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Showing content with the highest reputation on 11/20/2018 in all areas

  1. One of the biggest features missing in this game (IMO) is a duel room/practice room. We had duel rooms, tournament, and fleet practice in the past and they have all have been taken out of the game with no announcement of return. I am proposing that a more streamlined version should be implemented before the game is released. I envision a "Practice" button in the port UI that takes you to a practice arena. The arena could work in a lobby system where one player sets up a practice room and invites other players (same nation or enemy) to join. If the player only wants to practice against AI
    16 points
  2. I like the RNG, it has no negative effect you can only get better ships out of it. Also the people with lots of resources will spend them and sell the ships with traits they do not want giving the less rich of the server cheaper ships. Without the RNG in crafting people generally only craft the ship they need and no more leading to no players selling ships. Side note, building ships outside the reinforce zone allegedly gives you better chances, further enticing people to move out of the R zone.
    5 points
  3. What's wrong with last click boarders? People should stop being idiots when boarding.
    5 points
  4. I wanted to add more dynamism for boarding and allow captains to resolve the boarding quicker against defensive or last click boarders. I did not like the low casualties from grenades cannons and muskets (sometimes they felt useless). You had 250-300 muskets on a first rate it felt silly to kill such low number of people in a volley from 50 meters We have interesting good long term ideas on marines and muskets (as equitable items instead of %) Thus the variety of muskets and their strength. I think they were nerfed one more time today patch. We also plan to update the de
    5 points
  5. Well, I would use the practise room most of the time and in favour of OW. I want it and I'm aware I'm shooting myself in the foot.
    4 points
  6. An addiction needs solid ground. If I disguised the essence of this game - sailing combat - what's left to being addicted to? Honor is a non-valid value anymore in western civilizations. It's individualism and therefore one the purest of human nature that apply: greed.
    4 points
  7. If you don't like RNG because you think it is unfair google: "Normal distribution" and become enlightened. If you get it your way here then your next attack at RNG will be at the drop for upgrade and skill books, and in the end we are all sailing around in identical ships meta built, and your complaining about that.. I can't see a happy ending here 😕
    4 points
  8. It is funny how all that complains about muskets and lack of “Skill”, if 90% of combats are involving ganking parties and their lack of honnor and skill implicit on that. That said, im fine with muskeets.
    4 points
  9. 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 yo
    4 points
  10. Well here it is folks … ship crafting RNG, good or bad. My opinion is that the ship in game should be a platform to build off of... if we are randomly limited for upgrade slots to install upgrades for said ship by RNG how can we obtain a truly balanced game? If we were to let go of the RNG in ship quality when crafting and simply make it so that the ships when crafted have 5 upgrade slots, how would this be a detriment to the game and what is your position on this. I like the random factor in crafting, but in the long term I really feel that the capacity to make a ship really good sh
    3 points
  11. Fine with me. Many more players would play the game more with this feature and eventually venture into OW with more confidence in their skills.
    3 points
  12. Well said Sir, well said. They cry only because they don't have. Once they get their new shiny muskets it is all l2p and gear does not matter.
    3 points
  13. But you seem to be missing the original problem with this approach. The problem was that RNG ships led to an imbalance as you could face another ship the same as yours but they have the advantage because they are 5/5 gold while you are only 3/5, but with what you suggest only the rich would remain competitive while the rest would have to make do with substandard ships and what really ends up happening is that everyone is forced to get the 5/5 gold ships. With RNG even the poorest player has a chance of getting that 5/5 gold ship as long as he can afford to craft it and with RNG the total
    3 points
  14. I often use marines to board and people don't complain. People complain if you head into battles with 6 boarding mods, pull once and its GG after 4 turns. There is nothing special in doing so. No skill, no tactics and just mods. Personally I believe boarding would be better with no mods whatsoever. It would give the gameplay overall more tactical depth. If you are in battle against a ship that is reload shocked or crew shocked it would have an effect on moral. Boarding is boring and doesn't require skill. Pulling an enemy ship should be a huge tactical choice. Atm it's: "I have a boarding ship
    3 points
  15. Although fine woods allowed control of quality of ships, the fact that they were not readily available for all caused an imbalance. Now some say this is good as it provides a reason to fight for control for fine wood ports, all that actually happened was people created more alts to give them access to the fine woods. Personally I do not mind RNG crafting, the odd chance of getting a special ship is good. It also creates a supply of cheap ships as the large clans and rich players craft large numbers of ships while trying to get that perfect 5/5 gold ship, and these surplus ships are sold o
    3 points
  16. Why do you play this game?
    3 points
  17. It's really arbitrary and adds nothing to the game besides more imbalance.
    3 points
  18. 😂🤣🤡 what complete tosh ! A really good player would have some boarding MODS, its only the retards that don't have any boarding MODS and then come on here and cry about it when they get boarded and lose ! Fit a couple of mods and fight smart.
    2 points
  19. Hey Devs- thrrow the noobs a bone. Why not a 7th rate mission close to capitol where u have to sink an unarmed fishing boat. As a reward, give them fish. Maybe you get a fish that is worth something every once in a while? Nobody would do this mission unless they are super noobs. Why not?
    2 points
  20. I don't understand why we should be afraid of losing players from OW, to a separate practice room. If players prefer practice rooms to an OW, then let them practice. I think NAL was discontinued because; GL was not willing to dedicate resources to it's development, and there was low player participation. Separate practice rooms are a great idea, even though I have no interest using them. Edit: Losing players to separate rooms or OW rooms, is still losing players from OW PvP.
    2 points
  21. If you disagree with my skill based statement I would like you to duel me 2 times. In the 1st duel we will have boarding only and I can take a full setup of boarding mods and you nothing. In the second duel you can take a modded ship vs me in an modded one for a combat duel. If you are average or above you will smash me in the combat duel BUT I promise you your ship will have way less HP compared to my crew in boarding duel. Pm me on steam if you want to try. Boarding mods are around 2x better at what they do compared to combat or speed mods. There is not even a debate there.
    2 points
  22. I bet someone would find a way to exploit this inside the safe zone. And preventing the smaller nations from practicing and training with each other is BS. This should be a feature that every player in the game can use. This is why I am suggesting a practice room that is separate from OW and exploit free.
    2 points
  23. What about Prussia/Russia/Poland? They don't get a chance to fight each other? Its a good suggestion @rediii it is one that I have suggested in the past. I cannot understand why the developers will not let us practice with our clanmates/friends (without exploiting green v green)
    2 points
  24. I second this idea I remember something similar in Pirates of the Burning Sea which I personally found very useful and gave players the confidence to go out and try pvping in the open world.
    2 points
  25. Most of the boarding game is determined by prep and the confidence of the person on the other side. I've had some really interesting boardings in my time, Scipio when he was Dutch comes to mind.
    2 points
  26. RNG + crazy doubloons costs for line ships is absurd.
    2 points
  27. JOSEPH-ANGE ANTOINE ROUX (FRENCH, 1765-1835), Study of the 44-gun frigate ~Muiron~
    2 points
  28. 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 wareho
    2 points
  29. @Archaos why not increase need to craft many ship for bonus and rank increase. 50 Oceans, more chance for good ship. 100 Ocean better chance for good ship. 150 Ocean select refit and more chance to get the refit and slots, with increased wood resource requirement. Only few will be master Ocean crafter etc. Even more ships required to advance for smaller classes. How about this?
    2 points
  30. The problem with such a system is that eventually nearly everyone becomes a master builder for all classes and that is the only type produced making it impossible for anyone entering the ship crafting arena to be able to sell lower standard vessels. If you were to have such a system you would need to severely restrict specialization so for example you would only be able to specialize in crafting one type of ship e.g. master crafter in L'Oceans, and once you specialized that was it unless you reset your specialization and started again. I am sure most people would hate such a system especi
    2 points
  31. No le van a dar alguna proteccion. Los Devs quieren tener solo 500 jugadores (los mismos de sempre) que compren DLC (doblones o otras cosas) cada semana para que no se cierre il servidor.
    2 points
  32. Ctrl-Shift-R is my friend , thanks again Felix. This compass is just great. Because it is not fancy, ornate, it is easy to read, and use. I use it for accurate navigation, not as a decoration.
    2 points
  33. RNG is shit. I can accept some rng for casuals. But the shipbuilders should specialize in classes, with additional perks, obtainable by experience only. So the shipbuilder with 50 frig built, gains some level with frigs, his chance to craft a good ship increase, 100 or more frigs, more chance, at some point he becomes "master frigate builder", ability to select a refit for the frigate with a high chance and with additional wood requirement. This gives a meaning to ship crafting. It feels fair and rewarding.
    2 points
  34. I like the boarding mini game in all honesty but it doesn't fit into the game. Boarding should be about moral and that's is all.
    2 points
  35. I’ve never tried making my “living” as a crafter but I’ve always just crafted my own ships. I would rather NOT have RNG in the process but make it more skill and effort based. Permanent mods should be built in at the time of crafting or otherwise take a ship out of service and put it in a shipyard and invest labor and time to install upgrades. It would be great to see ship building as a specialized and profitable career choice in game.
    2 points
  36. "and all ships must always be gold and produce for free " I agree with @Tiedemann "I like the RNG in crafting, made it interesting again. Also very rewarding for the crafter."
    2 points
  37. I think the intended idea was that only the person that lost a battle / ship would get the 5 min timer. Just escaping should not though an increase in speed and maybe an additional 30 seconds would be nice so that you are not spending over half the timer just trying to turn around to pick a not so obvious escape route.
    2 points
  38. Lástima de los que se compren el juego cuando salga. Irán de pardillos y caerán como chinches a manos de los que ya sabemos. En 4 semanas se habrán ido todos aburridos de perder barcos y no poder navegar ni a la salida del puerto. O eso o les dan los dev alguna medida de protección
    2 points
  39. 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.
    2 points
  40. 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, crafte
    2 points
  41. But why add an upgrade then which gives so insane bonuses? Why not increase casualties in boarding overall? Imo boarding should never be the first option. When you board an enemy with same crew, it should not be possible to win in the same boarding if both parties chose the correct means of attack and defense. To win a boarding, one should decrew his enemy by superior maneuvering or disabling. The benefit of boarding mods would then mean that you need to kill less crew before going into a decisive boarding action.
    2 points
  42. That been said boarding mods have always been a bit over the top if you ask me. If you take marines against a non boarding modded ship you already have a huge advantage. Anything more than that advantage is just a joke. One cannot even begin to compare a fully boarding outfitted ship in a boarding vs shop ship and a 5/5 ship in combat vs shop ship. A really good player(shop ship) could maybe defeat your average Joe in a 5/5 ship with tactics. A really good player(no Mods) cannot beat a retard that knows the basics with full boarding mods in boarding. In the end boarding lac
    2 points
  43. @admin @Ink Господа, может уже начнем патч ноты вывешивать не через неделю после внесения изменений, а в момент внесения изменений, на русском и англ языках почему нигде не описано что изменели таймер входа (точнее его сократили на 1 минуту), узнаем методом научного тыка почему нигде не описано что вызываемый подкреп в недозеленых зонах, которые нужно УБИТЬ на ПвП сервере, увеличен в 2 раза ?????? з.ы. предлагаю убить не только зеленку, но и столицы у всех наций в момент вайпа (живут же люди в 3х нациях без столиц и сейф зон, и новички у них есть). в игре не должно б
    2 points
  44. It's a weak straw man, they have marines 15 probably so 15 percent of their crew is out of the equation while being shot at, if they pop their repair to stay with the reload fitted ship, they'll be struggling to run one broadside, if they have prep up they will lose lots of men to ball in the broadside exchange. They will definitely come out worse unless they can force the boarding which is their only play, while the reload build can keep the boarder where he wants them. Nevertheless the muskets seem overtuned, but I'm sure the devs will do a nerf pass and we'll still have super repairs a
    2 points
  45. I agree it sucks to respawn on the OW and get killed again - so adaption is necessary. Sail a ship of war and put the traders in fleet with repairs and guns on it. Fight with your main ship and let the AI help you. Switch ships if you're close to being killed. Try to change perspective: what does the opponent want? Depending on where you are on the map (own territory, distance to enemies territory), he will perhaps try to sink you once and cap the second ship. Make it hard for the enemy, sell yourself as expensive as possible. Heavy frigate as main ship and two Indiman are a tough nut to crack
    2 points
  46. No thanks. Rewards are higher now. And so are risks. Don't sail with 3 undefended Indiamans. You can earn enough reals by sailing with less risk. The old system was exploited by traders that put 3 indiamans in fleet and sailed a basic cutter as main ship so they could surrender their main ship and get teleported to skip the dangerous part of a journey.
    2 points
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