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BrutishVulgarian

Little things you'd like to see

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17 hours ago, CaptainSparckles said:

Slave trading . Slave ships .

Already in game tho.... who do you think works on your hemp plantation level 3? What do you think "labour contracts" represent?

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On 3/8/2018 at 6:47 PM, Coraline Vodka said:

Gotta wiggle really hard manual sails and rudder but will eventually get off

 Not always

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I'd like to see roadmap for the game, expected man-hours required for features and a SMART analysis of each features based on current human resources availablity. 

Specific

Measurable

Achievable

Realistic

Time-bound

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Can we plise get two more outpost slots? Having to re arrange them every other week in a cutter afk sailing doing nothing really gets old. No content for anyone

@admin

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Someone in help chat asked if its possible to adjust mouse sensivity ingame, @admin.

It's actually the first this gets my attention. Personally I never had issues with mouse sensivtiy, but I could imagine there are folks out there who

would like to see this implemented - anything planned on this case?

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Yes please more outposts. And please add 2 more freetowns one on Eastcoast like Sunbury or a bit more south. And one by the Dutch Nation Coqui woud be nice. 

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1 hour ago, Jim Broadreach said:

Yes please more outposts. And please add 2 more freetowns one on Eastcoast like Sunbury or a bit more south. And one by the Dutch Nation Coqui woud be nice. 

Aves and La Mona are within 30 minutes of the Dutch waters, do need one on the upper US coast though (shroud cay is close, but not deep water)

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On 13.3.2018 at 10:40 PM, Liq said:

Can we plise get two more outpost slots?

I think it would make sense to connect the number of outpost slots with our rank. Higher rank = more outposts possible. Because rank is power.

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It would be mega useful: the ability to hire a merchant ship under the control of the bot to transport my cargo from one port to another for a fee.

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On ‎3‎/‎31‎/‎2018 at 1:57 PM, CaptainArtemiy said:

It would be mega useful: the ability to hire a merchant ship under the control of the bot to transport my cargo from one port to another for a fee.

Or, you know, hire one of the number of trader players in the game that actually provide this service already.

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Hey,

I'm a real fan of my mouse. I love to pat him on the head a lot. That's why I like the Combat Missions selection and trying to get a mission in the safe zone near to the port I'm in. It's such fun, I can click for aaaaaaaages petting my mouse so much! Can you make it a bit more random so that players need to click on average 400 times rather than 100 times to get a combat mission in the safe zone. That would be so cool. I know some people don't like it but they need to get the OKIDOKEY 1000 mouse and try it.

Buster (Repo strain finger)

PS hope the game numbers pick up.

 

Edit: Wow.. sorry, I see you have done it already, fantastic, thanks. Just in time for my replacement mouse too!

 

 

Edited by Busterbloodvessel

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I would like to see more players sailing with a fleet of warships.  It would make playing solo a little easier if you could bring along a fleet ship that actually was helpful.  The AI for fleet ships is so bad that it renders the ship completely useless- seems like they always get stuck in irons or fail to shoot properly.  Keep the open world travel the same where you can only travel as fast as the slowest ship and let it remain a perk slot that you have to use.  Back in the day you would see many players with a fleet but not anymore.  Devs, can you turn up the performance of the fleet ship just a little bit?  This would provide just a bit more variety to battles and enemy encounters. Why not?

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Is there any reason why the only possiblity when you don't want an outpost or building anymore, is to destroy it? and at a cost besides?

I suggest that both outposts and buildings could be bought and sold between players, maybe via de trade window. Or through the contracts mechanism. Or both, even paying the corresponding taxes.

 

I started a topic in Suggestions with this. Thanks for any inputs you may have.

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Ability to set rudder to less than full turn, right now if you want small adjustments you have to tap repeatedly which is annoying and you often accidentally set full turn which is frustrating. Being able to adjust rudder like we adjust manual sails would be nice. Just 5% starboard to make a tiny adjustment in a chase without losing too much speed for example.

Edited by Capt Aerobane
Less confusing acronyms

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Ability to help eachother with repairs in battle.

Example: Hold to your next ally who has no repairs, and give him some.

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buff pirate rig refit and elite pirate rig refit. right now, almost nobody uses it due to the major downside. I suggest dividing by at least 2 the malus on main sail and boost slightly more jib sails.

make french rig refit and elite version about sails hp not mast thickness.

Edited by RKY
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On 4/28/2018 at 7:42 AM, RKY said:

remove all trading goods drop from safezones,

Invert lucrative trading runs so that national/trade goods sell for highest margins at free ports and cost the most nearer free ports. Balance this by making modules and materials markets great at free ports (removing the magic wallet for mods) so that traders can make good money taking those back to crafters in national waters.

That will make trader raiding and being a real pirate (and player escorting) great again. 

Edited by Wraith

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Ability to give a ship, which was won in boarding to the enemy player...

so options are : 1. Sink

                             2. Take in fleet

                             3. Return to player XY

This was already suggested by @koltes i think, just repeating it :)

If a ship is taken in boarding, and returned, the winner should receive the award still.

Thanks.

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2 hours ago, Aster said:

Indianman refit, just like the LGV refit.

Considering that the Indiamen were a mix of war- and tradingship and generally superior to frigates in terms of armament, it should probably rather be buffed to increase its combat ability as default. But the refit could be a upgunned and upcrewed version or something along those lines...

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This is a small change, but I think instead of the day taking 20 minutes to complete, it should be increased to 60 minutes for the following reasons:

1.  I personally find the rate at which the stars and sun move takes away slightly from immersion.  The sunsets and sunrises, as well as the night and day cycles look absolutely amazing to me, so spending more time in each day state would be highly desirable and feel more real.

2.  This would give more time within the dark hours to run blockades, ambush ships (if you can spot them!) and even make an escape as the darkest period of night only lasts 2-4 minutes in real time.  This would now last 12 minutes or so, if increased to 60 minutes. 

3. Would make ded reckoning navigation even more important as there would be a longer period without adequate visual landmarks at night, ect. 

I think it would be a small change to make an already great game better!  I am new to this MMO and I am absolutely in love.  Thanks for all the hard work!

 

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