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Information on the open world patrol missions

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Just now, Olorin said:

We will see how it goes for a solo player. I already can predict hunting packs farming players. 

We had PvP zone already and it loos pretty similar. I used to sail alone for the most part in a 5th rate and was looking for 1v1s or 1v2s or joined bigger battles of other groups. If a gank squad came I ran until they lost interest. Its only possible with Frigates of course, if you come with a Bellona they will hunt you down.

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4 minutes ago, Olorin said:

Like I said we will see. The world is big and it will help survive, but... farmers will be there. :D and I do not like to fight alone vs many farmers.

You have the wrong point of view. This PvP-Missions should make averange players get used to lose ships (during compensate their loss in pvp-marks). And in fact "learn to losing ships" is the first step to get a PvPler ... 

I still think they could learn this unbound to areas too ... 

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21 minutes ago, admin said:

You have to change the view on this and on the gear fear. 
Get damage in = mission accomplished. it does not matter if you sink or not, ship is expendable. 

Reduce rewards for ganking in addition and it works 100%.

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1 hour ago, Olorin said:

bonus to reload, bonus to masts, bonus to thickness and armor, turn, penetration vs None. Do I?

Yes you do. A crew space essex can win against a fully pimped endymion for example.

Some time ago when frigates were not that vulnerable to mastkilling I mostly sailed fir fir renos with a gazelle and probably got around 30 kills with it. I lost 10 or so but who cares about a fir fir reno with a bowfighre being lost?

Players play like trash, they shoot on angled hulls or just dont know what to do. 

The bonuses are also not big. 30% mast HP is 2-4 hits more on a mast until it falls right? Is that much? Not realy. Mastthickness doesnt play a big role anymore so ignore that one.

reload bonus of lets say 15%. What is that in seconds? You also normally play on damage and not dps. Thats why you angle and shoot on someone who shoots to early or just ineffective. You shokt when they hello kittyed up a broadside with a rake or other.

Thicknessbis realy expensive. 10 pvp marks is around 3mln atm. Cartagena is expensive aswell and I wouldnt even calculate with it in OW battles.

turn? Realy? Thats almost no bonus. I never used a turnupgrade I think after the sailmechanic update.

Penetration is also nothing.

This battle is a oak crew space Madagascar refit essex vs a teak teak endy with upgrades.

 

Edited by trashiiii
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15 minutes ago, Olorin said:

Like I said we will see. The world is big and it will help survive, but... farmers will be there. :D and I do not like to fight alone vs many farmers.

why not? Only damage counts.

Grab a shopship, give it cannons and repair and go there. Win or die, if you die you still have the damage and you gain personal experience in pvp which is 90% of the deal in pvp. every experienced pvp player dies a LOT.

Edited by trashiiii
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The 20k damage we're supposed to inflict, is that for every ship you sail, no matter the rate?

A 7th rate will have a lot of difficulty to get to 20k? It will be easier for a 5th rate or even a first (if somebody takes one)?

Other than that it seems a simple Yolo-type-event.

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2 minutes ago, Eyesore said:

The 20k damage we're supposed to inflict, is that for every ship you sail, no matter the rate?

A 7th rate will have a lot of difficulty to get to 20k? It will be easier for a 5th rate or even a first (if somebody takes one)?

Other than that it seems a simple Yolo-type-event.

20 k for every ship seems fine for me, because if you want to do it fast, you have to use (=risk) a big ship. If you want to do it with small risk (= small ship) you need more time. So reward per used time is scaling with risk, and thats the way it should be ...

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9 minutes ago, Eyesore said:

The 20k damage we're supposed to inflict, is that for every ship you sail, no matter the rate?

A 7th rate will have a lot of difficulty to get to 20k? It will be easier for a 5th rate or even a first (if somebody takes one)?

Other than that it seems a simple Yolo-type-event.

in a frigate you can probably fulfill it in 3 runs (if you sink every battle). But rewards will be tiered in the future. meaning you can get small reward for 5k damage or larger one for 100k damage if you live long enough

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46 minutes ago, admin said:

...

Certificate of participation will not work in the long run. It will only work for people that are already pvping. The others will just expierence how bad pvp can be and instead of encouraging they will be discouraged.

Edited by z4ys

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While I appreciate new content to test, I feel like this will be a step back to the sterilized open world days when PvP "zones" were the only place to find PvP.

It seems like we are just retesting the same mechanic with a different reward structure.

Instead, why not encourage consensual PvP anywhere on the map by allowing players to designate their Battle Group as a "Navy Patrol" and it marks their general location on the map as they sail (with some noise so you have to search a little bit). Do damage daily in PvP as a Navy Patrol (outside safe zones), implement the same RoE as you've proposed, and you get your rewards, etc.

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13 minutes ago, Wraith said:

While I appreciate new content to test, I feel like this will be a step back to the sterilized open world days when PvP "zones" were the only place to find PvP.

It seems like we are just retesting the same mechanic with a different reward structure.

Instead, why not encourage consensual PvP anywhere on the map by allowing players to designate their Battle Group as a "Navy Patrol" and it marks their general location on the map as they sail (with some noise so you have to search a little bit). Do damage daily in PvP as a Navy Patrol (outside safe zones), implement the same RoE as you've proposed, and you get your rewards, etc.

Now that would be cool.

Having the "patrol" fleet highlighted on the map for others to see. Those worried about ganking just wouldn't use this mechanic. This would be for the folks who want others to sail to them and fight them.

Actually this idea seems similar to one in Albion Online with the "heatmap." As the amount of players rise in a particular area, a red circle follows their position and helps warn players that a large group is there. I think NA really needs this to excel forward. 

Edited by Trashtonic
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You guys really have completely lost the plot, haven't you? It will just come down to whichever side have the biggest ship(s) and the most repair mods. Everything proposed will only ENCOURAGE further ganking.

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5 hours ago, admin said:

Hello captains

Within a week new type of daily mission will appear in game for testing

Rules:

  • Arrive to a designated area
  • Deal as much damage as possible to ships located in that area (both players and npc's count), return to the zone if you sink to finish the goal.
    • all damage counts, crew, sails, structure, planking.
  • Receive PVP marks for completion (by claiming in the mission interface)
  • All other considerations are secondary, running is discouraged, ships expendable.

That really sounds nice!

5 hours ago, admin said:

Motivation to fight

  • To discourage running, escape is impossible from the battles created within the patrol zone. 
  • Exit is only possible if all enemies are sank
  • Running from battles is punishable by death (your ship is destroyed)
  • Battle zone within the combat instance gives plenty of room initially, but shrinks to 500m Radius by 1h-25 mins to completely remove the desire to kite or sail around

I think getting PvP marks as rewards is pretty much enough motivation to stay in the fight!

Why do we need these strict rules?

Imo these rules create a feeling that arena games do. If players want that, they could just as well play NAL.

 

I'd vote for patrol missions without such strict battle rules!

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6 hours ago, admin said:

Motivation to fight

  • To discourage running, escape is impossible from the battles created within the patrol zone. 
  • Exit is only possible if all enemies are sank
  • Running from battles is punishable by death (your ship is destroyed)
  • Battle zone within the combat instance gives plenty of room initially, but shrinks to 500m Radius by 1h-25 mins to completely remove the desire to kite or sail around

PUBG NA.... I like it. So is the some visible circle in battle that you can't cross without losing your ship? Can you make ships that leave the combat area explode instead of only surrendering automatically?

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6 hours ago, z4ys said:

Tbh all the restrictions sound like NAL stuff and are arena like :(

It is opt in. Restrictions force you to fight. So don't show up unless you are willing to.

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6 hours ago, z4ys said:

Tbh all the restrictions sound like NAL stuff and are arena like :(

The "motivation to fight" part I actually like alot... just think about it for a moment. If people bring their 5/5 ships stuffed with expensive mods and 15 knot speed, they will have an advantage yeah... but they better be ready to lose that swagboat for real. With those rules in place people will think twice about bringing their best ships or run away from heavy combat built ships in their dirty fir/fir gankboats like little cucks and more people will consider bringing cheap and disposable ships probably... ganking is still a problem but at least gank victims don't have to commit to a 1:30 hour chase in hopes of escaping and since most gankers are low skill anyways, they will be raped and farmed by the real PvP players without a chance to get away. It sounds like a dream to me...

I don't think this system is too bad actually... yeah it's NAL arena like but I'm starting to think, that this can't be helped to stop the time waste of chasing cowards in thier firboats and actually have battles with heavy ships that aren't only about kiting.

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1 hour ago, Navalus Magnus said:

Why do we need these strict rules?

It promotes bringing cheap and actual combat ships ( not fir/fir garbage ) and thereby lowers the fear of losing the ship while also evening out the playing field since more people will be sailing cheap ships with disposable mods. I think it is pretty good... what is wrong with it? If you plan on running don't go there in the first place...

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6 hours ago, Hethwill said:

I dislike fixed areas. OW hunting for the targets was my hope for this system.

Ah well, guess for a quick test of the feature the system is good enough.

 

 

I agree, but as long as the zones are fixed areas I can live with the circle of doom.. I would've prefered the reinforcement zones removed and the missions to spawn in the cap zone instead tho.. just to re-enable econ warfare against a nation again..

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1 hour ago, NethrosDefectus said:

You guys really have completely lost the plot, haven't you? It will just come down to whichever side have the biggest ship(s) and the most repair mods. Everything proposed will only ENCOURAGE further ganking.

Like the ganking of groups of 10 fir/fir ships that go for 1 and then run away from equal fight or 5/5 fully pimped gold ships farming carebears with shop ships that we currently see in game? "Biggest ships and most repair mods" sounds more like this would ideally lead to some epic fleet battles? You can not eliminate ganking from a OW MMO game unless you make it so there can only be 1 vs 1 battles in ships of the same BR and this system sounds more fun than the endless chases and fir/fir boat shitter gank squads we have in game at the moment. It is a opportunity to have big fights in ships built for combat with ( hopefully ) good rewards on top in the future. Hardly any more gank encouraging than what we currently have in game...

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6 hours ago, Trino said:

But i fear for all the other OW-PVP if there will be massacre zones ... 

4ea.jpg

All the other OW-PvP? Sounds like a parallel universe where NA has 2k players online around the clock that aren't almost all little sissies that try their hardest to avoid equal fights.

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7 hours ago, admin said:

Hello captains

Within a week new type of daily mission will appear in game for testing

Rules:

  • Arrive to a designated area
  • Deal as much damage as possible to ships located in that area (both players and npc's count), return to the zone if you sink to finish the goal.
    • all damage counts, crew, sails, structure, planking.
  • Receive PVP marks for completion (by claiming in the mission interface)
  • All other considerations are secondary, running is discouraged, ships expendable.

Motivation to fight

  • To discourage running, escape is impossible from the battles created within the patrol zone. 
  • Exit is only possible if all enemies are sank
  • Running from battles is punishable by death (your ship is destroyed)
  • Battle zone within the combat instance gives plenty of room initially, but shrinks to 500m Radius by 1h-25 mins to completely remove the desire to kite or sail around

Rewards

Initial mission rewards are set as follows - for testing!: Deal 20000 damage, receive 10 PvP marks
(for reference purpose if you de-sail and destroy a trader's brig you will get 6000 damage)

  • Once the basic mission is tested we will we will add tiered rewards which will allow you to receive more rewards if you survive longer and stay in the zone longer.
  • We will also add more things to admiralty stores to spend the pvp marks on (including more ship notes, books and upgrades).

Locations

Admiralty will provide a new patrol area every 24 hours from the following list.

  • Nassau patrol: area between nassau and shroud cay - nearest freetown Shroud cay
  • Hispaniola patrol: area in the hispaniola channel - nearest freetown La tortue
  • Tumbado Patrol: area between cuba and tumbado - nearest freetown Tumbado
  • Antilles Patrol - area between aves and antilles islands chain - nearest freetown Aves

With the exception of nassau - other initial locations are in the open water. But we will consider adding more zones or changing locations to areas with more islands if needed. 

When you first mentioned missions, I understood any 2 players can take a mission at any time, and game would direct them at each other. If more will take it, more would be directed to the same area.

 

What you're describing sounds more like an old PvP event, which you take from a mission menu. My fear is that it will work only on prime time, and everyone who can't attend then will be excluded.

It's best if such things are player-triggered. If there are 2 or more people willing to do this, just let them - and just tell them whether someone will join on the other side, so that they don't loose time for nothing.

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Its like paying people to stick their head on a block for other people who are being paid to cut the heads off. If you need to pay people to pvp then is that not papering over the cracks that pvping for many people is simply not that much fun.

People should want to pvp for the thrill of it and for the excitement, however that excitement comes with a chance of winning, and I think  that for many people is lacking. The game is skewed for skilled players to rock up to a nation capital and kill and entire group of people.  You had the pvp zones for the so called big pvp players, what happened? They avoided it because you only found skilled or organised groups there and that's to much like hard work.

I don't know what the answer is but simply bribing people to go out and loose ships is not the answer in my opinion.  Perhaps trading and trade routes should be much more important . Owning ports should be important and trade routes between them could be shown on the map and other players could disrupt trade routes.  There must be ways to make RVR much more meaningful.

How about making rewards much higher for killing skilled players than it is for killing unskilled, so when a player kills a certain number of people they get a flag or a special title on the open world like the Ace tag you could get in fighter ace, killing a person with this flag or title could have a special reward . Also it could be reported in combat news who has earned such a title and there last know location.

 

 

 

Edited by Fletch67
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2 hours ago, Trash unworthy of the Sea said:

It promotes bringing cheap and actual combat ships ( not fir/fir garbage ) and thereby lowers the fear of losing the ship while also evening out the playing field since more people will be sailing cheap ships with disposable mods. I think it is pretty good... what is wrong with it? If you plan on running don't go there in the first place...

Those PvP zones would do as a motivation to bring the ships you‘d like to see, because everyone sailing in such dangerous waters has to expect defeat!

These rules are neither necessary nor do they feel right for an OW game imo!

They are arena like!

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