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Reinforcement zones


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And, just to remind one thing that is important ... reinforcements DO NOT SPAWN - also in protection zone - if you jump into a PVE mission and/or if you jump into a Player vs IA fight and/or if the national that is sailing is his waters tags you first.

 

Edited by victor
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1 hour ago, admin said:

...
This will provide the option for captains who dislike reinforcement zones to re-roll to the nation ... 

Don't make the mistake to give new players the option to join these 3 nation right away.

It's the same like the turn pirate mechanic by attacking your own nation. People won't read the warning and get disappointed.

We need a proper mechanic for that.

Edited by z4ys
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1 hour ago, admin said:

Prussia, Russia, or Commonwealth colonial navy. 

So, basically we get hardcore Commonwealth colonies? (52) vs Russia vs Germany. I like it. Smart and efficient way to bring Europe into the Caribbean Conflict without creating another continent.

Could you specify what are those Commonwealth colonies? What I found is dated back only mid 20th century.

The Commonwealth dates back to the mid-20th century with the decolonization of the British Empire through increased self-governance of its territories. It was formally constituted by the London Declaration in 1949, which established the member states as "free and equal"

Rewrite history! Forge Alliances! Conquer the Oceans!<--- Marketing gold ;)

Edited by George Washington
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I've been a big proponent of "rookie zones" or whatever we want to call it, but the current zones are just too damn large.  There needs to be a fine balance between a starting area for new folks and older players abusing them.  The whole friggen island of Jamaica is one, it's impossible to hunt.  Half of the east coast is the same.  A good idea, but needs better implementation.

A quick and east fix would be to limit reinforcements for players above a certain rank.  Lets say post captain.  Or limit reinforcements for only Trader ships.

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1 hour ago, admin said:

3 new nations not only will not have reinforcement zones but also they won't have capital protected waters (extremely hard difficulty level). In addition to that their capital will be capturable (because they start with no capital at all)>

This will provide the option for captains who dislike reinforcement zones to re-roll to the nation that does not have any protection and defend their main capitals, rookies, bases themselves. 

This will bring the balance to the universe, captains who love reinforcement zones can send the captains who don't like them to join Prussia, Russia, or Commonwealth colonial navy. 

current reinforcement zones size is indeed too big though. It could be adjusted a bit.

Commonwealth Colonial Navy? Please elaborate...

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1 hour ago, admin said:

3 new nations not only will not have reinforcement zones but also they won't have capital protected waters (extremely hard difficulty level). In addition to that their capital will be capturable (because they start with no capital at all)>

This will provide the option for captains who dislike reinforcement zones to re-roll to the nation that does not have any protection and defend their main capitals, rookies, bases themselves. 

This will bring the balance to the universe, captains who love reinforcement zones can send the captains who don't like them to join Prussia, Russia, or Commonwealth colonial navy. 

current reinforcement zones size is indeed too big though. It could be adjusted a bit.

Pretty much this Below.

41 minutes ago, z4ys said:

Don't make the mistake to give new players the option to join these 3 nation right away.

It's the same like the turn pirate mechanic by attacking your own nation. People won't read the warning and get disappointed.

We need a proper mechanic for that.

 

Really this.

Because I can already see something Bad happening here.

 

Alot of the People which claim to be PvPers here in the Forum. Are really not Interested in PvP. They dont care for a good Fight.

If its actual PvP against other PvPers you want. The Safezones dont really get in the Way. Because most PvPers got their own Port Captured and are there with their Clan Defending it. Far away from the Safezones.

Whats missing now is the ability to Attack the Easy Targets that are not Equipped and not Experienced in PvP.  Because these now usually Stay in the Safezone.

 

 

Now the New Nations are Great.

I myself think about Rolling for Prussia.

 

But the Big Problem I see. Is that the New Nations will be Hardcore PvPers. Which Roll there and which never had any Problems in the Game anyways. Because they are the Type which from the get go goes after Enemy PvPers.

And New Players which had absolutely NO IDEA into what they got themselves when Signing up for this Nation.

 

The Crying in the Forum wont stop. Because the RPKs which want the Safezones gone. Dont really care for Attacking PvPers. So the New Nations are not going to be their Targets.

And worse. If done wrong we might Lose ALOT of new Players to this.

 

 

 

We need to make Sure.

That New Players get an absolutely Clear and Understandable Warning.

Which makes em Understand that Joining this Nation. Means that they have absolutely No Safezones. And that this Nation will be Foremost of all. PvP.

And also make it clear to them. That other Nations have Safezones and thus have Areas where they cant be Attacked.

 

The Best would be.

If to Join one of the New Nations. You would need to first have a Certain Character Level in the Game. To make sure that you do actually Understand just what it means to be in that New Nation.

 

Otherwise we run the Risk of Losing alot of New Players which Joined the New Nations without really Understanding what Safezones etc even are and how it affects their Gameplay to not have them.

 

 

Greetz

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2 hours ago, admin said:

3 new nations not only will not have reinforcement zones but also they won't have capital protected waters (extremely hard difficulty level). In addition to that their capital will be capturable (because they start with no capital at all)>

This will provide the option for captains who dislike reinforcement zones to re-roll to the nation that does not have any protection and defend their main capitals, rookies, bases themselves. 

This will bring the balance to the universe, captains who love reinforcement zones can send the captains who don't like them to join Prussia, Russia, or Commonwealth colonial navy. 
 

2 hours ago, admin said:

3 new nations not only will not have reinforcement zones but also they won't have capital protected waters (extremely hard difficulty level). In addition to that their capital will be capturable (because they start with no capital at all)>

This will provide the option for captains who dislike reinforcement zones to re-roll to the nation that does not have any protection and defend their main capitals, rookies, bases themselves. 

This will bring the balance to the universe, captains who love reinforcement zones can send the captains who don't like them to join Prussia, Russia, or Commonwealth colonial navy. 

current reinforcement zones size is indeed too big though. It could be adjusted a bit.

 

I disagree with the latest part, if you think the current reinforcement zones is too big compared to the rest of the map, then you might have a problem with new players, casuals even small clans retention. There is no reason whatsoever to reduce them unless it extends beyond a conquerable port. If you think that roughly 10% of the map is too much to give those players, then I rest my case. It's your game but most likely the player base will never grow beyond the already established players.

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1 hour ago, George Washington said:

So, basically we get hardcore Commonwealth colonies? (52) vs Russia vs Germany. I like it. Smart and efficient way to bring Europe into the Caribbean Conflict without creating another continent.

Could you specify what are those Commonwealth colonies? What I found is dated back only mid 20th century.

The Commonwealth dates back to the mid-20th century with the decolonization of the British Empire through increased self-governance of its territories. It was formally constituted by the London Declaration in 1949, which established the member states as "free and equal"

Rewrite history! Forge Alliances! Conquer the Oceans!<--- Marketing gold ;)

I'd wager that the devs are refering to the Polish-Lithuanian commonwealth that existed before Poland was carved up in the 17th century..

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11 hours ago, admin said:

current reinforcement zones size is indeed too big though. It could be adjusted a bit.

Should be only the area where missions for the capital region/county can spawn or a bit larger but not much... this way everyone can also see the reinforcement zone on the map if you hover over the capital or ports next to it...

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1 hour ago, Landsman said:

Should be only the area where missions for the capital region/county can spawn or a bit larger but not much... this way everyone can also see the reinforcement zone on the map if you hover over the capital or ports next to it...

That would make them 5 times bigger no smaller. In MT I can get missions on the North Coast of Cuba or Haiti or as far north as Salinia Point

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Make it so only certain ranks such as the first three or four ranks get reinforcements not these maxed rank players who know what they're doing. Adding three nations will make things worse as we only have 100-200 active players AND WE HATE REINFORCEMENT ZONES BECAUSE WE CANT ATTACK THE BIGGEST NATIONS not because we have them in our own nation...

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1 hour ago, CaptVonGunn said:

That would make them 5 times bigger no smaller. In MT I can get missions on the North Coast of Cuba or Haiti or as far north as Salinia Point

Shouldn't be outside the circles that are shown on the map... you know which i mean?

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34 minutes ago, Lord Gud said:

Make it so only certain ranks such as the first three or four ranks get reinforcements not these maxed rank players who know what they're doing. Adding three nations will make things worse as we only have 100-200 active players AND WE HATE REINFORCEMENT ZONES BECAUSE WE CANT ATTACK THE BIGGEST NATIONS not because we have them in our own nation...

Why? If I am out unlocking skill boxes in the Zone on a ship why do I not have the same protection from a 5 man gank squad as a new guy does?

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On 10/10/2017 at 2:54 AM, Aegir said:

People didn't stop defending their own territorial waters because there was a lack of players (that's why it was an issue even for the most congested and populous of nations), people stopped defending because 90% of the time trying to defend your own waters and hunt down the attackers would turn into 1+ hour chase scenes with the current repair system + speed meta, and even then often end inconclusive.

you're right. That's a problem for another day.

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2 minutes ago, Slim Jimmerson said:

you're right. That's a problem for another day.

Well, that's probably my biggest beef with the reinforcement zones. Instead of further tweaking the combat and RoE mechanics to make PvP appealing, I suspect it will all be put on the backburner now that it's supposedly "fixed".

The same issue still remains outside of the safezones, and the same issue remains for the nations who wont have safezones., but apparently that doesn't matter.

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6 hours ago, Lord Gud said:

Because it's a PvP server :o and you care bears are ruining the game.

Image result for potbs map

 

Speaking of what you think ruins the game, it's the lack of players. Majority of players are casuals and not hardcore. You should cater to casuals and care bears, without them you will probably never win a PvP battle. :) 

Speaking of reinforcements zones being too big, different perspective from another game, in the map above the red circles are the PvP zones and not the other way around.

Anything can be done, but keep in mind the key is to attract and retain new players, the rest is just circle jerking, hardcore vs. casuals.

Edited by Rigs
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37 minutes ago, Rigs said:

 Majority of players are casuals and not hardcore.

A common misconception. The vast majority of players aren't casual, MMORPGSs typically don't attract "casual" players. They require time investment and some extended play.

The line between a "hardcore" player and a normal player is a fine one. You can't quantify who's hardcore by gold, marks, or ships. They're all easily obtainable. But most players fit into the normal for an MMO category, neither casual or hardcore.

 

Edited by Slim Jimmerson
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For me, it is so simple:

Just linked to a proper use of the double ball perk. Either players get it or not,  and I'd like to PvP against or with them, or not.

Players using the double ball perk are those you find easily around free towns. 

And from time to time, they find me in a light frigate, escorting two traders. 

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28 minutes ago, Slim Jimmerson said:

A common misconception. The vast majority of players aren't casual, MMORPGSs typically don't attract "casual" players. They require time investment and some extended play.

The line between a "hardcore" player and a normal player is a fine one. You can't quantify who's hardcore by gold, marks, or ships. They're all easily obtainable. But most players fit into the normal for an MMO category, neither casual or hardcore.

 

I guess Question is which Category you take and where you draw the line.

MMOs rarely attract Casual Players in terms of Time or Effort. But in terms of PvP I would actually dare saying that most Players are indeed Casuals.

But thats just One Word Generalizations anyways.

 

Now up front.

The Safezones near the Capitol are Required in my Eyes.

New and even Older Players need these Zones for when they just dont want to do PvP for whatever Reason. And they should Remain there.

Because  I for my Part think. That the Vast Majority of Players in this Game. Plays mostly PvE but likes to do PvP now and then.

Alot of us are Adults and Working. So we often Play on Limited Time Shedule. Which also means that the easily Predictable PvE Mission is not a Problem. But being dragged into PvP indeed is.

 

However

But an Complete Partition of the Map into PvE and PvP Zones is not working with the RvR either.

 

Thats why I actually think an more Dynamic System might actually Make Sense.

Most of all it would make Sense to make a Difference between actual PvP Fights were both sides got a Chance to Win. And the RPKing of Weaker and Newer Players.

One way I said earlier would be that to Give Players the Option to Fly a War Flag. And Introduce a Karma System.

 

Any RvR Missions like Hostility Increase/Decrease would require the War Flag.

The War Flag Disables Safezones.

PvP Marks and other Special PvP Rewards can only be Gained if both Players got the War Flag Active.

Attacking Players that dont have the War Flag. As well as Attacking War Flagged Players without a War Flag yourself. Will give Bad Karma and result in Consequences.

For example Random Attacks from NPC Fleets when you get in Sight of an Enemy Port. Or Free Ports not allowing you to Dock or Repair there etc etc.

Pls note that Smuggler Flag will count as Valid Target for War Flagged Players to earn PvP Rewards.

If the Player Attacking the Smuggler is NOT having his War Flag Active he will not Gain PvP Rewards. However he wont gain Bad Karma either.

 

 

And here we get to Zones.

Open Sea should always be this Neutral Area. And have no Preset Flags.

But Contested Ports for example should create an Conflict Zone. Where any Player Driving into it will be considered as War Flagged.

 

Meaning that we get 3 Zones.

Safezones in the Back Waters for New Players and PvE

Neutral Zones which is most of the Map. Where you CAN Attack anyone. But will only Get PvP Rewards for real PvP Targets and only if they themselves offer an PvP Target for others.

And Conflict Zones where any Player is considered an PvP Target if he dares Entering it.

 

 

That way actual PvP would be Rewarded and Encouraged. While RPKing would be Punished.

With the New Trade Routes which make Smuggling very Profitable. This would also mean that Players trying to Raid Smuggler Routes would at the same time Offer Targets for PvP Players.

 

 

Only very Few Players are Hardcore PvP and want to do PvP at all times.

So it would make sense to rather Satisfy the large amount of Mixed Players which are not Hardcore PvP but also not Hardcore PvE.

 

 

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48 minutes ago, Slim Jimmerson said:

A common misconception. The vast majority of players aren't casual, MMORPGSs typically don't attract "casual" players. They require time investment and some extended play.

The line between a "hardcore" player and a normal player is a fine one. You can't quantify who's hardcore by gold, marks, or ships. They're all easily obtainable. But most players fit into the normal for an MMO category, neither casual or hardcore.

 

Hardcore vs. casuals it's scaled by the dedication spectrum, defined by time and challenge. Practice makes it perfect, practice means more time....

Its when the game becomes your life and there is no fun without causing others misery.

I give you the Level 100 Colonel:

  Level 100 Colonel - No Girl, No Job, Got a Shitbucket... PLUS KILLS Who needs a life when you can play Battlefield

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15 hours ago, Lord Gud said:

Because it's a PvP server :o and you care bears are ruining the game.

LOL.... Ok... So getting fully prepped for PvP is ruining the game?  What ruins the game is what ruins every game.. 4+ v 1 ganks and camping... But the oh so brave PvPers just cry about small areas they cant gank in....   Now that said.. I would be all for Lowering the Gold payouts for mission inside the Reinforcement zones a LOT... I dont do those for money but to unlock Skill boxes on ships so I have a better chance in that ship in RvR and PvP

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