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Iroquois Confederacy

Map of Reinforcement Zones

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1 minute ago, Hethwill said:

And crafting resources list ?

Some of those are crafting resources.  For example, the United States have in their protected zone Live Oak Logs while the British have Teak and the Spanish have Sabicu and Mahongany.

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On 12/15/2017 at 2:36 AM, Sunleader said:

Guys just a Question.

But is there actually anyone here Defending Reinforcement Zones???

You keep talking to each other how to reduce Reinforcement Zones or how to get People out of them.

 

 

The thing about reinforcement zones is that there are no other mechanics protecting players in their home waters right now at all. Forts are almost irrelevant, towers are completely irrelevant.

Ports stop being ports in the battle instance - sailing to the port imo should be an escape point.

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OK, the list, and the original post, have been updated to include all goods produced by ports in protected zones.  That list, for ease of access, is also here:

British:

Assam Tea
Arabian Coffee
Caguairan Log
Coal
Cheshire Cheese
China Tea
Fir Log
Food Supplies
Hemp
Indian Saltpeter
Iron Ore
Lancashire Iron
Lignum Vitae Log
Mahogany Log
Malabar Teak
Oak Log
Scottish Wool
Stone Block
Suffolk Cheese
Sugar
Sussex Oak
Teak Log
Tobacco
Textile Machinery
Yorkshire Pudding

Danes:

Bavarian Grain
Coal
Danish Beer
Danish Pickled Herring
Danish Salted Pork
Danish Yeasts
Hemp
Jutland Amber
Lignum Vitae Log
Norwegian Fox Fur
Russian Sail Duck
Sugar

Dutch:

Batavian Spices
Coal
Dutch Cacao
Dutch Laudanum
Dutch Peanut Butter
Fir Log
Grietje van Dijk
Gold Coast Ivory
Hemp
Iron Ore
Lignum Vitae Log
Oak Log
Stone Block
Sugar
Sumatran Pepper
Swedish Carpenter
Suriname Indigo

French:

Burgundian Wine
Coal
Cognac
Corsican Mint
Diplome de L'ecole D'artillerie
Fine Fabrics
Fir Log
Food Supplies
French Sail Cloth
Hemp
Iron Ore
Languedoc Violins
Lignum Vitae Log
Live Oak Logs
Madagascar Tallow
Normandy Cider
Oak Log
Parisian Furniture
Provence Oak
Sevres Stained Glass
Silver
Stone Block
Sugar
Versailles Terracotta

Pirates:

Coal
Contraband Goods
Fir Log
French Gold Livres
Hemp
Iron Ore
Lignum Vitae Log
Madagascar Jewels
Oak Log
Spanish Gold Coins
Stolen Goods
Stone Block
Sugar

Spanish:

Almeria Saltpeter
Assam Tea
Caguairan Log
Catalonian Olive Oil
Coal
Extra Labor
Fir Log
Food Supplies
Hemp
Iberian Dried Pork
Iron Ore
Lignum Vitae Log
Madeira Wine
Mahogany Log
Merino Wool
Oak Log
Pino Ocote Log
Sabicu Log
Sevilla Muskets
Spanish Almonds
Spanish Dried Fruits
Spanish Walnut Oil
Stone Block
Saltpeter
Sugar
Sulphur
Sussex Oak

Swedes:

Arctic Fox Pelts
Cape Coast Honey
Coal
Hemp
Kurland Oak
Lignum Vitae Log
Russian Vodka
Sugar
Swedish Iron
Swedish Sail Cloth
Ukrainian Grain

United States:

American Cotton
Arabian Coffee
Assam Tea
Black Ironwood
Carolina Tobacco
Cheshire Cheese
China Tea
Coal
Cocoa
Coffee
Cotton
Cuban Tobacco
Fine Leather
Fir Log
Food Supplies
Hemp
Historical Artifact
Indian Saltpeter
Indigo
Iron Ore
Kentucky Bourbon
Lancashire Iron
Lignum Vitae Log
Live Oak Log
Longleaf Pine Log
Malabar Teak
Oak Log
Oregon Beaver Coats
Scottish Wool
Stone Block
Suffolk Cheese
Sugar
Sussex Oak
Textile Machinery
Tobacco
Vermont Maple Sugar
White Oak Logs
Yorkshire Pudding

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9 minutes ago, Quineloe said:

The thing about reinforcement zones is that there are no other mechanics protecting players in their home waters right now at all. Forts are almost irrelevant, towers are completely irrelevant.

Ports stop being ports in the battle instance - sailing to the port imo should be an escape point.

Players.  Players should have that role.  If people want to run independently, they run the risks.

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17 minutes ago, Iroquois Confederacy said:

Here is a list of all the goods that are safely ensconced within protected zones, list compiled with the help of this recent map, thread for same found here.  Adding the same to the initial post.

British:

Assam Tea
Arabian Coffee
Caguairan Log
Cheshire Cheese
China Tea
Lancashire Iron
Indian Saltpeter
Mahogany Log
Malabar Teak
Scottish Wool
Suffolk Cheese
Sussex Oak
Teak Log
Textile Machinery
Yorkshire Pudding

Danes:

Bavarian Grain
Danish Beer
Danish Pickled Herring
Danish Salted Pork
Danish Yeasts
Jutland Amber
Norwegian Fox Fur
Russian Sail Duck

Dutch:

Batavian Spices
Dutch Cacao
Dutch Laudanum
Dutch Peanut Butter
Grietje van Dijk
Gold Coast Ivory
Sumatran Pepper
Swedish Carpenter
Suriname Indigo

French:

Burgundian Wine
Cognac
Corsican Mint
Diplome de L'ecole D'artillerie
Fine Fabrics
French Sail Cloth
Languedoc Violins
Live Oak Logs
Madagascar Tallow
Normandy Cider
Parisian Furniture
Provence Oak
Sevres Stained Glass
Versailles Terracotta

Pirates:

Contraband Goods
French Gold Livres
Madagascar Jewels
Spanish Gold Coins
Stolen Goods

Spanish:

Almeria Saltpeter
Assam Tea
Caguairan Log
Catalonian Olive Oil
Iberian Dried Pork
Madeira Wine
Mahogany Log
Merino Wool
Pino Ocote Log
Sabicu Log
Sevilla Muskets
Spanish Almonds
Spanish Dried Fruits
Spanish Walnut Oil
Sussex Oak

Swedes:

Arctic Fox Pelts
Cape Coast Honey
Kurland Oak
Russian Vodka
Swedish Iron
Swedish Sail Cloth
Ukrainian Grain

United States:

American Cotton
Arabian Coffee
Assam Tea
Black Ironwood
Carolina Tobacco
Cheshire Cheese
China Tea
Cocoa
Coffee
Cuban Tobacco
Fine Leather
Historical Artifact
Indian Saltpeter
Indigo
Kentucky Bourbon
Lancashire Iron
Live Oak Log
Longleaf Pine Log
Malabar Teak
Oregon Beaver Coats
Scottish Wool
Suffolk Cheese
Sussex Oak
Textile Machinery
Vermont Maple Sugar
White Oak Logs
Yorkshire Pudding

Man .... you really spend too much time on this forum ranting about how horribly easy is playing this game if one chooses to play it the relaxed way.

I begin wondering if you have any spare time to train your superlative PVP skills killing pro-players of your kind in endless head-to-head duels in OS.

So .... basically .... how about just playing your way and let everyone play the way HE likes and not the way YOU think he should?

We have understood your view and also Devs (I guess) have. Are you able to deal with the possiblity that maybe safe zones are working as intended and - consequently - avoid multiplying the SAME concept in ten thousand different posts?

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10 minutes ago, Quineloe said:

yeah well that isn't happening because chasing raceboats is ultra boring gameplay.  So it's more than moot to bring up.

"Hi.  I'm transporting a valuable cargo from Port A to Port B.  I would like to hire an escort."

Boom.  Instant content.

I don't even care about the idea that "We can't chase merchant raiders, so we should remove them from the game."

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4 minutes ago, Iroquois Confederacy said:

"Hi.  I'm transporting a valuable cargo from Port A to Port B.  I would like to hire an escort."

Boom.  Instant content.

I don't even care about the idea that "We can't chase merchant raiders, so we should remove them from the game."

Oh please, that hasn't worked for a decade now, it's not gonna start. Please stop insisting on things to happen when we all know they will *not* happen. A small monetary reward will not make players engage in boring game play.


Besides, good idea to shout that in nation where all the sanctioned spies can see it.

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1 minute ago, Quineloe said:

Oh please, that hasn't worked for a decade now, it's not gonna start. Please stop insisting on things to happen when we all know they will *not* happen. A small monetary reward will not make players engage in boring game play.


Besides, good idea to shout that in nation where all the sanctioned spies can see it.

Get in a better clan? Purge on Global always helped each other transport goods, if needed, while chatting on TS. 

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Just now, Anne Wildcat said:

Get in a better clan? Purge on Global always helped each other transport goods, if needed, while chatting on TS. 

I'm not the one with the problem. The 1700 players we're missing are the ones. Stop making this personal already, we're trying to improve the game.

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2 minutes ago, Quineloe said:

I'm not the one with the problem. The 1700 players we're missing are the ones. Stop making this personal already, we're trying to improve the game.

You're trying to, and effectively doing so, making this game just a series of port battles.

However, in regards to escorts, I often found people escorting each other on Global, because there were many people hunting.  It worked.

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We always provided escorts on PvP1 and Global before the advent of safe zones. Or, you sailed along with a slow dread AI fleet if no one was around.

I don't mind safe zones at all as they're good to reduce seal clubbing, but they should disappear for anyone with a ship or fleet with more than 200 crew.

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5 minutes ago, Wraith said:

We always provided escorts on PvP1 and Global before the advent of safe zones. Or, you sailed along with a slow dread AI fleet if no one was around.

B)

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22 hours ago, Iroquois Confederacy said:

Here is a list of all the goods that are safely ensconced within protected zones, list compiled with the help of this recent map, thread for same found here.  Adding the same to the initial post.

Out of all the goods you posted that are ensconced within the protected zones, how many have you checked that you can make profit from without leaving the safe zone?

For example: Assam Tea you can buy at KPR for 137g but the best sell price within that safe zone is 141g at Carlisle, hurray you think nice easy profit of 4g per unit, till you consider tax which at 10% makes the buy price 150.7g and the sell price 127.8g meaning a loss of 22.9g per unit. To put it into context the closest place to make profit on Assam tea is Mortimer Town where your sell price would be 369g with tax included, and that is a distance of 201k (as the crow flies), but good luck on success on that run.

I did not bother going through the whole list but I can bet you will find very few if any that you can make profit from trading only within the safe zone. So already traders have to leave the safe zone to make profit, at least on trade goods. For crafting goods there may be some profit but I doubt it as if they are within the safe zone crafters will buy it themselves. The only things likely to give profit are crafted goods such as repairs and rum.

All the current size of the safe zones does for traders is gives them a chance to depart port and exit to the danger area at a point of their choice rather than have a hunter be able to spot every ship that exits the port. People who want safe zones removed with regard to trading only want easy trader kills.

With respect to doing missions and AI kills in the safe zones an easier solution would be to stop them getting XP and loot drops after a certain rank within the safe zone.

Edited by Archaos

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So many trade raiders have awesome stories involving escorts and coast guard. Many raiders been caught and dragged in chains to be paraded in Charleston and other places.

( maybe except Pagan Pete.. but i'm not sure )

Guess they, those great players that kept the coastlines safe, are out of a job as well and resorting to the Naval gank careers :)

All good.

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Properly escorting ships does not result in PVP, as the hunters will avoid the fight.

Hunting hunters does not result in PVP, as it's just a game of tag and then bow to stern action until he gets away or runs out of repairs.


The fact that with the hyperspeed hunters have on the OW (30kn? easy with the right wind) they can just zoom through protected areas and you simply cannot react to that in time, and if you tag them once it's invisiblity and the whole thing starts over. You cannot run someone down, you cannot intercept someone from two sides, all of that made it very, very risky to operate close to navy ports in history, but it just doesn't work in NA because OW speed is so fast.

Edited by Quineloe
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21 hours ago, Iroquois Confederacy said:

"Hi.  I'm transporting a valuable cargo from Port A to Port B.  I would like to hire an escort."

Boom.  Instant content.

I don't even care about the idea that "We can't chase merchant raiders, so we should remove them from the game."

This is never going to happen as long as you can make money easier by doing PvE missions. I have suggested previously that maybe fighting should yield much less gold as theoretically fighting costs money, and the main money maker in game should be trade, but for some reason PvP'ers do not seem to like this as it means they would be forced to trade to make money to support their PvP. 

If only trade made money then I am sure people would be willing to escort traders for a fair price. On a good trade run you can make around 1 million profit, but you probably have to sail around 1 hour not counting the return journey, in that time a player doing missions in safe zone could have made at least a million not counting book drops, so why would he escort you.

And for those saying that you used to do it and clans do it, well that is usually just for clan crafting materials not for day to day trading.

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10 minutes ago, Archaos said:

I have suggested previously that maybe fighting should yield much less gold as theoretically fighting costs money, and the main money maker in game should be trade

By all means Captain, this is what I subjectively mean all the time and I am sure many many other players that enjoy the OW age of sail simulation.

One huge difference is that Navies output entire Home Fleets in less than a day :)

 

 

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Why does it bother some  people so much that new players have some protection. Do people get so much of a hard on from killing noobs that they cant stand  them enjoying the game without being able to ruin it for them?  Get a life, if you guys had your way there would not be any new players left , they would be farmed into oblivion. Do you know how many times I have seen experienced pvp players lurking in a nations green zone with another  seal clubber just a short distance away. Do they attack each other? No of course not that would be risky its much easier to team up on the noobs and we can post pictures of our one sided battles on forums. How many times do i hear pvp is dead? Yet in the combat news channel there is not a minuet goes by without a sinking or a boarding so is PVP dead? Or is it just fresh meat to slaughter is getting a little bit harder to find? According to the news channel there is plenty of pvp going on so perhaps your not looking in the right place

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Why does it bother some  people so much that new players have some protection.

Because the vets get it too.

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This deserves another look....  

It's about 2 months later and players/PvP have largely migrated to 2, perhaps 3, areas of the map...

This map is so big and beautiful...  Its a shame that large areas of it have become unnecessary and, therefore, barren.

I understand the want/need for "safe zones" in order to prevent curb-stomping; but perhaps its time for a re-evaluation of resource allocation?

Because currently, you'll only find ships crafted completely risk-free, sailing at the edge of the safe-zones at Mortimer/KPR and maybe Fort Royal...

Shroud is the rare bright spot where you get the full experience of never knowing what you may find...

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