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Next big patches: Real currency and Open world user interface update

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41 minutes ago, Glorgir said:

Might be time to introduce treasure fleets for all nations.

for example the French pay chests have to be escorted from Esteros to New Orleans, if they arrive safely the escorting Players receive a reward. If the fleet is attacked and captured the attackers receive the booty, could generate a lot of PVP, with different nations trying to get the treasure fleet, do you attack the fleet, or the attackers when the fleet is captured.

With 11 nations on the map, These fleets could appear at regular  intervals but from and to random ports, and it is up to the Nation to provide an escort, the other nations could get wind of the fleet by capturing OW AI fleets of that Nation and reading the logs.

 Hope this is the sort of Thing you are thinking about.

Now that is content !!!

I hope they start to implement these kind of content soon, which increases PVE/PVP activity.

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Dunno if thats on topic, but Id like to see some more incentive for trades with other players. I like economy and trading, but in this game its boring because its so static. Actually most of the time its not actual trading, its just outbidding other guys by 1 gold all day long until the item drops.

Some ideas to improve trading:

Auctions for rare stuff like books or upgrades. All prices are hidden until server maintenance and then the highest bid gets the item. Would be even more ideal if it is only possible in one single freetown so it acts as a trading hub for all players (so that would be a hotspot and players try to smuggle their stuff in and out while others try to steal it).

Possiblility to set up trading contracts in the capital. For example offer 2 mill gold for 1k hull repairs in a specific port. So traders can check it regularely while noone would see it if I place this contract in a small port rarely anyone visits.

Edited by Jon Snow lets go
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IMHO, this game has 3 main components of play: PvP, Crafting and Trading.   All players incorporate at least all of these components to varying degrees.  Some prefer to be specialists in PvP, some in crafting and some, like me in trading.  These currency changes do not appear to be very friendly to traders or even crafters that need to collect wares for building.  Making it onerous for a trader would reduce the interest and numbers of us entrepreneurs in the game.  For example, late night low numbers (160-200) are IMO mostly traders, max daytime numbers (<600) will also have a large percent of traders.  I would hope another update of change won't lower interest and participation. 

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This could be very interesting. I like the idea of having to carry money. It also sounds like you're going to have a free-floating currency market? That sounds quite complicated for the game. It might even be a replacement for PVP and Combat Marks?

Anyway, I like that you're thinking outside the box and eagerly await further details. 

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4 hours ago, Banished Privateer said:

I remember some previous conversions were very unfair

I have to agree here. I know the game is EA and in testing phase but please consider the effort and time people put into the game. Compensating people adequately should be achievable. Thank you.

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4 hours ago, admin said:

its very tempting. but we talked to several players we trust who craft A LOT and opinions are mixed.
but its indeed tempting. Rob a player - carry gold to port, no more magic wallet.

Admin will make hardcore m***kers out of all of us.

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5 hours ago, admin said:

its very tempting. but we talked to several players we trust who craft A LOT and opinions are mixed.
but its indeed tempting. Rob a player - carry gold to port, no more magic wallet.

A hardcore economy.  Would be very cool.

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6 hours ago, admin said:

its very tempting. but we talked to several players we trust who craft A LOT and opinions are mixed.
but its indeed tempting. Rob a player - carry gold to port, no more magic wallet.

I am all for removing the magic wallet.

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6 hours ago, admin said:

exactly. caravans of gold escudos from belize to KPR. Lets talk about them @Christendom

@admin

I'm all for treasure fleets, if they're NPC controlled or generated.  Players currently have the ability to create "treasure" fleets in game right now.  Player X can slap some copper ingots, notes or various marks in the hold of a couple indiaman and sail around announcing it on global....."come sink me".  I've seen it done a handful of times and not recently.  I used to do it in a speed built reno full of paints and I remember @Pagan Pete would do the same in his privateers.  There were not many takers and it got boring.  Players/people are inherently greedy and creating a treasure fleet on their own and sailing around with stuff worth capturing just isn't gonna happen.  Not organically.  

Now if you created a random event or a bread crumbs trail to events that dropped these new coins and such, spam the game  "Britain has spawned a treasure fleet outside XXX" and everyone and their brother has to go out there and snag it, pull in suped up AI ships and contest players......that would be something entertaining.  

Another idea is a set of fleet spawns at certain points of the map.  An NPC fleet is generated a couple times a day in a number of spots and people can go out there and camp beforehand for them and fight over the right to loot.  World of Warcraft and most open world MMOs have something similar.  Fill these things up with gold doubloons or something.  

As for player created content.  If you wanted to create a stream of traffic for these new items, you would have to limit what ports can have these new mints at buildings.  This would ensure a steady stream of hopefully player sailed trade ships to KPR, CTown or whatever.  Only capital area buildings can host mints.  And to help solve the alt problem make them tradable in free towns or something.

Another thought would be to put mints in random ports around the map and force nations to conquer them and import export all their gold coins to convert or smelt them.  Change the mint ports up every couple of weeks to reduce the monopoly and keep RVR interesting.

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On 4/20/2018 at 8:08 AM, admin said:

its very tempting. but we talked to several players we trust who craft A LOT and opinions are mixed.
but its indeed tempting. Rob a player - carry gold to port, no more magic wallet.

@admin

Serious question why not add this as a part of the boarding reward? 

And make it unavailable if you sunk a ship

And of course would have to limit it so as you are adding historical currency you could take a realistic amount of coins from a captain if boarded and the boarding is won.

that way you don’t loose everything in one hit 

Edited by Rebrall

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On 4/20/2018 at 7:05 AM, admin said:

Open world UI update
Partial UI update will be added to game for testing mostly covering the open world functionality and the map

Really interested in this bit the most (as the rest is a nice addition) any more info even a screenshot or 2 ? @admin

Edited by Rebrall

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9 hours ago, Glorgir said:

Might be time to introduce treasure fleets for all nations.

for example the French pay chests have to be escorted from Esteros to New Orleans, if they arrive safely the escorting Players receive a reward. If the fleet is attacked and captured the attackers receive the booty, could generate a lot of PVP, with different nations trying to get the treasure fleet, do you attack the fleet, or the attackers when the fleet is captured.

With 11 nations on the map, These fleets could appear at regular  intervals but from and to random ports, and it is up to the Nation to provide an escort, the other nations could get wind of the fleet by capturing OW AI fleets of that Nation and reading the logs.

 Hope this is the sort of Thing you are thinking about.

Yes, this! 

And maybe expand on it. Maybe as a requirement to conquer a port, the attacker need to escort a fleet of troop transports to a specific location. Each transport lost underway reducing the chance of invasion success.

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16 minutes ago, dagdriver said:

Yes, this! 

And maybe expand on it. Maybe as a requirement to conquer a port, the attacker need to escort a fleet of troop transports to a specific location. Each transport lost underway reducing the chance of invasion success.

that doesnt work.

1: you make quantity over quality of players

2: timecompression. If transports get dragged into battle they get shot at for 1.5 hours

3: AI is stupid

etc.

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10 hours ago, admin said:

its very tempting. but we talked to several players we trust who craft A LOT and opinions are mixed.
but its indeed tempting. Rob a player - carry gold to port, no more magic wallet.

Gotta love when a small group dictate the game and you wonder why players flee.

How about some content for once. or fix some of the countless bugs in the game. Like AI doesn't shoot if you are close, AI sails through the land etc.

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28 minutes ago, Jesper Dahl said:

Gotta love when a small group dictate the game and you wonder why players flee.

How about some content for once. or fix some of the countless bugs in the game. Like AI doesn't shoot if you are close, AI sails through the land etc.

Dictate is a strong word. Not sure you are correct. 
Regarding content - tutorial, ui, new ship (hercules) new frigate patrols is content. We understand that it might be not relevant to you.

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@admin What if you will introduce lighthouses ? It will help in Navigation Experience.  The day and night should be longer for better battle experience .

The rain shouldn't be foggy as now , maybe not all times . Realistic waves during the storm battles . More realistic crew animations , cannons , sails and other parts of the ship . 

Where is me ? The captain , I wish to see captain on board .

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If it will be reasonably implemented, I can imagine that it helps the game. There are still a lot of question marks, but we should give a try to this new system.

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13 hours ago, admin said:

 

  • We also request veterans and large clans invite people who passed the final exam to guilds and fleets (you can see their names in chat) he/she is definitely good enough to go straight to pvp. 

The exam don’t prepare you to do PvP. It is harder than normal, and it good training to get ready for a epic. Imo the fight have where little to do with PvP.

When have you ever been in a fight where the player didn’t repair, ore didn’t go to his friend to get his weak side protected.

If you want to prepare ppl for PvP, maybe make the AI smarter, not just better upgrades. Maybe give the player a tutorial on the most important things in PvP, and use some of the top PvP playrs as guide. Make them fight different styles.

- The ships that turns better and want to rake

- The demaster

- The bigger and heavier ship

let the ai repair, let the player fight souch ships, and learn what repair is and when you should repair.

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2 minutes ago, staun said:

The exam don’t prepare you to do PvP. It is harder than normal, and it good training to get ready for a epic. Imo the fight have where little to do with PvP.

When have you ever been in a fight where the player didn’t repair, ore didn’t go to his friend to get his weak side protected.

If you want to prepare ppl for PvP, maybe make the AI smarter, not just better upgrades. Maybe give the player a tutorial on the most important things in PvP, and use some of the top PvP playrs as guide. Make them fight different styles.

- The ships that turns better and want to rake

- The demaster

- The bigger and heavier ship

let the ai repair, let the player fight souch ships, and learn what repair is and when you should repair.

I take every new player that completes the final exam. If you dont want them send them to me. :P

Every player that completes it shows logical thinking and knowing how to solve the problem. Ofc. you need more skills for pvp but with 10 hours into the game or something and doing this exam the guy doing it is pretty good already.

 

What I would be interested in is the average time for a player to reach master and commander rank with missions etc.

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Just now, rediii said:

If you want to prepare ppl for PvP, maybe make the AI smarter,

I swear the AI is more dangerous than the majority of players ;) 

Out of jokes, give suggestions to improve the Tutorial here: http://forum.game-labs.net/topic/25622-tutorial-feedback-2/

 

 

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