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Showing content with the highest reputation since 02/21/2019 in Posts

  1. 84 points
    Good news Captains Port management feature is under development and will be deployed to live servers next big patch. Infrastructure development All clans big and small will be able to improve their controlled ports and invest into infrastructure expanding resource development. With enough investments the need for hauling will be completely removed from a clan, creating a cluster city which allows production of all resources (with the exception of rare woods) Shipbuilding improvements Clans will be able to improve shipbuilding in their ports making better ships, faster ships, stronger ships tweaking the port perks to their liking Fortifications improvements Clans and their friends will be able to develop fortifications to protect their holdings All current fortifications on map will be removed For PVE server we plan to convert the map to the historical map allowing access to all ports and allowing capture through economy sabotage (without changing nations) giving partial access of this feature even on the PVE server.
  2. 69 points
    Hello Captains This is an advance warning on the turbulent 1-2 months ahead of us. In the next patch we will introduce significant changes to trading, damage model, mission distribution, port importance to clans, and ROE. As we are getting closer and closer to the release candidate the game will require several wipes (acc resets) during this pre-release preparation in areas most affected by the changes. First wipe will happen next week (from 4th to 8th March) The following things will be completely reset/wiped in the first wipe Victory marks: all victory marks will be removed, spend them on ships Ship permits: all ship permits will be removed, spend them on ships Reals: all reals above 50,000 will be removed Crafting resources: All crafting resources will be removed (like iron ore, oak etc.) Trading resources – all trading resources will be removed (like Sevilla Muskets) All contracts will be wiped Tutorial rewards will most likely be reset: you will be able to pass the tutorial and get the rewards again What remains unaffected All seaworthy assets: ships, cannons, upgrades, books, or unopened chests will NOT be affected or removed. All investments in buildings, dock space and warehousing upgrades or outposts will NOT be affected or removed Ship crafting XP and Combat XP will NOT be affected. The main goal of the wipe is to test the new economy, trading and updated resource prices and labor hours (lh for crafting ships will be lowered). Additional pre-release resets/wipes if needed will be announced in the future in news on Steam and on game forums. We understand that it causes a lot of inconvenience to a lot of you. We arranging with valve to add the Early Access bonus ship Pandora to all early access buyers as Free DLC that will be redeemable once every 24 hours. It will take time but will definitely happen in March.
  3. 40 points
    Captains. MEGA Patch is being deployed today on 28th February! Contents of the patch. Localization has been officially added. You can change the language of the game in the options menu. Localization is not complete!– as new content has been added in the last 1.5 months – this will be translated soon Custom files for all languages has been added. They can be used by community translators or yourself to improve things you do not like to completely change language There are issues in some translations due to the fact that outside firm was - but they will eventually be fixed, with help of community. Battle UI Battle UI has been freshened up. All Battle UI has been moved to one technology set (slightly increasing FPS in battles) Boarding is no longer showing enemy commands. Boarding UI might need another pass of improvements based on your general feedback. You can now use buttons [ ] during boarding that will allow your ship to fire point blank broadsides. All buttons have received informational tooltips, which you can read by putting your mouse over the buttons Combat model Ships of the line will now rule the seas. No longer ships of the line will fear light corvettes. Damage model has been adjusted. Inverse DPS problems has been fixed (previously 4lb guns had higher DPS than 42lb guns) Reload shocks issues were fixed. You will get them regularly if you maximize damage in short periods of time. Lower rank NPCs turning has been adjusted (previously they turned like experienced rear admirals when they should not have). Additional tunings to NPC combat will be applied soon. Turn rates were lowered across the board for most vessels, to support the precise deliberate combat model (low level ships turned like they were on drugs) Additional improvements to speeds and turning will be deployed next week. PVP and ROE changes (rules of engagement) To increase number of PVP opportunities the following change has been made. Open world battles for the weaker side (based on BR) are open for 20 minutes. You can reinforce the weaker side if you are sailing by. The mission will close and swords disappear once BR evens out (with certain % threshold) if you want to get help stay closer to friendly entry points. If you are ganked, call for help in chat, people can help you. Of course just like tracers in ww2 this feature works both ways. If you attack in force your target might get reinforcements, changing the course of the battle. Overall goal is to give more pvp opportunities to captains Combat Medals were introduced. Combat medals will be granted for PVP activities, and will give access to pvp rewards. Port importance for clans and rare resource spawns Changes to rare woods spawns and access Rare woods resources now only have limited trading spawns in the Carribean. Rare woods forests can now randomly spawn somewhere in the Caribbean in limited quantities. (can be fully exhausted) These rare woods now can be received by clans using delivery missions Сlans and clans on their allies list have access to these missions Getting rare woods by using missions reduces their supply. One supply is fully cut down the forest will spawn elsewhere in another port. Rare woods are: Live oak, white oak, bermuda cedar, teak, mahogany, caguarian, sabicu. Protected areas Redundant protections removed from secondary protected areas (like Louisiana or Vera Cruz and Belize) Additional improvements of the protected areas will be done next patch Trading Trading will be more available Resources spawn distribution is now better and ability to place contracts on trading goods removed. Additional regional goods added Selling goods far from the purchase place will make more money (buying something in Trinidad and selling it in the gulf will make a lot of money This of course means that short distance routes will no longer make too much money Barter added (but not yet tuned properly – will be fixed in the next hotfix). It will increase supply of trading goods Missions PVP hunt missions added Solo PVP patrol zone added In the solo patrol zone you can only be attacked by the ship of the same class and battle will close immediately. Passenger delivery missions added Letter delivery missions added Clan delivery missions added Mission rewards increased Better PVE – More accessible PVE NPC fleet placements slightly adjusted (gulf suffered, but all other regions will generally see more NPCs – we will fix the gulf problem later) Missions are now based on regions (less on port type) For example Hispaniola is a 1-3rdrate region. It will only give missions for 1-3rdrate. Missions are now unlimited – if you finish your initial set of missions you can take new ones. No longer we will force you waste time on sailing to another to find additional supply of missions. Missions spawns are significantly improved – time is precious - you will no longer spend 20-30 mins reaching the mission. Missions will no longer spawn on other sides of large land masses. Group missions added (enemy types and rewards are not yet fully balanced- some missions might be very hard) warning - group missions enemies and rewards are not tuned properly. but feel free to try them. Other changes Sextant perk is now provided automatically by default to all new accounts Fleet perk for 1 ship is now added to all accounts by default (so new players can go straight to capping and looting) Small amount of low level NPC enemies were added around Capitals to provide additional opportunities for new players UI scaling options added to the game Additional flags added to DLC for some nations 1 flag was added to admiralty store for some nations, in the next couple of patches all nations will have 1 flag in the admiralty available for doubloons. Prices for basic resources were adjusted, blueprints for ships were adjusted to support the new damage model. Some balance issues with blueprints were fixed. Labor hours will be adjusted too in the next hot fix (did not get in this patch). NEXT HOTFIX Labor hours spent on crafting frigates and below will be significantly reduced. Labor hours generation WILL be increased 2.5times. Discuss.
  4. 25 points
    If the first impression and cutters are so important, unlock the ranks for all the testers on release in time. After a week give us post captain ranks, after 2 weeks flag captain, after 3 weeks commodores and after month rear admirals... Same result and these that hate re-doing the grind can simply wait and come back later.
  5. 24 points
  6. 23 points
    We dont disagree.. - need a bit of tuning. i am thinking slightly reducing penenetrations for all guns. increasing thickness (also slightly) and buffing 4th rates so they can stay in line at list for a bit. and reducing carrons accuracy
  7. 21 points
    To make things interesting in the solo pvp zone since team battle is obviously out the window and 1vs1 fights are only in this zone, could we possibly get the ability to fight your own nation in this zone? It is called "solo" and i think your nations flag shouldnt matter in this zone at this point. Lets hear everyones thoughts on the idea. Thanks ahead of time
  8. 20 points
    Hello Admirals and Generals! Official website of the game is published. https://www.ultimateadmiral.com/
  9. 20 points
    ports can be specialized. You will either have a shipbuilding center making awesome ships, or a resource base mining everything, or a naval base with forts and towers protecting a choke point port perk system will take care of this naturally or forgot to add - hostility missions will be distance based so frontlines will come back.
  10. 20 points
    Just a theory, but do we get our testbed gifts for testing and then get them wiped right away? lol
  11. 19 points
    The current game exceeds all expectations laid during the steam greenlight and it was only possible due to hard work and tremendous support by this community. Comparisons with large teams will not move things faster. We have a great game providing hours of entertainment already and we can only make it better, step by step. But these steps wont ever compare to 300 people teams.
  12. 19 points
    People also thought asbestos was good for your house. Yes we said it, but the previous proposal was thought to be great (and we defended it to the end) but we now realised that it will make things worse. Thus = Full wipe People on release are buying a new game. They dont give a **** about early access. The game will receive 1000x more impressions from steam on release (because they don't even rotate EA games on main page unless it is is featured). And we cannot send those new users to have non-consensual sex with veterans. Everyone will sail a cutter on day one (to get to pandora or dlc ships players will have to level up)
  13. 18 points
    Hello Captains Testbed server is closing tomorrow Rewards for participation will be provided in form of redeemables next week (4th-8th March). Everyone who accumulated 25 kills (including 5 boarding wins) will receive a rare ship Santa Cecilia and 5 paint chests. Thank you very much for continuous support in making the game better!
  14. 18 points
    There are a lot of great new mechanics being tested on the testbed. Including new trading. But my impression is that the changes to the damage model might still be undergoing some fine-tuning before making it to the live server. In the meantime, I would suggest either hotfixing the trading mechanics to bring them back to the state they were prior to December, or implementing the trading changes that are on the testbed while leaving the combat changes for later. Since patch 29, in the beginning of December, when all the trade goods stocks in all ports were reset, most ports have been spawning practically no trade resources. There are some ports in Cuba that spawn a nice load of trade goods occasionally, while other ports, despite having trading post upgraded to level 2, does not spawn anything at all, or maybe 10-20 of a single resource in a week. Not enough to fill even a single Indiaman. Between October 31st (Patch 27) and December 11 (Patch 29) any port you visited would have about 2-3k units of medium to highly expensive trade goods, typically divided between two of them. And if all of them were bought from the stock, the port stock would refill within 1-2 weeks. Since December 11, some of the same ports have stocked about 100-200 units of trade goods in a 2 & 1/2 month period. In the first period I could over a time of one week empty out of Saint George's Town, or Flatts, about 2000 Oregon Beaver Coats and 1000 Indigo or China Tea. Within 5 days there would be another 1000 at least of each of these trade goods in the port respectively. Since December 11 I have been able to buy 11 Indigo in Flatts. That is all. It's not even worth the 2 hour trip to move them out. I posted about this previously: And got the answer that nothing was changed in December about trading. But either you changed something by accident, or something was changed in November that only came to light when the trade-goods stocks were wiped in december. In any case something changed between the beginning of November and the end of December that destroyed trading completely on the live server. I am not the only one to have noticed this. I’ve been talking to a lot of people about it in-game, in global chat, and on Teamspeak, and others have also posted about it in the forum: Following the tendencies in @qw569s spreadsheet ( https://docs.google.com/spreadsheets/d/1AlmRPa7687Tp7m2KcdKqfrDWgNF0YsyfX8keu6J81Jw/edit#gid=1893672317 ) overall port profits are waaay down since November. Before December, any port could easily be quite profitable, if the owning clan just bothered trading from it. Now port ownership is a vaste, RvR is useless, and almost every clan that owns ports is loosing money. As I understand it, in the new economy since the change to reals from gold, the game is not supposed to be about just one thing. You can't really make money on PvE or PvP, so you have to do at least some trading on the side. This is fine. But since December there is no trading to be done, anywhere. Unless you plan to release the new trading system this week, could we please have the old trading back as a short term fix?
  15. 18 points
  16. 17 points
    Hotfix 14th March. PvP kills now grant combat medals for kills and assists (base on damage dealt). Fixed the bug that was counting kills in tutorials for hunt missions Clan delivery missions now deliver to your ship hold if you have no outpost in the city, even if you do not have enough hold space (this way you won't ever lose them if you exit the port by mistake). We also plan to add trading ship to basic NPC ship sales so you can buy it and add to fleet if to split resources between you fleet ships.
  17. 17 points
    Even Alejandro de Santamaria ( @Intrepido ) doesn't find anything to complain about. I think this is a first.
  18. 17 points
    When you find a rare wood port
  19. 17 points
    HMS Pandora is the reimbursement. Its an amazing DLC that will be given for free to all accounts, and then will be maid paid and very expensive. And lets get things straight. We did want to keep xp and crafting xp safe until we did not. We first wanted to give veterans and advantage against new players, but now we dont. we cant, keeping that promise is bad for the game, because all players must be equal on launch.
  20. 16 points
    There is no need to remove. ADD those cargo missions without removing anything. Variety-options never hurt in a MMO.
  21. 16 points
    First of all, I see this game taking many steps in the right direction lately, and I am an actual fan of the new damage model. It just needs tweaking - quite a lot (as expected, nothing wrong with that). But I see some steps in the wrong direction. Some changes I do not like. A reminder: amen - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1. Combat Medals. I know that you know they need tweaking. I know that you plan to tweak them shortly. Yet since you implemented the way they are in the first place, I feel the need to emphasise just how radically they need to be tweaked. 15 Combat Medals for a L'Ocean permit? With the current reward of 30 Combat Medals for 10 1st rate kills that means you need to kill 5 1st rates for each 1st rate you can build. Or you need to spend hours and hours in the Patrol Zones. On a side-note, the Patrol Zone is itself a problem in itself. With the current imbalance it forces Patrol Zone participation. Because it takes most players weeks to get OW hunting the amount of Combat Medals we you can get in an evening in the patrol zone. Lots of us don't like the gank-fest, cutter-spam (I guess no more since new damage), DLC-ship-spam, artificial events that the Patrol Zones are. Hunting in the general OW should be at least comparably profitable to the Patrol Zone. Combat medals are nice if they give some nice, useful, not OP rewards. Paints, maybe special flags, perhaps certain helpful PvP-upgrades (i.e. Navy Mast Bands, Reinforced Bow and Stern, Navy Loodesman), but not RvR-upgrades (i.e Navy Structure, Navy Hull, Combat Carpenter Reports). They could be the only way to access permits for special PvP-ships like the LGV Refit and Pirate Frigate. And it would be fine if Ship Notes (Bellona, L'Hermione, etc) were only purchaseable for Combat Medals. Combat Mark access to Permits for RvR-ships is a recipe for disaster. First of all, you limit people's access to content, pushing them away from the game. Let's face it, for lots of players the only PvP they enjoy is RvR, just like for lots of people the only PvP they enjoy is OW hunting, either solo or ganks, or both. In RvR lots of players are only ever going to get assists for the most part, and will rarely complete PvP-missions, if they even have room in their mission list to take them, given all the other missions they have to do to be able to grind the resources needed for prosperity, let alone survival. Does it make you a better RvR-player to also do a lot of PvP on the side? Definitely, but not everyone has that interest, and most people that have a life don't have the time to do everything, all the time. If you have to grind for weeks for each PB you can participate in, you're eventually going to give up on RvR. Look. I would hope that one of your ideas to mediate this issue is to introduce special chest rewards for successful PB participation, and those chests will include as rewards a healthy amount of Combat Medals. But that still does not change my points above. Combat Medals, as a currency, should have a relatively limited, cosmetic/quality-of-life-improving use. Back to recovery of losses now. This is crucial. When you make woods to build good RvR-ships (I'm leaving aside PvP now), exceedingly hard to get for most people (doubloons, very limited number of spawns), and also make permits for the best RvR-ships available only to the best/most active PvP-players, you kill RvR. If you make recovery of lost RvR-fleets so hard that it takes weeks, then any nation that looses an RvR-fleet in one battle, will be left open to be robbed of every port they have in the time it takes them to rebuild the entire fleet. Because half your players having the right ships is just as bad as none of them having it. If recovery in RvR is not easy, then hegemonies will never change. Those who loose once will give up and not try again. And power will only shift when the current champion clan/nation simply stops playing from boredom with nobody challenging them. Btw, what happened to Victory Marks? Why are suddenly all the RvR-ships only made with Combat Marks and not with the RvR-participation reward, that is Victory Marks?
  22. 16 points
    Every single ROVER right now:
  23. 16 points
    the limbo state will be very short. There will be 1-2 more patches before the release; one will finalize the localization, another one will be focused on overdue maintenance things like fixing bots sailing through land.
  24. 16 points
    Mistakes yes. The promise to keep XP was a mistake - as when it was made the game was clean and fresh and not even launched (end of 2015), and we were young and unprofessional then. So when the developer makes a mistake he corrects it - so we corrected it. Stupid promise to give veterans an unfair advantage over new players retracted: Everyone starts at the same position on release (with the exception of skillbooks)
  25. 16 points
    Hi Full asset wipe i can accept But full XP wipe? WHY? especially after it was promised to be safe I think there is a flawed logic there just think about it @admin .. it's not a 1 time issue You think that new players shouldn't have to face the old veterans that have everything when they just start playing .. though it looks like a solution to set everyone at the same level it still doesn't solve the issue because in few months or 1 year it will be THE SAME .. there will be lots of people who will buy this game in 1 year or more and i think it will actually be more people than the 1st year just like with many other games . They will have the same problem .. they will be dumped into the middle of a battlefield where everyone else is in 1st rates and they are in cutters what should we do? Wipe the game again? every few months? So i don't really see the point Besides we all had the issue above yet we are still here finally leveled up . We didn't think that it's unfair for someone else to be Rear Admiral when we started .. ON THE CONTRARY ! it gave us (or atleast me) motivation coz i was like : "Damn i want to be like that guy one day and sail a Victory . I better put more effort into it" Also there will be people who will become Rear Admirals or whatever the highest rank is in the first few days and others will need a month and others even more .. is it unfair for those people? should we all be kept at a slow pace to fllow the new ones? Edit : If leveling up is so easy that as you say players can level up in few days or a week .. do you then think that all the future players will buy this game in this first week? or will actually most of them buy it later when they find out about it? so same problem like i said above .. they will still see max rank people sailing around them but that's not a bad thing
  26. 16 points
    DLC is yours until the music stops! Tutorial ranks will not remain - full xp reset will be applied on release. This decision was hard but it is best for the game. Only books/skill books will be recovered, as they were very hard to get. XP is easy to get if you pvp.
  27. 15 points
    Hotfix was deployed today 19th March Contents of the hotfix PvP Missions Hunt tasks are now given in groups of ships instead of individual class 1-3rd rates 4-5th rates 6-7th rates rewards are still in the process of balance Tutorial changes Endurance exam player ship replaced from brig to Rattlesnake Endurance exam spawn distance increased from 500 to 800m Final exam player ship replaced from Cerberus to Surprise Fire changes Fire damage to hull and structure reduced Fire spread from getting hit by cannonballs increased You will see ships explode more under focused fire, and they will burn out much slower. Lootable chests contents rebalanced and slightly improved. PVP chests are now the fastest way to acquire books and combo book parts. Solo patrol radius decreased Fixed the bug that occasionally blocked entry to patrol battles (especially in shallow low BR patrol battles)
  28. 15 points
    And on behalf of one of our members who shall remain nameless, he knows who he is:
  29. 15 points
  30. 15 points
    When i see negative reviews with 3000+ hours I always imagine something like this
  31. 15 points
    Full XP reset? You have repeated lots of times those XP will be safe. I can not believe this.
  32. 15 points
    There is no information on the final release wipe yet. But when this decision will be made based on what is going to make the game better on release. What is certain is that books and skill books will remain safe + pandora will be provided as free DLC for all early access testers.
  33. 15 points
    Since you brought it up.... Just a casual look on the first page. Our president would call this Fake News. https://gyazo.com/bd612a9d0b055da6cb588189e91bee4c https://gyazo.com/4b5ec0c7b36e8758614396b292911dd1 https://gyazo.com/f3d054522d8c93cf8a36b32da72d6243 This was just this month it seems. While I agree that there are quite a few lower hour negative reviews, but there are also a few low hour positive ones. Frankly If I were a dev and a player left a negative review after 13000 hours I'd want to know why and perhaps contact that player for some personal feedback. One of our main econ guys quit last month after I dunno how many hours in game. 9k?. He played NA day and night hauling stuff around and making money. Your econ patch killed the game for him and a number of other individuals. Why are we working on an already good combat model? I'm so baffled.
  34. 14 points
    Captains Please report issues and general thoughts and feedback on the Patch 30. Keep in mind that Specific issues related to combat, trading, and UI MUST be reported in separate topics links provided below. Battle UI Combat Trading Patchnotes themselves Captains. MEGA Patch is being deployed today on 28th February! Contents of the patch. Localization has been officially added. You can change the language of the game in the options menu. Localization is not complete!– as new content has been added in the last 1.5 months – this will be translated soon Custom files for all languages has been added. They can be used by community translators or yourself to improve things you do not like to completely change language There are issues in some translations due to the fact that outside firm was - but they will eventually be fixed, with help of community. Battle UI Battle UI has been freshened up. All Battle UI has been moved to one technology set (slightly increasing FPS in battles) Boarding is no longer showing enemy commands. Boarding UI might need another pass of improvements based on your general feedback. You can now use buttons [ ] during boarding that will allow your ship to fire point blank broadsides. All buttons have received informational tooltips, which you can read by putting your mouse over the buttons Combat model Ships of the line will now rule the seas. No longer ships of the line will fear light corvettes. Damage model has been adjusted. Inverse DPS problems has been fixed (previously 4lb guns had higher DPS than 42lb guns) Reload shocks issues were fixed. You will get them regularly if you maximize damage in short periods of time. Lower rank NPCs turning has been adjusted (previously they turned like experienced rear admirals when they should not have). Additional tunings to NPC combat will be applied soon. Turn rates were lowered across the board for most vessels, to support the precise deliberate combat model (low level ships turned like they were on drugs) Additional improvements to speeds and turning will be deployed next week. PVP and ROE changes (rules of engagement) To increase number of PVP opportunities the following change has been made. Open world battles for the weaker side (based on BR) are open for 20 minutes. You can reinforce the weaker side if you are sailing by. The mission will close and swords disappear once BR evens out (with certain % threshold) if you want to get help stay closer to friendly entry points. If you are ganked, call for help in chat, people can help you. Of course just like tracers in ww2 this feature works both ways. If you attack in force your target might get reinforcements, changing the course of the battle. Overal goal is to give more pvp opportunities to captains Combat Medals were introduced. Combat medals will be granted for PVP activities, and will give access to pvp rewards. Port importance for clans and rare resource spawns Changes to rare woods spawns and access Rare woods resources now only have limited trading spawns in the Carribean. Rare woods forests can now randomly spawn somewhere in the Caribbean in limited quantities. (can be fully exhausted) These rare woods now can be received by clans using delivery missions Сlans and clans on their allies list have access to these missions Getting rare woods by using missions reduces their supply. One supply is fully cut down the forest will spawn elsewhere in another port. Rare woods are: Live oak, white oak, bermuda cedar, teak, mahogany, caguarian, sabicu. Protected areas Redundant protections removed from secondary protected areas (like Louisiana or Vera Cruz and Belize) Additional improvements of the protected areas will be done next patch Trading Trading will be more available Resources spawn distribution is now better and ability to place contracts on trading goods removed. Additional regional goods added Selling goods far from the purchase place will make more money (buying something in Trinidad and selling it in the gulf will make a lot of money This of course means that short distance routes will no longer make too much money Barter added (but not yet tuned properly – will be fixed in the next hotfix). It will increase supply of trading goods Missions PVP hunt missions added Solo PVP patrol zone added In the solo patrol zone you can only be attacked by the ship of the same class and battle will close immediately. Passenger delivery missions added Letter delivery missions added Clan delivery missions added Mission rewards increased Better PVE – More accessible PVE NPC fleet placements slightly adjusted (gulf suffered, but all other regions will generally see more NPCs – we will fix the gulf problem later) Missions are now based on regions (less on port type) For example Hispaniola is a 1-3rdrate region. It will only give missions for 1-3rdrate. Missions are now unlimited – if you finish your initial set of missions you can take new ones. No longer we will force you waste time on sailing to another to find additional supply of missions. Missions spawns are significantly improved – time is precious - you will no longer spend 20-30 mins reaching the mission. Missions will no longer spawn on other sides of large land masses. Group missions added (enemy types and rewards are not yet fully balanced- some missions might be very hard) Other changes Sextant perk is now provided automatically by default to all new accounts Fleet perk for 1 ship is now added to all accounts by default (so new players can go straight to capping and looting) Small amount of low level NPC enemies were added around Capitals to provide additional opportunities for new players UI scaling options added to the game Additional flags added to DLC for some nations 1 flag was added to admiralty store for some nations, in the next couple of patches all nations will have 1 flag in the admiralty available for doubloons. Prices for basic resources were adjusted, blueprints for ships were adjusted to support the new damage model. Some balance issues with blueprints were fixed. Labor hours will be adjusted too in the next hot fix (did not get in this patch). NEXT HOTFIX Labor hours spent on crafting frigates and below will be significantly reduced. Labor hours generation WILL be increased 2.5times. Discuss. HOTFIX 1st March Changes United States renamed as USS United States Added rare woods to the admiralty on the Peace Server Slightly rebalanced prices for rare woods for admiralty and clan delivery missions. Prices for ship notes in admiralty changed to Combat Medals Rewards in solo patrol and PVP Hunt rebalanced Labor hours costs of ships changed (drastically reduced for ships below 4th rates, slightly reduced for other vessels) more ships = more pvp Labor hours distribution greatly increased - players now get 2400 labor hours per day Labor hours storage greatly increased Labor contract blueprint added to Academy Labor contract price increased in the Admiralty Bugfixes Fix the localization bug that made all frigate ports shallow. Fixed the bugs that allowed to enter group missions from anywhere Hotfix 5th March Captains - hotfix was deployed today on 5th March Optimization works were applied to shots and ship auctions (should not drop FPS as much as before) Daily patrol now grants combat medals Demasting through raking will be happening slightly more often than before New player - What to do - now lists mission and NPC locations United States and Constitution has been moved to 3rd rates Indefatigable has been moved to 4th rates Distance modifiers removed from repairs and some resources for upgrade crafting Rebalanced some prices in the admiralty Increased difficulty for group missions and tuned rewards (additional tunings will be done this and next week) Fixed bug of duplicate images for 2 flags in British DLC Fixed bug that was causing incorrect numbers of guns in ship decks (in equipment screen) Fixed bug that removed texts in challenges after rescaling Fixed bug that did not count the lack of crew on fleet ships Fixed bug that was counting kills in kill missions for hunt missions Fixed bug that was showing the clan resources to everyone Fixed bug for incorrect icons for doubloons in shop Multiple other localization issues fixed. Resource wipe will happen within 2 days on 6th or 7th march. Hotfix 6th March Hot fix 30.1 is being deployed today Group missions were temporarily removed for final fixing the entry bug and rebalance. Enemies and the rewards will be balanced when they come back. Ship access changes Wasa is now crafteable (with permit) Christian is now crafteable (with permit) Rattlesnake is now crafteable (with permit) All ship notes were temporarily removed from the admiralty for further balancing Best ships in every class will now require permits to craft them Some permits can be acquired in the admiralty for Combat Medals All permits will be attainable from Captain or Gold chests for free Reason for this change is simple: the only way to make certain ships rare is to get them attainable only through certain activities important to the game. (this does not apply to Peace server as all ships are capturable there) Peace server combat medal conversions: Doubloons to Combat Medals conversion added (the rate is not final and will be tuned based on the market situation within 1-2 weeks) Wipe applied The goal of the wipe is to finalize the inflationary and anti inflationary mechanisms, reals generation, victory mark generation and rare woods resource usage for the release of the game For more information on what was wiped visit this topic https://forum.game-labs.net/topic/28456-turbulent-times-ahead-pre-release-wipes-information/
  35. 14 points
    Ahoy. I was bored so I messed around with excel. Introduction: There is a lot of information out there regarding this game. Much of it is outdated since we are in a constant process of tweaking and testing. I have been playing for a couple weeks, and have just finished grinding myself up to 50 craft. I wanted to see if I did it efficiently (I didn't), or if there were better ways. What I intend to demonstrate with this study is a data-backed guide to grinding a new player to max crafting level as quickly, and as cheaply, as possible. Methods: Data compiled for this study was: Ship resource requirements (fir/crew space - reason below) Ship Xp gained from crafting Labor Hours for crafting the ship Total Labor Hour Wallet size of the ship crafter Total number of ships crafter can craft with a full wallet (Ships/Day) Real cost of producing resources necessary to max Ships/Day Labor cost of producing resources necessary to max Ships/Day Data was compiled in excel. Results: These figures are based on ship crafter having perks: Light Ship Shipmaster, Royal Shipbuilder, and Overseer Ship Requirements and XP Ship Oak Fir Hemp Iron Lig Stone Coal Prov Hours XP TCutter 14 35 9 3 1 2 3 20 43 202 TLynx 14 35 9 3 1 2 3 20 29 362 Pickle 16 41 11 4 1 2 3 55 48 598 Priv 42 8 10 3 1 2 3 60 39 480 Tsnow 26 65 13 6 2 3 4 65 125 944 Brig 33 84 22 7 2 4 6 110 66 826 Tbrig 33 84 25 7 2 4 6 60 66 826 Resource Real and Labor Cost Resource: Real/1 unit Oak 10 Fir 4 Hemp 58 Iron 62 Lig 36 Stone 14 Coal 4 Prov 15 Labor for all resource production is approx 0.8 hours if producing at least 10. Under 10 and the unit:labor appears to be 1:1 Fir/Crew used because Fir costs much less than oak. Then we find the total number of ships one can produce/day based on their wallet size and the hours required for the construction. This number is not constant, so I'm not including the figures. For this example, assume a wallet size of 1240 hours. From this, we figure the amount of each resource needed to make n number of ships/day and sum the cost of all the resources, the labor hours/day required to produce the resources, and the amount of xp/day. We can then figure the Real/Xp, or the real cost for 1 xp. Ships/Day = crafterWalletSize/shipLaborCost Real/Day = sum(nResource/ship*costResource*Ships/Day) Labor/Day = sum(nResource/Ship*0.8*Ships/Day) Xp/Day = xp/Ship*Ships/Day Real/Xp = (Real/Day)/(Xp/Day) * this figure is = (costResouces/ship)/(xp/ship) -> A constant, regardless of wallet size Ship Ships/Day Real/Day Labor/Day Xp/Day Real/Xp 1/Log(Real/Xp) Cutter 29 39334 2007 5825 6.75 1.21 Lynx 43 58323 2976 15479 3.77 1.74 Pickle 26 54534 2749 15448 3.53 1.83 Priv 32 69758 3281 15262 4.57 1.52 Tsnow 10 27290 1460 9364 2.91 2.15 Brig 19 78496 4028 15519 5.06 1.42 Tbrig 19 67674 3322 15519 4.36 1.56 LGV ? 31470 1753 5399 5.83 1.31 * Note the Labor/Day refers to labour needed to produce the resources, not the labor required to craft the ship. These are all based off the labor hours wallet of 1240. LGV was included to see how crafting a ship outside of the 6-7 rank worked. I removed some of the data when I realized it was not efficient in grinding XP. Then I realized that some people might want to see. I included the inverse log because I think it makes it slightly easier to visualize the relationship: X-axis refers only to the name of the ship, and not to a quantitative value. The Trader Snow has the best Real/XP with the Pickle as a close second. *Greater inverse log = less real cost per 1 xp* For a visualization of XP vs Cost, an additional chart. Again, the xp/day and cost/day is assuming you craft the maximum amount of ships you can afford with your ship crafter's labor wallet size. For example, with a wallet of 1240 one can make ~43 Trader Lynx or ~26 Pickles. Conclusion: From the data provided, it would appear that grinding Trader Snows a day is the most cost-efficient way to grind crafting to the max. At the lower craft levels you are capped by the surprisingly high labor hour cost for the ship construction. I'm not sure if this is deliberate, as all ships had labor hour costs reduced recently, and it seems odd that a Trader Snow takes more hours to craft than a Trader Brig. If cost is slightly less of an issue and gaining XP quicker is more of a concern then it would appear that the Pickle or Trader Lynx is the way to go (unless the resale value is higher on the lynx I would probably grind pickles because clicking all the prompts 43 times would be annoying.) I have done some ballpark figures with higher ranked ships, but the trend of Real/XP increase occurs. Additionally, even with large labor wallets, the number of ships decreases significantly - so even with the higher XP/ship you end up making less XP/day. This makes sense, as the higher ranked ships are more useable. Personally, grinding Trader Snows has been somewhat useful. You have an increased chance of crafting high end TSnows with speed perks, which make a useful addition to your fleet. I would grind TSnows until you have a good amount of fast trader vessels and then switch to something more XP/Day efficient. An additional note, crafting trading vessels is usually cheaper because they use less provisions than the non-trader version. All data on ships that have a trader version (tCutter, tSnow, tLynx, tBrig) are the data from the trader version. How can you use this data? I think this information can be useful for clans wanting to train new people or also for solo players that want to sponsor or shadow a newcomer. If you are using alts, this is helpful information as well, although limiting factors will be access to all resources necessary. As the crafter's wallet increases these costs will change, but the rates will not. The Real/XP is a constant, as these divide down to a per ship basis. Same with the inverse log, as this is just another way to assess the Real/XP figure. Next: The next obvious step is to craft one of each and sell them (with the perk that give +15% profit) and then figure which offsets the cost best. I have a feeling that making 43 Trader Lynxes would generate more income than 26 Pickles, but I haven't tested that yet. I do know that selling Trader Brigs nets ~1700/ship, for a total of ~31K if crafting the max number of TBrigs. That nearly cuts the cost of resources in half. I assume the same will go for all of the ships in this study - but I haven't tested it yet. To the team: Game-labs, are the labor hours for Trader Snows how they should be or did they get missed in the patch? Thanks everyone. Edit: If you want to know how many resources/reals/hours are needed to go from 0-50 crafting nothing but Pickles (208 of them) 0-50 Amount Reals Labor Oak 3328 33280 2662 Fir 8528 34112 6822 Hemp 5588 324104 4470 Iron 832 51584 665 Lig 208 7488 166 Stone 1016 14224 812 Coal 624 2496 499 Prov 11440 171600 9152 Totals 638888 25248 Or you could craft 505 Trader Snows over two weeks and pay~363,000 reals instead.
  36. 14 points
    When you didn't get the dresscode invite
  37. 14 points
    Hot fix 13th March Solo patrol fix. Solo patrol damage was also counted in the general patrol, some captains abused this mechanic in the solo patrol area. As a result solo patrol damage is now applied only if you managed to kill the opponent. Repairs changes. We have found that many players were spending quite some time returning to ports to refill repairs. Time should be spent on combat - as a result repairs now repair 300hp instead of 100hp, reducing the pressure to constantly come back to port to pick them up. Cost of repairs remained the same for now.
  38. 14 points
    Hotfix 5th March Captains - hotfix was deployed today on 5th March Optimization works were applied to shots and ship auctions (should not drop FPS as much as before) Daily patrol now grants combat medals Demasting through raking will be happening slightly more often than before New player - What to do - now lists mission and NPC locations United States and Constitution has been moved to 3rd rates Indefatigable has been moved to 4th rates Distance modifiers removed from repairs and some resources for upgrade crafting Rebalanced some prices in the admiralty Increased difficulty for group missions and tuned rewards (additional tunings will be done this and next week) Fixed bug of duplicate images for 2 flags in British DLC Fixed bug that was causing incorrect numbers of guns in ship decks (in equipment screen) Fixed bug that removed texts in challenges after rescaling Fixed bug that did not count the lack of crew on fleet ships Fixed bug that was counting kills in kill missions for hunt missions Fixed bug that was showing the clan resources to everyone Fixed bug for incorrect icons for doubloons in shop Multiple other localization issues fixed. Resource wipe will happen within 2 days on 6th or 7th march.
  39. 14 points
    I feel personally attacked.
  40. 14 points
    There is no dishonesty. We truly believed in 2015 that XP should be safe and getting to high level ships should require up to 60 days. The leveling was sped up for EA and testing. That statement was repeated over and over because it was true. The XP was not affected for the last 3! years and we tried as hard as we can to not reset progress on anything - only one economy wipe was done over 3 years of early access testing. But times change the decision was made yesterday that the 2015 promise is bad for the game, and as soon as this decision was made - we made an upfront announcement. We are honest and clear. XP was safe for 3 years - but it is absolutely necessary that on launch the game starts fresh FOR EVERYONE.
  41. 14 points
    we never said so. Early access rules allow developers to start selling the game about dinosaurs but then change the course and end up with robots on the release. Early access developers are even allowed to never release the game. Of course we are not those developers and have 2 launches from early access (one of them selling 500k copies) and will release NA this spring. Thus wipes will have to start happening - next week.
  42. 14 points
    I want to clarify a couple of points on the Baltic Fleet clan. Very short. 1. We have no alliances with other clans and nations. 2. We try not to touch the port battle fleet, especially if we see that there will be a good fight. (except that it threatens our important cities) 3. We have some clans with whom we are on good terms. But we fight with them, if the fight is fair. 4. we do not attack the cities of certain nations. This does not mean that we are allied. 5. BF more pvp\gank clan, not RVR. 6. Wherever you see us - consider our fleet hostile. * I wrote this because I have the impression that I am with all the nations and clans in the union. And when I start attacking them, people start to be offended or take it easy to heart. * This is a game about the era of battles on sailing ships. And we play it for this. So relax and let's have fun together!
  43. 13 points
    there are better routes. much better. + Oak oak first rate cost is less than 200k (WITH GUNS) and needs to go higher probably. + really - please do not push clicker heroes vision here. If you think a first rate should be earned by anyone by just investing 2-3 hours of play - this is not the game you are looking for. We let go that idea and not coming back. The first rate was a wonder of technology of that time. It had more guns than the whole army of wellington. Stop this "first rate in 2 hours" thing
  44. 13 points
    Browsing the as usual toxic global chat, something caught my eyes and as per this: I thought I'd post it here Is that acceptable?
  45. 13 points
    So i'm one of the Famous 2h-Man (Kids, Family, Job - leaves me with 2h after everyone is in Bed-special Gamenights not included) I do not run Alt currently, so this is from a one-Account-view i own the Herucles DLC, wich i think is a must as a 2h Man to minimize Frustration. Wich is fine by me its not expensive. I wanna give a litlle feedback about the current ways to make ingame (From my view). Long, profitable Traderuns are not an option with 2h per Day, Risk is to high and it takes way to much time. If i have a Full gamenight it can be very well worth it, if you buy Tradegoods and fill up, with Delivery and Letter Missions for Dubloons. Luckly there are niches for 2h-Man's. Since (as far as i know) Repairs, Cannorrades and Long Gun only spawn in Capital Port and not in freeports, there is a constant need for those things in freeports like LT or LM. Player redeem or tow there ships there for PvP or PvE away from their Homewaters. All these ships need to be gunned and filled with Repairs. With 5 Outposts, ive been able to create a Cannon and Repair productionline within close range to a certain Freeport. It takes me around 40min (If the Wind sucks) to collect all the Ressources, Ship them to the Freeport craft the Repais and Cannons (wahtever is needed more, currently nobody else is doint it, so i got a monopol) and place the Contracts. After taht, i switch to my Frigate and join the Clan for PvP and PvE. So far, 24h later everything has been sold, i collect the money maybe upgrade the Ressourcefacilites or buy a new Ship. And do it all over again. I still upgrade my stuff, so i have not reached the maximum production yet (Still LH left after i crafted). But is already enough to cover my expenses and keep investing in more Facilities. Espacially since i dont have to buy Cannon or Repairs. taht been said, i mostly use the Hercules for regualr PvP/PvE and only pull my bigger ships if i roam with the Clan. Since Port do not produce Ressources anymore and its all Playerbased, i sell all my leftovers of Iron, Coal, Sugar and Woods in the Port i produce them. Crafters wich do not have a certain Ressource buy them. My selling are increasing since Players now know that someone selling Ressource A in Port C on a regular base, so they tend to come back. And this short after the Patch. I believe this will work great after release when we got a bigger Playerbase again and more demand for these products. i believe the playerbased Production is not an disadvantage for a 2h Man, but a change to get Real in short time, wihle providing Ressources and needs to player with more Time. So in Short: Playerbased Production for the Win! There need to be some Ports wich spawn Ressouces just in case, but it shoud come from the Player. It "employees" Players and gives them an good income and adds Tactical options in Warfare! More of it!
  46. 13 points
    NA is our first game. We never made massive multiplayer games before This promise stopped making sense, and everyone knows that It is better to launch in the clean slate. It is a great litmus test which shown everyone the landsmen who only care about their XP and do not really care about the game long term state. Quick reminder. The game is in alpha, is in early access and based on these two facts everything might change.
  47. 13 points
    Can someone keep track of all the "ok thats it I dont play anymore" people and shove it in their face when they play after release because they actually play and like the game? At every patch people make a fuss about stuff, so much that I think they actually SHOULD stop playing. People forget that it is a game they play to have fun or they have fun with. I will grind my slots again with PvP and hostility missions and I will have fun doing it. Looking foward to everyone going to patrol zone now that they know they lose their ships anyway When it comes to porttaxes. Mechanics are, and please correct me if im wrong @admin Income of tax goes into CWH first then costs are subtracted If CWH is empty clanleader money is taken If clanleader is broke aswell the port goes neutral. That basicly means: All clans with > -150k netincome have to worry about their ports for the time until final wipe. If they are worried and wipe is announced they should think about changing timers so they dont make as much minus
  48. 13 points
    Perhaps if you did the hard work of providing them truly safe, no-PvP zones instead of allowing the "safe" zone ganking to proceed unchecked we wouldn't have to wring our hands over this? And an alternative viewpoint might be that logging in and seeing vets in first rates inspires admiration and a will to succeed. That seems like the truly "hardcore" experience you're after anyway right? Aren't we all hardcore players? In any case, I never really cared whether you wipe or not, but since you had literally "promised" it, I've quoted your statement about no xp/crafting xp wipe enough times to new players and people who were considering buying the game but were nervous about Early Access, etc. that now I feel like I've misled them. That's a very precarious position to put a lot of players in who are sharpening up their Steam reviews as you hurtle towards a pre-emptive launch.
  49. 13 points
    Which begs the question, why wipe then if we'll all be max ranked in two weeks?
  50. 12 points
    First of all calm down. This is a developer announcement and toxic language and forum rule breaking is looked upon more negatively here. Second. What happens to the new players after 1 month depends on what happens to new players on day 1. Happy players on day 1 = more players for longer. Veterans should not have better ships and crafting ranks on day 1. Giving veterans advantage over new players at launch was a bad idea.
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