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  2. LIONOFWALES

    Ship Crafting RNG, Good or Bad?

    Yes however RNG with upgrade slots? I could see a random perk... but not with something so very vital to game play capacity as upgrade slots.
  3. SnovaZdorowa

    Cannot progress on War server

    @admin Речь идет о том (давно уже кстати), что в боях в открытом море подкрепление заходит на точке подкрепления, далеко от только что начавшегося боя. Кругов подкрепления два. В реинфорсе круг *один*. При должном опыте и корректировке изнутри боя свой подкреп можно так завести в бой, что он буквально падает на лицо противнику. Может сразу отдать залп если есть preparation в перках, может отсечь пути отступления/кайта. Вам выше человек пишет про то, что даже если он сделает разделение за счет защитного тага, то второй атакующий заходит ему непосредственно под борт. Или даже на нос. При боях в реинфорсе с тагом со стороны хозяев зоны только их плохое знание механики спасает малочисленную группу желающих подраться в меньшинстве в чужом реинфорсе. А так можно океанчик другой завести под борт запросто.
  4. Slim McSauce

    Rubbing Damage needs to Return

    not the same as a small ship parking in front of a large one to slow it down, or rubbing the side to hug under its guns or push it up wind
  5. Aster

    Rubbing Damage needs to Return

    Its sort of a thing in game already. If a large ship rams a smaller ship hard enough you can reload shock them.
  6. Atreides

    Ship Crafting RNG, Good or Bad?

    Devs tried something a while back to allow crafters the ability to control quality of ships, it was called "Fine Wood" I thought it could have worked with tweaking... But the sodium level went off the scale, and the devs just abandoned the idea.
  7. Since revealing that some game mechanics doesent work as intended while its been common knowledge to not know about it, I found some more mechanics I wonder work as intended. Same draught on Deep/Shallow water ships, since in battle the draughts are different. You can choose where to spawn in reinforcement battles, been this way since it was introduced. If you crash bow to bow victory vs l'ocean only the l'ocean looses its bow spirits, this also happens with alot other ships where one ship is inferior to the other and does not care how hard it crashes into the other ship. You can still undercut on sell contracts by 1 Real, while you now how to overbid by at least 10% for buy contracts. A warship can have a thickness variety on 27% based on just resources, without counting upgrades and knowledge books which further increases the difference. Studding sails are active in battle, logically would be an open world mod or some kind of battle rule for them. You can still stack repair knowledge books. A 6th rate can have 4 repair knowledge + upgrades for repairs. The hull thickness aswell as the mast thickness are regained while repairing, i would understand that carpenters fill holes with planks and hemp, but it would be a significant weaker point to get hit on the ship. Same with masts when you are repairing sails, carpenters fill in wood splinters into the damaged area where a cannon ball has hit the mast. If you chain, the ropes are invulnerable to damage, where they should infact tear apart causing weakness to the rigging and making masts more unstable. if you repair hull, you also repair back broken cannons if you have repaired to 100% sails and and start boarding prep you can hold out the repair several minutes. if i shoot a frigate with my first rate it only penetrates on on side, but point blank shouldnt it over penetrate and cause damage to the other side as well? It would tear the ship to pieces if it happened. Watch the cannon test of a 24pd long on the Vasa hull from 50 meters, the ball travels 500 more meters and splits a tree. The forts and towers takes leaks to them and you can shoot beneath the forth through the ground. If you travel far enough in a battle instance and close to land you eventually run out of land to render so you can run behind it and hide. A fort or tower can take next to no damage, should they instead loose cannons and have more hp, is that how it was supposed to be? What is the thickness on the forts and towers? Are you supposed to be able to trade Deadmans Chests in the Open world? Could you answer if all of these thing above either works as explained or do not work as intended and how they were planned to work out. I'm gonna find more things which i've thought about. These were the few I could come up with from the top of my head.
  8. Yesterday
  9. Cetric de Cornusiac

    Cannot progress on War server

    No it isn't. Stop treating it as second class asylum. Number of people are indeed happy there. And it is wise of Admin to acknowledge their (our) right of existence there, finally. I read that with pleasure, after someone on PvE pointed at it.
  10. Borch

    Cannot progress on War server

    People were busy leveling up by then. It was very rare to see other nations PvP'ers at your nation capital port. Even after they finished, action was everywhere because there was other 2499 players around. Now you got 499 so the first place you go looking for Clubb ekhm PvP is nation capitols. Because you took the lazy aproach to PvP and decided to cater to those who cried that they cant find club ekhm PvP. Worst part is that you still dont understand that you want less PvP focused players to sail long hours hauling stuff in slower ships, with less knowledge slots and ready for next tag straight away after last battle yet you encourage easy and fast picking for PvP hungry players having problems with understanding that killing newbies is going to kill their game in the long term. Use logic please. Thats ok, I'm fine with switching to PvE server. I really do. I'm also pretty sure that I will stop playing the game 2 moths after out of boredom. I mean I'm no great PvP'er, maybe even shitty one but I do like the thrill of being chased and escaping from time to time. This is the content for your PvP'ers as well. Dont you understand that? How about a small helping hand instead of splitting the server into 2 where none of the servers will have enough players to make it interesting enough to actually play the game?
  11. Christendom

    The logic behind permanent upgrades and knowledge books

    I like Rabs approach. Would rather build in mods/trims into the ship building process through certain goods or whatever. Make ships more unique and worth taking rather than just sinking for marks or dubs. Another thought would be to have crafters specialize into ship types. Boarding / gunning / speed Whatever.
  12. Barbancourt

    Sealed bottles

    pff, that's pretty much the only place you'll ever see cartagena tar or copper ore.
  13. Barbancourt

    Cannot progress on War server

    PVE server is a waste of time. You will plateau in a month doing the same PVE things you can do on the PVP server. If you want to make progress the only thing that matters is joining a clan of the proper fit on the PVP server. ...but with a dwindling population that's easier said than done...
  14. Tiedemann

    Ship Crafting RNG, Good or Bad?

    You sure know how to argue your point of view with credibility..
  15. Slim McSauce

    Ship Crafting RNG, Good or Bad?

    lol LOL LOLL
  16. Tiedemann

    Ship Crafting RNG, Good or Bad?

    RNG evens out over time so stop crying and start crafting! Bonus here is that you'll end up feeding your nation with cheap ships in good wood quality, get some competition in the ship selling market, keep the consumption rare resources high, make port ownership mater some what and keep our fragile economy spinning. Go RNG Jesus! 🙏
  17. Slim McSauce

    Ship Crafting RNG, Good or Bad?

    *to some crafters some of the time for no reason
  18. Draymoor

    Ship Crafting RNG, Good or Bad?

    **To some crafters.
  19. Tiedemann

    Ship Crafting RNG, Good or Bad?

    I like the RNG in crafting, made it interesting again. Also very rewarding for the crafter.
  20. The above example would just add to the power creep that 5/5 gold ships made. Back when gold ships were removed the first time, the Devs set the expectation that during the construction of the ship, all of the boni would be set, and not be based upon perms and knowledge slots. That idea must've died a quiet death because its been ever expanding power creep since then. Add new diversity in ship construction and not more power creep in mods. For instance, you pick your wood frames and trim and you pick a refit style during construction and that ship will always have that attribute. So if you wanted to rig her for more hammocks you would, and you would lose say hold space and speed as you carried more men, muskets, and provisions to sustain said hammocks. Or refit her with light carriages, she needs less men on the gun crew and she runs a bit faster, etc. There could be a hundred options available which would add diversity and eliminate the power creep that goes with mod/knowledge and or consumable stacking. You could get very detailed and blend refits perhaps with a slider so allow more customization on each ship. Perhaps up to three refit options could be available on player crafted ships, each customization with benefits and weakness associated. I know its a tangent, but rather than add a new layer to what i consider a poor system(mods and perms), redesign it to the vision once pitched about having each ship being purpose built.
  21. Simplicity's sake, and balance. Or at least thats what I assume admin would say.
  22. Slim McSauce

    Ship Crafting RNG, Good or Bad?

    How about keep the crafting RNG for ships, but add the ability to refit your ships at a shipyard to add more upgrade slots. How would this work? You craft a ship, 3/5 slots. Instead of that being the end of it you can put your ship under refit, add some materials for for some lh you add 1 slot to the ship and you can do this as many times up to 5 slots. Why would this be good? With enough effort from crafters, you can take a captured POS and turn it into a fairly decent combat ship over time. You capture the ship with 1 slot out of 5, you work on it until it gets 5 slots. Boom, crafters are rewarded for their efforts (REAL efforts, not luck)
  23. As you know, some upgrades like Rum Rations moved to the permanent upgrades group. Some of them make perfect sense, for example Winged out Ballast is now a refit you can apply to your ship once. I understand the logic about it not being learnable by your captain, but others make no sense. Rum rations is not a knowledge (the skill of drinking rum? art of rum distilling?), but it shouldnt be a permanent upgrade either. You move the rum onto your ship and it gets consumed, but why does it stay there forever? Or if you decide to use hold for more muskets, why cant you move them back to your warehouse if you decide to take something different with you? For such items, i suggest a 3rd group of upgrades called "consumables", which, who wouldve guessed, get consumed after some time. Eg muskets get consumed after using musket volley in boarding 10 times, or extra chain gets consumed after having fired 200 shots of chain shot. Since they would create ongoing demand, they could become one of the moneysinks many ask for. I know this is by far not a top priority, but the devs have invested work in moving around upgrades to make game logic more coherent but imo just replaced it with another illogical system. This also leads to the problem that we have WAY too much permanent upgrades which are NEVER gonna get used (fake feature/dead content). What do you think? Would this make ship modding more diverse? Would it benefit game logic? Gimme yer thougts.
  24. LIONOFWALES

    Ship Crafting RNG, Good or Bad?

    This would be really cool to add in game... we could then build the Constitution out of Live oak and oak and it could be historically accurate regarding its speed. Live oak/Oak and 13 knots capable... equals awesome. I got this info off of Wikipedia research USS Constitution.
  25. LIONOFWALES

    Ship Crafting RNG, Good or Bad?

    I feel I should also note that a good ship wright always knows what he is building yes? So how can we reflect this in game.
  26. Wyy

    Ship Crafting RNG, Good or Bad?

    i could live with resources would have separate grades, for instance "fresh oak" or "aged oak" and crafting from those would chose if it would be sturdy or fast build, and these resources would be rng from the lumberyard, just to think out loud.
  27. Slim McSauce

    Muskets need to go

    yes dont leave us in the dark we want to see what the team is working on
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