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Teleporting with cargo, solving the issue


Teleport with cargo, penalties ?  

271 members have voted

  1. 1. Teleport with cargo should be...

    • expanded, with possibility to teleport to outpost
      59
    • left as now, 4h cooldown to capital
      52
    • less frequent : increase teleport cooldown
      8
    • penalized with a tax on cargo (30 to 50% for example)
      12
    • not possible at all (cargo is lost on teleport, warning message beforehands)
      79
    • not possible at all, teleporting should be fully deleted
      52
    • Other, please comment
      8


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Again, I'm trying to achieve the same outcome you say you want: "My hope is that OW hunting will get better and better."

Currently, even when I login on the weekend at peak times for Europe (i.e. my morning), I still can sail for hours and hours deep in enemy territory without spotting a single human player, let alone a player trader.

I like the hunt quite a bit, that's why I sail small fore-and-aft rigged Privateers and Lynxes in what I understand to be a traditional privateering role. But the current mechanics really discourage that type of play, because they offer a way to avoid the OW all together (teleport) along with no incentive for sailing the OW.

I believe that if these things were changed in the way I describe, it would make for a much richer, more thematic and much more fun OW experience with many more chances for PVP than we have currently.

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I'd say teleports is the least of the privateer troubles. Many things are stacked up against that experience; prod buildings, free-port shipping, counter-tagging... Even if you took away teleports players would be able to change their habits and avoid you on the OW.

People will try their utmost to avoid risk to their hauled stuff and will mostly succeed.

I get what you say schematically, I just don't think it'll ever happen no matter how hard we try.

There's the last hope of big and slow armed traders but I doubt even those will change the picture.

Aversion to loss is such a strong force.

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The removal of reinforcements was a big fix for the importance of trading and economic production in the RVR sense.

 

As a player who focuses on privateering, I'm finding much more and better PVP: player traders are actually vulnerable in the OW now, and their colleagues have a real reason to defend them, as well as patrol their local waters to prevent the free movement of privateers and pirates. This leads to more and better PVP and the expansion of RVR -relevant gameplay to activites outside of Port Battles and NPC grinding.

 

In my view, it's a big improvement and I hope the removal of reinforcements becomes permanent.

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Trading isn't worth it to me, I don't have time for all that. Anytime I go to another port it's to collect my resources from production buildings, then I hoard everything im my warehouse. It's just not worth sailing from Great Corn to Port Royal and try to trade goods, though I wouldn't mind being able to help out with needed resources, it's just not worth the hour it takes one way.

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Suggestion:

Imagine that teleporting is removed.

When sending a ship to another port, the game computes a "probability of loss", which it shows you and you have to acknowlege.

If you agree, the ship is sent to the port taking approximately the amount of in-game sailing time, though it is not visible in OW.

You can sail another ship yourself if you want, at the same time.

You can log off if you want to, and the ship will still sail.

If the RNG god rolls less than the probability of loss, the ship does not make it and is lost, with all cargo. Otherwise, the ship shows up eventually at the destination.

For trade ships, the probability is a function of the number of enemy ports the route passes within X distance of. A spread of 0% to 90%, maybe.

For naval vessels the probability is additonaly a function of the ship's BR, stronger ships are more likely to not have been captured.

Considerations:

* Players who don't like playing the odds are free to move vessels themselves with or without other players as escorts.

* Sending ships around in friendly waters is relatively safe, even with a 0% risk in some cases. Like a captured ship near your own port.

* Sending ships long distances would also be relatively safe in some cases.

* Please no insurance

Possible Extensions:

* The probability of loss could also be a function of enemy naval activity at the time the ship is "moving" in the area the ship passes through.

* The player could be allowed to choose the route, trading time for safety.

* The number of simultaneous ships in transit per player might be limited by some factor.

Potential effects:

* Players feel less obligated to spend real life time just for transport.

* Mitigates the ability for warships and trade ships to move deep into enemy territory by magic

* Adds a reason to control ports along important routes.

* Makes the OW larger again.

Exploits and fundamental flaws:

* Diplomacy is hard to factor in.

* More are left as an exercise for the reader...

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I am just so "pissed" with the teleport.

 

Situation: I want to sell 2 ships, each located at 1 outpost.

Is it possbible? I am at capital MORTIMER,

NO, I teleport, sell, game over...

 

It is not realistic, and by no means playable

This is....it is a game killer....

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In my opinion teleportation should be limited to player character being able to move between outposts. Cool-down for that could even be lowered.

 

No ships or cargo should ever travel between ports without actually sailing the trip.

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I suggest don't remove teleport, but implement some kind of trade routes mechanic.


 


Free port deliveries allow hauling to closest Freeport and then pay for AI delivery. This effectively turns Freeports into risky areas where trader hunting happens.


According to the game map size, this Caribbean is greatly underpopulated. Think of teleport as a way to multiply people and place it where it is supposed to be. It does not matter if it is the same irl guy in Veracruz and Oranjestad.


 


So I agree with other posters that prefer to facilitate "player movility" over tedious time consuming screen staring for hours.


So for the economy, how about give players the ability to setup AI trade fleets->treasure fleets. Something like:


 


  • You can pay to deliver your goods using a trade fleet from any port to any port. More realistic trade routes could also be considered, with smaller routes converging into main port routes, so when sending from small port A to big port B your fleet may go through other small ports C, D.
  • Trade fleets set sail every certain period, using some rule to add some unpredictability to avoid camping.
  • Trade fleet is shared between players. All the players contracting the next trade fleet in the same port, will put the goods in the same fleet.
  • A way to setup such a fleet could be:
    • There is a timer in the port UI showing when the next fleet will set sail, and its current BR composition.
    • Any player in the port (mainly the contractors will do, but not only) can put gold to add BR to the next trade fleet, so the more players operating in the port normally the stronger the fleet.
    • As there is a max of 25 ships per battle, there has to be a maximum of cargo hold capacity and a maximum of BR for the escort a trade fleet can have. Biggest ones could be like good ol' treasure fleets.

 


Now, for the trade fleet trip it maybe normal OW or alternatively something like the "battle events" to give them some RvR purpose:


  • Like in small battles, large battles, add the list of active trade fleets with new mission type: "Defend the Trade Fleet".
  • Players can subscribe to defend any trade fleet.
  • If/When the fleet is attacked on OW, the system will invite players until the BR is filled, and fill with IA any remaining slots.

 


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Problems with using players remotely taking over NPC ships is that it would offer a zero risk, low waiting time PVP option. Even with low rewards everyone would be doing it while the would be pirates would have to risk their owns ships and use their time searching and waiting for the traders.

 

Maybe it could work if the people who accept the "defend the trade fleet" would have to commit their own ship into the mission, which could even be lost if they did not themselves have time to join the battle and take over. In the long run I would still rather see warships sailed by players escorting traders sailed by players.

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Rather new player here, maybe I could lend some different insight than the presumable vets in the thread.

 

I've been involved mostly in combat, with some small amounts of crafting and trading. Up to mid-way through the 200 crew rank after a bit more than a week. No real heavy complaints that would make me say ungodly things over my VOIP and immediately close the game. I've brought in around 6-7 new players with me, and the only time any of them have gotten upset enough to quit was when one accidentally teleported to an ungodly far outpost while trading. He took it like a champ and just played some other game while he afk sailed for 45 mins. No worries.

 

Anyway, I reckon that there needs to be greater incentivization to trading. Some small inkling I had was mission-based; surely the search n' destroy missions are only one of multiple types we'll have in the future? I'd like to see hauling/trading/smuggling missions, with roughly equal income/reward to PvE/PvP.

 

Of course, there will be certain people who will say "grow some balls, ye lily-livered traders, if you want reward ya gotta have risk!"

 

Don't get me wrong, I'll prefer combat to trading most of the time. But since hauling/trading is admittedly much less exciting (and i cant think of a way to change that), but arguably equally necessary for an immersive and proper experience, ya gotta reward that stuff.

 

I really like the suggestions based around being able to send your ships around, controlled my AI. I really dig the suggestion of being able to "Agent Smith" into an owned vessel that comes under attack.

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I like the idea of sending AI ships around. I also like the "Agent Smith" teleportation.

To me it should all be around getting a good gaming experience for everybody in as little time as possible. So be gone teleportation timer and cargo teleportation.

For the game to have strategy we should also get rid of ship teleportation, but I can see the point of needing a teleport home (without cargo) if you are utterly lost.

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Nearest port should do the trick, no ? :)

 

AFAIK the goal for teleport home is a newbie getting back his bearings. It is satisfied by a teleport home without cargo. Anything else can bring in potential abuse. At some point you should not be needing teleports anymore. :P

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I haven't seen this mentioned before, but what about a 1-time GPS locator on the map for a lost noob?  Maybe with a buton available up to a certain level of experience that reads, "I'm Lost".  Upon clicking it you get a map popup with your location on it.  The button is only available once every day or something, and only up to a certain level experience.  Forget the teleporting, if they see where they are on the map then they should be able to plot a new course to civilization I think?  Takes away the unrealistic magic of Dorothy clicking her shoes together, but also helps out the new learning players.  Just an idea.

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AFAIK the goal for teleport home is a newbie getting back his bearings. It is satisfied by a teleport home without cargo. Anything else can bring in potential abuse. At some point you should not be needing teleports anymore. :P

 

Nope. Teleport was introduced to solve the Stuck players :) which is still a necessity. Therefore teleport to nearest port/last visited port should solve the Stuck issues without any further issues.

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Yesterday we roam for 4 hours with 3 Renomee the whole british coast (Bensalem, Bonacca, Great Corn) up and down. We meet  TWO british Traders (Snow and Gros Ventre), both empty. Plz remove the teleport for trade goods.

 

Is not really fun to play this part of the game.

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Yesterday we roam for 4 hours with 3 Renomee the whole british coast (Bensalem, Bonacca, Great Corn) up and down. We meet  TWO british Traders (Snow and Gros Ventre), both empty. Plz remove the teleport for trade goods.

 

Is not really fun to play this part of the game.

 

 

With the current number of players of this game not all that high, your experience is heavily influenced by the server you are on and the time of day.  Doesn't necessarily mean it's an issue because you didn't chance upon them on this occasion.  That said, with GB as prey and 4 hours playtime, I agree that does sound low.

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  • 3 weeks later...

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