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William Wade

To All Of Those Hunting Around Capital Ports

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The real issue is this game does not have enough players to sustain a map of this size and what players we do have is spread thinly into 11 nations.  The game is diluted and centered around capitals because it does not encourage players to leave them.  There is ZERO content that players need to leave their capitals for other than RVR, which is kinda dead at the moment.  AI fleets can be farmed in the safe zone.  Missions can be pulled in the safe zone.  Most players can trade with ancillary ports around the capital and haul their goods in and do most crafting. 

Christendoms surefire way to improve Naval Action.  Patent pending of course.

 - Less nations.  Move to a more clan based system
 - New player quest line that teaches them the ropes.  Sail here, buy this, sail back....etc etc
 - No Battles at all in the safe zone.  No PVP, No AI fleets.  Only low level missions.
 - Increased rewards for missions taken outside of the safe zone
 - Limit crafting in capitals to Green ships.  2/5
 - Guaranteed 3/5 Blue ship in Player owned ports with a chance to make 4/5 and 5/5.
 - Crafting regions or Imported goods from those reasons to create trim types.  For example, "South Carolina Live Oak" for       Sturdy or "Bahama Teak" For Fast/Very Fast. Basically make regions matter.
 - Special and Rare "roaming" AI fleets on the map that players would like to seek and get good drops off of.  Moving Epic events.
- Large weekend events with huge sunken fleet drops or something similar.  
- Weekly/Daily quests.  Sink 5 of this or collect 5 of this from certain ports and turn in.  Give random loot.
 

TLDR - more content, more players, less nations and more new player protections

Edited by Christendom
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3 hours ago, William Wade said:

Instead of looking towards Devs to provide solutions. Just asking people to use sensible judgement vs new or newly returned players, give them a chance to play the game.  

If a game has an exploit do you ask the players to please not use it or do the devs have to patch it?.

It's the developers JOB to protect the PLAYERS from THEMSELVES!

Except this isn't an exploit, it's a weak meta

Edited by Slim McSauce

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3 hours ago, Hethwill said:

Ain't that, is that there's nothing sailing out transporting goods or forcing conquest.

The zones make everyone stay inside them. It is... not right. 

Navies and merchantmen MUST spread across the map and not stay in the zones. But...

Comfort and access to everything within zones the more zones get used by both news, vets, and everyone hunting them.

It is crazy...

I don't agree…. the role of merchant as you see it is to serve as a lamb to be eaten by woolf…. but playing as a lamb is no fun, so they will ultimatly leave the game because of lack of fun. This is the Reason why people stay in so called safe zone, not because of confort. It is or safe zone or no player…; You choose

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6 minutes ago, Aster said:

merchants are super important to making clans ports profitable.

Of course they are… and to my opinion not enough. Trade should be the main way of getting money, then trader would be outmost important and then worth being protected/attacked

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Here are some simple tips that give less chance of becoming food.

1. If you do mission or sink NPC in reinforcement zone then first 10 minutes sail away from NPC in battle. If hunter enter in battle then you will be too far away and will be able to exit.

2. Try to describe your position in the world more accurately. Do not forget to use the coordinates from F11

3. If you were attacked in the reinforcement zone, then call the reinforcement key F8. Stay close to the bots.

4.Study the routes of NPC. There is a more safest places outside reinforcement zone. But don't forget rule 1. Except 10 minutes wait only 3.

P.S.

Perhaps it makes sense to make a separate topic with tips for beginners and publish a link to it in the national chats.

Edited by qw569
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3 hours ago, Christendom said:

The real issue is this game does not have enough players to sustain a map of this size and what players we do have is spread thinly into 11 nations.  The game is diluted and centered around capitals because it does not encourage players to leave them.  There is ZERO content that players need to leave their capitals for other than RVR, which is kinda dead at the moment.  AI fleets can be farmed in the safe zone.  Missions can be pulled in the safe zone.  Most players can trade with ancillary ports around the capital and haul their goods in and do most crafting. 

Christendoms surefire way to improve Naval Action.  Patent pending of course.

 - Less nations.  Move to a more clan based system
 - New player quest line that teaches them the ropes.  Sail here, buy this, sail back....etc etc
 - No Battles at all in the safe zone.  No PVP, No AI fleets.  Only low level missions.
 - Increased rewards for missions taken outside of the safe zone
 - Limit crafting in capitals to Green ships.  2/5
 - Guaranteed 3/5 Blue ship in Player owned ports with a chance to make 4/5 and 5/5.
 - Crafting regions or Imported goods from those reasons to create trim types.  For example, "South Carolina Live Oak" for       Sturdy or "Bahama Teak" For Fast/Very Fast. Basically make regions matter.
 - Special and Rare "roaming" AI fleets on the map that players would like to seek and get good drops off of.  Moving Epic events.
- Large weekend events with huge sunken fleet drops or something similar.  
- Weekly/Daily quests.  Sink 5 of this or collect 5 of this from certain ports and turn in.  Give random loot.
 

TLDR - more content, more players, less nations and more new player protections

Yes to less nations, no to clan based system. All other suggestions are good and hopefully devs will at least consider some if not all of them in the near future.

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Fix patrol zone RoE to allow a broader range of players / groups to participate rather than only gank fleets and Im sure the Action would shift from capitals to the patrol zones.

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I've seen this type of discution before, the result, if any, will be something radikal and stupid. My biggest question is, if the devs wanted to relief the pvp from capitals and move it somwere else, Why not fix the patrol roe? Why? Such an easy fix...

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There are too many experienced  clans who would rather worry about their pvp reputation and results rather than recruit new players and get them out the green zone. Most new players have been seal clubbed so many times by the time they do get away from the new player nations or green zones,  that the first thing they do is return and do exactly the same thing that was done to them, because its all they really know. Very few highly skilled clans want to take on other highly skilled clans instead it seems like there is a competition to who can post screen shots of the most lop sided victories and against the odds wins in a smug way.

 

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8 hours ago, McKillen said:

.... I will join whichever side gives me more marks...

 

2 hours ago, Liq said:

Fix patrol zone RoE to allow a broader range of players / groups to participate rather than only gank fleets and Im sure the Action would shift from capitals to the patrol zones.

The Action will always be there where players can get the most marks due to the easiest way. Making patrol battles fair will just lead to less participation if there are other more easier ways to gain marks.

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Brits solved their problem with safezone pretty well.

They don't blame enemies for attacking their guys, but started to help those who get attacked. Now they come in huge numbers. They use the big joining circle to encircle enemy ships, so that running with faster ships is no option anymore. And with the different joining timers they can wait until the battle is closed for enemies, before they enter. Those tactics where so successful that they gained a lot of self-confidence. Now they start to tag the enemies instead of waiting that they become their next victim.

It's harder than ever to fight in a foreign safezone. No need for complaints but for improving your tactic, mates.

Edited by Graf Bernadotte
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9 hours ago, Sir Texas Sir said:

 If they wanted PvP so much and as you say it's mainly found at the capitals instead of killing one nation they would be fighting each other too but they refuse to do that.  They want easy killls and that is it.

 

Yep ...I wonder how many nations will come to Turneffe tonight, "looking for pvp", but also waiting for Brits to show up to get pvp 😪

Edited by Batman
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6 hours ago, PYR said:

I don't agree…. the role of merchant as you see it is to serve as a lamb to be eaten by woolf…. but playing as a lamb is no fun, so they will ultimatly leave the game because of lack of fun. This is the Reason why people stay in so called safe zone, not because of confort. It is or safe zone or no player…; You choose

Incorrect.

Logistics and operational level mean that most merchantmen attacked in the past ( read 10.x and before ) was in fact materials being transported to the assembly areas.

A small headcount nation could engage in warfare at corsair scale given it would nigh impossible to engage in full conquest, but still was fun to do and both deny and aprehend enemy resources. Since 10.x we needed to transport the goods back, being open to recapture. This is GOOD age of sail simulation. Everything is out in the water at all times, no magic teleportation.

Now...Trade Goods are dumped to the water. They are worthless to a raider. They server only the purpose of enrichment of the "solo" player trader. While other testing phases the trade was necessary for nation and clan - it was the lifeline of ship production. They were escorted many many times. 

Isn't capturing a 1st rate before it is assembled as worth as sinking one in battle ?

It is not like we clicke a button and suddenly we knew all convoys were... water was populated in many routes, squadron hitting other squadrons. Fleets bumping each other and raiders and esocrts fending off each other. Alas the "solo" player will always suffer and much as he always did. It is a multiplayer game and mechanic shold promote cooperation, not solo comfort.

**

Keep the safe zones, for all i care. Actually know what ? Turn the entire map a safe zone and keep only 5 spots where attacks can happen - Patrol zones.

I am sure the numbers will reach the FARZANDS...

**sarcasm

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50 minutes ago, z4ys said:

The Action will always be there where players can get the most marks due to the easiest way. Making patrol battles fair will just lead to less participation if there are other more easier ways to gain marks.

Maybe thats your approach but that doesnt count for all. I know a lot who just want to get a fight in a reasonable amount of time and capitals are the best place for it by far.

Edited by Jon Snow lets go

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9 hours ago, Hethwill said:

Community didn't like the logistics and operational exercise needed.

I'd say a part of the community TBH ... uhhmm ... the same part that usually ganks outside capitals, that asked to implement all the blueprint in the shipyards and that asked to take away the "clicks" from crafing, that asked for the cancellation of names and ships in OS and for the nerf of safe zones ... guess who they are?

.

Edited by victor
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7 minutes ago, victor said:

cancellation of names and ships in OS

a good change in the middle of the storm imo :) 

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Just now, Hethwill said:

a good change in the middle of the storm imo :) 

This may be true since you play this game as a privateer. But for any other kind of player this change created more problems than advantages.

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4 minutes ago, victor said:

This may be true since you play this game as a privateer. But for any other kind of player this change created more problems than advantages.

Yep, i believe so. All mechanics do. Create problems and advantages.

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30 minutes ago, Jon Snow lets go said:

Maybe thats your approach but that doesnt count for all. I know a lot who just want to get a fight in a reasonable amount of time and capitals are the best place for it by far.

if that would be true why not go to the patrol? Should be cramped with all that players that want fights in reasonable amount of time.

Edited by z4ys

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6 hours ago, PYR said:

I don't agree…. the role of merchant as you see it is to serve as a lamb to be eaten by woolf…. but playing as a lamb is no fun, so they will ultimatly leave the game because of lack of fun. This is the Reason why people stay in so called safe zone, not because of confort. It is or safe zone or no player…; You choose

Playing the lamb is indeed a lot of fun.  I do it all (solo hunt, hunt with clan, Patrol zone and Trader runs  etc).  Successfully bringing in a lucrative cargo when there is a chance of being jumped by the wolves is a great rush. 

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10 hours ago, Intrepido said:

Ports outside safezone really need to be more of value for the nation that wants to do pvp and rvr.

The current crafting bonuses are still quite low and capturable port a nightmare to keep due to taxes. So almost everyone is inside the safe zones.

yes other building ports (more change   for unique ships) for crafting needs more bonus 

i went back to my main capitol port for crafting ,the changes at the captural port  for getting better ships ( are not fulfilling the advantage)

its a weak feature ..

perhaps a new choosable text option is needed in capturable ports, ore  the  possibility where you can choose your trim and +1 upgrade slot as a bonus to

it just need some advantage in capturable ports 

now the change to get better ships is to low and rng bassed

that needs a fix otherwise it is no option to consider building ships in capturable ports -vs- main capital port

 

or and that's the other option 

main ports makes green or 3/4 ships (downgrade the main capital ,what actually makes no sense) 

 

Edited by Thonys

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I hunt in capital areas but make sure to

a) Not kill the same person more than once a week if possible.

b) Let everyone of a sufficiently low rank go. PC/FC and below usually.

c) Move to different areas of the map to fish. Pirates got the brunt this week, next week it'll be the French again probably.

I have always advocated for strong reinforcements in the zone, the 1st rates that players used to get were adequate. Then they nerfed the reinforcements. The devs should bring back 1st rate reinforcements.

Edited by Gregory Rainsborough

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