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1 hour ago, Cabral said:

 You are joking, right? In 200 square miles of ocean you can't sneak past a raider?

 You want an advice? Change to PVE server, it's better for you.

Mate. 200 Miles. Not 200 Square Miles.

In the Game you easily Spot any Ship within like 50 Miles

In Reality. Even the HMS Victory with its over 60m High Mast would barely be able to See Ships at about 25 Miles

And that was assuming 100% Clear and Calm Weather and a very Good Spotter which happens to actually Notice the Ship sticking out behind the Horizon and the Waves.

 

Pair that with the Surreal Speed at which we move.

And you notice. That a Raider is easily able to completely Lock Off entire Trade Routes without any Chance to go around him or make a Run for it.

 

Now pair that with the now entirely Removed Protection. And you know for sure. That Traders are in essence Removed from the Game with this Update.

Well not that I care anymore.

 

Back when they Removed Safezones we had 1000 Players Average and I told you guys this removal Safezones will result in the Game losing most of its Population.

A Year Later you got less than 500 Players Average left.

You guys did not listen back then.

You wont listen now.

I already know that.

 

All thats left to do. Is to wait for the Game to Die.

The Joke is.

In a few Months. When the Game is down to like 300 People and you are unable to find any Targets despite hunting for Hours.

You will not say. Ok maybe that Change was Crab. Maybe we should try to give the New Players and PvE Players some Room to Play and not Chase them out of the Game because without them the Game dies.

You will go ahead and say that the small Remaining Protection should be Removed as well. So you can Massacre and Drive off the last remaining Players as well. :)

 

 

I have long given up on this Game anyways.

The Devils Circle Never Ends.

Its always the same Circle for these Games.

 

 

PvP Players dont get enough Targets = PvPers Demand less Protection.

Less Protection = Less Players staying in the Game.

Less Players staying the Game. = Less Targets for PvP

PvP Players dont get enough Targets = PvPers Demand less Protection.

Less Protection = Less Players staying in the Game.

Less Players staying the Game. = Less Targets for PvP

PvP Players dont get enough Targets = PvPers Demand less Protection.

Less Protection = Less Players staying in the Game.  <------------------------------------------------------------------ Thats about where we are right now.

Less Players staying the Game. = Less Targets for PvP 

PvP Players dont get enough Targets = PvPers Demand less Protection.

Less Protection = Less Players staying in the Game.

Less Players staying the Game. = Less Targets for PvP

PvP Players dont get enough Targets = PvPers Demand less Protection.

Less Protection = Less Players staying in the Game.

Less Players staying the Game. = Less Targets for PvP

 

 

And so on and so forth and so on and so forth.

Till there is Nobody Left....

Edited by Sunleader
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26 minutes ago, Sunleader said:

Mate. 200 Miles. Not 200 Square Miles.

In the Game you easily Spot any Ship within like 50 Miles

In Reality. Even the HMS Victory with its over 60m High Mast would barely be able to See Ships at about 25 Miles

And that was assuming 100% Clear and Calm Weather and a very Good Spotter which happens to actually Notice the Ship sticking out behind the Horizon and the Waves.

 

Maths basics state that at a mast height of 62 meters above the water, maximum horizon would be 16.5 miles (assuming she had topmasts rigged and the observer was standing on the top of the topmast.)  More reasonable "visible" horizon would be 11-12 miles except in calm seas in good light.

From the deck of a frigate used for spotting your visibility would be about 6 miles, from the masthead around 12.

M

Edited by Moria15

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1 minute ago, Moria15 said:

Maths basics state that at a mast height of 62 meters above the water, maximum horizon would be 16.5 miles (assuming she had topmasts rigged and the observer was standing on the top of the topmast.)  More reasonable "visible" horizon would be 11-12 miles.

From the deck of a frigate used for spotting your visibility would be about 6 miles.

M

I know this is off topic, but in actual fact although your figures for the visual horizon may be correct, if you are spotting another ship with tall masts you would be able to start to see the tops of their masts at a longer range than the visual horizon.

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1 hour ago, Sunleader said:

Maybe we should try to give the New Players and PvE Players some Room to Play and not Chase them out of the Game because without them the Game dies.

 I agree that new players must have a chance to gain some gold to buy first ships and learn sail and combat, but PvE Rear Admirals (and we have many ingame) don't deserve any room. This is a PvP server, if those PvE Rear Admirals and Commodores fear any risk, they are on the wrong server.

Edited by Cabral
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In World of Tanks for example, if/when I lose my panzer I am back in the fight 5 mins later at only the cost of some gold - the key thing I need to play the game i.e the panzer isn't lost permanently along with whatever mods/upgrades I had on it.

In this game, if I lose (for example) my Victory, I have lost a multi million dollar ship and probably millions of dollars worth of upgrades. If I am sailing a fleet of Indiamen loaded to the gunwales with trade goods and I am attacked and lose then I lose both the ship(s) and the trade goods. Now, on one level, this if fair enough - I made the decision to sail and and reap the costs or benefits accordingly. I have been playing for a while and have the resources and clan support (love you CKA) to replace those losses with little pain.

Newer players, particularly newbies and those who haven't yet managed or want to join a clan don't always have access to that level of support. If they lose ships then unlike WOT they are gone for good and its multiple hours of trading or mission grinding to get back to where they were originally.

That I think is the key problem. If I was a newbie and kept getting ganked (yes I know its part of the game and a legitimate tactic) then I am not sure I could be bothered to keep grinding trade or combat missions only to get back to where I was prior to ship loss. Feedback I get from players I chat to in game constantly refers to this issue. Its such a loss of time/effort and for casual players its quite disheartening. There are plenty of games out there and I feel that making it hard for newbies to get established isn't wise.

I'd like to see the safe zones taken back to what they were and bring back the "heavy" support for players attacked in those areas. I'd also like to see the reinforcements arrive automatically and not expect a player to have to remember to press the call for reinforcements key. By doing this, players will feel more confident in going about their business and getting hooked by the game and venturing out into the wider world. I feel this would have the advantage of encouraging newer players to sail, fight and trade knowing that there is a far more likely chance of getting to their destination and getting some value from their time investment.

I'd also like to see the PVE missions in safe zones close. I have rescued/been rescued a number of times when enemy players have dropped into the battles after the AI is mostly sunk and our ships are battered and in need of repairs. 

I think the main thing is to make the game more user friendly for the casual player so as to encourage them to come back and grow the population. The more players we have, in time, the more PVP there will be for those focused on that.

Sail safe all!

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13 minutes ago, Zorg the Merciless said:

In World of Tanks for example, if/when I lose my panzer I am back in the fight 5 mins later at only the cost of some gold - the key thing I need to play the game i.e the panzer isn't lost permanently along with whatever mods/upgrades I had on it.

In this game, if I lose (for example) my Victory, I have lost a multi million dollar ship and probably millions of dollars worth of upgrades. If I am sailing a fleet of Indiamen loaded to the gunwales with trade goods and I am attacked and lose then I lose both the ship(s) and the trade goods. Now, on one level, this if fair enough - I made the decision to sail and and reap the costs or benefits accordingly. I have been playing for a while and have the resources and clan support (love you CKA) to replace those losses with little pain.

Newer players, particularly newbies and those who haven't yet managed or want to join a clan don't always have access to that level of support. If they lose ships then unlike WOT they are gone for good and its multiple hours of trading or mission grinding to get back to where they were originally.

That I think is the key problem. If I was a newbie and kept getting ganked (yes I know its part of the game and a legitimate tactic) then I am not sure I could be bothered to keep grinding trade or combat missions only to get back to where I was prior to ship loss. Feedback I get from players I chat to in game constantly refers to this issue. Its such a loss of time/effort and for casual players its quite disheartening. There are plenty of games out there and I feel that making it hard for newbies to get established isn't wise.

I'd like to see the safe zones taken back to what they were and bring back the "heavy" support for players attacked in those areas. I'd also like to see the reinforcements arrive automatically and not expect a player to have to remember to press the call for reinforcements key. By doing this, players will feel more confident in going about their business and getting hooked by the game and venturing out into the wider world. I feel this would have the advantage of encouraging newer players to sail, fight and trade knowing that there is a far more likely chance of getting to their destination and getting some value from their time investment.

I'd also like to see the PVE missions in safe zones close. I have rescued/been rescued a number of times when enemy players have dropped into the battles after the AI is mostly sunk and our ships are battered and in need of repairs. 

I think the main thing is to make the game more user friendly for the casual player so as to encourage them to come back and grow the population. The more players we have, in time, the more PVP there will be for those focused on that.

Sail safe all!

Thats why i say give players a reward even if they lose a Ship but i get blamed for that in Global-Chat and get called a "Penner" in Russian hidding behind a language that around 50% dont understand.

 Give Players something if they loose, if they loose not to much then hey will hopefully come more out.

 

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3 hours ago, Sunleader said:

The Joke is

You. But I guess you already know that aswell. Your demonic predictions didn't come true last time. They wont now. Read what's on and transfer it to the game: imagine a hunter catching a trader between Carlisle and KPR. 75% of the britisch players leaving KPR will pass this spot. Even if the hunter manages to really quickly kill the trader, in this time usually 10 players will have sailed past this spot. I guess some will join and then it's running time for the hunter..

All these deadly predictions of many enemies all joining the show. Let's see first before we salute the games' apocalypse once again.

Edited by Palatinose
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2 hours ago, Palatinose said:

You. But I guess you already know that aswell. Your demonic predictions didn't come true last time. They wont now. Read what's on and transfer it to the game: imagine a hunter catching a trader between Carlisle and KPR. 75% of the britisch players leaving KPR will pass this spot. Even if the hunter manages to really quickly kill the trader, in this time usually 10 players will have sailed past this spot. I guess some will join and then it's running time for the hunter..

All these deadly predictions of many enemies all joining the show. Let's see first before we salute the games' apocalypse once again.

 

Nah they never Happened.

Currently we got about 400 People Online in Average.

Back then we had over 1200 People.

If they did not come True. Would you mind telling me where the other 800 People Disappeared to ? :)

 

Let me Guess. They were PvPers. And because they hated the Removal of all Safezones so much. They left ?

Yeah nice Try.

 

 

Well. As I said. I dont expect you to believe it this time.

Lets talk again in a Year when the Server will be sitting at like 200-300 People...

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7 hours ago, Cabral said:

 PvE Rear Admirals (and we have many ingame) don't deserve any room.

they paid the game exactly as you paid.

Caribbean is not a PVP server: its both PVE and PVP server, so there shall be room for both kind of players.

You say go to PVE if you want PVE? Ok, and I answer that if want full PVP then go legends!

Edited by victor
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7 hours ago, Cabral said:

You want an advice? Change to PVE server, it's better for you.

This is the only advice u seem to have. Is it lonely for u on the pve server and need friends?

Edited by AxIslander
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8 hours ago, Archaos said:

It has the possibility of being a much bigger change than it initially appears, as I said in my first post in this thread a lot will depend on how buffed the AI's are and how they improve the AI actions. If the AI are so buffed that a 5th rate is equivalent to the current 1st rates that spawn as reinforcements then it means there is no change, but then why even bother making the change? If the buffed AI are only slightly stronger than normal AI but still as stupid in their actions then they will be easily outwitted by the hunters and thus be practically useless against any hunter with a bit of experience.

The biggest effect will be that now hunters will start tagging players in the green zones to test what they can get away with and if they find that dealing with the AI is easy then there is no point in even having a green zone and we may as well go back to the seal clubbing that used to go on outside the capitals and the stand offs that occurred with a bunch of hunters sitting outside the capital taunting people to come out and fight.

This goes back to what the Devs said when they first introduced the OP reinforcements, I have been unable to locate the actual comments they made but it was something along the lines that the reinforcements were like Concord in Eve HiSec where if you carried out an aggressive act you knew you were going to lose your ship as the response was so overpowered. Now they appear to have back tracked on this and given into the seal clubbers to give them the possibility to overcome the reinforcements.

True it has not been implemented yet and we shall have to wait and see how it plays out, but personally I think it will mean an end to the safe zones and a return to the constant camping of Capitals the said they were originally trying to avoid. I just wish they would be honest with us and at least tell us what they are trying to achieve with these random changes rather than just throwing it out there as if it is some form of solution to a undefined problem.

It won't be easy nor will it be impossible. It will we fair. matched br AI+forts+open battles is as much padding as anyone needs. If you really can't deal on those terms then you're better off looking for another profession in NA or invest in escort if trade is so important to you.

Edited by Slim McSauce

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13 minutes ago, victor said:

they paid the game exactly as you paid.

Caribbean is not a PVP server: its both PVE and PVP server, so there shall be room for both kind of players.

You say go to PVE if you want PVP? Ok, and I answer that if want full PVP then go legends!

I played both on the Caribean server and I now play on the PvE server.

Why you may ask?

The last time I played on the Caribean server, as a Rear Admiral, I was setting out from KPR with three Indiamen loaded doing a run to the Old providence area taking some supplies to a clan I know in that area who were prepping for a PB. They were sending an escort up to meet me about half way. I left KPR and headed towards Port Morant and turned SW'ish to miss the shallows near Pedro Cay.   It's a run I have done many times before.. theres some risk but it's generally an OK route when you know it, especially the first part of the run at night.  I've lost a couple of ships on it but made more than I have lost.

As I turned SW, I saw in global chat the following...

"British Three Indiaman fleet setting out from Port Morant heading SW..  another f^&*ing trader player..  anyone wants him.. take him cause I can't".

That was from a British captain sailing a 5th rate as a rear admiral.

I logged off and went to the PvE server leaving my fleet in the ocean somewhere and never went back to the Caribean server.

BTW  I just checked..  on the Caribean server theres 210 people on and 0  yes 0 battles taking place.   On the PvE server theres 120 on and 45 battles taking place.  Have fun all.

M

 

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2 hours ago, AxIslander said:

Is it lonely for u on the pve server and need friends?

 Ignorance is bliss for some, don't know if it's your case.

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That's IT!!! the last straw, WHY do you listen to gankers? and have obviously no idea how to steer this game towards fleet battle, which is where the game historically started. Loners preying on new guys fits perfectly the accusations against gameplay in March 2018 and how it influences "young" people.

Please stop listening to the devotee 12 hour a day, I can sail anywhere, and slaughter anything guy.

The interface is looking great you HAD a great product, but I cant make ships any more without spending days amassing marks and will probably have to change clans continuously to get near a victory mark to make a decent ship.

You have a potentially a big product, but letting the solo players dictate while they eat new players or just put people off the game after a couple of days? I have made some good online friends here but I cannot give this time anymore, there are much more interesting, if less beautiful games out there.

o7

On ‎09‎/‎02‎/‎2018 at 1:13 PM, Rickard said:

totally agree! an immersive and in-depth exploration system would realy finish the game nicely.

Rickard does not even know developers took the exploration of the map out of the game, all the intriguing interesting stuff is gone because a bunch of guys shout loudest.

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Game needs PVE content no matter what servers its on, simple as that. They make up the most numbers by far. The squealers are by far in the minority. 

7 minutes ago, Davy Kidd said:

That's IT!!! the last straw, WHY do you listen to gankers? and have obviously no idea how to steer this game towards fleet battle, which is where the game historically started. Loners preying on new guys fits perfectly the accusations against gameplay in March 2018 and how it influences "young" people.

Please stop listening to the devotee 12 hour a day, I can sail anywhere, and slaughter anything guy.

The interface is looking great you HAD a great product, but I cant make ships any more without spending days amassing marks and will probably have to change clans continuously to get near a victory mark to make a decent ship.

You have a potentially a big product, but letting the solo players dictate while they eat new players or just put people off the game after a couple of days? I have made some good online friends here but I cannot give this time anymore, there are much more interesting, if less beautiful games out there.

o7

Rickard does not even know developers took the exploration of the map out of the game, all the intriguing interesting stuff is gone because a bunch of guys shout loudest.

 

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22 minutes ago, BallsOfSteel said:

Game needs PVE content no matter what servers its on, simple as that. They make up the most numbers by far. The squealers are by far in the minority. 

 

Two servers. One for PvP and one for PvP. 

PvP is simply another experience. Much harder to beat real life persons. Hence losses should be forgivable and the chance of getting in a fight should be somewhat stimulated. 

It's much harder to get a good fight in a PvP environment.  Make it easier somehow. PvP population want to fight all night long more or less. Naval guys and history buffs are here.

Users of PvE server is something like Sid Meiers Pirates where you make a career etc. and trade and stuff like that. Role playing guys should be here.

It's a twofold task. But confused in the present setup.

PvP server has been severely damaged by pve guys that don't really get that many love big sea battles more or less organised. Hence the old Trafalgar nights where so popular. 

I'm a bit tired of pve guys telling me I'm in the wrong game. 

 

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On 6-4-2018 at 12:33 PM, jodgi said:

You're part of a small and special (see what I did there?) club that has all the answers.

you disagree, that the game should move forward and not change existing mechanics the whole time?

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11 minutes ago, fox2run said:

PvP server has been severely damaged by pve guys that don't really get that many love big sea battles more or less organised. Hence the old Trafalgar nights where so popular. 

I'm a bit tired of pve guys telling me I'm in the wrong game. 

Can you explain how the so called PvP server has been severely damaged by players doing PvE? If those players were not on the server then the population would be a lot lower and the so called hardcore PvP'ers would have to fight each other. If that is the case why dont they just fight each other now and get their PvP fix, why do they have to keep looking for ways to fight against people who are not interested in fighting them?

I think if you actually look at it more closely the PvE players probably do a lot to keep the server going as they are the ones that generate the gold, move the building materials round so ships can be built and farm the upgrades and books from AI fleets. Remove all PvE from the game and you would only be able to build ships from notes, there would not be enough gold in the game for the PvP'ers make money by selling PvP marks, the amount of upgrades and skill books would be even more limited than they are now. So when you look closely at it the pure PvP crowd need the PvE to take place while the pure PvE'er does not need the PvP player.

Edit: BTW I have no problem with big sea battles and the old Trafalgar fights, but what you are getting now with the new green zone mechanics is large organised fleets facing disorganized PUG's and that can only carry on for so long before people get bored of it. You may say that the PUG's should get organised, but it is difficult when you cannot stop random players joining the battle in unsuitable ships and creating confusion among the defenders.

Edited by Archaos
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17 minutes ago, fox2run said:

 

I'm a bit tired of pve guys telling me I'm in the wrong game. 

 

And I guess that a lot of people here is tired of a minority of 50-100 players (on a population of some hundred of players) that think that they could dictate how the game shall be for everyone.

So ... see ... everyone has its own reasons to be tired.

Edited by victor
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Just now, victor said:

And I guess that a lot of people here is tired of a minority of 50-100 players (on a population of some hundred of players) that think that they could dictate how the game shall be for everyone.

So ... see ... everyone has its own reasons to be tired.

giphy.gif.7466ea277c1c08357dd97bf6e80b1649.gif

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4 hours ago, Slim McSauce said:

It won't be easy nor will it be impossible. It will we fair. matched br AI+forts+open battles is as much padding as anyone needs. If you really can't deal on those terms then you're better off looking for another profession in NA or invest in escort if trade is so important to you.

How do you know it will be fair when it has not been implemented yet? I pointed out that it had a possibility to be no change if the AI is super buffed or swing too much in favor of the raider if the AI are too easy to outwit, the truth is we do not yet know how this will pan out but my point still stands that initially it will lead to more incursions into the so called safe zone and this is why the Devs have to clarify what this zone is now. Is it supposed to be an safe area so nations cannot be reduced to a point where they cannot rebuild and where new players can learn the ropes in relative safety or are these zones now the new PvP zones where all converge to find PvP, because it seems more like the latter to me at the moment.

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Trader missions were removed from the game weeks ago but almost everybody can get the materials in the ports around his capital. Also there are lots of IAs, to fight, incoming to ports. With these things nobody needs fighting. If you put fleets of enemies in front of any port, sailing will finish. Even if this server is PVP. It doesn't mean fighting at every place and at all times. For that there are other games faster than this one.

Due to the new reinforcement policy the ports will be blocked by players of enemy nations. (like they are today, but worse). The owners of these ports will not sail or just they will change to another outpost. Nobody will be satisfied. Gankers will became frustated and the others bored.

In my opinion, the game needs trading missions again. Without less resources around capitals and less IAs in the ports. This way players would be forced to sail out of his port. Sail looking for resources in no so close ports. Sailing in Open Seas to look for traders. This is the only way i see to make players leave their ports and not the new changes in the reinforcement  area.

And more ports with rare materials, like copper, but mainly in free port

P.D: i apologize if my english is not good enough

Edited by Thorka
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I'm a bit confused why some people don't think "Hardcore" PVPers fight each other. Yes players of similar playstyles tend to come together in clans. But its not like there is just one PVP focused clan out there. As far as I know there is no secret underground "Hardcore" PVP counsel that mandates all seals must be clubbed and no PVPer shall fight another. Maybe I'm just a care bear though and I wasn't invited. Anyway the PVP server has PVP. If your PVE is being interrupted by PVP and you don't like it there is a server for that. I Agree that PVE players are very important to an in game economy but so are RVR players to provide the towns for trade and resources. Also the PVP players that deny said resources and generate in game content are also important.

PS. Many if not most players do PVP and PVE

Edited by Aster
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59 minutes ago, Rickard said:

you disagree, that the game should move forward and not change existing mechanics the whole time?

Depends on what you mean by "moving forward".

I only know what I enjoy. PvP and nothing else. Leeway and sailing changes and patrols have been good, just to give a few examples.

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37 minutes ago, Aster said:

I'm a bit confused why some people don't think "Hardcore" PVPers fight each other. Yes players of similar playstyles tend to come together in clans. But its not like there is just one PVP focused clan out there. As far as I know there is no secret underground "Hardcore" PVP counsel that mandates all seals must be clubbed and no PVPer shall fight another. Maybe I'm just a care bear though and I wasn't invited. Anyway the PVP server has PVP. If your PVE is being interrupted by PVP and you don't like it there is a server for that. I Agree that PVE players are very important to an in game economy but so are RVR players to provide the towns for trade and resources. Also the PVP players that deny said resources and generate in game content are also important.

PS. Many if not most players do PVP and PVE

You miss the point, my comments are made because the so called hard core PvP'ers keep trying to get the game mechanics changed so they can get access to the players that are PvE'ing in the 5% of the map that was setup for that. You can see many nations players queuing up outside the KPR safe zone all looking to get some PvE player that happens to attack an AI within the green zone. These so called hard core PvP'ers seldom seem to attack each other even though they are operating in the same area and claim they are looking for PvP.

Since the green zones were introduced there has been a constant push from a group of players to get the rules of the green zones changed or to have them removed altogether and by the looks of it they have succeeded in changing the Devs minds regarding these zones and now these zones will become the hotspots for PvP. 

I agree that most players do both, but there are a small group that only want to PvP, which is not a problem, but they expect every other player to be the same as them

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