Jump to content
Game-Labs Forum
admin

Patch 25: Open world user interface update.

Recommended Posts

13 minutes ago, Nuka said:

#SomuchWow #sandwich

now, guess who sunks?

I think I dont need more words to say whats overpowered and not.

 

 

Hmmm. I do not see the hercules problem on this screen. That is frigate/light frigate versus line ship balance problem
Average unescorted Bellona will have troubles against ANY 2 5th rates in the current state of the game. And i think its a known issue but we are not sure it needs addressing. As it will drastically reduce variety.  

  • Like 5

Share this post


Link to post
Share on other sites
4 minutes ago, Banished Privateer said:

@vazco We can duel. Herc was nerfed today, I checked HP, masts, etc. and it looks much more balanced now.

challenge closed
Please record the results on video. I am eager to see it. 
Thank you @Banished Privateer for help
and thank you  @Vasco for championing for @Gott365

Share this post


Link to post
Share on other sites
19 minutes ago, admin said:

Hmmm. I do not see the hercules problem on this screen. That is frigate/light frigate versus line ship balance problem
Average unescorted Bellona will have troubles against ANY 2 5th rates in the current state of the game. And i think its a known issue but we are not sure it needs addressing. As it will drastically reduce variety.  

Problem:

number of cannons /surface

For example , you got a ship with a higher number of cannons/surface you will win a fight broadside by broadside like on that picture. ( just in this game )

 

"unescorted bellona"

So if I have some Ai´s escort this shouldn´t happen?

Edited by Nuka

Share this post


Link to post
Share on other sites
18 minutes ago, admin said:

Hmmm. I do not see the hercules problem on this screen. That is frigate/light frigate versus line ship balance problem
Average unescorted Bellona will have troubles against ANY 2 5th rates in the current state of the game. And i think its a known issue but we are not sure it needs addressing. As it will drastically reduce variety.  

It would be rare for SOL and to sail unescorted.

  • Like 1

Share this post


Link to post
Share on other sites
6 minutes ago, Nuka said:

 

So if I have some Ai´s escort this shouldn´t happen?

why AI - majority of pvp/ conquest oriented clans will be happy to accept a 3rd rate captain in their fleets. 

  • Like 2

Share this post


Link to post
Share on other sites

 

"number of cannons /surface

For example , you got a ship with a higher number of cannons/surface you will win a fight broadside by broadside like on that picture. ( just in this game )"

could I get an anwser on that statement pls.

 

good winds

Nuka

 

Edited by Nuka

Share this post


Link to post
Share on other sites
29 minutes ago, Nuka said:

@Crow

yap the other 3 sunks.

@McKillen

Better question is , why is nobody doing something against these tacts?

Even so we could camp the sides with DD and kill him like a normal battle , cause the hitbox from the herc is really small.

The result remain the same, bellona would sink.

401A900DC9455B0B951B738FB473FA2BB8CC90D1

 

 

This is a perfect example of why the proposed change where if your main ship gets sunk you respawn in the OW in your fleet ship is a bad change for the game.

How is this person going to feel after losing his 3rd rate, knowing that he now has to face the same people again in his trader?

Share this post


Link to post
Share on other sites
21 minutes ago, Archaos said:

This is a perfect example of why the proposed change where if your main ship gets sunk you respawn in the OW in your fleet ship is a bad change for the game.

How is this person going to feel after losing his 3rd rate, knowing that he now has to face the same people again in his trader?

Unless there is added invisible time or something it will be very lame indeed

Share this post


Link to post
Share on other sites

L'Ocean vs 2 Hercs (very good PvP players)

unknown.png

One sank, other barely alive escaped. 

I had also L'Ocean vs 4 Hercs, 2 sank and could probably kill other 2 if not connection problems and going afk for 10 minutes.

Share this post


Link to post
Share on other sites
1 hour ago, Archaos said:

This is a perfect example of why the proposed change where if your main ship gets sunk you respawn in the OW in your fleet ship is a bad change for the game.

How is this person going to feel after losing his 3rd rate, knowing that he now has to face the same people again in his trader?

I have completely opposite opinion.
Why would someone join the pvp server if he cannot accept losing ships as integral part of the experience (core experience)?

If you join the pvp server. Why would you send you ship away instead of keeping it to help in battle (indiaman has 28 guns) increasing your firepower to a level of the 1st rate 74 + 28 (people say ai is overpowered and is cheating when firing).

Auto assign on a fleet ship is not a proposed change - it's happening.
Players most affected by the fleet auto assign and safe teleport removal will be player killers. Many use fleet teleport for safe escape and we are closing this door. Majority of players will now have a chance to recover their ships + take player killers' tears spoils of war. 

+ Auto assign is also needed to solve the problem with temporary ship capture. You will be able to win more fights against imported ships because sometimes boarding and taking over can save lives and we are bringing this option for ALL vessels.

  • Like 5

Share this post


Link to post
Share on other sites
1 minute ago, admin said:

If you join the pvp server. Why would you send you ship away instead of keeping it to help in battle (indiaman has 28 guns) increasing your firepower to a level of the 1st rate 74 + 28 (people say ai is overpowered and is cheating when firing).

I don't disagree with the premise here, but come on.. the AI is always more of a hindrance in PvP than a help... When they aren't shooting you green on green they are stuck in the wind or running through your sailing line.

I don't think any of us are seriously worried about the fleet auto-assign as a mechanic, it does fix a loophole that needs fixing. But I think there's something to be said for testing longer invisibility timers (and bumping turn rates during invisibility to match speed bump).

  • Like 7

Share this post


Link to post
Share on other sites
23 minutes ago, Banished Privateer said:

L'Ocean vs 2 Hercs (very good PvP players)

unknown.png

One sank, other barely alive escaped. 

I had also L'Ocean vs 4 Hercs, 2 sank and could probably kill other 2 if not connection problems and going afk for 10 minutes.

Well, we will gladly give you another chance. You only managed to kill to of us because we got careless. Atleast thats oure opinion.

Share this post


Link to post
Share on other sites
4 minutes ago, Wraith said:

I don't think any of us are seriously worried about the fleet auto-assign as a mechanic, it does fix a loophole that needs fixing. But I think there's something to be said for testing longer invisibility timers (and bumping turn rates during invisibility to match speed bump).

+1

And while you are just here @admin. Why do we never have the full invisibility timer? At least I don't. I believe it was introduced with 30 seconds (correct me if I am wrong and it changed). I asked this a lot but never got a good answer, besides that my loading times fuck around with it. Which I think shouldn't be the way it works. It should start when I see the OW and not before or when I am still in the loading screen.

And yes, better turn rates during invisibility would be awesome.

  • Like 1

Share this post


Link to post
Share on other sites

We should remind , that even a PvP server need its traders.

Open that door , means if you loose your battleship in a fight with your traders , youll be raped by the attackers again and again.

So the only thing youll receive is more players leaving this game

  • Like 2

Share this post


Link to post
Share on other sites
2 hours ago, admin said:

haha no
i have no sense in the game as you said - why should you fight a noob.. You will fight a pro, because if a pro loses then you are right, captured 5th rates have no chance, and action must be taken.

we will set up the duel room next week. Game is in early access - great time to test things. 

Be sure to record this, or hell let us know a time and I'll take the day off to watch. 

Share this post


Link to post
Share on other sites
25 minutes ago, admin said:

I have completely opposite opinion.
Why would someone join the pvp server if he cannot accept losing ships as integral part of the experience (core experience)?

If you join the pvp server. Why would you send you ship away instead of keeping it to help in battle (indiaman has 28 guns) increasing your firepower to a level of the 1st rate 74 + 28 (people say ai is overpowered and is cheating when firing).

Auto assign on a fleet ship is not a proposed change - it's happening.
Players most affected by the fleet auto assign and safe teleport removal will be player killers. Many use fleet teleport for safe escape and we are closing this door. Majority of players will now have a chance to recover their ships + take player killers' tears spoils of war. 

+ Auto assign is also needed to solve the problem with temporary ship capture. You will be able to win more fights against imported ships because sometimes boarding and taking over can save lives and we are bringing this option for ALL vessels.

This is not about acceptance of loss, its about how in order to close one loop hole you are creating issues for others. In the above example where it is 2 players against a player and AI trader, if the attackers want the trader they would have to send 1 ship after it leaving it 1v1 on the other player and thus giving the player more of a chance. In this case the attackers obviously felt they would get more reward by attacking the player together rather than splitting their forces and so the AI trader escapes. Now with the change that will be implemented they do not even have to make this decision, they just have to attack the player because they will get another go at the trader once it completes. I do not understand how anyone can see this as being right.

I understand the problems you are trying to address, but why can you make it apply only to ships captured in the battle. That way if people bring in rubbish fleet ships to enable escape of their main ship, the attackers know to target that as well. Remember also that once a vessel has escaped from an instance you do not get access to it to swap onto while still in the instance.

Edit: I would also like to point out in the example above that had the AI trader remained in battle to assist it would probably have done as much damage to the player as the attackers as the AI fires indiscriminately and doesn't care if it hits you as long as it is aiming for the target.

Edited by Archaos
  • Like 6

Share this post


Link to post
Share on other sites
8 minutes ago, staun said:

Well, we will gladly give you another chance. You only managed to kill to of us because we got careless. Atleast thats oure opinion.

You didn't got careless, you did MISTAKES. and that what gets players killed. On top of that you had big advantage of my 50% side HP gone because I went afk, I'm sure you can confirm this :) 2 kills in 1v4 is very satisfying result anyway, players here cry that it's not possible to win 1v2, which proof I even attached above.

Share this post


Link to post
Share on other sites
20 minutes ago, Archaos said:

This is not about acceptance of loss, its about how in order to close one loop hole you are creating issues for others.

This decision is thought through across multiple scenarios and significantly improves realistic resolution to combat and out of combat situations + closes the loophole.
The negatives that you dont like some players might considered positives. For example the ability to revenge gank the player killer if he is too arrogant and greedy. Or no slow fat rich indiamans escaping due to automatic teleport to port (without actually sailing on the OW). 
 

  • Like 4

Share this post


Link to post
Share on other sites
1 minute ago, admin said:

This decision is well thought through across multiple scenarios and actually bring more realistic resolution to combat and out of combat situations + closes the loophole.
The negatives that you dont like some players will considered positives. For example the ability to revenge gank the player killer if he is too arrogant and greedy.
 

So the Trader ships will remain silent and still in the OW while the main ship got killed in the battle ?

 

Share this post


Link to post
Share on other sites
Just now, Nuka said:

So the Trader ships will remain silent and still in the OW while the main ship got killed in the battle ?

 

you are the trader after you left battle

Share this post


Link to post
Share on other sites
34 minutes ago, admin said:

I have completely opposite opinion.
Why would someone join the pvp server if he cannot accept losing ships as integral part of the experience (core experience)?

If you join the pvp server. Why would you send you ship away instead of keeping it to help in battle (indiaman has 28 guns) increasing your firepower to a level of the 1st rate 74 + 28 (people say ai is overpowered and is cheating when firing).

Auto assign on a fleet ship is not a proposed change - it's happening.
Players most affected by the fleet auto assign and safe teleport removal will be player killers. Many use fleet teleport for safe escape and we are closing this door. Majority of players will now have a chance to recover their ships + take player killers' tears spoils of war. 

+ Auto assign is also needed to solve the problem with temporary ship capture. You will be able to win more fights against imported ships because sometimes boarding and taking over can save lives and we are bringing this option for ALL vessels.

I'm having difficulty understanding what you are explaining here.  The safe teleport is when the fleet ships are teleported to the nearest deepwater port.

What is auto assign? 

Also, many traders accept loss on the PvP but don't want to have their fleet trader ships magically teleported back beside the solo raider.  Would it be possible to increase the separation between the raider and the fleet player, so we are not forced to spawn back beside them?  I think it would be okay to spawn somewhere in the open ocean away from the battle.  Safely teleporting to a random port may not be fair for raiders.

 

 

Share this post


Link to post
Share on other sites
11 minutes ago, admin said:

This decision is well thought through across multiple scenarios and actually bring more realistic resolution to combat and out of combat situations + closes the loophole.
The negatives that you dont like some players will considered positives. For example the ability to revenge gank the player killer if he is too arrogant and greedy. Or no slow fat rich indiamans escaping due to automatic teleport to port (without actually sailing on the OW). 
 

But the problem is that he did get away in the instance. If two or more players decide to concentrate on only one big fat prize and let the others go then they have escaped. They put distance between them and their hunters. They managed to escape certain capture or death. Yet in the OW they are still in the same place even if the battle before lastet an hour where they already escaped afer 10 minutes. 

Maybe the safe teleport to a port is a bit too much and can be exploited but the there must be some other advantage to actually escaping. At least a bigger headstart would be nice. How? I don't know now, but not spawning in the same place for example would be a good start.

Edited by Cecil Selous
  • Like 3

Share this post


Link to post
Share on other sites
8 minutes ago, dark lord rediii said:

you are the trader after you left battle

Thats the point.

If someones Traders escaped from the battle they "could " move on the OW

--> otherwise he/she will be draged in again.

 

+how about creating an anti attack bubble around the player , which time is as long as  the point  where the first trader escaped to the point where the battle is over , the difference may be the time.

 

Edited by Nuka

Share this post


Link to post
Share on other sites
6 minutes ago, Cecil Selous said:

But the problem is that he did get away in the instance. If two or more players decide to concentrate on only one big fat prize and let the others go then they have escaped. They put distance between them and their hunters. They managed to escape certain capture or death. Yet in the OW they are still in the same place even if the battle before lastet an hour where they already escaped afer 10 minutes. 

Maybe the safe teleport to a port is a bit too much and can be exploited but the there must be some other advantage to actually escaping. At least a bigger headstart would be nice. How? I don't know now, but not spawning in the same place for example would be a good start.

They get speed boost and invisibility in OW. I think speed boost should be again 30 seconds with loading time fixes + turn rate boost for bigger ships.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×