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Protection for new players and traders in the game


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If you do not safe new players before the attack of the bandits, remaine in this game only clans. (you know which ...)

Please increase area the protection zones for low-level players.
Place the protection zones around all national ports.

You need to Improve protection of Traders.
Do not allow capturing a port to be in the deep area of another nation. Gangers spoil the game to all newcomers and merchants. This game has the potential that PVP players have not yet found. 

Unless these conditions are met, it is completely useless to work on trade or craft mechanisms.

 

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3 minutes ago, C0R0NERcz said:

If you do not safe new players before the attack of the bandits, remaine in this game only clans. (you know which ...)

This is a clan-based PvP MMO, so I don't see this as a major concern.

3 minutes ago, C0R0NERcz said:

Please increase area the protection zones for low-level players.
Place the protection zones around all national ports.

This causes a huge problem for PvP as there's tons of "safe spots" that can be utilized to avoid PvP, which is the primary focus of the game.

 

4 minutes ago, C0R0NERcz said:

You need to Improve protection of Traders.

That's really what your clan should be focusing on. Organize an escort. Do a group event. Or, use small fast ships and outrun the enemy.

 

6 minutes ago, C0R0NERcz said:

Do not allow capturing a port to be in the deep area of another nation

Why not?

 

6 minutes ago, C0R0NERcz said:

Gangers spoil the game to all newcomers and merchants.

It's a PvP game. I'm a huge supporter of PvE activity, but this is a PvP game. PvP comes first. If you're getting ganked, organize a defense.

 

7 minutes ago, C0R0NERcz said:

Unless these conditions are met, it is completely useless to work on trade or craft mechanisms.

That's complete nonsense.

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7 minutes ago, C0R0NERcz said:

You need to Improve protection of Traders.

giphy.gif

You wanna be a trader in hot waters, you better get your own protection

IMHO Reinforcment zones are okay for players up to and including Flag captain (650 crew rank) - After that (Commodore and Rear Admiral), on a PvP server noone should be experiencing any safezone bonusses

Edited by Liq
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In OP's defense, he's not sailing in the protected zone all the time. He's probably online on peakhours when all hunters are visiting. He has not many options as a new guy and has to transport materials and resources and whatever. He's learning, which is sometimes frustrating, as we are all aware off. Most of us know how to avoid the hunters, for a new player this is less obvious or understandable.

That being said, safezones seem ok, if maybe too big (it doesn't bother me really), definately not more zones though.

Traders need to find a way to protect themselves (intel, grouping up / convoys, being patient, etc.). If more people would post decent contactreports (ship(s), position, heading, nation, (clan), (name)), new players can have more of an idea about what is going on and hopefully make a more sound choice. Most intel is shared in TS and not in nationchat, so there are rarely updates on contacts for casual/new players. Anyway, working together is the only thing that protects traders and losses are still to be expected, that's a traderslife.

 

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2 hours ago, C0R0NERcz said:

If you do not safe new players before the attack of the bandits, remaine in this game only clans. (you know which ...)

Please increase area the protection zones for low-level players.
Place the protection zones around all national ports.

You need to Improve protection of Traders.
Do not allow capturing a port to be in the deep area of another nation. Gangers spoil the game to all newcomers and merchants. This game has the potential that PVP players have not yet found. 

Unless these conditions are met, it is completely useless to work on trade or craft mechanisms.

 

I'm a carebear and trader, but ... NO

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Trading is my main activity in game and I rarely ask for an escort. Otherwise, I would require a permanent escort and this would rapidly bore the escort captains, for seeing no activity,

The main protection of a trader sailing outside protected areas is the information that you can get in the nation chat or through the team speak. Most of the time, it is enough, for times to times, you are ganked (I lots my two Indianmen last Saturday, on an 1v5 fight. I have been using them during 2 months without problem, fair enough for me).

The trader, when not being smuggling, should sail an escort ship (Surprise, Hermione, etc.), which would help saving the traders when attacked. The traders are in fleet. Obviously, too much diversity in ships must be avoided, escorting two trader Lynx with a Brig is committing suicide, having in fleet a Le Gros Ventre and a privateer are fatal errors often seen in OW.

On chats, the information must be complete to be useful for trader:

  • Number of enemy ships,
  • Nationality
  • Position
  • Heading.

And from times to times, you can use your traders as a trap for gankers, with the complicity of some PvP players... :):P Avenging the trader's patience...

On other times, you loose your traders, but you have fun!

 

Edited by Eléazar de Damas
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On 11/29/2017 at 10:20 AM, C0R0NERcz said:

If you do not safe new players before the attack of the bandits, remaine in this game only clans. (you know which ...)

Please increase area the protection zones for low-level players.
Place the protection zones around all national ports.

You need to Improve protection of Traders.
Do not allow capturing a port to be in the deep area of another nation. Gangers spoil the game to all newcomers and merchants. This game has the potential that PVP players have not yet found. 

Unless these conditions are met, it is completely useless to work on trade or craft mechanisms.

 

Only one I agree with is the Port Capture...   I was so looking forward to the Front lines thing they had talked about that never happened.... Where you couldn't capture ports in a region that was NOT adjacent to a region you controlled. But then they went with this all Neutral and capturable thing and we have what we have.

   How exactly do you improve protection of Traders? You say you want it but offer no idea for it

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On 11/29/2017 at 9:20 PM, C0R0NERcz said:

If you do not safe new players before the attack of the bandits, remaine in this game only clans. (you know which ...)

Please increase area the protection zones for low-level players.
Place the protection zones around all national ports.

You need to Improve protection of Traders.
Do not allow capturing a port to be in the deep area of another nation. Gangers spoil the game to all newcomers and merchants. This game has the potential that PVP players have not yet found. 

Unless these conditions are met, it is completely useless to work on trade or craft mechanisms.

 

This is the thing that makes this game exciting and fun mate. 

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On 30/11/2017 at 10:10 AM, Tac said:

Protective zones are so ridiculously big I’m amazed any traders get caught anymore except through sheer bad luck.

if you do not know how trading really works, better not talking about it.

Actually lucrative trade routes imply long travels outside safe zones with huge 3 ships fleets. This is why traders get caught: real trade hunters (not wannabe PVP easy mark farmers) know the routes and then set sail in the right places, so they get traders. But skilled traders barely go straight on these routes. Cat and mouse is a part of the game.

If you take out or shrink safe zones around starting zones, all the self proclaimed "trade chasers" simply will sit outside capital cities waiting for the inevitable noob in Tbrig to farm their PVP marks.

Moreover, safe zones around starting ports allow (for "easy" factions like Spain and GB) to keep safe their economy from other factions, that cannot "blockade" the starting area. 

Edited by victor
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It is well known that near and distant blockading of ports are an integral part of Naval warfare, it was true long before the Napoleonic wars, the convoy system (which some consider to have been a 20th century solution) was already in use by the Napoleonic era. Commerce raiding was one of the many responsibilities of 4th and 5th rate ships and was practiced by navy's and pirates alike, to the extent that would have made Captain Hans Langsdorf of the Graf Spee smile in anticipation. :) Both junior Lt's and Midshipmen gained their early command skills sailing prizes back to port sometimes even gaining combat experience along the way, often they lost but the experience was put to good use post POW exchange.

So why then this insistence on saving people from the natural hazards of naval warfare? Naval officers were not born, they were made, they were the sum of their training  and experience. Part of the challenge in this game is learning, how to sail, how to fight the ship, how to navigate from 'A' to 'B' , someone has to learn how to build ships, someone has to learn to trade and make a profit, some people enjoy doing so, defying the risks of nature and war. If we want protection for new players, that is fine, but don't make it a mechanics issue, go out and do what naval captain's were charged to do, protect trade, protect national waters, and by all means project national power on high seas for these are the functions of every navy, in every era, and for a Naval warfare MMO those functions matter, they are the basis of content in game.  

Admin says the ships are the content, he is partly right, it's not so much the ships, but what we as 'naval captains' do with them that is the content, the ships are tools that are used to create the 'fun', and losing a ship is part of that. Some one has to build them, some one has to supply the builders, and some one has to protect them, it is three sides of a triangle, lose one side of the triangle and there is no game.

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3 hours ago, victor said:

if you do not know how trading really works, better not talking about it.

Actually lucrative trade routes imply long travels outside safe zones with huge 3 ships fleets. This is why traders get caught: real trade hunters (not wannabe PVP easy mark farmers) know the routes and then set sail in the right places, so they get traders. But skilled traders barely go straight on these routes. Cat and mouse is a part of the game.

If you take out or shrink safe zones around starting zones, all the self proclaimed "trade chasers" simply will sit outside capital cities waiting for the inevitable noob in Tbrig to farm their PVP marks.

Moreover, safe zones around starting ports allow (for "easy" factions like Spain and GB) to keep safe their economy from other factions, that cannot "blockade" the starting area. 

Fair enough I won’t post in trading threads if you promise not to post in PvP threads.

I’m just a PvP noob farmer , so I guess you must just be a farmer.

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Trade wars was 90% of naval warfare in the age of sail.

Trade wars was 90% of naval warfare in the ww2.

Convoy system was used in the age of sail.

Convoy system was used in ww2.

This is a multiplayer game and very important to multiplay outside the Reinforcement Zones.

 

 

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21 minutes ago, Tac said:

Fair enough I won’t post in trading threads if you promise not to post in PvP threads.

I’m just a PvP noob farmer , so I guess you must just be a farmer.

Wrong once more.

Who told you that - even if I do serious trade - i do not do OS PVP?

 

 

 

Edited by victor
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On 11/29/2017 at 6:51 PM, Bart Smith said:

To refresh ya`ll memory:

Three new nations are experiment to test mechanics with no safe zones and no reinforcements. Hope we prooved that could work for ALL nations. Personally i would gladly see this in game before official release date.

Not sure about that. Plenty of very vocal "git gud" players did leave those nations again to, and I quote, "build SOL without leaving the safe zone"

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