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Increase the daily number of tows to pvp zones


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4 minutes ago, Coraline Vodka said:

Forget the tows what happened to getting a replacement ship, repairs, some gold for guns and some book as reward ? That would do WAY more to encourage more to come out

indeed, when did that get dropped?

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55 minutes ago, Knobby said:

What short memory you have. After the wipe there were double the amount of daily players, yet there was hardly any OW pvp. The reason? No tow, no teleport.

We had no teleports, no tows for quite a while after EA launch. Only a "Teleport to Capital" every 4 hours that players kept for RvR emergencies. Plus there were no outposts, no eco buildings and everything had to be sailed and contracted. 

There was pvp and conquest everywhere.

We should stick our necks to the present and future and look to what exactly works in unique greatways, because teleports and tows is not one of them and OW storyline proves it.

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Just now, Hethwill said:

We had no teleports, no tows for quite a while after EA launch. Only a "Teleport to Capital" every 4 hours that players kept for RvR emergencies. Plus there were no outposts, no eco buildings and everything had to be sailed and contracted. 

There was pvp and conquest everywhere.

We should stick our necks to the present and future and look to what exactly works in unique greatways, because teleports and tows is not one of them and OW storyline proves it.

Either get rid of it or make it a full fledged feature. I hate when the devs leave us in the halfway :\

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7 hours ago, TheLoneWolf said:

I believe that the intent and purpose of the unlimited tows is not understood.  I am suggesting that there be unlimited tows but only to the free port that is next to the pvp zone that day.  Ship losses are much higher than in OW on account of the nature of the battles and the fact that you cannot exit.  If you get on the wrong side of the battle, odds are you will end up losing your ship.  If you used up your tow to get a ship there you have to buy a port one.  Often there is little to no selection in port and people come out in junk ships which makes for a poor experience since you basically become cannon fodder.  If there are unlimited tows to that free port for the day, people can bring out better ships.  Also, often times we get clanmates that cannot participate as they used up their tow elsewhere.  So unlimited tows will allow more participation and will allow repeat participation. 

For those who advocate sailing ships there, it is wishful thinking.  Take the Tumbado pvp zone and French, Danish and Swedish players who mostly craft at their capitals.  Do you really think that they will sail their ships 2-3 hours to the zone and repeat this if they get sunk.  It will not happen and participation will be low.

As for the repairs, there were none at Tumbado.  Let's face it, no one will take out a good ship with no repairs.  The player economy method is not capable of providing sufficient repairs as are required for the events.  Furthermore, the cost is prohibitive for some and may discourage participation.  Thus free ports should offer repairs during the day that the pvp event is adjacent to them.

Lastly, ship quantity and selection should be improved.

The events should be fun and easily accessible for all, which they are not atm.  Implementing these changes will render them more accessible and increase participation and OW pvp for all.  The rewards offered by pvp and the pvp missions are a very good improvement that should discourage any abuse. 

 

 

 

Some people made millions by supplying Tumbado with repairs. But it is true that the supply was not enough. Perhaps it would be wise to pre stock Tumbado when there is no patrol then you can sell at exorbitant prices on patrol day. 

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4 hours ago, Hethwill said:

We had no teleports, no tows for quite a while after EA launch. Only a "Teleport to Capital" every 4 hours that players kept for RvR emergencies. Plus there were no outposts, no eco buildings and everything had to be sailed and contracted. 

There was pvp and conquest everywhere.

We had PvP and conquest everywhere not because of a shitty tow/teleport system but because of 2500 players on one server. With smaller numbers you need to bring the players closer together to get the same experience. 

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9 hours ago, Slim Jimmerson said:

PVP zones are still early alpha. Don't think this is the finished version because it's not, it's just a test to see what works

the current zones were tested already. The only thing that got added is that you can pull a mission for them. The people that were around at the first test still know what happened. And I have to say there is not much improvement. In the late stage it was limited to 6vs6 even that made the pvp event area only interesting for a handfull of people.

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4 minutes ago, z4ys said:

the current zones were tested already. The only thing that got added is that you can pull a mission for them. The people that were around at the first test still know what happened. And I have to say there is not much improvement. In the late stage it was limited to 6vs6 even that made the pvp event area only interesting for a handfull of people.

No improvement was made.. what more can be said.

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4 hours ago, Trashman said:

We had PvP and conquest everywhere not because of a shitty tow/teleport system but because of 2500 players on one server. With smaller numbers you need to bring the players closer together to get the same experience. 

That's a after thought and post reasoning. Would-Could-Should debate and we could go on another 3.5 years playing it :) 

Undeniably the fastest way to bring players together is to have a button "Battle!" and immediately have a battle. We have these PvP Zones to promote the love of battle unto players that always kept away from it for fear of loss of ships. The system promotes "grab a ship, sail there, have fun".

You have it exactly as described.

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15 minutes ago, Wraith said:

Which runs completely antithetical to an OW, sandbox game. Legends should fill this niche and instead we should have tools for player-generated PvP-creating content, right?

Correct. How do players feel like being "content" when they don't want to ? I mean PvP ?

We know the answer on this, hence we stand where we stand today.

Everyone fights.

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11 hours ago, Wraith said:

The problem as I see it is that NA is billed as a multiplayer, OW, sandbox game, therefore players who are more interested in PvE, trading, exploring, crafting, etc. should be able to find that content. And sure, because it's an open world sandbox those activities can be balanced against some non-consensual PvP from time to time. 

Of course. Totally supportive of that as always. Still it is on the player to know that when SAIL button is pressed it opens the pvp on the pvp server no matter what their aspirations are.

And here the OW expectations did crash like waves unto rocks. aka. PvP only when I want, please. ( how many times we heard this one way or the other... )

But we are over that now. Everyone PvP's now with superb, read again, SUPERB, rewards. No excuses. No tears.

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On 12.3.2018 at 2:39 PM, Wraith said:

Let's truly be honest here: PvP events as they've been implemented here, with their "special" RoE, is nothing more than an arena-based, Legends-light piece of content. It's junk food. And while it might be entertaining, and have its place, relying on them daily is a huge crutch for those of us who want meaningful, interesting and diverse sets of PvP interactions.

This is not the content that PvP'ers who want the OW game to succeed have been asking for. It is purely asymmetric while we need diversity that includes both consensual and non-consensual PvP opportunities. Patrol zones should be dynamic and contain no RoE not present on the OW. Player-generated PvP content is needed desperately outside of the limited RvR mechanics.

Sorry but what is "meaningful pvp interactions" for you?

Only pvp happening prior to the events was out of freeports. Players brought ships they were expecting to lose; to have fun.

"Meaningful interactions" as in protecting your shores from pesky pirates died long time ago with the implementation of safezones. Crafting is basically a fake feature and just a time waste since then. Dont have to be worried about sailing your indiaman without any escort whatsever, because even if you meet a bandit, he cant attack you.

Oh and then there are portbattles which could be seen as meaningful I guess. But also not really - only a handfull of ports worth owning due to ressources they spawn. 95% of the ports just cost, especially with the 600k maintenance cost. Combined with the dull pve grind and only having the PB the day after, its pretty obvious that rvr is dead.

Conclusion: meaningful pvp = having a good time in a good battle.

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18 minutes ago, Liq said:

...

Conclusion: meaningful pvp = having a good time in a good battle.

Thats a conclusion due to a flawed game world and not what is something to lean back on. True devs focus on new player experience. Therefore pure combat is in the focus and it might be enough if their goal is just to deliever content within the first 100 game hours but the difference between NA and NAL will vanish. NAL is the better platform for a pure combat driven game. In my opinion they would act short-sightedly if  they ignore the fact that the difference between NA and NAL is a dynamic caribbean war campaign. Sure combat should be key element to fulfuil the war goals but as many said before without goals NA is a soulless game.

Edited by z4ys
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