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Iroquois Confederacy

Odd Crutches that Reduce OW Traffic

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Just wanted to put up a couple of odd things that reduce the traffic on the open world, particularly in getting people out of safe zones.

Take fishing for example.  There should be 0 fish caught within a safe zone.  Before safe zones were a thing, and there was just the Capital Protection Area, you could not catch fish inside the Capital Protection Area.  However, now we have safe zones, and unlimited, safe, docile fishing that nets people resources and sealed bottles with 0 risk.

Nothing should be caught in a protection zone.

Further, take missions as another example.  As near as I can tell, missions generally spawn closer in for lower ranks, and further out for higher ranks.  However, missions have a range of distances they can spawn at, and people can simply cancel the mission order and take a new one, indefinitely.  Why are missions able to be cancelled?  Do you go to the Admiralty and say, "No, no thank you, I do not like that one.  Please give me another.  No, I don't like that one either.  No, not that one either..."  You would lose your commission!  For ease of life, one mission cancellation every 8 hours, or 3 a day.

Those who want to run missions can either fight ones that do occasionally spawn outside of safe zones with some risk, OR they can sail to less frequented parts of the map and hunt OW AI or take missions there.

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And another thought!  Reduce or remove chances for exceptional ship builders in protected areas.  Those shipbuilders, the dozens of ships they put out a day, must all be exhausted!

Encourage people to craft ships outside of protection zones, where the craftsmen are relaxed and rested.

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yea, im not sailing an hour for a mission again. it was dumb then, it is dumb now. just reduce the massive size of the safe zones. 

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Missions above a certain level should absolutely not spawn inside the safe zone.  I was out hunting by belize the other day and saw 2 bucs sail, join a mission and have it close instantly.  If you're a high enough level to crew a buc you should not be able to hide in the zones.

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1 hour ago, Iroquois Confederacy said:

Just wanted to put up a couple of odd things that reduce the traffic on the open world, particularly in getting people out of safe zones.

Take fishing for example.  There should be 0 fish caught within a safe zone.  Before safe zones were a thing, and there was just the Capital Protection Area, you could not catch fish inside the Capital Protection Area.  However, now we have safe zones, and unlimited, safe, docile fishing that nets people resources and sealed bottles with 0 risk.

Nothing should be caught in a protection zone.

Further, take missions as another example.  As near as I can tell, missions generally spawn closer in for lower ranks, and further out for higher ranks.  However, missions have a range of distances they can spawn at, and people can simply cancel the mission order and take a new one, indefinitely.  Why are missions able to be cancelled?  Do you go to the Admiralty and say, "No, no thank you, I do not like that one.  Please give me another.  No, I don't like that one either.  No, not that one either..."  You would lose your commission!  For ease of life, one mission cancellation every 8 hours, or 3 a day.

Those who want to run missions can either fight ones that do occasionally spawn outside of safe zones with some risk, OR they can sail to less frequented parts of the map and hunt OW AI or take missions there.

Nice. Lets force people to PvP, cause % of gankers want their content. People will leave safezones if there will be something valuable outside. In RvR for example we got special resources like Cartahena Tar so there was a lot of PvP in this area. Your problem is not in safezones, it stays in lack of content. People have no clue why they should leave safezone, so they dont do it.  I will surprise you, but not everyone who is doing missions enjoy them. Current content stays on grinding. You must grind ship knowledge, books and gold if you are not a fan of trading. And now somebody will call me a carebear, but seriously, if im going to do missions, i dont do it cause its funny, I do it cause i have to if i want to have ships ready for RvR and PvP, so i dont want to see ganking group inside which will make it even less funny. It really sucks, but it is how game looks like these days.

Edited by Mikocen

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@admin wanted safe zones to be an area for new players and for players to fallback, rebuild, recover. That was the entire concept of the safe zones. Question:

Why the vast majority of players spend their time in the safe zone? Is it working as intended? How much % of players leave the zone?

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7 minutes ago, Banished Privateer said:

@admin wanted safe zones to be an area for new players and for players to fallback, rebuild, recover. That was the entire concept of the safe zones. Question:

Why the vast majority of players spend their time in the safe zone? Is it working as intended? How much % of players leave the zone?

I almost never leave the safe zone, but that's not so much by choice as it is that there's no reason. I don't seek to remain in it, it's just everything I need for crafting and grinding happens to be inside of it, and there's no incentive to leave unless I'm claiming a shipwreck.

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Does anyone actually fish?  I thought all provisions were purchased via eurotrader? Other than that, I can definitely get behind moving higher risk, higher reward content outside the safe zones.  And would support extremely high tax rates or restrictions on production buildings (only level 1 buildings, one building per port) inside safe zone ports.

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Couldn't agree more. Missions canceling needs to go and only low rank missions up to Captain (350 crew) should spawn inside safe zones.

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Sailed for about 90 minutes in my Indiaman this morning. Just as I entered the KPR safe zone, a pirate cruised by. I am sure he saw me and thought, "*#%(*@ carebears never leave the zone!"

My guess is that our perceptions are skewed. There is naturally more traffic around the hubs, but that doesn't mean everyone stays there.

That said, I'd love to see a smaller zone, and higher rank missions should not spawn in them.

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How about turning missions into a Career (for national captains) or adding an optional career...

The Career is more of a storyline, with missions leading from one to the next, with a greater reward once the last in the chain is completed.

Example:

5th rate storyline.. could be by ship even, or by rate

Starts out with you escorting a trade ship within safezone from capital to 2 ports over

You pick up the next mission from there to deliver a dispatch outside safezone

once at that destination the storyline continues with perhaps an offensive mission, leading you further away from captial (now you are already out of the safe zone and hopefull away from the sharks circling it)

and so on, culminating in perhaps a pvp kill, or a mission to an enemy safezone to drop a spy along the coast...  eventually returning to the capital to get your reward, or perhaps your official 'rank' - perhaps tie rank advancement to these stories as well...

And tune the mission difficulty to the ship (if the storyline is ship based - dunno how else you could do it for 5th rates too large a range of capability within the rate)

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I frankly do not care for the safe zones. I understand their concept and reasoning but to me it does not help the new player or even the veteran improve as a player and it also hurts the growth of content on the server as well, not just the content for the PvP players but the content for the individuals that are being cradled within the safe zones. 

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2 hours ago, Davos Seasworth said:

I frankly do not care for the safe zones. I understand their concept and reasoning but to me it does not help the new player or even the veteran improve as a player and it also hurts the growth of content on the server as well, not just the content for the PvP players but the content for the individuals that are being cradled within the safe zones. 

Before the reinforcement zones the capital camping to try to drive other nations out of the game was ridiculous.  Don't want to go back to that. 

 

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1 minute ago, Barbancourt (rownd) said:

Before the reinforcement zones the capital camping to try to drive other nations out of the game was ridiculous.  Don't want to go back to that. 

Yeah been through that too but fixed it by going to a different region. The capital being a safe region sure. Not a whole coast line or island and not as big as they are now.

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29 minutes ago, Davos Seasworth said:

Yeah been through that too but fixed it by going to a different region. The capital being a safe region sure. Not a whole coast line or island and not as big as they are now.

Going to different regions breaks up your nation's community, and people stop logging in. 

 

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I might have a bit of a unique perspective on this. I played a ton of NA from a very early date....a lot earlier than most of you....been through multiple wipes and seen an awful lot of changes in this game. However, I took a long break after the 10.0 patch or big wipe as many of you call it...even though that was probably like my third wipe if memory serves me correctly? I really disliked many of the changes and direction the game took in that patch and it was time to step away. Very recently I have returned obviously.

However, while I might be max rank and max crafting rank and had an awful lot of pvp under my belt everything else was starting essentially from zero. Even now I have 1 ship fully unlocked and my next closest is 2 out of 5 unlocked. I am not in possession of any of the rare books....nor any rare mods really. I'm pretty poor and while I managed to make some money it is quickly consumed by materials or new ships to sail. Things even as simple as cannons and repair kits still have a financial impact on me. Prior to the wipe I was very rich, had all of the upgrades I ever wanted, and more ships then I knew what to with. I think some of you have forgotten what it is like to not have all of the things you have in game right now. It's natural....I know I was guilty of the same thing many months ago as well.

Right now the system is 100 times worse then what it used to be though in many ways. Back then the majority of upgrades were craftable or at least relatively easy to trade for. I would venture to guess that the inflation currently is much worse than it was prior to the patch. Back then it was not a big deal to buy a 3+5 gold ship and craft some upgrades and go on your way. You didn't even need to worry about grinding out ship unlock xp. You literally could purchase a ship load up with the mostly the same upgrades anyone else might have and go sail forth. Now, we have expensive cannons....expensive repair kits....expensive upgrades....expensive books.....oh and we need to mindlessly grind out ship  xp. It's a hello kittying massive timesink people.

On top of all of that....you are asking less experienced people who are already at a major disadvantage to go out and engage in pvp with people who posses a massive gear advantage! I can't be the only one who is sitting here looking at this objectively and not realizing this system is ass cancer am I? Gear is more important now than it has ever been in the history of NA....nobody can deny it.....this is a FACT. The absurdity of thinking you are playing on a level playing field is evident. I've fought against plenty of the "experienced" players prior to the wipe and I think they can at least attest to the fact I am not a pvp idiot. Gear makes a difference. We have virtually everything stacked against less experienced pvp players right now....and it shouldn't be this way.

We also should not have the stupid as hell ship experience grind. Like what in the hell is the point of that on a pvp server?! If anything they should have made the actual leveling of your character progression slower but eliminated....or greatly reduced the need to grind ship xp. All it does is make people grind dumb missions when they might be out sailing around instead. Now I know a lot of you will counter with the best way to learn to pvp is to just go pvp. You are 100% correct with that notion, however, they should at least be able to go get real world experience with at least access to the same gear and skills. A long time ago when I was a young Private in the army they did not send me out to conduct missions with a musket until I unlocked an M4 rifle and optics. 

Don't make the mistake of assuming every max rank player has all of the ships unlocked....or millions and millions of gold and rare upgrades sitting in his bank. You want to encourage more people to leave these protected zones and try engaging in PvP? Make the entry to pvp a little easier, give everyone access to the same gear you are using to farm them, and perhaps the loss of their ships and upgrades a little less painful. Right now the only ones who suffer the real sting of a loss financially are the people you want to go out and risk everything. Some of you need to start looking at this from a different perspective and realize part of the underlying cause is because of the changes to the game mechanics.

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RNG on missions should be definitely removed, or they shouldn't be cancellable. Either this, or please release a paid-for phone app that allows you to re-roll missions on your phone :P

Currently everyone takes missions in safe zones and just spends a stupid amount of time re-rolling them.

 

An option to craft unique ships in special areas is interesting, if it was connected with RNG. This way in safe zone you could craft an orange eg. 1/100, outside of safe zone 1/50, and eg. in some special 6 ports 1/30. This would promote traffic in those 6 special ports, creating more PvP opportunities. Those could be even current freeports to avoid one side getting advantage in RvR by capturing all such ports.

Edited by vazco

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Another improvement is to not to allow to craft upgrades in the port of their origin, and require people to transport resources to some other port. It could create more traffic eg. around Cartagena.

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