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


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On 4/20/2018 at 4:42 AM, CaptainSparckles said:

Maybe the community will help see the hidden red flags that will ruin this feature long term 

Admin, all these new money replacing the "gold" money, will be put in the captains´ chest or as one redeemable? Or will it be put in only one warehouse?

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2 hours ago, admin said:

Please keep in mind that this is a game. 

Clan warehouse will act as a bank and will pay for all the ports. 
When we talk about the idea of the physical currency transporting need we only talk about the trading and pvp rewards. Once you get it to clan warehouse it will not require additional travel.

What is being discussed: We want to consider the possibility to remove the magic electronic wallet for battle rewards and marks and from trading. 
The interesting outcome from this feature would be actually increased PVP risks especially risks in hunting around capitals: Right now it is still safe to hunt around capitals. It does not feel like a raid; pvp players wins 2-3 battles sinks in the 4th one - but still keeps all the rewards. This feature might actually give some ability for the defenders to deny all rewards from the hunter by counter ganking him. which will bring the balance to the force universe

Also keep in mind that it is just an idea for discussion: Thus no need to get defensive and negative. Lets talk constructively about benefits and negatives of additional risk in pvp and trading. 

 

I think this is a interesting option.

May I add that perhaps this is a golden opportunity to look into expanding the outpost system.

Currently they all provide the same service and the only cost is to add another one or to close and reopen them.

But what if there where levels for outposts just like when you increase the size of your warehouse size. Ofc Larger warehouses means that you pay more tax/upkeep

  • Level 1. Basic facilities. Allows you to teleport to and from this outpost and store minimum of goods and ships Say Max 2 ships and no Large Vessels and/or dock fee for your ships after the 3th in dock.
  • Level 2 Improved facilities. Same as Basic but larger warehouse and option to issue and use notes of credits if in good standing with the port / nation. Max 3 Ships and 1 large vessel can be left in dock. Decreased dock fee.
  • Level 3 Medium Docks and Warehouse. Same as previous but increased docking space and the ability to use the outpost as a bank for trades in the near area.
  • Level 4 Large Docks and Warehouse. Same as previous but increases the area in which you can issue notes of credits and can also aid clan members in issuing Notes for players in good standing.
  • Level 5 Huge warehouse. Can store huge amounts of goods and ships. Acts as a branch of a bank. May Issue notes for all players for a fee. Can store other players ships for a fee? Gives good connection to local customs and governing system providing swift and speedy help when needed. Decreased tax due to large investments in the local port.

Perhaps there is a max amount off how many warehouse of larger size a port may sustain due to the space they require.

Note this is just a quick suggestion on what improved outposts could provide and by no means a balanced and full suggestion. But I feel that for those Traders / Crafters this would be a good way to increase content for them.

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8 hours ago, admin said:

 

  • New building will be introduced - mint. Mint will be required to make coins and will require victory marks to build
  • Crafting blueprints updated for ships and shipbuilding materials
  • Mission rewards/pve rewards/pvp rewards changed 

 

Care to add any more info to how blueprints will change?

And why not have MINT added as a clan building instead. make it so clans can pool resources and a clan officer can use those to build it and clan members can then in the port where the Clan Warehouse is located use it.

Edited by Niagara
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7 hours ago, admin said:

The physical (immersive and realistic) coins will definitely make it more immersive and interesting in the short term. 

  • It will actually affect the average trader a lot less - he still sails both legs of the trip, risking his ship, thus it does not affect his time. 
  • It will affect the PVP raider most - he will have to conserve the spoils and get them to safety. Currently he just sinks targets and marks/gold is sent to his magic wallet. If the feature is implemented - marks/coins will be sent to his hold and he will have to get them back to save them (or lose them to defence fleets or other raiders). 
  • It will make patrols more popular also. 

Increasing risk for pvp players (who cherish it) is actually a good thing to my belief.
Maybe the community will help see the hidden red flags that will ruin this feature long term

PVP/RVR :

Physical coins, as stated, would be interesting in the short term...Gank the raiders!!! Yaaay!!Revenge!!!!!!💣💥

Nobody though, would like to lose his hard earned coins, after having a hard fight. This would kill PVP/RVR.

(for example, this last saturday swedish fleet fought 3 battles, against 3 french fleets, 1 after another..for hours...in the end all swedes sunk, because they ran out of repairs...people had fun, ALTHOUGH even all sunk, they had something=Marks, which nobody can take)

now, if rewards, coins are physical, why fighting such battles at all? fight for hours and have 50% chance of getting home, or maybe less??? We need again super speed mods on all ships, just to save coins? Red flag.

TRADING :

As usual, traders are the most left out in the cold group in this game. Whatever they do now, nobody cares, only as victims, they are super hot...Most traders are crafters too.If they can`t trade to earn money, to buy materials and resources, they will stay home, sail less, maybe won`t sail at all..Generally losing cargo as a trader, depends what it is, is not bad NOW, but forcing them to carry lots of money/notes with them, being unprotected anyway, would force even more players to quit. Red flag.

PATROLS:

Well.... Old story..Players are humans, they can talk to eachother, organise patrols..What`s the problem? It simply doesn`t work.Players have different interests in a game,and finding 5 players for a patrol in a certain area is a pain in the a...

Now, probably some might come around and immediately respond:" Oh we do this every day, works fine"..But me not buying it..Something needs to happen(someone sinks or several), before something happens(some players gather to counter"gank") This one which has been sunk, maybe had his hard earned coins on board..Nobody came to help. Red flag.

Edited by Fenris
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3 hours ago, Banished Privateer said:

1v1 is fair if both of us have equal chances of winning, not skill or probabilities. Why do you base everything on 50% chance calculation? Is it some sort of a lottery - flip a coin, oops this time you die. Good luck next time!

Well you have you idea what a fair fight is. For you 1-1 is fair. To me things are just a bit more complex. But you actually hit the nail on the head. The word egual. 

In golf they have a handicap so players can compeat against each and get a egual fight. So they help the different in skill.

I said we shouldn’t have handicap in the game. It should be skill based. So how do that relate to oure topic of witch help a hunter should have to escape a revenge fleet. It is simple they have invisibility and wind. Thats a handicap,  it is fair thats they should have a compesstion for the different in speed in OW and combat. But it is a handicap. So the question is how big it should be. If I understood you right, it should be so big that the hunter gets a very high chance of getting away. I on the other hand think there should only be a 50/50 chance. I se no reason to hand hold a hunter. It is all how they balance the game. In my opinion, they just are to soft on the hunters.

They could easily give a trader a 50/50 to get away. It is just a question on how they balance the game. I just advocate for a game with less help. Thats all. And Fair enough you want more help, so you can be more succesful.

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7 hours ago, admin said:

Increasing risk for pvp players (who cherish it) is actually a good thing to my belief.
Maybe the community will help see the hidden red flags that will ruin this feature long term

The red flag is that after every battle you should sail back to your port. When you're on a long voyage, it's a huge time waste. It's definitely not fun.

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4 minutes ago, vazco said:

The red flag is that after every battle you should sail back to your port. When you're on a long voyage, it's a huge time waste. It's definitely not fun.

this game is branded with simulator now, it's no longer mmo. I guess it's ok as it is. 

Edited by Project Pluto
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@admin

I recently returned to the game this past weekend.

i like the tutorial and think it will help a lot.

encouraging players to join clans early on is also very good.

Real currency system. I can see advantages in this as well as like the idea of national mints and treasure fleets. I think the only issue I see looming is that players in NA tend to play more like tribal clans than they do as nations. Similarly player run treasure fleets would be no added content. These would the engineered by players to always occur off hours or in uncatchable ships in various ways as to be useless as content.

what I would suggest is that have the mints run by clans that own and secure the gold or silver ports. When the mint produces X amount of currency the clan puts in a request for an NPC treasure fleet to be created to take the currency from point A to point B. The treasure fleet is scheduled by the computer in a window similar port battles set by the clan. The clan then has the play content to guard their NPC fleet as it makes its route. NPC fleets always take direct routes from point A to B. Something like that so that treasure fleets actually become playable content to the clans making the currency and their time zone enemies.

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9 hours ago, admin said:

The physical (immersive and realistic) coins will definitely make it more immersive and interesting in the short term. 

  • It will actually affect the average trader a lot less - he still sails both legs of the trip, risking his ship, thus it does not affect his time. 
  • It will affect the PVP raider most - he will have to conserve the spoils and get them to safety. Currently he just sinks targets and marks/gold is sent to his magic wallet. If the feature is implemented - marks/coins will be sent to his hold and he will have to get them back to save them (or lose them to defence fleets or other raiders). 
  • It will make patrols more popular also. 

Increasing risk for pvp players (who cherish it) is actually a good thing to my belief.
Maybe the community will help see the hidden red flags that will ruin this feature long term

I think a hybrid system would be best.  If you get the money back to the safety of your nations owned ports it goes into a bank that you can use to pay for your port maintance and such. If your not part of a clan than it goes into your own personnel bank.  Each player should have one of those and each clan should have it's own bank.  Money needs to be withdrawn and moved to other ports owned by other nations if you plan to trade with them.  

I like the concept of any raid/kills money is on your ship bank until you return to a friendly or clan owned port.  Even go as far as it has to be either the capital or clan owned port (warehouse port) to do so.  All players and Solo players have to work out of the capital pretty much, while clans can work out of there clan owned ports as a bonus.

Folks shouldn't be made broke if they get hit by some one and loose one ship, so the bank amount pretty much should never be all on your ship to be lost.  Just what you have collected from raids/trades until you return to your home port, but that loot shouldn't just magically show up in your bank every time.  Make them go back to port to get it.  Maybe have trade manifest you where thinking about that they get after a battle.  They turn them in when in port and get paid the reward/loot amount.  If some one captures your ship they have a chance to get some of these trade/loot manifest and turn them in themselves for the loot.

7 hours ago, z4ys said:

- Dont allow basic cutters to transport currency. My only concern so far.

Again basic cutters should honestly be removed from the game other than low rank players.  The game should send you back to a port you have a ship or outpost in upon your death in game.   If anything we should have like POTBS had was fallback ships you can only get if you have no other ships in game (maybe limit to no other warships).  Basic Cutters are still being abused over and over by maxed rank players.   If your max ranked than you should have ships and outpost to return to upon your death not being able to buy a basic cutter and cheese your self back into combat or to avoid getting attacked.   

They should not be able to join any mission or fight unless they started the AI missions themselves.  There is no reason for them to be joining PvP fights or even other players misisons.   If they are in a group than yes the group can pull them for an AI missions, but not be able to join an all ready started one.  I know this is off topic from the OP, but really it needs to be addresed if something like the system being talked about comes into play.

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2 hours ago, Banished Privateer said:

NA handicap is a separation of OW and Battle Instance ruining all realism and game mechanics and creating hundreds of issues. This can't be fixed in this game. My idea is not to help the hunter get away, but to give him a chance to safely get away after a long battle and avoid revenge fleets which are broken because of OW-instance handicap + F11 coords. If I sail in a battle for 1h and 30 minutes, I should get like 1-minute speed boost in OW to in theory sail a distance I could have sailed in a battle instance, that's pretty close to realism, right? And if I'm in battle 5-10 minutes, there is no much bonus for me then.

Revenge fleets after 1:30h battles are cancer, there can never end. You die, you bring next ship and wait with revenge fleet. Fresh, new ship, full repairs. The enemy is damaged, short on repairs and needs to keep fighting you again and again until he dies. Revenge fleets well done always kill enemy, no matter what. There is nothing skill-based about that.

1 min speed boost in open World? Honnestly. Guess then there will be no revenge fleet,  no reason. So how often do you lose to a revenge fleet. But uf we stay on the idea of a fair chance to get away. Shouldn’t we start with the traders. How often do they get away, when attacked.

I try to see your situation, But must admit it is hard to  get. The predator saying it is to hard and game should be easier on us. Byt lets make it harder for the prey. You want it to be easier to get away.  How often do you actually lose a ship to a revenge fleet. A number will make it easier to understand.

It is hard to be a predator, think the prey have a harder time. But maybe you are right is to hard to be a top PvP, maybe it is time to make the game more soft on PvP players. 

 

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16 minutes ago, Banished Privateer said:

Traders can use escorts, guns, good mods, they have 1000 ways to defend themselves, but most of the time they sail defenceless and careless. It's like taking a ship with no guns, no repairs and complaining about a fair fight... Logic? I killed lots of hunters in my trader. 

Do you think it's ok to be forced into fighting others for 4-6 hours until death?  Fair question. You win a battle or get away and you're forced to next and next and next. No chance to get home quit game, log out, whatever. Most of the players would just give up or surrender at that point...

The hunter chose where and when to attack. They choose if they want to go alone, with other in with ship they want. They dont like the situation, they just find a new prey. Hmm. Yeah see they have a tougher time.

Forced in to a battle. Do traders not get forced in to a battle? But it is ok to force a battle if it just is a short one? 

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I like the idea of having to move money around and to return with any loot in form of gold and marks.

Sure for the carebear crowd it may not be funny. But there is no rule that all ports should be taken.

Same goes with upgrades, no captain chest and funny instant movement around. All the teleport BS kills the economy.

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47 minutes ago, Banished Privateer said:

Traders can use escorts, guns, good mods, they have 1000 ways to defend themselves, but most of the time they sail defenceless and careless. It's like taking a ship with no guns, no repairs and complaining about a fair fight... Logic? I killed lots of hunters in my trader. 

Do you think it's ok to be forced into fighting others for 4-6 hours until death?  Fair question. You win a battle or get away and you're forced to next and next and next. No chance to get home quit game, log out, whatever. Most of the players would just give up or surrender at that point...

That's what the surrender option is there for. Get home fast. If you want Hello Kitty mode on then we can start to backtrack on all the changes. Or you can play on the PvE server. I get you like the changes in your favour but not when it goes the other way. That´s just asking for an easy mode game.

Edited by Jesper Dahl
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8 hours ago, admin said:

Please keep in mind that this is a game. 

Clan warehouse will act as a bank and will pay for all the ports. 
When we talk about the idea of the physical currency transporting need we only talk about the trading and pvp rewards. Once you get it to clan warehouse it will not require additional travel.

What is being discussed: We want to consider the possibility to remove the magic electronic wallet for battle rewards and marks and from trading. 
The interesting outcome from this feature would be actually increased PVP risks especially risks in hunting around capitals: Right now it is still safe to hunt around capitals. It does not feel like a raid; pvp players wins 2-3 battles sinks in the 4th one - but still keeps all the rewards. This feature might actually give some ability for the defenders to deny all rewards from the hunter by counter ganking him. which will bring the balance to the force universe

Also keep in mind that it is just an idea for discussion: Thus no need to get defensive and negative. Lets talk constructively about benefits and negatives of additional risk in pvp and trading. 

 

I must say I am surpriced. It is just a game. Hmm.

Why only make it hardcore for trader and PvP. Why shouldn’t RvR not be hardcore?

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5 minutes ago, Slim McSauce said:

define hardcore.

Now you have to get a port is, basicly to flip it and win. Yeah I now the battle can be hard.

So what would make it a bit more hard core? Think you need to take logistic in to account. 

- Need to build forts, you have to sail ressources there. Cannons, balls and other stuff. And make so you have to resurply on a Weekly basis.

- Need to get money to pay soldiers in the fort.

- Build in a town manageme concept(Know that it is a bigger job, But the 2 first should be easy do.

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3 minutes ago, Banished Privateer said:

I'm not sure if the guys from DNP understand the paradox of revenge fleets and never-ending retagging. It ruins the game. Being attacked and dying in a battle is one thing, but getting killed after being tagged 3-6 times is a different story. The fact that person you fought died and comes back for revenge battle after 5 minutes in the new ship is also illogical. That's the reason why we had in battle screen "teleport to port" option in past. It wasn't a perfect solution, but it solved the famous revenge fleets. I remember KPR revenge fleets with 10-20 players fleets waiting for 1-2h for enemies to login or leave the battle. That was just sick. Basically, the hunters had to log out for 2-3h or come back to the game the next day to be able to play and not die.

If someone can survive/win several fights, he should be able to get safely away. The battle starts at point X and always ends at the same point. You travel X distance in a battle, what happens to that? It doesn't matter? 

So you ask for a free get out of jail card. In short, easy mode.

You selected to kill someone in their reinforcement zone or close to it. Easy target, yet you don't want the trouble that follows.

Edited by Jesper Dahl
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28 minutes ago, Banished Privateer said:

I'm not sure if the guys from DNP understand the paradox of revenge fleets and never-ending retagging. It ruins the game. Being attacked and dying in a battle is one thing, but getting killed after being tagged 3-6 times is a different story. The fact that person you fought died and comes back for revenge battle after 5 minutes in the new ship is also illogical. That's the reason why he had in battle screen "teleport to port" option in past. It wasn't a perfect solution, but it solved the famous revenge fleets. I remember KPR revenge fleets with 10-20 players fleets waiting for 1-2h for enemies to login or leave the battle. That was just sick. Basically, the hunters had to log out for 2-3h or come back to the game the next day to be able to play and not die.

If someone can survive/win several fights, he should be able to get safely away. The battle starts at point X and always ends at the same point. You travel X distance in a battle, what happens to that? It doesn't matter? 

I think we had a couple of revenge fleet. Yes there is an issue with different in speed. But I do belive the solution we have no compensate for it. Do I like to get dragged in to a battle and have to do one more fight. Not always, some time I have to go to bed and sleep, But thats the game. But I dont see why a revenge fleet should be bad and the hunter good. Basicly both try to force another player to a fight and then kill him.

What was in the past is in the past. It should not dictate solutions today. I think the hunter still have an advantage, so He has a more than good chance to get away.

So you survive 2-3 battles and you should just get a free out of jail card? Lets not make it to soft core. What will be next. You have been killed once today, so now nobody can tag you. We should focus on getting this game more skill based, not put magic in to make it easier.

if you sail around the same spot you wont get fare away. You allready have 15 min you can stay and wait for the right wind in OW.

Edited by staun
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6 minutes ago, Banished Privateer said:

nah, I don't ask for it, we had it and it wasn't perfect (teleport to outpost). I'm asking for a realistic compromise solution - the more time you are in a battle - the longer speed boost. You travel X distance in battle, you make it count in OW too. We get a totally different time cycle in battle (slow) and OW (fast). Normally revenge fleet most of the time would never be able to get to battle, wait and attack again.

But if you fight around the same spot, how far do you go, and why should that get a speed buf in OW. Why just not make it so that you get out in OW where you where in battle.

Edit: 

But does that different in speed make jumping missions ore other battles possible. You want to close that posiblity to?

Edited by staun
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38 minutes ago, Banished Privateer said:

If someone can survive/win several fights, he should be able to get safely away. The battle starts at point X and always ends at the same point. You travel X distance in a battle, what happens to that? It doesn't matter? 

That's what I'd like to know. Sometimes you sail a long way in a battle and it be very realistic if that distance wasn't lost. Maybe the game should calculate the distance travelled from the point of entry and then give invisibility for the time period necessary to make up that distance in the OW. This would allow players who put in the effort to have a better chance of avoiding contact after leaving the instance.

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2 hours ago, No name, no flag said:

That's what I'd like to know. Sometimes you sail a long way in a battle and it be very realistic if that distance wasn't lost. Maybe the game should calculate the distance travelled from the point of entry and then give invisibility for the time period necessary to make up that distance in the OW. This would allow players who put in the effort to have a better chance of avoiding contact after leaving the instance.

Cant remember, But are open world speed not 30 times bigger. But lets say He gets his minut invisibility. So He gets a minut head start. Lets be honnest is not a question about having a chance, it is a free get away. Try to cover that area for a revenge fleet. 

But why should effort be rewarded? This is a skill game. My expirience being on both sides of a revenge fleet, is the chance of getting away are very good after the battle.  Where players get in trouble is where there is just like one join area. There they can cordinate, so new players can join on the top of the enemy. Killed more than one on the account.

Realistic is imo a pure argument. Lets se you become invisible and can sail against the wind. Does that not reguire some stealth tecnoligy and engine. Don’t think it was invented at that time.  How fast do you think a ship was repaired after hard fight? Did ships carry unlimited guns. How the hell did they find new Crew so fast on open sea?

 

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