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Xander Tyrann

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Posts posted by Xander Tyrann

  1.  

    It's not. Because if everyone just buys the resource and noone produces it... Well, I guess then there will be no resources left to buy.

    Ports produce the resources themselves at a set amount, and due to prices that don't fluctuate and how much labour is worth, it is generally cheaper to buy than to produce imo.
     
    Ports do run out of materials quite often due to this so that's not to say its not beneficial to produce some resources. Though if you place contracts at a certain high price then a coven of witches who have set up all over the Caribbean will use dark magic to open up a mystical portal to their EU branch which they use to instantly bring in the goods for you. (personal interpretation of the mechanic). 
     
    The cost of this can be quite high but for good such as silver this can still make you quite a big profit.
     
     
    On topic, mines do make you a profit, but there are other uses for labour hours that may make you more.
    • Like 1
  2. so the 1.5 BR thing for antiganking.... yeah it don't work so well in a way... situation   2 trincs being chased by 3 others but due to random stuff they get strung out slightly.....miss the original tag circle cant join due to BR but are in group......Maybe have a bigger tag circle for fleet members OR a small delay on the BR rule being imposed, say 30 seconds?  this way the whole gank fleet or the whole home town team chasing them out can get in? OR something else but i cant say that i think it is quite right as is

    I haven't tried the patch yet but for me I would need more details on what this 'random stuff' entails. It just sounds like bad teamwork to me and rightfully punished.

  3. snip

    First I'm pro ganking. I think OW combat should be decided by preperation and cooperation.

    You are forced to leave 3rd rates behind while ganking as they are not ganking ships. I like this as it makes ships have specific purposes and encourages you to use a multitude of different setups for your different purposes. Rather than only using one ship for everything. There isn't a large variety of pvp yet though.

    I also encourage punishment for bad sailing.

    Basically I seem to disagree with you based on a difference on opinion.

  4.  

    This just shows how stupid this new rule is!

    In what time does the Naval Action become a game of maths and calculations. Whenever you see a single target, your first reaction is, instead of chasing him with the group, to calculate the BR difference and decide which members of your group should join the battle to maximize your advantages. Too complicated and again stupid!

     

     

    Or you just all attack together as a group and all join. As i understand it the new rules doesn't affect the initial attack. You just have to decide if you want to slow down to keep your heavier ships in the battle in a long chase.

  5. I think ship crafters deserve an extra slot as they have the need to store ships before sale. It's realistic as shipyards could store ships. I can't see any negatives or exploits but i'm sure they would be offset by the cost. I assume it would take very little dev time too.

     

    All in all i see no reason why this shouldn't be implemented.

     

     

    I live in a port that used to have a shipbuilder called Vospers which had ships docked in and around all the time. Went inside as a kid and got to see the ships being built or repaired. All turned into flats now though.  :(

  6. This just seems to favour organised specialised groups from how I see it. At that would favor gankers.

    Defenders are likely to be more spread out but more numerous so come as reinforcements. Which means on average less would join than before and away from the battle giving gankers a better chance to sink a ship before escaping and less potential enemies chasing them. Even in the worst outcome it's 6 v 9 (for a fleet of 6 gankers), and I doubt you would end up with all of those 6 being picked up as with a defending fleet of 25.

    If not all of the gankers have joined the battle that simply means you have gankers looking for an additional battle, so once again more ganks are possible.

    I'll obviously wait until I've seen the patch in action to make proper judgement tho.

    • Like 1
  7. I very much like the idea of a Win/Lose conditions, having played MMO's with goals like that and i've always found the PvP more rewarding and less static. I have ideas of the way i would have it work is quite a lot different to OP's and i plan to do a write up at some point, but i think there are many positives that will create more willingness to fight and make it easier to find combat in the first place that could fit in largely with the system we have now but require a fair amount of work.  I don't expect it will ever happen due to the community the game has currently attracted and will be contributing to making the decision.

     

     

     

    The problem with win/lose is that it ends up being a "quit point". I think that would be extra true in a game with so many nations, like this one. Dutch may be fighting France and having a great back-and-forth war but the British end up meeting the win condition by crushing the Pirates and the U.S. so Dutch and France just have the rug pulled out from under them. How many of them will quit at this point? You just took their fun away and told them to start over!

     

    I do think we need a lot of work to flesh out the RvR game and make "the forever war" more interesting and controlled but I don't think victory conditions (quit points) is the solution.

     

     

    From my experience its the opposite, its a 'rejoin point'  where lots of people who took a break come back as the world refreshes and people want to get in from the start, clans tend to switch sides and it becomes a surprisingly different contest.  People who were on the losing side suddenly become on the OP side for example and big clans look for the challenge of kick-starting a small nation. Its an exciting time where you don't know what will happen.

     

     

     

    Edit: additionally there is often a period of grace after the war has been won where people can do what they want for a couple of days/week where you know all your resources are gone soon there no penalty. devs can hold special events in this time too.  Can be quite fun :)

  8. If traders were going to be fully loaded they would be rarer and harder targets (protected by fleets) then we could have people spotting them and reporting them to nation/clan and gathering a fleet to take them like a small event.

    I would be ok with that for myself but I think it would affect players starting out and solo players pretty negatively. For this reason my vote is against it.

  9. I am asking for a rich environment where politics and things that you do are meaningful and last. Besides, if there is a scheduled reset every X time why would people bother to join in the middle? That would hurt badly the stream of new players.

    I feel they are more meaningful and last longer in a game that resets as a victory is permanent while accumulated wealth is not. Just like in life you will end up in the ground one day :P

    I've joined plenty of mmo style games where it resets mid way and enjoyed it. Not much different from joining mid way through a game with infinite length really.

  10. I've always enjoyed mmo style games where you have a victory and then a map reset. It creates various stages of gameplay which adds variety and for me a bigger sense of achievement.

    Why is people going to invest long term on this game if every X time everything goes back to the start?

    Sounds like you are asking for the meaning of life lol.
  11. Imo ships shouldn't be able to join from further than you can see.

    I belive OW conflicts should be largely settled by preparation and communication.

    Sailing out in a single slow ship should give you a disadvantage against a well prepared fleet.

    This applies to gankers too and are just as vulnerable to a well prepared patrol and good communication.

    • Like 2
  12. I like having an open world that allows for diplomacy, economy, crafting, strategy etc to gain advantage over your enemies to achieve long term goals.

    But i also really like structured pvp that allows for balanced combat decided by skill and tactics and thoroughly enjoyed sea trials.

    Personally I would like both implemented.

    But it would need to be in a way that does doesn't harm OW too much.

  13. Operating System: Windows 7 Home Premium 64-bit

    Processor: Intel® Core i7-4770K CPU @ 3.50GHz (8 CPUs), ~3.5GHz

    Card name: NVIDIA GeForce GTX 780

    Memory: 16384MB RAM

     

    i run at ultra on 1920 x 1080 and get anything between 50 and 120 fps depending on match size etc.

  14. I don't know how relevant it will be come the final game, but I've constantly been thinking i would like hull indicator to change colour while it's repairing.

    Just so i can see out of the corner of my eye when its finished rather than consistently having to take my eye off the battle to check. Having your repairs idle during a fight could cost you some valuable hull and even put your gun deck under.  You could also make the sail indicator glow while its repairing in the same way.

    • Like 2
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