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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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On 7-3-2018 at 3:27 PM, admin said:

Captains
Mega patch with multiple changes will be deployed tomorrow 8th March!

Hostility missions improvements.

  • NPC defence fleets in hostility missions now adapt to an attacker force. Responding with similar vessels both in rating and in numbers.
    • If one player will come to generate hostility on the enemy force he will encounter 1 defender.
    • If 10 players come to generate hostility they will encounter 10 npc defender ships.
  • The problem of the inability for the port owner to provide an adequate defence force is solved by limitation of player ships in the hostility mission. Both defender and attacker can only bring 10 vessels into the hostility mission.
  • Hostility missions now spawn 30% closer to the port 

 

battle report: feedback on hostility raising. (for SMALL CLANS)

we did a test with a small group (3-5 players) at prime  time to raise hostility (for small clans) (with snow 6 rates)

from 21.00 to 24.00 and we came up at 70 % 

hostility for small clans to do battle it has a 2.5% raise per  sunken ship.

that is 40 ships sunk divided by 3 captains is 13 battles ,what is actually to much time consuming,  and if you need to repair it, it takes a lot of back and forth sailing to a harbor(13x), if no repairs on board ,what also means if you need to repair at sea it takes 13 times a  x amount of hull repairs to do so (what is almost impossible with small ships)

we encountered pirates in the hostility mission (a failed mission)

and very strong opposition from some Ai  and 1 mission aborted mission.(to strong opposition  [we failed there])

also the enemy did not intervene although they noticed the hostility (what is just a flip of the coin).

it was to much time consuming to make it all happen ,( to raise at 100 %) 

 

just a observation: for small clans vs big clans it is  a unbelievable big task to raise hostility in comparison  .,its practically a  almost impossible mission

the hostility raising in our opinion needs some kind of revamp on the number of gaining hostility vs group size

13 to 15 battles is almost a to big task for small clans. and still it is not a option to capture ports for small clans 

also class limitations is needed ,when you go in battle with a group of 6 rates, and after that a pirate bellona jumps in the battle, the whole group is in immediate danger by  the spawning ai , and the battle needs evacuation by the 6 rates or the battle group will sink.. and practically the hostility mission after thats incident  is over.(for further hostility raising)

 

out of order :a possible solution could be , 

al least:  4 same clan members in a hostility mission group gives a multiplier 2x in this scenario. (total missions reduced by half , where a completed raise hostility  is 6 missions total)

also the spawning distance can be reduced a bit  , line sailing does need more time now to group up .

 

greetings. 

 

 

Edited by Thonys

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@admin@Ink

The pvp patrol mission is flawed. I was able for testing purpose to sail outside the circle and kill myself (without giving my enemies the oppertunity to dmg me before) I sunk after the timer run out. No reward for my enemies + I wasted their time (10 min). Would have been able to waste much more of their time without giving them the chance to dmg me.

If you wanna keep/stick with the border make it a border you cant sail through.

Edited by z4ys
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I really like the open battles, so you can go solo and join a nice fight somewhere.

Its just a bit sad that 5th rates are pretty useless when fighting bigger ships, feels like you cant do anything really.

 

Also I think it would be better if the circle does constant damage when you are outside (each 5 seconds 2,5% of armor and structure for example) and not that 100 to 0 timer.

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19 hours ago, Ink said:

The battle should be open for both side till the end

for sake of curiosity .... why?

Did anyone ever asked for something like that?

Edited by victor

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23 minutes ago, Jon Snow lets go said:

I really like the open battles, so you can go solo and join a nice fight somewhere.

Its just a bit sad that 5th rates are pretty useless when fighting bigger ships, feels like you cant do anything really.

 

 

It would be better if mission is also tied to a ship rate.

..go on a patrol with a 5th rate ship and deal 20k dmg ... or something like that. Otherwise it just lead to ship missmatch.

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40 minutes ago, z4ys said:

@admin@Ink

The pvp patrol mission is flawed. I was able for testing purpose to sail outside the circle and kill myself (without giving my enemies the oppertunity to dmg me before) I sunk after the timer run out. No reward for my enemies + I wasted their time (10 min). Would have been able to waste much more of their time without giving them the chance to dmg me.

If you wanna keep/stick with the border make it a border you cant sail through.

I like to add here:

Because the mission stays open for so long I can play on kiting  at least the first 20min in the hope someone joines my side. The long join timer /open forever just promotes cautious gameplay because help might come. If I know the battle is closed I might play like hello kitty it and do dmg like intended but as long there is hope aka late joiners i wont do that. Especially when i am outnumbered and get killed in a few min. I cant deal enough dmg in that short time to make the fight worth it.

Edited by z4ys

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3 hours ago, CaptainSparckles said:

Lol , why . The Enemy can join 24/24h .

image.jpeg.e9895fc8cfccf87a0078930944845b08.jpeg

I asked them why they decided to let AI battles in safe zones open forever when nobody asked for this change.

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3 hours ago, victor said:

for sake of curiosity .... why?

Did anyone ever asked for something like that?

In a safe zone by the capital surely the defenders will get more numbers than the attackers? I can.t see a problem with that it's a safe zone.

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4 hours ago, victor said:

for sake of curiosity .... why?

Did anyone ever asked for something like that?

I didn't ask for it but have wanted it for a long time.  This measure is designed to counter the gank teams that prey on low level players (or out-matched players , same thing) within reinforcement zones.   Now, if people like that attack players (or more likely crash a AI battle a low level player has already started) then nation players can come to the rescue.  What is unrealistic about that?  The unrealistic part was putting a limit on the ability to join.

Gankers will have to work a little bit harder to 'harvest' PVP points, hell, they might even have to fight players at their own level, wouldn't that be a fine thing.

 

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9 hours ago, Thonys said:

battle report: feedback on hostility raising.

we did a test with a small group (3-5 players) at prime  time to raise hostility (for small clans) (with snow 6 rates)

from 21.00 to 24.00 and we came up at 70 % 

hostility for small clans to do battle it has a 2.5% raise per  sunken ship.

that is 40 ships sunk divided by 3 captains is 13 battles ,what is actually to much time consuming,  and if you need to repair it, it takes a lot of back and forth sailing to a harbor(13x), if no repairs on board ,what also means if you need to repair at sea it takes 13 times a  x amount of hull repairs to do so (what is almost impossible with small ships)

we encountered pirates in the hostility mission (a failed mission)

and very strong opposition from some Ai  and 1 mission aborted mission.(to strong opposition  [we failed there])

also the enemy did not intervene although they noticed the hostility (what is just a flip of the coin).

it was to much time consuming to make it all happen ,( to raise at 100 %) 

 

just a observation: for small clans vs big clans it is  a unbelievable big task to raise hostility in comparison  .,its practically a  almost impossible mission

the hostility raising in our opinion needs some kind of revamp on the number of gaining hostility vs group size

13 to 15 battles is almost a to big task for small clans. and still it is not a option to capture ports for small clans 

also class limitations is needed ,when you go in battle with a group of 6 rates, and after that a pirate bellona jumps in the battle, the whole group is in immediate danger by  the spawning ai , and the battle needs evacuation by the 6 rates or the battle group will sink.. and practically the hostility mission after thats incident  is over.(for further hostility raising)

 

out of order :a possible solution could be , 

al least:  4 same clan members in a hostility mission group gives a multiplier 2x in this scenario. (total missions reduced by half , where a completed raise hostility  is 6 missions total)

or: 6 rate battle group do 5 %  raise per sunken ship,/  5 rate do 4 % per sunken ship / 4 rate s do 3 % per sunken ship/   3 rate and up does do 2.5% per sunken ship.

 

greetings. 

 

 

The IA in hostility missions will bring almost same ships as you. So you will need less time flipping a port if you bring big ships because a npc santisima sank means a lot more % of hostility than a snow.

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24/7 open battles at carezone area are not good. 

  1.  its just one circle so you send 1 player in and the other can almost spawn ontop of the victim and kill him in no time - how will the victium get reinforced in time?
  2. if you take a small ship and join a battle nobody will care because the BR is almost even.
  3. The carezones are so huge that some areas are not really protected but because chances for AI ships is higher there people fool themselves and make them an easy target.

 

Edited by z4ys
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11 minutes ago, z4ys said:

24/7 open battles at carezone area are not good. 

  1.  its just one circle so you send 1 player in and the other can almost spawn ontop of the victim and kill him in no time - how will the victium get reinforced in time?
  2. if you take a small ship and join a battle nobody will care because the BR is almost even.
  3. The carezones are so huge that some areas are not really protected but because chances for AI ships is higher there people fool themselves and make them an easy target.

 

Attacking in safe zone = risk. If you want safety, remain in line and stand still or attack NPC only in capital area or just do missions in reinforcement.

Fools always will die no matter what. Now it's because they attacked some NPCs, later it will be because they accidently left the safe zone, later it will be because they target enemy players and get killed. 

With the reinforcement system, you can call at least for help in nation chat instead of battle closed after 3 minutes. At Mortimer and KPR players would join these battles every 5-10 minutes making them more interesting.

Edited by Trashed Privateer

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21 minutes ago, Trashed Privateer said:

Attacking in safe zone = risk. If you want safety, remain in line and stand still or attack NPC only in capital area or just do missions in reinforcement.

Fools always will die no matter what. Now it's because they attacked some NPCs, later it will be because they accidently left the safe zone, later it will be because they target enemy players and get killed. 

With the reinforcement system, you can call at least for help in nation chat instead of battle closed after 3 minutes. At Mortimer and KPR players would join these battles every 5-10 minutes making them more interesting.

I think that now people will hunt NPC fleets outside safe zones, since battles close faster.

Edited by victor
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@admin Patrol Missions are really fun and a good idea but 2 things:

1. Joining the winning side / ganks should be discouraged more. Give the lower BR side reward and damage for mission multiplier, please.

2. Shallow patrol mission should be only 10k damage since 6-7th rates have alot lower broadside weight and hp.

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3 hours ago, Kubrat said:

I didn't ask for it but have wanted it for a long time.  This measure is designed to counter the gank teams that prey on low level players (or out-matched players , same thing) within reinforcement zones.   Now, if people like that attack players (or more likely crash a AI battle a low level player has already started) then nation players can come to the rescue.  What is unrealistic about that?  The unrealistic part was putting a limit on the ability to join.

Gankers will have to work a little bit harder to 'harvest' PVP points, hell, they might even have to fight players at their own level, wouldn't that be a fine thing.

 

The problem is that the gankers who prey on players in the safe zone will just bring larger numbers, so what starts out as a lone player attacking an AI suddenly becomes a 25 vs 25 and I can bet you the gankers will come more prepared for the fight rather than the defenders who will be a random pick up group of people in the area.

You used to get these type of battles outside the nations capitals and the attackers usually always had the advantage as they came organised. 

I could agree with the system if battles in the safe zone remained open for the nation who's safe zone it was, but for it to remain open for attackers and defenders only leads to huge ganks with fleets hiding in instances waiting for enough defenders to enter.

All that will happen now is these players will most probably stop playing as there is more risk now playing in the safe zone than outside it.

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4 hours ago, Trash unworthy of the Sea said:

@admin Patrol Missions are really fun and a good idea but 2 things:

1. Joining the winning side / ganks should be discouraged more. Give the lower BR side reward and damage for mission multiplier, please.

 

Maybe only allow joining a side if its new BR won't exceed the other side's BR by the amount of your ship's BR (or x2)?  (or if you want to join a particular side wait until other side has enough BR?) Might create a meta, though. 

Edited by Barbancourt (rownd)

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I'm really not a fan of the hidden names and no chat. Makes things really complicated with clan to clan alliances and it's just annoying overall. Hiding the ship name though is kind of interesting but i'd like to see the hidden player names and no chat feature reverted. 

Edited by Aventador
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3 minutes ago, Aventador said:

I'm really not a fan of the hidden names and no chat. Makes things really complicated with clan to clan alliances and it's just annoying overall. Hiding the ship name though is kind of interesting but i'd like to see the hidden player names and no chat feature reverted. 

No alliances.  Kill all!

 

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19 hours ago, Thonys said:

battle report: feedback on hostility raising.

\

al least:  4 same clan members in a hostility mission group gives a multiplier 2x in this scenario. (total missions reduced by half , where a completed raise hostility  is 6 missions total)

 

 

hostility points have not changed

devs only changed how enemies spawn in missions

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9 hours ago, Archaos said:

 

All that will happen now is these players will most probably stop playing as there is more risk now playing in the safe zone than outside it.

 More likely experienced players will farm fleets in quite places outside safe zones. Newbies are the ones that will probably quit after being mass ganked in safe zones (but they usually do missions more than farming NPCs for books and missions are 100% safe now)

Edited by victor

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Can we get more clarity on ROE changes in reinf zone?  Some are saying battle stays open for enemy players too.

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