Jump to content
Game-Labs Forum

ajffighter86

Ensign
  • Posts

    607
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by ajffighter86

  1. I have no characters showing on any server at the moment, but when I try to log in to server PVP-1 it is still giving me the 'master database synchronization failures' error message, and when I try to create a player it is telling me that I cannot create more than one player (which I don't have any that I can see).

     

    Oddly, it only gives me the error message for PVP-1, so I think it is a server-side issue and not client-side. Perhaps a corrupt file was saved in the server memory that I have been able to delete, but the server has not?

     

    I can create a character on PVP2 without any problems, but that's the server I'm trying to leave, lol.

     

    I suppose I will just have to stick around on PVP2 for a while, but I really hope this problem will not haunt me if the servers are merged.

  2. I believe I have the same problem as the OP, or very similar.

     

    I had a character 'Raphael Semmes' on PVP 1 that is no longer showing up on my list, but when I try to log into the server I get an error message:

     

    "Master database synchronization error: Cannot create player Raphael Semmes on this shard, such a player already exists." -- Something like that

     

    However on my end, I have deleted the character. The server still thinks the character exists. Therefore I cannot switch from PVP 2 to PVP 1 at this time.

     

    I have deleted all my player names from all the servers but it still thinks this old character still exists. Uninstalling/reinstalling naval action did not fix the problem either.

     

    I never used family sharing. Can you guys just look through your server files and delete the player from PVP 1's server records?

  3. I like the idea of players being responsible for taking towns that are basically nothing and building them into something useful, but you'd almost have to taper it off somehow so that after a certain point, further investment wouldn't grow the town much

     

    otherwise wouldn't there be a potential for players to just build up massive production towns near their capitals and never really interacting with other factions?

  4. I understand many PvP2 players would rather wait until the merge so that they lose as little assets as possible, but a merged server is definitely the direction this game needs to go in as far as PvP. Many of the French PvP2 players I see here must keep in mind that the only possibility of retaining your PvP2 server assets may only be applicable if you stay in your current faction, much in the same fashion as the EU3 mirror transfer worked. If that is the direction the developers want to go (and I do not think it'd be that much of a stretch, given how unforgiving the game is to people who faction hop outside of going to pirates) you will be in a faction that will speak French a majority of the time in national chat. Some players from the US server may feel uncomfortable with that (no offense to French speakers on PvP1) and would rather switch to an English-speaking faction instead.

     

    I tried PVP 1 briefly and yes the language barrier was an issue, but not a huge one.

     

    It would be a low-priority feature, but perhaps a commo-rose or map commands for simple things like "focus fire on [enemy] ship" that could be translated across languages would at least allow for basic communication during battles.

     

    Unrelated perhaps, but in the next update I'd like to be able to see how many active players we have in each faction. I'd probably prefer to play on a smaller faction even if language were an issue, than to play on a huge zerg faction just because I speak the same language as most of the others in my faction.

  5. Sadly that doesn't work as well as you'd think, been there done that got the t-shirt. I would have been better off putting out the fire and fighting the old fashioned way.

     

    You can actually blow up without going into fire shock first. It depends on where the fire is located.

     

    Yeah, once you enter fire shock you can't turn, change sail configuration, shoot or do anything. And then it's usually some time after that that you'll explode.

     

    Fire bombing probably only works against enemies that are somehow stuck.

    Or huddled in 3rd rates around a tower, perhaps?

     

    In any case, it would have been worth a try had I known we'd lose anyway.

  6. Rage boarders! It's about time they finally operate on OS. That's how I hunt Traders btw :D Using Basic of Fine Marines doesn't hurt that much. Exceptional Marines are now garbage. Hammocks help out as well.

     

    I disagree.

     

    Boarding will start in 15 seconds.

     

    15 seconds later. "Battle over, press escape to leave"

     

    Even better when combined with extra muskets and pistols.

    • Like 1
  7. Yes, that helps, but there were also things among the French tactically wise that I would like to review.

     

    Yes, a video was mentioned, I would appreciate reviewing it, if you have voice communications recorded on it, you can easily strip the audio, it would help us show show newer French players what went wrong, and how to prevent it in the future.

     

    I think we were a bit flustered about our Victory being nearby, but AFK in port, when the battle for Frederiksted kicked off. The timing couldn't have been worse. By the time he got finished with his phone call, the battle was already over. There were also errors made on the French side, I think we can admit that.

     

    Initially they said run for the 5th tower, so most of our frigates took off full speed with the wind to engage Lord Roberts in the Victory, and then our bigger ships called us back but the wind was blowing straight in our faces and with the changes to the frigate's point-of-sail penalty we had to cut further back to make any headway back to our Pavel and 3rd rates.

     

    If I had it to do over again, I would have YOLO'd ahead into the British Victory hoping to catch fire with survival turned off.

  8. Yea lots of people have reached high ranks and do not have content to play but this and alpha so its ok.  but numbers are low.

     

    I think the high rankers need to go back and revisit some of the smaller ships. I still jump in a pickle or privateer every now and then even though I can captain a trinc.

     

    Most players have viewed this as a grind-game from the very outset. "IF I can just get my Santisima, I can go around ROFLstomping everyone". Then they get bored, because they've dedicated so much time to grinding rather than taking their time and enjoying the game, and they can't find equal competition to give them the challenge.

  9. Not in addition to, as another route to the same thing.  Multiple build paths to the same item.

     

    That way a low level player (mule) could do the labor hours leg work (at low experience gain), but have it cost them a full day's labor to produce enough low grade notes to make 1 medium.

     

    Step it up a notch for Mediums.

     

    But sill have the final Gold note require the crafter to be of level 35 to put it all together.

     

    Think of it like hiring a paralegal.

     

    Not the full cost of the lawyer, not the same quality of work and has to be compiled and reviewed by someone skilled enough to take what is needed and refine it, but able to do the grunt work so you don't waste the lawyers valuable and limited time typing up letters and memos.

     

    A drawback I see to that would be that we'd be back where we started, where crafting notes all go into the biggest ships and there's not much anyone can do if they're looking to build an exceptional 7th or 6th rate.

     

    I think that's why the developers came up with different grades of notes, so that people who are trying to craft better quality small ships weren't in competition with people crafting large ships.

  10. I think a conversion of note type would be better suited.  

    3-5 Lower level for 1 medium 

    3-5 Medium for one high

    All costing 1 -5 hours to produce.

     

    High level crafting hours are valuable, low level crafting hours are cheap, and it should stay that way.

     

    Are you suggesting adding in low grade notes to make higher notes in addition to the gold/coal needed? I sort of like the idea, but I could see there being a massive copper shortage, and almost as bad of a silver shortage if low/medium notes were able to be combined to make high quality notes.

     

    Maybe I'm misunderstanding what you're suggesting.

  11. Not saying it should give as much as making a ship does but 1xp per note is bs. Making parts and botes should give at least some xp but not be a good way to level fast. Half xp / hour vs ship would be a good balance imho..

     

    Eh, but again, that's partly what currently gives crafting notes value. The only people who craft notes at the moment are the ones who want to make money, not necessarily the ones who want to level up craft XP.

     

    If crafting notes gave out a load of XP for the few materials required to make them, then everyone would be crafting the notes to level up, and they would quickly become so numerous as to be worthless.

     

    I would favor reducing the XP level needed to make each grade of note, so that those who aren't die hard crafters, but still need money, could pop out a medium or high quality note every now and then to put a bit of gold in their pocket.

     

    Maybe to make low grade notes you could be craft level 5, medium notes level 10, and high grade level 20.

     

    I crafted about 30 notes before I ever left the Bahamas and rolled French on PVP 2, I was only about level 15, most of that was reached by crafting crap and lynxes.

     

    It's anyone's guess what level crafter I would be if those notes had come with more XP when I made them, but I was FILTHY RICH, lol.

    • Like 1
  12. This runs into what I call the "PvP/PvE ratio" and the debate of what an acceptable ratio is -- how much tedious, boring PvE is required to sustain an hour of PvP?

     

    Your argument seems to be that the acceptable PvE amount must be 0. No matter how much you PvP and how many ships you lose, you seem to want 0 PvE to be required to support this. You think this would result in endless glorious PvP but in my experience it leads to PvP itself feeling like a grind and the game becoming boring because even if I beat you 100 times in a row, there you are again, coming at me in the exact same ship I just sunk 100 times already.

     

    This is a problem with a lot of MMORPGs that have open world combat. If this was WOW, I would beat you in open world PvP and then run away because if I don't run away you might just keep spawn rushing me from the graveyard and I don't especially want to fight you ten times in a row. WOW PvP was really just a battle of who was the hardest to bore because in the end, that's who was left standing in an area: the guy that was the hardest to bore and just kept coming back regardless of if he won or not. Naval Action could easily turn into that. We sink two dozen 3rd rates and here they come again! Sink them again and poof, there they are!

     

    We must, at some point, be able to actually force you to stop and deal with the fact that you are losing ships.

     

    So I think meaningful PvP requires personal loss.

     

    That's why I think the ratio cannot have 0 PvE in it. Maybe it could be 1 hour of PvE sustains 10 hours of PvP. Or maybe it's 1:1. I'm not sure what the magic number is. I don't want it so much PvE that I feel like that's mostly all I'm doing but I also don't want it to be 0 PvE, implying PvP has no loss and therefore is "just for funsies".

     

    It's not just for funsies if sinking you a few times means you have to go off and grind fleets for an hour.

     

     

    So, back to the topic, my concern is that easily farmable 3rd rates makes the ratio too low: too little PvE is required to sustain a 3rd rate PvP habit and therefore the PvP does not have as much meaning as it should.

     

    For that matter, I think 5 durability on regular ships might be about 2 too many.

     

    Agree completely. 3rd rates are a phase right now that doesn't fit in with the rest of the ships in the game. Every ship up until that point requires you to risk some degree of loss in order to progress to the next phase. 3rd rates are like a "pass Go, collect pavel" space on a monopoly board.

  13. But this makes 2nd and 1st rates only overpriced luxury, when anything can be achieved with "free" ships. If the devs want working and player driven economics, they should get rid of captured NPC ships. Or at least limit their potential.

     

    I agree with this.

     

    3rd rates, if you had to craft them, would be incredible resource-sinks. However as they stand in game they are basically free ships that you don't care about if you lose them.

     

    So resources that normally would have gone into the production of 3rd rates (i.e. a metric fk ton of iron) are essentially banked for later use for building victories and santisimas. There's hardly another ship in the game has as little appreciation for value as the 3rd rate. Even a crafted lynx requires more resources to obtain.

     

    And to those who say that free 3rd rates benefit the smaller nation, and that removing them from AI fleets would benefit only the zergs. I ask, How so? 

     

    Ian2492 makes a good point:

     

    Why draw the line at 3rd rates? If making 3rd rates so common benefits smaller nations, wouldn't adding AI 2nd and 1st-rates into AI fleets make it even easier for the weaker faction? —Of course not. It would be a hellish nightmare for the smaller faction if the zerg nation showed up with a fleet of easy-bake Victories, with even more 1-durability reserves sitting back at their docks that they picked off of dumb AI that kept trying to turn to get broadsides off on them while they just sailed behind the stern raking away the robot's crew.

     

    What you should want, if you are a smaller nation, is that big ships be a luxury for your enemies that you might see once in a blue moon, so that you actually have a chance to make a stand in a battle where your team mostly has frigates.

     

    Supposing you were that smaller nation and actually managed to craft a victory, would you really want it to be sunk outright by a bunch of players who showed up in 1 dura 3rd-rates that were essentially given to them by the AI? They're already seeing this becoming a problem on PVP 1. Soon, no one is gonna want to bring out their first and 2nd rates because they keep losing them to players in 1-dura 3rd rates who have not used any resources to get them.

    • Like 3
  14. Every hour spent on crafting should give 1 XP. 

    That way people can level up making parts for ship building and start making the crafting notes. 

     

    That would mean that by finding 60 copper ore, and 90 coal, I could make as much xp crafting a very simple item to make, as the guy who has to gather together an entire grocery list of items to craft a ship.

     

    So then you have everyone crafting notes 24/7 in order to level up, and once they're leveled up they basically just destroy the notes to make room in their warehouse for their Santisima parts.

     

    Crafting notes are money-makers. The value in them comes from the fact that few people want to 'waste' the hours making them.

     

    If you're trying to level up crafting by creating notes, you're doing something wrong.

    • Like 3
  15. How about you Simply Stop Tagging Smaller Ships in their own Waters and instead seek Fair Fights with Enemies of your own Size ???

     

    Its already a Joke that a new Player is just Happy to have his First Brig and is Immediatly Faced with 2 Frigates because some Enemy Player Decided to Tag him in his Own Mission where he cannot even Receive Help from other Players.

     

     

    You want to Scare Away New Players right off the Bat by constantly having them Raped even in their own Waters ?

    You think Attacking a New Player in a Pickle with 2 Frigates is Fun or what ?

     

    The reinforcement mechanic makes piracy nearly impossible.

     

    A pickle should be able to tag a trader snow without having to fight off a AI brig.

     

    Not to mention that any AI who happen to be sailing past the battle will also pile into the battle in addition to the reinforcements received from calling for help.

     

    Tried raiding with a Niagara and 2 mercury (not an incredibly over-powered force). Tagged a trader snow off the coast of Florida and he got 2 navy brigs and Cerberus. Then any and all AI fleets sailing past just helped themselves into the battle, and suddenly our 3 ship raiding party is fighting 6-8 warships and the trader gets away.

     

    Fortunately the reinforcement feature is being redone.

  16. As of now there is no incentive to leave a massive zerg faction if you:

     

    A. Enjoy crafting with little reason to fear losing your ports/crafting hubs/trade routes.

    B. Enjoy winning battles on sheer numbers alone/enjoy being a part of a large community.

    C. Enjoy safety/security of leveling near your capital without major ganks occurring.

     

    Spain is right in the middle of the two largest zergs on the server and has none of the above, and I still see people who actively disregard the idea of joining (or rejoining) Spain's ranks because of these very reasons. I understand other factions such as the French have been able to reverse their situation nearly completely, but without the ability to even gather 20+ players up at any given time on Spain we are stuck in a quagmire as a faction.

     

    Spain is truly hard mode.

     

    I think crafting is actually harder to do in larger nations, even after the addition of production buildings. Competition for resources in the larger factions is pretty fierce.

     

    Combat on the other hand, is incredibly difficult for smaller nations.

  17. Overall PVP 2 is definitely dying, unfortunately.

     

    About 3 weeks ago, we reached a peak of about 950 players.

     

    Even on weekends now it is hard to break 500.

     

    I suppose this is in large part due to the number of pirates active on the server prior to the French comeback. Pirates went from being in the top-3 largest factions on PVP 2, to being near the smallest. Although many of those pirates re-rolled into nations, it seems that the majority of those pirates seem to have quit playing, although it is interesting to note the recent 4-5 ports around Mortimer that were captured in the span of about 48 hours. Perhaps more pirates have re-logged into the game following the improvements made in the recent patch.

    • Like 1
  18. The prices being charged for Exceptional ships were already ridiculous... This is going to more than double them. I'm on PVP2, perhaps on PVP1 ships are much cheaper, I don't know... but getting the money to buy an Exceptional 3rd rate or Pavel on PVP2 was an undertaking before the patch and now it's not even worth it... High end notes were already going for 100k+ last night...

     

    You can buy gold mines now, so the supply of gold will increase, lowering its price, and therefore wouldn't it keep the price of high-quality notes in check?

     

    I think it works like any technology these days.

     

    Remember when 50 inch high def. TV's were $5,000 when they first came out? Now you can get a 60 inch TV for half that price with better definition.

     

    I think as more people start producing and leveling up crafting, the prices of those high quality notes will drop again. In fact ,they will probably end up being cheaper than before the patch at some point, but we will have to be patient.

  19. Camp du Roy will be changed back next week until the map reset

     

    Great!

     

    At some point I think we should give more discussion as to whether Camp du Roy should be neutral after the port wipe. I still don't believe the change is necessary.

     

    Again, the distance from CDR to the French capital is about the same as the distance between la Tortue and Mortimer.

     

    I understand the temptation to make the change, because the French on PVP 2 were in a bad spot a month ago, but now the tables have turned and the pirates have only 2 ports in the entire map. I doubt anyone could have envisioned that. The last thing we need to be doing is getting rid of free towns that could be used by any nation in the event that their faction is wiped out.

×
×
  • Create New...