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Patch 19: Mega Patch with new patrol missions, new hostility, victory marks for small clans, and other changes.

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1 hour ago, Wraith said:

Seems like it should just be advanced 24 hours to tomorrow. That would be the fair result for the hostility grinders, etc.

The attackers lost the port battle any way so it's not like it's a big deal

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i hate the new circle...   and no hate isn't a strong word in this case...  It would be better if it were more subtle...

Ok maybe its not new, but even when clicking on a friendly it hurts my eyes...

Edited by SKurj

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49 minutes ago, Wraith said:

Which is exactly why they should get a do-over without having to regrind hostility, etc.  No one lost any ships, the battle didn't happen yet.

They lost the battle why should they get another chance?

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2 hours ago, admin said:

12am was 6 hours ago - it was probably early morning in spain.. 
we just are reverting it by 6 hours back.. you will be able to play more tonight if you want

To be more precise you could use the 24 hours clock 12:00 (midday-noon) 

12 AM in the US or Great Britain usually means midnight.

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3 hours ago, victor said:

Reverting the game to a certain point could be possible if the system keeps all the data in memory. And I have some doubts about it. We'll see.

I would presume the DB backend is backed up daily, if not more frequently. It is not hard to restore the old content of the data tables. It also means they can pick an choose which data to restore (i.e. ships and materials only)

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Well... One thing I can NOT see in notes is that when you attack a NPC, even if in your own reinforcement zone", the battle now stays open for LOOOOOONG time. Giving enemy player a chance to jump you HEAVILY!.  I just lost one Heavy Rat in one battle, to an Endeminyon who joined my battle against a NPC traders brig about 2 min after fight began.

 

After that I went to see in my Bucc, engaging an NPC Mercury... After 3 min, suddenly a 6 ship player fleer, w 2 Buccs, a Wasa and 3 other I did not have time to see.

 

Sank in both fights.

 

Show me where in the patch notes THIS new tweek is shown, or reinburse me the ships, please.  ...  And also fix the bug..

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8 minutes ago, CdrNexoe said:

Well... One thing I can NOT see in notes is that when you attack a NPC, even if in your own reinforcement zone", the battle now stays open for LOOOOOONG time. Giving enemy player a chance to jump you HEAVILY!.  I just lost one Heavy Rat in one battle, to an Endeminyon who joined my battle against a NPC traders brig about 2 min after fight began.

 

After that I went to see in my Bucc, engaging an NPC Mercury... After 3 min, suddenly a 6 ship player fleer, w 2 Buccs, a Wasa and 3 other I did not have time to see.

 

Sank in both fights.

 

Show me where in the patch notes THIS new tweek is shown, or reinburse me the ships, please.  ...  And also fix the bug..

Timer always went to 1:27:45 before battle closed. That is 3 minutes. So what do you mean? 

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13 minutes ago, Trashed Privateer said:

Still dropping to 3 knots:

image.png.57f3e5c59ec28b922367c9fdc5d9efe9.png

Confirmed. Not implemented.

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12 minutes ago, Flinch said:

Timer always went to 1:27:45 before battle closed. That is 3 minutes. So what do you mean? 

Forgot to say that in both fights 5 minutes later AGAIN own nation joined with 6 plus ships.. in the STILL open fights...

In both cases too late for me..

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3 minutes ago, CdrNexoe said:

Forgot to say that in both fights 5 minutes later AGAIN own nation joined with 6 plus ships.. in the STILL open fights...

In both cases too late for me..

friendly Players can join as long as the fight is ongoing in capital zone (and has been that way for a long time)

 

Edited by SKurj

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On 3/7/2018 at 3:40 PM, admin said:
  • There are 25 ports on the map with the hidden feature that no-one yet found - which can make EVEN MORE.

:lol:

How hidden is this feature? and does it feel like a bug?/ has it been f11ed before? 

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On 3/7/2018 at 8:27 AM, admin said:
  • PVP Upgrade Drop. Player ships will now drop one of the installed upgrades into its hold if boarded or killed. 

Any one tested this yet?   

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On 3/7/2018 at 7:27 AM, admin said:

 

  • Player names and ship names removed from ENEMY players in the open world identification. You will only know that it is a player and an approximate rank of the vessel/vessels. You will only be able to find out the name of the captain once you engage. Names of your nation's captains are not affected.

Don't like this at all. There is a social aspect to the game even with enemy players. I'm ok with requiring the glass or needing to close to a certain range, but we shouldn't have to tag to see who it is.  I'm not crazy about the generic rating info instead of the actual ship info either as this will impact new players more than the salty dogs.

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Just now, JT Scott said:

Don't like this at all. There is a social aspect to the game even with enemy players. I'm ok with requiring the glass or needing to close to a certain range, but we shouldn't have to tag to see who it is.  I'm not crazy about the generic rating info instead of the actual ship info either as this will impact new players more than the salty dogs.

Return the hail ship feature! Also flares :D

Edited by Slim Jimmerson

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1 hour ago, Abram Svensson said:

Boarded a Bellona in PVP and got a Navy Structure Refit in the hold.

So you got to keep the ship with all mods on aswell as one random module? Seems exploitable.. modules should only drop for kills

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5 minutes ago, Trashicity said:

So you got to keep the ship with all mods on aswell as one random module? Seems exploitable.. modules should only drop for kills

except the bellona doesnt have it anymore then it would be fine

it kinda makes permaupgrades not perma anymore though

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2 minutes ago, Trashicity said:

So you got to keep the ship with all mods on aswell as one random module? Seems exploitable.. modules should only drop for kills

The navy sructure i got was on the ship equipped before. the used slot was free after i got it. so i can choose now if i equip it again or not.

  • Like 5

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