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Showing content with the highest reputation on 05/15/2019 in all areas

  1. 8 points
    Dear Developers, Please do something about the NPCs. I know that with the port bonus rush nobody on PvP server gives half a rat's arse about them right now, and that's where the action is, but on PvE side of things, NPCs are the only thing we've got. Making their sailing more realistic was a good first step (it's nice to be fighting sailboats instead of motorboats). But, NPCs have way too many HPs, way too much pen and way too much DPS. I've specifically done some test runs where I went broadside-to-broadside to observe. I've seen my Bellona do less damage with two consecutive broadsides to an USS United States, than it did to me with a single broadside. This isn't right. Especially since my ship is fairly optimized (Teak/White Oak and thickness upgrade) and the NPC ship is as always fir or oak with crew space. I'm not saying NPCs are unbeatable - but you have to resort to long-range artillery duels (not exactly a thing in the Age of Sail), and if you are fighting the same ship as what you are sailing, you are almost guaranteed to need to break off and repair. "NPCs have more HP because they can't repair" is not a valid reason anymore because of how many more HP NPCs have. Also, when I repair, I have to run (or the NPC will just destroy whatever I repaired) and at the very least I suffer a reduction in efficiency because of crew reallocation. NPC overbuffs become more pronounced at higher rates and lead to three glaringly obvious issues: 1. It is not historically accurate. As it stands, in 4th rates and up, smaller NPC ships can comfortably stand broadside-to-broadside with larger player ships and if the player doesn't repair, they have a good chance of sinking the player. 2. It is frustrating. A battle against the same ship in the hands of NPC turns into a knife's edge contest. For one, I am not playing NA for a "Dark Souls" experience where one mistake can send you to the bottom. Higher-rate ship battles, ironically, are now more stressful than lower-rate ship battles, because margins of error are razor-thin, and you are risking losing an expensive ship with expensive upgrades. High risk you say? High risk should result in high reward. But there are no high rewards. You can't capture an awesome ship after a difficult battle, because NPC ships are bad. You don't get awesome loot unless RNJesus smiles at you, which doesn't happen very often. You take on high risk for inadequate rewards, so the optimal way is to go seal-club lower rate ships. 3. It invalidates players' optimized builds. In terms of speed, player ships can come out ahead. In terms of turn rate, after the nerf the NPCs are either "just as good" or better than an optimized player ship. In terms of tankiness, thickness and HP barely matter anymore, because NPCs chainsaw through LO/WO just as well as they do through regular oak (the differences are there, but they are very marginal). In terms of firepower, we cannot hope to match NPCs, because they have medium cannons that have range and pen like long cannons and reload and damage like carronades. Even with poods and gunnery upgrades, we come up short. Finally, NPCs still have their humongous fire arcs as if every cannon is mounted on a swivel. Of course this does not apply when 4th rates and higher fight frigates. But at similar rates, it very much applies. Now you would be tempted to say "ha ha, Ahoy got his ass kicked by NPCs and went crying to the forums, git gud scrub." Which is not the case; I have not lost a ship recently and I'm doing quite all right, but I am playing it VERY SAFE. It works, but it's getting tiresome. If you want more proof, watch the streams of your biggest advocate, Captain Reverse. He could not even pass the final exam because he got pounded into scraps. And there was a stream a little while ago of him and a few more PvP players taking a fleet of Bellonas against an NPC fleet. They lost at least one (possibly more); these are guys with THOUSANDS of hours that breathe, eat and drink NA combat. Also look at how closely the PvP battles are fought; people are within very short distances of each other and they don't immediately get perforated unless it's a much larger ship vs. much smaller ship. If you try fighing equal NPCs at realistic "Age of Sail distances", you will get ventilated in short order. And of course we have no port bonuses on PvE. If you nerf books and upgrades to compensate for port bonuses, we are screwed. Please do something about the NPCs.
  2. 8 points
  3. 6 points
    We should all join Russia, they need more population.
  4. 5 points
    Wow, I guess someone is feeling a bit salty because they can only feel accomplished zerging the map and hiding behind numbers and game mechanics that have been purpose built for that? Any potential threat to that advantage or allowing other players to play the game they bought in the timezone they want is a real problem to that hegemony isn't it? Let me clear a few things up for the mouth breathing sycophants who responded here and brainlessly mashes "like" on your posts above. WO and VCO did not coordinate a multiflip on the U.S. We honestly would have rather had the U.S. show up with their best (and I can't understand why they didn't just no-show Marsh and fully commit to a port battle on their coast, but whatever). We flipped it at a time that was convenient for us (believe it or not, the U.S. is a big country and spans multiple time zones), not to mention we flipped it immediately when the port hostility could be gained because Texas forgot to put a timer on it for the day it would go live. That's not evil planning, that's just logistics and mechanics. Regardless, we knew the U.S. would hide behind an E.U. timer like they've done with Savannah, which is their right of course, but it doesn't create good U.S. time zone play for them. In any case, the timing was circumstantial, not some nefarious plot between WO and VCO. Second, WO and VCO are fine with friendly fights in the OW but we have a long history of absolutely toxic RvR, and it's not healthy for either clan. So we avoid it plain and simple. Why should we engage in something that's not fun when there's fun to be had elsewhere? Beyond that, as Admin's numbers show, the U.S. has plenty of players relative to France and Pirates during our prime time, they just suck at organizing because they insist on roleplaying instead of figuring out the meta. That's fine but they should stop bitching about it and relying on demonizing two clans that have made sport of the meta over the years. The US should instead focus on getting better through arranging port battles (which we've offered over and over) and worrying less about pixels and PvE. Third, both of our clans have had to deal with incessant bullshit from the loudest whingers in the game about exploits and "cheating" that have been confirmed as neither, and so forgive us if we wanted to prove a point to those whinging about mechanics by making it absolutely clear that if we wanted to get to the U.S. coastline and set up a camp there we could do it under any scenario. As far as questioning our morality, I don't think you have a leg to stand on there. Why would we have any need to post any negative reviews when so many other players are doing it for us? I've not left a single review, as I'm philosophically against doing so for any Early Access game, and I think any of our players who have posted probably have done it in equal parts negative and positive, which is probably fair in the big scheme of things, or do you disagree? If you think you can pin declining player numbers on WO and VCO you need to really take a step back and assess the source of your anger bud. Because those players that post negative reviews are well within their rights, not just because they spent money on the right to access and test the game as it's being developed, but because many ideas and changes in the game, not their own, have led to some pretty miserable outcomes for us as players over the years.
  5. 4 points
    He is not looking for human behavior, read again. Just this, just that. Did you read his post at all? He said that he's doing fine and has not lost a single ship. And he also said that it can get tiresome. I completely feel the same. Haven't lost a ship in a while, yet I'd rather play another game at the moment because I have no pleasure playing against roid rage AIs, it just feels, well, unfair... And this is valid only for the more persevering players, because the other ones left. I managed to get 4 friends back in the game and they all left within what, two months? Specifically because of the reasons mentioned here AND the lack of communication on the matter.
  6. 4 points
    Wo and VCO dont even have the balls to attack the US at a reasonable hour... you had a choice of when to set the pbs at marsh and the other one on the east coast and you set them at like 1am east coast US time and set both pbs within 20 mins of each other and on top of all of it you decided to do it on a monday night. Gtfo with your "entitled" eu player bs, you guys wont even give the depleted US a chance to even put up a defense. People are just sick of scumbag gameplay. But please tell us more about how you guys are morally our betters and that we should listen to your armchair game developer ideas. Go on, show the screens from those battles and tell us you're all for good fights. Then lets consider how many of your members gave the game a bad review on steam telling people essentially to not buy the game because of the butthurt from admin not using your genius solutions. #adminmanbad
  7. 3 points
    Timers are good, they prevent the bad people on the other side of the round earth from hurting you when you sleep. But if we must remove the timers and set a standard server time clearly it should be set to the Caribbean time zone you know it being a Caribbean game and all. Anyone who plays outside my time zone basically does not exist right so I see no issue with this time zone being used.
  8. 3 points
    There is an ongoing problem in this game and it is that Devs design it around the wishes of the best players. This manifests itself here in an NPC problem, because exceptional players find low skilled NPCs to be boring. Now I did read somewhere that there is a plan to vary the NPC's skills, so there is hope that this problem will go away and become an interesting aspect of the game. Imagine going into battle against a bot and not knowing it's relative skill....
  9. 3 points
    We actually lost Australia with the merge, server reset falling right on their prime time, with that went NA's best content creator as well.
  10. 3 points
    So now we have port bonuses. A ship with all the bonuses is superior to one that has less or none. We need to be able to "refit" ships with lower or no bonuses to bring them up to speed with the others. This is not just a pre-wipe solution for all of our old dinosaurs. After the wipe, as investments grow, we will want to be able to do the same thing. Capturing a ship with low bonuses will mean we want to bring it into port and upgrade it to a suitable level.
  11. 2 points
  12. 2 points
    lol, not the first time you flipped it. But you're right, the Russians are totally above reproach when it comes to the use of alts... (see how that feels) 🙄 Come on, you know that's gaslighting bullshit. You have that many ports because you were up the earliest and locked down almost every free-port available port battle before anyone else had a chance. I'm not begruding you that, since it shows good organization and motivation, but it wasn't to get fights. You flipped half the map precisely to set up strongholds through county capitals that prevent anyone trying to bring the fight to you. Again, I'm not questioning you or the meta, but the mechanics are strangely in your favor on this one and you're not questioning whether they make for a better overall game, motivating more player participation and RvR, right? It's just the way it is and you'll happily go forth with your fleets of alts doing your AFK trade runs and fishing to pay for your chain of county capitals that protect your interests. And yet you begrudge other players in time zones outside your own trying to generate a little content for themselves when a weak opponent is the only opponent they have, primarily because of those timers that you so enjoy.
  13. 2 points
    We dont have nightflips, what are you referring to?
  14. 2 points
    There is nothing to be done to change the fact that some players have more time to dedicate to the game than others. Nothing will change the fact that many of the players have acquired a great deal of skill and when we restart with the tutorial, the world will be filled with good players in Herc/Req/pandora on day one. Anything that we carry forward (XP, books..even Ships) will make no difference to a new player.
  15. 2 points
    Aww... I wish I could come up with satire like that.
  16. 2 points
  17. 2 points
    naja... Im Alltagsgeschäft hauen wir uns stets verbal aufs Maul. 😁
  18. 2 points
    I heard we are all joining Russia? Cant get zerged if you are part of the zerg! DA COMRADES!
  19. 2 points
    The success of a raid is surprise. That factor is lost if the attack is left for the next day.
  20. 2 points
    Depends which language you speak and in which timezone you are . For example if you are german you could Prussia HANSA would welcome you . But it doesn't matter which nation you join, in any nation someone will pick you up with a smile on his face. So good luck in finding a nation fitting to you
  21. 2 points
    I am a layman in naval terminology / matter. Surely there will be more players who play to entertain themselves and are not experts in the navy. For that reason, one of the details that I have observed that uncovers a little. In the menu of Ship> Equipament, the position of the ship's image dislodges with the position of the guns. My suggestion: - Option 1: Flip the horizontal image (180º) - Option 2: Change positions of the Bow - Stern label. Additionally, in the Tutorial, you could add an image that summarizes the different parts of the ship, shooting positions (, etc. that the game has, only one image, summarizing everything, without having to search in google.
  22. 2 points
    So what are you trying to say here? Their zerg better than yours? So sad you can not see the real problem here.
  23. 2 points
  24. 1 point
    Seal-clubbing fifth rates with a second rate is not a good example and I specifically mentioned it in the OP.
  25. 1 point
    I completely agree with the OP. I was very happy back when they improved the sailing/tactical skills of NPC ships, as it added a challenge that was both fun and useful for training purposes, but I never understood the point of the hugely buffed/unbalanced hitpoints, pen/damage, and firing angles/range --not even as a compensation for NPC repair handicaps. If super-elite players want a bigger challenge to feel a sense of achievement, they can either fight other elite players or fight larger or specifically-elite-designated NPC fleets and missions. At least on the PvP server, the function of most NPC battles should be relatively low-stress training/practice and grinding. There is no good reason for a fight with a run-of-the-mill NPC of equal or lesser class to be exceedingly difficult, tedious, or resource-taxing, especially for an experienced/skilled captain. Not that it should be easy, of course - that would be just as bad - but if it must be difficult, it should at the very least be difficult in a way that jives with the damage model/expectations in PvP. That is, giving/recieving a full broadside from a certain distance and angle against an NPC ship should inform, rather than provide unrealistic expectations about, what to expect from the same situation in a PvP fight. The only real difference between NPC fights and PvP should be tactics and creativity (e.g. dismasting, repairing, etc). I can only imagine how many new players have quit or avoided getting into PvP because they had their confidence unnecessarily destroyed by unrealistic/unbalanced NPC battles. IMHO the most fun and useful standard for a 'balanced' NPC on the PvP server should be that an experienced/good captain would (or at least could) win a narrow victory over a same-class ship WITHOUT having to repair.
  26. 1 point
  27. 1 point
    Weekend PBs only. It's the only solution.
  28. 1 point
    Russian Winter is coming in the game .
  29. 1 point
    А как же маркетинговая политика? Покупаешь ещё один ак на него ДЛС, и тебе хорошо и разработчикам есть на что жить. А то привыкли думать только о своём комфорте, другим тоже кушать хочется)))
  30. 1 point
    You notice he did not mention Spain. (snicker)
  31. 1 point
    In this game seeing "fresh and new" stuff is often cause for concern
  32. 1 point
    actually, it's just an abstract representation of fishing. reality is in our minds
  33. 1 point
    9-pounders is another classification that gathers a rather homogenous group of ships that all carry 9-pdr guns or 32-pdr carro, from the Niagara up to the Surprise. Look at 3 ships, say : LRQ (6th rate, 9-pdr ship, in game 32-pdr carro, 24 guns) Cerberus (5th rate, 9-pdr frigate, in game 32-pdr carro, 26 guns) Trincomalee (5th rate, 18-pdr frigate, in game 32-pdr carro, 50 guns) A Cerberus (5th rate) has more to do with a LRQ or a Niagara (6th rate) than with a Trincomalee (5th rate).
  34. 1 point
    PETA going mad because of tuna clubbing?
  35. 1 point
    I recently entered a battle to speak to another player who dived onto a ship I was about to attack on the PVE server. I entered the battle with my Christain and the other player was a long way away also in a Christain in the process of sinking the Indefatigable which I had originally targetted. I sent him a message regarding what he did and left. I was miles from the battle when I did so but when I next entered battle I found that my fleeted gold constitution was missing. I asked in chat if anyone had had a ship vanish like this and described the circumstances. I was then informed that there is an undocumented feature which means that if you don't retreat a fleeted ship then it vanishes when you leave. There was no warning that this would happen and myself and my fleet constitution were miles from the actual combat. I wouldn't normally worry about this but since it was a gold 5/5 Connie with an agility bonus and my only gold ship I am understandably more perturbed. I would like to have it returned as there should be some kind of warning about this. I understand that if you are engaged that retreating might make some sense but I was far from engaged and would have expected that my fleet would have simply followed me out. It was fully kitted out but in this case, I would be happy to just get the ship back. I feel that a warning should happen if someone does leave without retreating fleet ships if this vanishing ship syndrome is to continue or that ships which have not engaged or are nowhere near the combat should automatically retreat if the main does. Further, my son has just joined me on the PVE server (we were previously on the PVP but as a trader shipbuilder it isn't much fun anymore) and I notice he actually has a guide available. You might want to make that available to older players as I have never seen anything like that. My PVE account is Pierre Andre de Suffren and I would very much appreciate your help in this matter.
  36. 1 point
    Economy based game. We all know that harsh and realistic economy is what everyone desires. Nelson didn't build HMS Victory alone and in one day.
  37. 1 point
  38. 1 point
  39. 1 point
    I, Dread Pirate CheekyBreeky of VCO, being accused in cheating without evidences and NOT in Tribunal section for the 2nd time, demand this person to apologize or get his ability to post on forums taken away!
  40. 1 point
    Apart from the mechanic and timer issues I´d very much like to see some content for the unrated vessels. They also merit some place in the game!
  41. 1 point
  42. 1 point
    Let's use some real clans as examples. BASTD, largest GB clan, could just go along a coast raiding. Small clan can't defend against that and neither can nation mobilise quickly to defend it. Smaller clans will just get steamrolled by larger ones if the benefits are so large as to incentivise it. Most of the time there are screen it's true, but that's because there's the loss of a potential national port at stake. I don't think anyone except the owning clan will bother defending in that case since other clans have nothing to lose. To strike a balance I would suggest two things, that it be one clan against another, so only the clan owning the port can defend it and the opposing clan attacking it. Set it not as a port battle but as shrinking circle kind of thing like the patrol zone. The rewards should not be as you've described. They are far too harsh on the defending clan and not balanced at all. Instead reward the raiding clan with the worth of the taxes collected from the port the previous day and have the amount deducted from the owning clan's clan warehouse plus maybe a couple of chests or something. Give people after the battle the chance of teleporting back to port after the battle. This will have the effect of incentivising raiding but only raiding of the richest targets, those that can most afford it will be most impacted. It will also contribute to the frontline mechanics you're trying to create. Clans cannot take ports all over the map without being at risk forcing clans to locate their ports in one area or another.
  43. 1 point
    I completely agree! I hope the developers will listen to this..
  44. 1 point
    Let them flag russian the whole server and do not feed them: stop playing. May be they'll get bored and something will be done to rebalance the game. 😎 Usually only HARSH facts are understood.
  45. 1 point
    Perfect. The most weird part is developers, who should want a living and striving server, are not recognizing these simple issues my 11 year old (but quite nerdy) son is able to analyse and criticize (and it's not a joke; dark reality: he sometimes sails on my behalf).
  46. 1 point
    lets turn it another way. Russian Timers are 16-19 and 17-20. This basically prevents US players from moving forward on these front lines. Obviously an exploit because they won't fight me in my time zone. ----------------------------- so, now that we have that established. You can get friends in that timezone, or you can attack those ports within that timer. If I recall correctly it didn't seem to be too much of a problem when you attacked the secret Island to take it from the French? what's the issue now?
  47. 1 point
    Great Britain be like:
  48. 1 point
    what i can see now is that the big clans get the best ports the small to medium clans get the useless leftovers...(45 points for the big ones ... or 15 [15 is shit and nothing] there is no balance... but huge ridiculous prices (like 50 victory masks for one building on the port [for all building types with different characteristics but the same price is just lame thoughts) this game becomes into too many negatives for players to keep them in the game ... can you please make a game where the game helps players to proceed to the next goal or level...at this moment you scare them away... for beginners, it feels.... if you nuke them...(example 3.000.000 reaals and 50.000 dubloons for level 3 shipyard [that will keep you for decades in the game only for that item,....it is a no go area)
  49. 1 point
    Honestly these two perks should be free to players just like we have limited chain shot and now the free fleet perk. Maybe have it where you learn double ball at level 5 or double charge at level 7 etc. There is no reason for them to be perks if AI gets them for free and it's a limited use item so they should be something that all ship captains know.
  50. 1 point
    Update - Testing goes on with the RattV and while that's not the focus of this thread, the behaviour of the AI is. I'm finding the total effect of the new AI to be excellent. Numerous one-on-ones vs. Class 3 ships have given me a strong appreciation for the individual skills of AI Captains; and HOW they apply their protocols dependent on ship type. For example, the 3rd Rate is slow, awkward and trends to downwind tactics - its captain undoubtedly knows that going into the wind is not helpful with such a lumbering vessel. She hits HARD though, and WILL try to suck the player into close-range action where it can pump a broadside into your hull. I was caught by surprise when it suckered me into following him into a downwind parallel; I lost quite a bot of armour before gaining separation - and gave up a ton of structure through the stern. Terrifying in the moment - an excellent tactic for the 3rd Rate. The Bellona is of course always a tough fight, and unlike all other Class 3's is largely impossible to kill without at least one rep - for me anyway. They're using a mix of upwind and downwind tactics and can be extremely canny when it comes to forcing the player into a potential head-to-wind stall - while maintaining the inertia to capitalize on it, either with a broadside or boarding. They haven't managed to complete the trap yet; in the first case I managed to squeak past at 4.1kts, thanking Poseidon that the RattV accelerates well. They hit hard AND accurately, targeting your ship for maximum damage. They'll also hold fire if you're angling off, and blast when you round to fire. BLOODY tough. While they have wide firing arcs, I don't see a particular increase in firepower - which is good, since they're already nightmares at the broadside. I haven't lost to one yet but it's been DAMN close. Like...THAT close. Wasas are the dogfighters of the Class 3's; again a unique set of tactics emphasizing their maneuverability and quick firing. Very canny, VERY frustrating when attacking from upwind. They'll round up, spoiling your hit on his sides. They'll 3-point, giving you both broadsides in double-quick time. They'll sucker you in, trap you, force you into unneeded damage. One thing I've noticed with them: they can get rattled. Last fight, my enemy was tough, crisp and accurate, until I blasted him down to 1/2 armour, gave him a solid stern rake and his broadside bounced off. Then he seemed to become uncertain, firing wildly, keeping his distance, making mistakes. It didn't last long, but it really seemed that his cool was blown for a few minutes. Connies are...well...Connies. Upwind-fighting, evil, sneaky insta-boarding bastards that have perfected the upwind ram as much as an AI possibly can. Staying upwind on these buggers is critical, but they're fully capable of rounding up, closing the gap FAST and forcing you into the wind where they WILL take you - every time. I lost a beautiful Gold Indef to one; I'm no beginner at boarding but it took me down - I need to take defensive boarding lessons from Tenet; he's a bloody master at it. So far I haven't lost a RattV; its manoeuverability and high-fighting ability trumps the Connie's excellent upwind fighting and trapping skills. Results: I am LOVING the new AI. The same old boring 'Steer-him-off, broadside-then-rake' predictable AI are gone; replaced by a much cannier, complex AI that is still predictable, but takes much greater advantage of ship-types. While I DO see that all ships have wider firing arcs, they're not nearly as wide as some people fear. Also, I still see no indication at all of increased firepower or accuracy. If there IS any change, it's minimal, to maximize an individual ship type's advantage against the player. So far, I give the new AI 4 out of 5 stars - there's always room for improvement but it's pretty excellent. Cheers!
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