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Bearwall

Reinforcement zones

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1 hour ago, Bearwall said:

I'd like to suggest

 

remove the reinforcementzones.

And what is the benefit of it? It is a bit annoying now, everybody is spamming Forum with "lack of PVP", "remove safety zones", and such.

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1 minute ago, Cortez said:

And what is the benefit of it? It is a bit annoying now, everybody is spamming Forum with "lack of PVP", "remove safety zones", and such.

What's the benefit of the reinforcementzones?

Just let the 7th-4th rate missions spawn in the green cap area.. Then it would only be crafters and PvP'ers that moved outside of the green zones anyway.. Atm everyone is going pirate just to get some PvP..

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13 minutes ago, Bearwall said:

Atm everyone is going pirate just to get some PvP..

Sure the safe zone could be adjusted, but what's your reason for its removal?

 

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1 hour ago, Bearwall said:

remove the reinforcementzones.

I think they are good to help new players and the whiny carebears out... but the real problem is they are WAY too big...

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46 minutes ago, Ravern said:

Sure the safe zone could be adjusted, but what's your reason for its removal?

 

I dislike magic

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They reinforcement zones should be smaller.

Also after a certain rank, players should be unable to call for reinforcements.

But even if these are my opinions I think overall the reinforcement zone is a good thing. 

I firmly believe it is better to add more bonuses and incentives to leave the safety zone then it is to make the safety zone worse.

Edited by Teutonic

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Ha. I dislike Magic as well.

It makes no Sense at all that a Player even needs to call Reinforcements around its Capitol.

Tons of NPC Warfleets should be around the Capitol of a Nation.

Abd this is a War. NPC Fleets should immediately Attack any Enemy that dares getting close to their Waters

And if an Enemy Player comes in Sight of a Port the Port should instantly Spawn an NPC Fleet of 5-10 Frigates hunting down the Invader.

Moreover. NPC Fleets should immediately join Battles they come across to Fight for their Faction.

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The reinforcement zones is a reaction to previous mechanics that protected "gankers" outside Nation Capitals. And yes maybe the pendulum has swung too far. In my opinion the insta-close battle instances was equally stupid magic too. So you want reinforcement zones removed? Okay fine...then bring back 5 minute battle timers.... or better yet...leave them open...makes for much better realism anyway. Then you may as well turn back the clock 18 months on ROE, those were happy days and PVP was not a problem...

Throw the doors open and stop protecting players with silly magic mechanics...just skill counts...and if you want to kick the lion in the nuts...go ahead...but don't cry when he bites you...

Edited by Sir William Hargood

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When/if the game gets more populated reinforcement zones will become redundant since there will be constantly people coming in an out of port. Anyone who goes anywhere near a capital will get immediately jumped by 30 players.

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14 minutes ago, Slim Jimmerson said:

When/if the game gets more populated reinforcement zones will become redundant since there will be constantly people coming in an out of port. Anyone who goes anywhere near a capital will get immediately jumped by 30 players.

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.

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2 hours ago, 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.

It was like that before the multiple rrpair patch aswell. Actually it was never different.

1. Take the ship with best speed at a specific point of sail

2. never get caught. Ever. Only get annoyed by people running after you for >30 minutes

 

 

Keep the reinforcement zones. Makd them smaller and give a reason to leave them

Edited by rediii

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3 hours ago, Sir William Hargood said:

The reinforcement zones is a reaction to previous mechanics that protected "gankers" outside Nation Capitals. And yes maybe the pendulum has swung too far. In my opinion the insta-close battle instances was equally stupid magic too. So you want reinforcement zones removed? Okay fine...then bring back 5 minute battle timers.... or better yet...leave them open...makes for much better realism anyway. Then you may as well turn back the clock 18 months on ROE, those were happy days and PVP was not a problem...

Throw the doors open and stop protecting players with silly magic mechanics...just skill counts...and if you want to kick the lion in the nuts...go ahead...but don't cry when he bites you...

How is Never Closing Battle Instances realistic in any way? The "What you see is what you get RoE" is the closest you get to a realistic scenario with the way the game is designed.

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8 minutes ago, TommyShelby said:

How is Never Closing Battle Instances realistic in any way? The "What you see is what you get RoE" is the closest you get to a realistic scenario with the way the game is designed.

And 2 min battle timers were realistic? I distinctly remember the time it took to reverse course to help one your teammates who was behind you was too long to get into that battle to help him...there's frustration for you. 5 minute battle timers in my opinion was fine, then came two, then instant closed battles with small drag circles...now we have huge reinforcement zones.

I joined a battle yesterday, with the joining circle positions as they are it took me more than 20 minutes to join the action...if the instance was open longer you would invariably join further away...by the time the battle was an hour old you would join an hours sail time away from the action anyway...so I do not see any problem here with keeping the instances open...I'd rather have that than these insane reinforcement zones...

 

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48 minutes ago, rediii said:

It was like that before the multiple rrpair patch aswell. Actually it was never different.

1. Take the ship with best speed at a specific point of sail

2. never get caught. Ever. Only get annoyed by people running after you for >30 minutes

 

 

Keep the reinforcement zones. Makd them smaller and give a reason to leave them

Would have to disagree.

Sure, it has always taken time, but when it was 1/1 repairs it was often in the range of taking 20-30 minutes to chase people down for the kill (or bad enough of a tag to not even bother) and ended with the threat taken care of, and plentiful of ships that stood a decent chance of catching up and act as tacklers (instead of 15 knot chaser vs 15 knot chaser fights), and not having a speedcap meant that you were limited in your ship selection if you wanted guaranteed escape (unlike now where you can be both).

That was manageable enough for people to bother, and knowing whether or not the enemy had used up his one and only sail repair was enough to encourage people to finish the job.

Edited by Aegir

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1 hour ago, Sir William Hargood said:

And 2 min battle timers were realistic? I distinctly remember the time it took to reverse course to help one your teammates who was behind you was too long to get into that battle to help him...there's frustration for you. 5 minute battle timers in my opinion was fine, then came two, then instant closed battles with small drag circles...now we have huge reinforcement zones.

I joined a battle yesterday, with the joining circle positions as they are it took me more than 20 minutes to join the action...if the instance was open longer you would invariably join further away...by the time the battle was an hour old you would join an hours sail time away from the action anyway...so I do not see any problem here with keeping the instances open...I'd rather have that than these insane reinforcement zones...

 

You should press A or D to turn your ship 180° instead of sailing around the globe. It doesnt even take close to 2 min to turn your ship.

Instaclose was with the smal tag and HUGE pullcircle. Not with a small circle.

Right now the distance doesnt change depending on the time you enter the battle. Enter the battle closer to the swords and you start closer to the original battleposition. Inside the battle it depends where the fight is going on / which direction they run to... You could even spawn 2m next to a ship basically if they sail inside the spawnzone

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1 hour ago, Aegir said:

Would have to disagree.

Sure, it has always taken time, but when it was 1/1 repairs it was often in the range of taking 20-30 minutes to chase people down for the kill (or bad enough of a tag to not even bother) and ended with the threat taken care of, and plentiful of ships that stood a decent chance of catching up and act as tacklers (instead of 15 knot chaser vs 15 knot chaser fights), and not having a speedcap meant that you were limited in your ship selection if you wanted guaranteed escape (unlike now where you can be both).

That was manageable enough for people to bother, and knowing whether or not the enemy had used up his one and only sail repair was enough to encourage people to finish the job.

Well I gave it up to chase someone. Its just a waste of time. It was with the old system and it is with the new system. Atleast now carebears know the risk if they leave the safezone and are okay with it if they get sunk I guess

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1 hour ago, Sir William Hargood said:

And 2 min battle timers were realistic? I distinctly remember the time it took to reverse course to help one your teammates who was behind you was too long to get into that battle to help him...there's frustration for you. 5 minute battle timers in my opinion was fine, then came two, then instant closed battles with small drag circles...now we have huge reinforcement zones.

I joined a battle yesterday, with the joining circle positions as they are it took me more than 20 minutes to join the action...if the instance was open longer you would invariably join further away...by the time the battle was an hour old you would join an hours sail time away from the action anyway...so I do not see any problem here with keeping the instances open...I'd rather have that than these insane reinforcement zones...

 

Honestly, i can't be bothered going into detail about this. This discussion has been had hundreds of times by now... 

In short, due to the huge disrepancy between OW Speed and Battle Speed the only thing close to realistic is "What you see is what you get" Rules of Engagement. 

The distance you can sail in 2 minutes on the OW is 10x times higher than what you can do in battle. (I don't know if its 10x, 5x or 200x. All i know is there is a huge difference). 
Let me find my favorite quotes when it comes to this topic.

 

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8 hours ago, CaptVonGunn said:

So you dont use Bow Figures or most of the Upgrades?

I use them but if you've read my comments on those you'd know that I simply fail to see how the hum sacrifice of five young daughters should make a ship go faster...

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6 hours ago, Sunleader said:

Ha. I dislike Magic as well.

It makes no Sense at all that a Player even needs to call Reinforcements around its Capitol.

Tons of NPC Warfleets should be around the Capitol of a Nation.

Abd this is a War. NPC Fleets should immediately Attack any Enemy that dares getting close to their Waters

And if an Enemy Player comes in Sight of a Port the Port should instantly Spawn an NPC Fleet of 5-10 Frigates hunting down the Invader.

Moreover. NPC Fleets should immediately join Battles they come across to Fight for their Faction.

To some extent I agree.. NPC fleets should attack players of enemy nations. There are however too many and they are way, way too big. Historically DK/NG only had 1 frigate stationed at the port of Charlotte Amalie (in peacetime, a squadron of 2-3 in wartime and most of the time the two extra frigates were convoying local shipping). Even the largest navy in the world (GB) didn't have that many frigate squadrons in the carribean and only small contingents of SoLs in wartime. In general the SoL battlefleets currently in OW are simply staggeringly too large.. The entire DK/NG fleet (in 1790' and untill 1807 the 4th largest fleet in the world in regards to SoL) only comprised of 23 ships of the line and only a handfull of those were equivalent to the british 2nd rates (if we take the british rating system as the guideline, which we prob shouldn't since the most influential fleets in the world in regard to designs and tactics were the dutch and the french). So in short: Kill the NPC battlefleets as well.. If players wants safe waters - let them make them so.

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and so the toxicity continues...little wonder this game development progresses so incredibly slowly and the player populations have bled away so amazingly...toxicity...in game and in forums...

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3 minutes ago, Sir William Hargood said:

and so the toxicity continues...little wonder this game development progresses so incredibly slowly and the player populations have bled away so amazingly...toxicity...in game and in forums...

What statement is toxic? Tommys?

He just posted topics where this was discussed already. Its just tiring to repeat too many times. I dont see a problem there.

I also think the RoE right now is pretty good and better than before. Even tho I realy liked the 2 circle solution. Instead of changing this again and enable porttraps again with 5 min timers devs can work on other things. :) (this actually gets development foward. Different RoE solutions were tested, now we have this and its working, no need to change again)

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The safe zones encourage new players, which this game badly needs. Reward PvP, even if you lose, some gained XP and gold would offset the loss of what might be a person's only valuable asset.

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