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Development plans prioritization - proposals and feedback


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1,063 members have voted

  1. 1. Please vote on the development plan priorities

    • Port Investments/National Projects
      61
    • Production buildings (mines, forges, shipyards)
      231
    • Officers and refined crew management
      216
    • Trading/Contract improvements
      90
    • Pirates mechanics and rules of engagement finalization
      89
    • Improvements of organized events (large/small battles)
      20
    • Resource spawning and shifting when they are mined out
      10
    • Land in battles and port battles
      128
    • Improved forts/Mortar brigs
      12
    • Better command options in large battles (markers etc)
      18
    • Exploration and Delivery missions
      187


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whouaa, i do't expect to choice one was so difficult, because all of this are well additions, i hope that devs plan all of this, 

i thinks that's port invesment and buildings/ forge/ mine are a bit the same

at least, i wish you all the luck you need and continue your great work for this game

let's do it

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I did not see this specific topic but I know it is something your currently trying to define and that is the teleport (without ship), option. I would like to propose that the cool down period only be enabled if after a teleport you sail from that port if on the other hand if you only visit that port to manage your affairs (claim/place contracts, ship goods, etc.), you would still have the teleport available without a cool down.

For me the time spent in OW just trying to manage the day to day business of material procurement has become almost more than I can bear. I have been online for at least 4 hours today and have not fought 1 battle or crafted 1 item. Before sailing from my last port  I found myself sitting for about 10 minutes trying to muster the nerve to click the sail button.

This is such a great game and is getting better all the time. I hope you will consider my proposal I believe it would at once prevent abuse of the teleport and at the same time improve commerce.

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An interesting way to handle this might be an officer-type you can hire: Business Agent, whom you can use to handle your affairs in other ports. (These could be left in your more important ports, allowing you to "go there" to manage your business without actually "going" there, and by limiting this number to the same total number of N officers everyone can have, it forces people to still sail between some ports for econ, but also allows for greater specialization in characters.

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we really go early access without any reasonable antiganking protection?  then there should be a warning on the steam page

You can join teh Pve Server to not be gank or sunk. If you join PvP server, you have to know you can be sunk anyway...

 

I voted for land in battle because all battle begin to be the same. Line forming, formation rushing and formation collapsing wxhile commander try to give order with an overview. Commander tablet is something i would love but it's just for some captains and so it's not the priority.

Devs succes to introduce land in battle with the fort. You can't past throux a fort. So i think they get the key to extand it to large portion to make map in fight differents and more exiting with ships hiding on some points behind island etc etc and IG.

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I voted for contracts / trading improvement because to me the most important is to improve interactions beetween players, in the nations / guilds and beetween the different nations. For now the only one interraction that we have beetween us is almost to fight each other.

 

 

We already have a nice balance for battles, so let s put this a bit aside.

 

What we need now is  :

 

-Contract for escorting trade players with reward for the escort

-Contract on a player's head like the old "Wanted" in the far west, if a pirate is too agressive for exemple (maybe its time to think about a system of reputation?)

-Contract for exploring a new town far away to know the resources produced or wich port is owned by wich nation. We are not god to know everything.

-Contract to capture ennemy players trading ships

-Contract to patrol an area that you can choose. Like this, even if you sail without encounter something, you don't waste your time, you gain something and you have a role to play, cause you protect your country.

 

This contracts (but i prefer call them "mission") must be advantageous for players (good rewards of gold and xp, even if it "only" escorting), to encourage them to use it, and easy to set it up. If we want a dynamic world with a lot of things to do, players need to be the first actors of it.

 

I would vote in second to change pirate's gameplay, to make them raiders only to bring more depth to the server 's life.

 

 

And of course improve the chat windows  who is right now just terrible. I know it was not a priority, but with release on steam, we need to do something about that.

 

Let us add friends of every nation and not only our nation, put a sound when we receive a private chat message, most of the time we don't see it.

 

This is a multiplayers game, so we need to focus on the links and possibilities beetween players first !

Edited by verseaux
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I would like to mention some of my thoughts about the 'Land in battles and port battles' option

 

Vote for it PLLLLLLEEEEEAAAASE!!!!!!!!

 

This would bring up all sorts of interesting tactical situations! We could have proper fort architecture, we could set fire to towns. Landing parties 

 

and it would help to minimise the (necessary but unfortunate) kink in the realism curve caused by the different open world and battle time streams

 

All the other options are just tinkering - 'Land in battles and port battles' would be a major step forward

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I know there is a very long thread of Econ ideas being tossed around. Might I suggest a clean copy of what the proposals are, ideally clustered into sensible packages? It might help the developers to have it neatly laid out rather than sifting through page after page of argument and counter-argument. (An example can be seen in my Unified Officers and Enlisted Proposal thread.)

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I voted for Exploration and Delivery missions , honestly I need something else to do other than going gun blazing . Right now the game is only offering combat and crafting so it would be nice and very helpful to have none combat missions specially for newbies .

 

Also I would like to see the mini map in open world is worked out/improved , would be nice to be able see my ship marked on the map when hit ' M ' key .

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Also I would like to see the mini map in open world is worked out/improved , would be nice to be able see my ship marked on the map when hit ' M ' key .

This has been left out on purpose. It will make exploration a much more meaningful activity.

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This has been left out on purpose. It will make exploration a much more meaningful activity.

Maybe have it an option so players who want to know where he is at anytime can do cuz honestly with huge world map like this it is not funny spending time sailing around trying figure out my bearings and if I am still in right direction to my destination .. just a thought .

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I'm torn between production buildings to spurr more economic activity and officers/ crew. I think ultimately crew would be better when it comes to priorities, adding more reason to be attached to your ship and building a strong foundation. Crew could ultimately tie into economic activity as well, say if there was a merchant aboard that affected traders somehow. 

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Maybe have it an option so players who want to know where he is at anytime can do cuz honestly with huge world map like this it is not funny spending time sailing around trying figure out my bearings and if I am still in right direction to my destination .. just a thought .

If two people are competeing to be good at exploration, the person who choses not to use the option is at a disadvantage, therefore the option is not optional. Also, one person's not funny is another's fun challenge.

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If two people are competeing to be good at exploration, the person who choses not to use the option is at a disadvantage, therefore the option is not optional. Also, one person's not funny is another's fun challenge.

I think its more like 1 person fun of not knowing where they are to 99 wanting to know where they are.  I fun one play this type of game strictly for the trading and ship building aspect of the game.  I would love the ability to do what I need to do to make the money needed in game to progress without wondering where I am at or if im going to make a profit on the cargo im carrying.  Trading in this game needs a lot of improvement.  i should not have to do any combat to level up and get better trade ships with larger crews if I just want to be a trader.

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Hello All,

 

im fairly new to the game. i voted for Land in port battles because  it is better for strategy in battles and it brings more depth in the game. 2nd choice would defo be the exploration missions etc. Keep up the good work. 

 

If u guys go Early Acces i would recommend  doing something on the very basic interface..nice interface would sell better :D  Love the game and i hope 2 see u guys on the high seas soon :rolleyes:

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Maybe have it an option so players who want to know where he is at anytime can do cuz honestly with huge world map like this it is not funny spending time sailing around trying figure out my bearings and if I am still in right direction to my destination .. just a thought .

 

Once you are in game for awhile you get used to navigation.  It is difficult at first but it becomes easy.

 

Before I created the first accurate land map all anyone had to go off of were coordinates and google maps.  Back then I created a tool that allowed people (tda leadership) to find their latitude and longitude with an accuracy (depending where you were) between 2 miles and 30 miles.  30 miles being about the distance you can see on the Open Sea in game.  All the information is there for people to make stuff like this.

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Discussing this this morning, I really think that a basic international political setup needs to be put in place and that battle instances need to vaguely reflect the open world before EA.

The other things, much as I want officers and crew done up, are bonuses, not necessarily essentials.

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A bunch of ideas here I'd like to see, but I voted for Exploration and Delivery missions. I have seen more than a few new players struggling to advance from the starting ships, and providing these will award experience, this may ease the fustration some people are feeling.

 

 

And all the frustrated newbs like me thank you. So far I have been getting money through battles, and I would like to see some sort of mission that will get me out to other ports, and help me know the sea a bit better

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i would really like an improvement in the mission section. Right now there is a lack of any...let me call it "guided action" in the game. You just go out to sea searching for players or npc's to fight and thereby gain exp and gold. Of course there is craftin as well,but i never really was the crafty type, so yeah. I'd really like to see more and especially more diverse missions.

 

So i voted for the Exploration/Delivery Mission choice. But id really like to see an improvement in the battle mission part as well. or even other,new types of missions.

 

second i think there really needs to be a political system, both inside the nations and between the nations. that would improve the game a lot and even support a player driven diplomacy and world.

 

 

I was gone after sea trials for quite some time and just recently came back, really like what i am seeing so far. Keep it up! ;)

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Voted for production -- as a player who regularly takes up production roles in MMOs, it's incredibly painful to see crafting limited by either chancing whether a port or trade ship has the good you need, or spending 10x the price to buy from players. Personal investment in a port should, in my opinion, allow players to buy more trade goods (or potentially receive them in warehouse by logging on) -- the amount shouldn't have enough diversity to be self-sustaining, nor enough of any one good to remove the necessity of sailing. Also, just like you wouldn't plant a coconut tree in Siberia, you should only be able to produce goods the port does anyway, and in similar ratios (i.e. same investment in same port should yield more of the naturally most-produced item). And it just occurred to me that upgrades to the buildings could be crafted, just like ship upgrades.

To be honest, though, picking one option out of this list is hard. I'd also like to see officers and expanded crew mechanics, as well as land in battles, and better mission play.

Edited by poison
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