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11 minutes ago, admin said:

Captains who are upset about 2 buffed first rates not appearing from thin air should just let it go.
We tried no protection and absolute protection and will settle on the best option.
2 rates was an overkill and while we are preparing tutorial patch for release it will be good to tune some numbers that are long overdue. 

There will be no more increases in protection on the Caribbean server in the future. This is a closed door now. 

Any thoughts on actually treating the problem rather than the symptoms and work on creating incentives for players to leave the safe zones? 

The current in-game population very rarely cracks 600 players during a prime time EU evening unless there are a couple of port battles scheduled.  Spread 600 players across 11 nations and you end up with a map that is too large to support 600 players and to find quality content you need to travel to areas where players can be found.  Capitals.  Limiting the amount of protection the safe zones provides will only decrease the amount of players who hang out it them.....and increase the amount of people hunting in them, further killing off an already diminished casual player base to satisfy the elite few.

This game needs more players.  We need more content for your casual joe who logs in a couple hours every evening.  We need mission variety.  We need a functioning economy.  We need more complex crafting.  We need reasons to leave the safe zones.  

This fix is insignificant.  It will only make picking over the bones of the capitals slightly more fun until more people quit out of frustration or boredom.  

 

Edited by Christendom
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51 minutes ago, El Presidenté Amplify said:

this will not improve the game. it will only kill the population even more

Effectively. These things cause people to gradually abandon the game, which is to the detriment of the PVP. you will see what they do.

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12 minutes ago, admin said:

Captains who are upset about 2 buffed first rates not appearing from thin air should just let it go.
We tried no protection and absolute protection and will settle on the best option.
2 rates was an overkill and while we are preparing tutorial patch for release it will be good to tune some numbers that are long overdue. 

There will be no more increases in protection on the Caribbean server in the future. This is a closed door now. 

I am not upset that changes are made to the game, i am dissapointed that only the "hammers" life gets improved while the "nails" are told to keep quiet.

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5 minutes ago, AxIslander said:

I am not upset that changes are made to the game, i am dissapointed that only the "hammers" life gets improved while the "nails" are told to keep quiet.

 Maybe you should be less "nail" and learn to be a "hammer".

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The change is fair. Getting double the amount of super-heavy 1st rates for every ship joining is overkill on the highest level. 

A trader still able to get away if the AIs are buffed up 5th rates. there are many players doing very profitable trading around dangerous waters including me. You make a lot - lose a little - make a lot, that's how it is.  Getting 5th rate escorts should be enough for everyone in my opinion. Maybe program the AI to prefer chaining initially rather than shooting the hull. 

 

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29 minutes ago, HachiRoku said:

For someone I have never seen playing and for someone I know for a fact only carebears you sure do have an oppinion about stuff you have no idea about. Play more and complain less please. 

here it's you complaining I guess. If I am a carebear I have a very good idea about safe zones, you know. I think a better idea than you, that - as far as I know - did not attack people in safe zones when you had to face two first rates spawning right there just to toast your uberskilled elite ass!

 

20 minutes ago, Banished Privateer said:

Have you ever fought in reinforcement battles? New reinforcement ships always arrive with new joiners, just like hostility missions. Learn game mechanics.

I had, and I know - as YOU know (so do not play the part of the white knight here)  - that just one reinforcement ship for each attacker will be an easy thing to handle for any skilled PVP captain out there.

Edited by victor

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1 hour ago, Cecil Selous said:

There are so many possibilities for user created missions. Escorts, hauls, patrols (not the disguised pvp events now) maybe even missions that causes other missions for the enemy player. Of course the question is if the size of the player base could sustain that at the moment and if the players in general will use them but this large open world needs some innovative content.

I would agree with this.

And it would arise organically out of the player base if there were suitable incentives for it.  As a trader my primary obstacle is not the ganking fleets.  I've learned how to avoid them.  It is the invisibility of contract activity outside of the ports.  My solution to this is lots of outposts but getting there is a steep climb for the casual player.

If the contracts were on the same footing in the trader tool as the port stock, economic activity would flow towards favorable contracts for player-produced commodities.  Traders > raiders > escorts > more raiders > more escorts.

And PvP brought to the game courtesy of Econ 101.

Edited by Marcus Corvus
typo
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34 minutes ago, Christendom said:

you end up with a map that is too large to support 600 players and to find quality content you need to travel to areas where players can be found. 
 

Rust map has no protection, takes longer to traverse and has less players on site and is very popular. Why keep complaining about size of the map. 
You whine too much about almost anything. Maybe it's time to rename to Voodoo Shitting Company?

 

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I don’t get this change BUT then I am even more puzzled why IMO the bleeding off of new players (and the resulting bad reviews) hasn’t been countered with a quick and dirty list of explanations/instructions available in game.

But before everyone decides that this change is the final nail in the coffin, do we have much evidence that players who are attacked in the safe zone and then call for reinforcements, are they still dying?

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At the moment most of the experienced players have left the green zone areas and the few that remain are already overstretched trying to protect the newer players who are increasingly being ganked by fleets of experienced PVP players.  

The changes are likely to cause those few veteran players to abandon the green zones completely as people with limited playing time will find it more and more frustrating spending that time trying to help players who are jumped by well organised fleets hitting the newer players.  In turn those new players are going to rage quit because they have no area to safely learn the game.

The only winners in this are the organised fleets that are already destroying the game for newer players by ganking missions just outside the zone or jumping into ai battles within it.  They will now be able to attack more indiscriminately.

I try hard to love this game but sometimes I have to question why the majority of players aren't being listened to.

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45 minutes ago, Christendom said:

 

This fix is insignificant.  It will only make picking over the bones of the capitals slightly more fun until more people quit out of frustration or boredom.  

 

exactly
it literally took 20 mins of programmers time.
Its done and is law now. We just wanted to let you all know in advance.

Meanwhile we are working the tutorial patch with the clan log and multiple critical bugfixes. 
Stop discussing other issues game issues or meta in the topic about reinforcements

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10 minutes ago, Roadkill said:

 

I try hard to love this game but sometimes I have to question why the majority of players aren't being listened to.

Please do not post things that do relate to reality
NA is a project created by players for players. Everything except for combat was proposed by players. And many combat mechanics were proposed by players too.

It is like this and was always like this
You know what is in game - everything players wanted was put into the game and tested.

Here is a post from 2014

We deliver on the promises - delivering the promise is more important to us, than anything else.
As we know our buyers are funding us to deliver the promises, and many understand that sometimes the result will not be optmial as it is a game and might not become a hit; but they know - we did everything we could to deliver on EVERY major request they made.

Just like in the eastern military - accepting the superior officer order is more important, even if you die in the process and fail. 

@Sir Texas Sir can you confirm that is true for the US military?

Even if we fail with NA - we know those who funded us for delivering on their orders will fund us again. Because we never let them down. 

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2 hours ago, victor said:

Thanks for destroying the game population once more just to cater to the gankers posse neverending complaints.

You are already complaining and whining without even having had a chance to test it. I am speechless. I am glad the devs try something like this and will be happy to test it.

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3 minutes ago, admin said:

Even if we fail with NA - we know those who funded us for delivering on their orders will fund us again. Because we never let them down. 

Like this you mean?

0YX7QrT.png

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2 hours ago, admin said:

Lets be honest
2 buffed first rates was = overkill
1 buffed ship of a similar class = perfect protection

 

What is the greenzone supposed to be? A zone where skilled player can outplay AI and actually kill the player. Because AI is still AI and stupid as hello kitty. When we revert to similar sized ships. Or do we keep the "overkill" to actually protect players.

Is it supposed to be a zone with the "chance" of protection = similar class ships (even buffed)

Or is it supposed to be "perfect protection" = 2 buffed first rates

What is the intention of the zone?

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Traders are such casuals smh 

Forts+ai+forever open battles seriously not enough for you?

Edited by Slim McSauce
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2 hours ago, Moscalb said:

The battle is always open in the green zone! you can always ask for help from your nation. ;)

The problem is that those already moaning again are solo PvE players and I honestly don't know what the hell they are doing on the PvP server. They don't care about how strong the new reinforcements will be, they don't care that it could bring more PvP, they don't care that they could call their nation mates to help. They want their isolated 100% safe solo PvE and are too thick in the head to do it on the dedicated server for that. Now they start their wailing and moaning again without even having experienced the changes. No wonder the game is going nowhere with people like that...

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20 minutes ago, Cornelius Trash said:

Like this you mean?

0YX7QrT.png

??? please be less vague
Imagine that you are cicero and say that again but like him

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1 hour ago, victor said:

I had, and I know - as YOU know (so do not play the part of the white knight here)  - that just one reinforcement ship for each attacker will be an easy thing to handle for any skilled PVP captain out there.

Well, you assumed more players can join later as a form of ganking exploit, so sounds like you know very little. If you ever tried to fight Epic Events or Reinforcements, you will know for sure they are not easy to kill and that they are deadly, even if you fight them in the 1st rates. Reinforcements are not meant to grant 100% immunity so dozens of careless players sail around afk and chill, they sail around dozens of enemy ships just literally ignoring them like nothing can happen to them or even they follow enemies trying to tag them or trace to report.

In my understanding reinforcements should give a chance for defenders to have a fair battle, anti-ganking protection because ganking is the reason why players quit, not hunting at capitals. Reinforcements especially hurt solo players, as you can't call it ganking. There used to be a lot of famous solo hunters, now it's all about fleets and ganking and players still quit the game because ganking happens everywhere. If I go solo with the new changes, I will get a decent 1v2 fight. 

We are still missing 2 puzzles to make ganking and revenge fleets a smaller issue:

1. Remove F11 coords

2. Add signaling perk back to the game

Also as Christendom proposes, I would still add more reasons to leave the safe zones so we can have population spread accross the map equally.

Edited by Banished Privateer

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4 minutes ago, Banished Privateer said:

 

We are still missing 2 puzzles to make ganking and revenge fleets a smaller issue:

1. Remove F11 coords

 

f11 coords will get removed
but closer to release

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4 minutes ago, Banished Privateer said:

In my understanding reinforcements should give a chance for defenders to have a fair battle, anti-ganking protection because ganking is the reason why players quit, not hunting at capitals. Reinforcements especially hurt solo players, as you can't call it ganking. There used to be a lot of famous solo hunters, now it's all about fleets and ganking and players still quit the game because ganking happens everywhere. If I go solo with the new changes, I will get a decent 1v2 fight.

This may be your understanding of the reinforcements, but is it actually what the Devs intended? I asked the question earlier but there was no response from the Devs. Many people have different assumptions of why things are in the game and unless the Devs clarify what their intent was we will always get these different interpretations. As far as I understood it the safe zones were supposed to be safe and that was why the reinforcements were so overpowered, so there was no point in even trying to challenge them.

I do not see how with the new changes you will get a decent 1v2 fight as the encounter will be within the green zone and thus stay open so anyone can join.

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I miss the times without limitations. Always something to do... I used to patrol waters and hunt pirates down when they attacked traders.

Or be a lone wolf myself. Or maybe screen in a PB or participate in one. 

This could be done in any night.

Somehow things got more boring down the road. 

What happened? Now so many rules and limitations. 

And the darn ships are so expensive. Please consider to enhance PvP instead if limiting it...

We need danger and easy recovery.

Please.... 

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16 minutes ago, admin said:

??? please be less vague
Imagine that you are cicero and say that again but like him

What I meant to say is that I've bought everything youguys have put on steam as a sign of faith. That's what I meant with replying to your funding remark I quoted.

So far naval Action is a pretty great game. The basics are awesome in my opinion. The devil is in the detail like reinforcements, alliances etc. Stuff that will keep a population interested in the long run. 

PVP players clubbing PVE players (or less interested PVP players) is not the way to go if a solid and healthy playerbase is something you want.

In a sea with only sharks and no fish, the sharks will starve.

Edited by Cornelius Trash
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1 minute ago, Archaos said:

 do not see how with the new changes you will get a decent 1v2 fight as the encounter will be within the green zone and thus stay open so anyone can join.

At first it will be 1v2... but hunting in the reinforcement I take the risk of "reinforcements". 

Another thing - players using fir-fir fast "gank" ships will get slaughtered by buffed NPCs.

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