Slow ships during long chase in OW were still lagging behind and it killed ships with different sailing profiles. You needed to have copy paste of your mateys ships if you wanted ensured place in battle. Wanted a fast ship? Let's say both are 15 knots with different saili g profiles... Lynx and Endymion. Only one will make it into battle. Then in battle enemy will run upwind to escape from Endymion and Lynx will be waiting in OW, though it's needed in combat to chase enemy running upwind. Diversity is needed and insta-closing battles killed it. We need a system that only ships in visual range can join battles. Fair, no surprises (sudden fleets joining that you didn't see in OW). If you attack a player and you see 10 more players from his nation in OW, you take the risk and you are aware of enemy presence. Insta-closing battles were really great for ganking in front of eyes of enemy fleets that are not able to save their friend.

Well, I could be wrong...  but the premise was that there is SUPPOSED to be a balance where "big/slow/powerful ships" fought other "big/slow/powerful ships" and if not then the "big/slow/powerful ships" had a better than average chance of wrecking the "small/fast/light ships".

The "tagger" meta just simply led to the "speed meta"...  WHY would I sail a crafted Connie when I'm just gonna get "tagged" by a Renommee and then ass-raped by 3 Bellonas that couldnt catch me in the first place?

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