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Name 5 things you would like to see in NA

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4 hours ago, vazco said:

Historically it wasn't the case - you just had to handle the ship over to admirality to get a reward.

It's also balanced - now you can have a career as a trader, as PvE captain, and as a PvP captain. Removing PvP marks removes the ability to focus on PvP in the game, which is bad.

Btw, there's no incentive system which would save you from being sunk by a stronger ship. People do this because they can, not because they're incentivised. Now marks incentivise mostly pure PvP career, fights in patrol zones and fights against overwhelming odds.

 

Which is the point.  You had to do something with the ship.   What would the Admiralty give you if just showed up with a log entry and a bit of mast from whatever you sunk?  Sure, credit and glory.  But what about that gold from Panama?  They didn't care about that?

To have prize money you must have a prize.  Without the ship and cargo how exactly is the prize agent supposed to get you paid?  This didn't happen by magic in the middle of the ocean.  You didn't simply get to slap on your repairs and move on to the next victim.

You want PvP marks from combat with my trade ship?  Fine. You ought to have to sail it to port to claim them.  My little boat did not appear on the water by magic.  You should not be able to magically dispose of it and pocket your goodies.  This is what balance ought to encompass.

And no it's not balanced.  Because you are correct.  A player will sink my trade ship because he can.  And it's easier than sinking someone with a similar battle rating.

I've been playing the Caribbean server since February.  From this merchant's point of view, most of what I am seeing in this pure PvP game appears to be currently about whacking traders and inexperienced players off the mouth of the Charleston harbor.  Don't misunderstand me.  I'm not looking for a risk-free activity.  But at some point if you zero out the payoff there is no merchant game to be had.

Or it is about political squabbles between clan leaders.  So much for this whole clan nonsense and the support that's supposed to provide.

And for this newish trader that's getting very, very old.  I got hooked on this game but there might be better things to do with my time.

Edited by Marcus Corvus

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Problem is pvp'rs dont really pvp..ita mostly clubbing new players or only fighting when the odds are greatly in their favour..

noob clubbing is just quite sad

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57 minutes ago, Mrgoldstein said:

Problem is pvp'rs dont really pvp..ita mostly clubbing new players or only fighting when the odds are greatly in their favour..

noob clubbing is just quite sad

As I said in a pvp only world only wolfs remain and they will exterminate any newcomers. Game design, not a players fault.  

PvE content is the only remedy. 

Edited by Wind
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- Harbour menu & OW UI:  helping in feeling the rp even if this is just via some painting/artworks

- OW sailing  gameplay: Ow sailing can stay the same, but give us the possibility to launch manoeuvers/drills as kind of minigames to pass the time when sailing. (ship identification training as a watchman, sails trim/hoist via coordinating the effort of your crew in rythm with a shanty, firing drill by following all the steps requested to point load and shoot a cannon fast.)

- Diversity in pve missions: attacking/protecting fishing fleets / treasure fleet,  vip/mail delivery missions, etc. help the newcomers & casuals finding stuff to do when connecting apart tagging  the random ow fleets to be potentially jumped, or safezone missions to be jumped or fighting boosted ai.  Fishing fleets could appear for each nation outside Safezone and be attacked by players even in cutter if they find one.

- Warrant officers recruitment/levelling: Keep the books & perks tied to you character but add warrant officers you can move from a ship to another or recruit for each ship. Warrant officers unlock knowledge slots we have right now regardless of the ship they are in. Warrant officers have a % chance of being  killed if your ship sink before surrendering. This is to ease knowledge progression and making it more dynamic but also to give a little something for not sinking.  You don't loose you warrant officers from rageboarding, you don't loose it if you choose to surrender instead of delay / grief, it can create some attachement with your crew, and punish for switching off survival.

- Pirate-Privateer specific gameplay vs Nation RvR

Edited by Baptiste Gallouédec

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9 hours ago, dagdriver said:

ranking that list in order of importance (1-most important 5-least important )

4-Open world user interface 
3-Port user interface
5-Localization
2-Economy and upgrade rebalance
1-Better boarding

I received a response from the developers a few weeks ago regarding future changes to boarding mechanics. According to that response, #5 on your list will be taken care of before #1 on your list will be addressed.

However, they did indicate that once localization was completed changes to boarding mechanics would move up to a higher priority on the list of things to implement.

 

Edited by Captiva

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4 hours ago, Marcus Corvus said:

You want PvP marks from combat with my trade ship?  Fine. You ought to have to sail it to port to claim them.

Did you watch "Master and Commander"? You didn't have to sail all the way to port to claim a prize, you could man the ship and send it back. Requiring a captain to only board the ship, then to sail with it back to harbour is just an unnecesary chore.

4 hours ago, Marcus Corvus said:

I've been playing the Caribbean server since February.  From this merchant's point of view, most of what I am seeing in this pure PvP game appears to be currently about whacking traders and inexperienced players off the mouth of the Charleston harbor.

That's your real issue. You don't fix it by making PvP so painful due to chores that noone wants to do this. You fix this by eg. preventing ANY fights in protected zones, fixing PvP zones, adding raid mechanics, and in the proces redirecting all the PvP players to PvP zones and dynamically generated raid zones, or PB's.

 

Noone wants to be ganked by 10 vs 1 inexperienced players. It's just right now the only content you can easily get.

Edited by vazco
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3 hours ago, Wind said:

As I said in a pvp only world only wolfs remain and they will exterminate any newcomers. Game design, not a players fault.  

It's usually that inexperienced players exterminate wolves. It's definitely the case in KPR, Gustavia and MT. In those three you will most likely sink, taking a few players with you. Maybe in some areas it's different.

The difference is that experienced player after sinking will buy a new ship, equip it with cheap upgrades and sail out again. A newb will complain that he should have won (cause he had a numerical advantage), accuse experienced player of using magical cheats (such devious things as mods, angling, cooperating, using wind) and rage-quit the game.

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4 hours ago, Marcus Corvus said:

I've been playing the Caribbean server since February.  From this merchant's point of view, most of what I am seeing in this pure PvP game appears to be currently about whacking traders and inexperienced players off the mouth of the Charleston harbor.  Don't misunderstand me.  I'm not looking for a risk-free activity.  But at some point if you zero out the payoff there is no merchant game to be had.

I fight best players in the game but in the same time I fight everyone, including newbies and rookies. If I was supposed to skip all less-experienced players battles, I would cut probably more than 80% of content for myself... Dueling is now much harder due to lack of a duel room. We have such stopping factors like outposts, tows, meeting points etc. 

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3 hours ago, vazco said:

 

Did you watch "Master and Commander"? You didn't have to sail all the way to port to claim a prize, you could man the ship and send it back. Requiring a captain to only board the ship, then to sail with it back to harbour is just an unnecesary chore.

I am reading the series.  One way or another the captured ship gets sent to port.  And the raider gets to crew it.  It costs something.

Right now the merchant eats all the costs for a prize you get to swallow whole without any further effort.  No reduction in crew. And no further risk.  Combat has zero upside for the merchant.  And apparently zero downside for the raider.

No wonder we are PvP targets.

There is no sense in which this can be considered balanced.  But maybe that sort of balance is impossible and I am playing the wrong game.

Edited by Marcus Corvus

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I would like to see improvements to open world sailing.

1) Compass, timepiece, pendant, sextant and chip log on toggled keybindings

2) Ability to control ship while using camera view, so we can sail ships from the deck view.

3) Option to remove port text titles.

4) OW ship markings to identify ship's nationality with UI turned off. 

5) Non-combat instances to allow players to trade or interact with fleet ships.

 

 

Although it is impossible, (or just that the Devs are opposed),  I would love to see:

1) Whaling

2) OW ship damage from collisions with other ships and shorelines

3) instance storms with ship/sail/mast damage.

4) Exploration to discover and extract resources outside of ports.

5) Wind and current drift.

Edited by Macjimm
spelingk
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On 6/13/2018 at 11:23 PM, Sir Texas Sir said:

1. Proper Safe Zones around capitals, they should not have a dead zones from the capital to get into the reinforcement (I mean Gank) Zones.  This area should be proper safe zones to let the casuals do missions and level up if they want.  They still can be ganked in the reinforcement zones if folks want, but no nation should be camping a capital killing every one and ruining the game for those that don't think that is fun.  Yes the players can just go else where.....like to another game, than you will have nothing to kill at all cause apparently our PvPers refuse to fight each other.  I'll add also while in the safe zones or even reinforcement zones make what Harts said AI are aggressive. I know folks don't want to fight AI battle,s well than go to the PvP zone not camping capitals where most players want to just level and do econ or even trade.  If you don't want the aggressive AI than hunt out side the zones.

2.  Cut the nations down in number.  Drop the Prussians, Russians, and Poland and give that mechanics to the Pirates. Turn Mort into a Neutral town for all to use not just pirates.  Like the old Pitt's town was but it's the same for all nations.  That will make this area  a big melting pot and prob hot 24/7 PvP zone.   Pirates will be extreme hard core mode and can live out of freetowns and FFA ports or the Neutral for all zone at risk of course.  This will give Pirates some what more of a Pirate feel.  Also there zone around Mort are all FFA battles so that they stay open and any one can join, but there is no Green on Green, any one can kill any one while in those battles in that zone.  Again this is to make it the hot 24/7 PvP zone for the server.  Your board and want PvP than you go to the Mort zone and just pop out and fight folks.  Hell you can even fight your own nation if you want.  This will give us a place for all the PvPers that want instant battles all the time.  If no one goes in there it's not our fault the zone was provided for you.   

3.  I would love to see more missions/achievements.  Even if it's just kill so many players you get this reward, go to so many ports and you get a reward, give folks something to do other than trade, gank and craft.

4.  Revamp the perks system so that combat perks are tied into your combat rank and crafting perks or tied to your Crafting level.  Right now there is nothing special about crafting other than maybe some reduction in labor hours.  

5.  More control over a port by clans that own it.  They get a little of the rare goods drop in a port bank that the clan can do what ever they want.  Allow them to limit the port trade (not normal friendly clan list) with options:  Open to Nation (all clans in nation can use).  Open to Friendly Trade clans (works same way as PB's but it's trade clans so you can keep the same list).  Open to all (this is set by opening the port to all).

I want to add one more....>FIX PORTS BR LIMITS<  We have way to many ports that are like 2500-5000 BR limit in deep waters. Meaning you can only get 5-10 ships in them.  I'm fine with the BR limit if there was other restrictions like no SOL's, but most of the ports are at those ranges which means elite small teams can control a port easly as long as there screeners get them in and take it from say a large clan or nation.  Which means you have to mainly depend on your screeners to win a port battle more than your PB team.  I know the days of the old 25 vs 25 man port battles seems to be over other than a few ports, but it would be nice if we can actually field a larger team in a port we own cause we have a larger number players than a small clan/nation.  Why am I force to only pick 5-7 guys to defend a port when it's owned by my clan and we can field 10-15 players in it?  I know a lot of guys got turned off from RvR when there is no longer big battles over ports.  Well unless it's OW battles.  That is prob one of the many reasons you hardly see PB's any more other than I'll use it....US coast lines.   Our ports are getting flipped not for the PB but for the OW big fights cause folks want the big fights.   I mean it's okay to have some with small restrictions on BR, but it seems like just about the majority of the Deep Water ports on the Map is in that range and that is a bit to small for if the server ever gets a bigger population.  There is a problem when you can have 50 ships out side but you can only get 5-7 guys inside.  Either make some of the limited to 4th rates and below to get more ships in and away from a 1st rate Meta or bring up the BR in more ports.  Right now the only way to get 15+ port battles for the most part is to do shallows.  It takes to long to flip high BR ports in deep water and you get hit to hard with the Player Agro if any one dies it sets you back a full battle or two just from loosing a ship or two.

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13 hours ago, vazco said:

It's usually that inexperienced players exterminate wolves. It's definitely the case in KPR, Gustavia and MT. In those three you will most likely sink, taking a few players with you. Maybe in some areas it's different.

The difference is that experienced player after sinking will buy a new ship, equip it with cheap upgrades and sail out again. A newb will complain that he should have won (cause he had a numerical advantage), accuse experienced player of using magical cheats (such devious things as mods, angling, cooperating, using wind) and rage-quit the game.

And the result is an empty server. Preaching about newbies' moaning - even if it could be right (and I'm not so sure about it, since PVP players share their fair part of whining, at least on this forum) - is anyway an idle exercise.

Point is that If newbies/casual keep quitting the game soon after having joined it, the game sooner o later will die. And that's the reason why the game must provide features that make them stay. Plain and simple.

Edited by victor
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after the UI;

there is a need a need to compete 

nice trailers 

more environmental beauty upgrades

nice chores 

beautiful trees

bigger harbors

different building styles

more flags

the ability to go ashore the ability to walk to the admiralty and get robed by drunken sailors

and a need to explore the map (for the greed) and see other worlds for the beauty 

Edited by Thonys

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6 hours ago, victor said:

And that's the reason why the game must provide features that make them stay. Plain and simple.

I guess we agree. Fix patrol zone roe and disable any fights in protected zone afterwards. Right? :)

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On 6/14/2018 at 10:41 AM, Banished Privateer said:

I fight best players in the game but in the same time I fight everyone, including newbies and rookies. If I was supposed to skip all less-experienced players battles, I would cut probably more than 80% of content for myself... Dueling is now much harder due to lack of a duel room. We have such stopping factors like outposts, tows, meeting points etc. 

I am not suggesting that you skip them.  Nor am I casting aspersions on what any particular player does or does not do.  As a merchant I run OW risks and expect to be chased and caught now and then. 

All I am doing is describing what the overkill looks like from the receiving end.  I might suggest that you all as a class of players consider a bit of restraint.

What happens when you succeed in driving that 80% of your content from the game?

Edited by Marcus Corvus

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3 minutes ago, Marcus Corvus said:

What happens when you succeed in driving that 80% of your content from the game?

I got sank more than 1000 times and nothing else drove me out of the game than bad development and terrible Dev decisions or long waiting times for patches. 

No one likes losing, but if a players quits after losing, that's their choice. You can use 50k gold worth ships for PvP and learn how to fight without big losses. I recently bought a Mahogany-Crew Space Frigate with mediums for like 100k gold, got 6-7 kills using it and then captured Teak-WO Very Fast Trinc with good mods so I switched the ships and continued. It was a 1v1 fights in most cases. No one needs 5m worth ships to PvP, especially when you learn. Players think that they lose because opponents have better mods or books...

PvP can be very cheap and risk-free. Players use expensive stuff and ragequit after losing it... 

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4 minutes ago, Banished Privateer said:

I got sank more than 1000 times and nothing else drove me out of the game than bad development and terrible Dev decisions or long waiting times for patches. 

No one likes losing, but if a players quits after losing, that's their choice. You can use 50k gold worth ships for PvP and learn how to fight without big losses. I recently bought a Mahogany-Crew Space Frigate with mediums for like 100k gold, got 6-7 kills using it and then captured Teak-WO Very Fast Trinc with good mods so I switched the ships and continued. It was a 1v1 fights in most cases. No one needs 5m worth ships to PvP, especially when you learn. Players think that they lose because opponents have better mods or books...

PvP can be very cheap and risk-free. Players use expensive stuff and ragequit after losing it... 

Ragequit... 

People play games because they enjoy them.  Not so they can get the crap kicked out of them whenever they log on.  At some point the experience ceases to be fun.

I am not talking about losing 1v1 fights.  I am talking about getting clobbered repeatedly at long odds.  I am not suggesting that is something you do as we haven't encountered each other, however.

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On ‎6‎/‎15‎/‎2018 at 1:05 AM, Sir Texas Sir said:

I'm fine with the BR limit if there was other restrictions like no SOL's

I recently proposed a question to Ink, asking if deep water port battles needed two BR numbers instead of one.

The first BR number would apply to 1st and 2nd rates; with the goal being to limit their numbers in a port battle to no more than three to six ships, depending on the BR number.

The second BR number would apply to 3rd rates and below. These would make up the majority of ships in the port battle, somewhere between ten to twenty, depending on the BR number.

I though of this idea after looking at fleet composition in historical naval battles. It seemed that most of the time there were only three to six 1st rates. The majority were 3rd rates along with a few lower rated ships.

This would probably be a nightmare for those of you who organize port battles.

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2 hours ago, Banished Privateer said:

I got sank more than 1000 times and nothing else drove me out of the game than bad development and terrible Dev decisions or long waiting times for patches. 

No one likes losing, but if a players quits after losing, that's their choice. You can use 50k gold worth ships for PvP and learn how to fight without big losses. ...

PvP can be very cheap and risk-free. Players use expensive stuff and ragequit after losing it... 

 

Your thinking is upside down here.  It's not that people lose stuff and it's potentially a small amount, it's the fact that they are not winning, just as Marcus Corvus implies above.  People don't log onto a game and stay and keep playing it over and over, in order to lose stuff.  They want to win!  Everyone likes to win, not lose and especially lose consistently.  Don't quote the git gud crap either because we know that some people have time to do that and others don't, or will never be good perhaps because they're older or maybe just less talented even with practice (let's be frank, I'm in there somewhere).

Here's what I'm saying......do you know the reason I like to play CS:GO, even though I can never be one of the best?  It's because when I get shot and killed, the message comes up on the screen that says something like this: "You got killed.  You won +$2400".  Bonus!  I didn't actually lose anything, I actually won something for dying.  And that in a nutshell is what NA is missing.  If your ship gets lost you should get bonus and in fact be in a better position than you were before you lost the ship.  Then you won't be losing players who get farmed, or players who can't compete.  Think about it and you will see 1 very good reason why that game is so successful with repeating players and NA currently is not.

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1 minute ago, Jean Ribault said:

Here's what I'm saying......do you know the reason I like to play CS:GO, even though I can never be one of the best?  It's because when I get shot and killed, the message comes up on the screen that says something like this: "You got killed.  You won +$2400".  Bonus!  I didn't actually lose anything, I actually won something for dying.  And that in a nutshell is what NA is missing.  If your ship gets lost you should get bonus and in fact be in a better position than you were before you lost the ship.  Then you won't be losing players who get farmed, or players who can't compete.  Think about it and you will see 1 very good reason why that game is so successful with repeating players and NA currently is not.

I always liked the gold rewards for damage, but @admin is against it... Farming and such.

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6 minutes ago, Banished Privateer said:

I always liked the gold rewards for damage, but @admin is against it... Farming and such.

I think it's unfortunate because that would spark people's continued play in NA IMO.  If you beat me in a battle you should get more, no question.  But I don't wanna be beaten down continually, I will just quit (cuz it's no fun).

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On 6/15/2018 at 2:58 PM, vazco said:

I guess we agree. Fix patrol zone roe and disable any fights in protected zone afterwards. Right? :)

yep

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Its frustrating indeed i cam fight a guy for over an hour do yons of damage in the end he escapes...0 reward...i get ganked 0 do lot of damage but sink..0 reward..this needs fixing who cares about a few farming gold new players need rewards so theyll stay

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My 5 things are

1) I would like to have a more realistic economy that you can build ships on without big strange items that are there just to name item x

2) I want repair kits and rum to make more sense

3) I want to see the luck taken out of crafting

4) I want PVE to get more interesting content

5) I also really would like to have better rewards for PVP

A big bonus would be have to have more ships and customise options too

Edited by Angelo Morosini

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