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TheLoneWolf

Increase the daily number of tows to pvp zones

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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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47 minutes ago, Hethwill said:

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.

I'm not sure exactly what you're getting at?

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. 

But the consensual PvP, the stuff the dev's seem to be reinforcing at the expense of all other content, should not be the arena-based, spoon-fed, arcade-y RoE stuff that we've been given and that they said would be restricted to the bite-sized, junk food of Legends. PvP in Naval Action should be interesting, surprising, dynamic, and created by players for players (e.g. raids, RvR, piracy, fleet on fleet hide-and-seek, port blockades/counter-blockade, etc. etc.). All of these ideas have been floated and yet, because they might actually take some effort to create and implement, instead we're back to Sea Trials with a movable setting? 

It's just such a disappointment.

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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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9 minutes ago, Liq said:

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.

I certainly don't disagree that there have been a lot of missteps and poor design choices that have created a dumbed down economy, crafting, trading, and PvE experience. And that this has translated into a pretty sterile non-consensual PvP experience (safe zones are necessary but extremely poorly thought out) which would drive dynamic, meaningful consensual PvP in a nice positive feedback loop.

But I feel like this decoupling is largely a result of tailoring the game to a very hard core PvP crowd. What you and I might enjoy is not what makes an open world, sandbox game tick. And catering to the hardcore, instant battle, low bar to PvP crowd has, potentially irreparably, turned the OW game into the world's slowest and worst matchmaking engine.

Legends will hopefully remove these players from the herd and a different type of game can evolve out of the OW mechanics, but I'm not holding my breath.

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