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LeeUK

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Able seaman

Able seaman (3/13)

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  1. Crafting ships should need a lot of time investment to start seeing good profits, no one should be earning a fortune crafting basic 7th and 6th rate ships from day 1, just like you can't sail out. The issue still remaining is the players themselves, part of that is what you quoted from me, artificial inflation. If more material was widely available at more reasonable prices, half the problem would be solved, more ship crafters would sell their ships at reasonable prices and still earn a profit. What are you trying to suggest though, that we should raise the prices of the NPC Ships to above the ridiculous prices players are trying to sell their shitty Brig for? won't the people responsible for the artificial inflation just raise the price some more to match the new profits of ship crafters?. Some people are massively overestimating the worth of their ships just because they payed out of their arse to buy the materials, sadly there are some naive and new players who fall into the trap of buying these Basic ships from players that they could have bought for half the price from the Ports ship generator. So really the shafted crafters are just shafting the new players too, this is why I just buy the Ports Basic Ships and not the players, they're stupid prices and I don't want to give profit to someone who happily cons newbs just because he thinks the value of a ship = the price he payed for the materials to make it. We can't remove the Basic generated Port ships either, because then the crafters would just have stupidly priced ships for sell to match the big profits the people responsible for artificial inflation are making. That will force everyone to either buy their massively over priced ships if they ever want one themselves, or possibly just force the majority to craft their own and completely kill the ship selling market. There really has to be a throttle on the artificial inflation and I do think that will help stabilize the economy and give more profit and strength to the ship builders, who will in turn be able to price their ships more reasonably while still turning a bit of profit until they can craft some high quality 5th+ rate ships, if there is a throttle that I am unaware of, it doesn't seem to be working, or at least it's not harsh enough.
  2. I thought a big part of the issue was also the people buying up all the Iron ore and other materials from all the ports with the sole intent of selling it for 2-3x the purchase price to other players, even within the same ports that they have purchased it from, am I wrong?. At least that's what I saw people complaining about many a time, that would be a huge reason why ship building is not very profitable for anyone that can't be there to purchase Iron Ore etc constantly from the ports themselves, or they can buy very little but not enough to allow a focus on crafting something. Isn't it just basically artificial inflation? Just seems like a broken system that benefits only the people able to keep buying up all the iron ore before everyone else, while completely shafting the people with less time and mostly the casuals who just want to craft. I have stayed away from crafting and trading because it just seems a bit of a mess, I certainly don't have the time to spend scraping together materials to try build a ship. The prices people are trying to sell their basic ships for in ports is probably an example of this.
  3. I was just talking about the PvE server, all PvP servers should remain synced where XP is concerned because of server queues and encouraging people to play the less popualted PvP servers. But no XP should be shared between PvP server and PvE server if on the PvE server you can grind missions easier because you have an AI fleet with big ships to use at higher ranks.
  4. I would suggest to remove the link of XP between PvP and PvE servers then if this idea was implemented ( unless that has already been done without me realising lol ). Because higher rank on PvE will be able to bring big fleet ships to help them grind missions/AI ships, meaning they can take on bigger ships for more XP, so they have the luxury of Ranking up faster vs PvP player without AI fleet ships.
  5. All I can say is, this seems perfectly sensible to me and I am struggling to understand why there are so many people here that don't agree with it for stupid reasons, are bitching about the downtime during the maintenance ( come on guys it's a game, an Alpha/EA game at that ) or they just don't seem to understand what's even going on at all. It was written clearly, it's a new PvP server that mirrored PvP 1 and will not be mirrored continuously, it is to make it more enticing for existing players on PvP1 to swap over to the new server, so we can begin to balance population out between servers. It is a good and easy solution right now at this point in development, there is so much more work to be done to the game, with many features being created and existing ones fleshed out, it is best to focus on that. Maybe in the distant future when the game is mostly complete they might think about a way to create a stable 'multiserver' shard so that we can have 3x the players on one server, but I don't think some of you people realise that it's not as easy as clicking your fingers and throwing money at it to make that work.
  6. I know that, but my point isn't just about seeing action alone, though the point remains because I imagine all the ships to make it into the game in the near future are all sea-battle used vessels. It seems like it wasn't designed for sea voyages, but was designed for exactly what you said, to deter the US fleet from setting sail on Lake Ontario. If this ship ever made it to the game I would imagine it wouldn't be in the near future at all, there are so many more battle proven ships people want to see first.
  7. Yeah, this ship wasn't designed to sail or fight at sea, it operated entirely in Lake Ontario, it was just large and flat firepower beast that never saw action in the Lake, let alone at sea.
  8. As much as a lot of us like to see realism in the game, it's generally to an extent. I think we have to be careful with things like this as the wind destroying your masts would basically be a RNG feature, RNG features can be frustrating for gameplay, as it stands turning through the wind is already undesirable, especially in the bigger ships. I am not completely ruling it out, it would just need to be thought out very well and would have to be a very rare occurrence only capable of happening in the strongest of winds. I am uncertain on the broad side suggestion, mostly because I think we are yet to see the game evolve more where combat is concerned as they add and tweak existing ships and play with the combat as a whole, it would certainly add more micro management and the need for planning ahead, it could prove to make things a little more strategic, but again it could also be unnecessary and take a little fun out of the battles. They are nice suggestions but I feel both of them are perhaps only worth thinking about some time in the distant future when the foundations of the game are complete and polished.
  9. My little pony ship? I like how you have to talk shit just because someone disagrees with you. This game is far from "carebear", you can be attacked anywhere without restriction and even by your own Nation, you will lose your ship one way or another whether it's 1 or 5 dura, the cost of the ships would have to be 5 times less to be worth buying, but if crafting is very time consuming and ships are all 1 dura, it will mean that gameplay becomes slow and punishing for those who don't have 8+hours a day to play. I played EVE online mate, I know the deal and it never reached an average online player count of 250k let alone 1 million players. Currently about 21k on average play daily, that's a nice number but it's nearly half of what the peak of the daily average was, which stood at about 36k. Subscriber(s) number is different than player count, some people have a ridiculous amount of accounts because they are the no lifers who can use their in game ISK and plex etc to fund all those accounts without spending any real money, most serious players have multiple subscribed accounts. Just because you liked EVE online and its Formula, like I did myself, doesn't mean this game is trying to be the Age of sail EVE Online and that there isn't another formula that can work for a game designed with the basis that PvP is the driving factor. It was easy for me to craft my ships in EVE online and avoid losing them, I doubt either of those are going to be the case in Naval action unless you play insanely passively and don't mind progressing at a horrendously slow rate. In EVE there are a lot of safeĀ® routes of travel and trade where only suicide gankers would rarely interupt you, you can set courses to auto pilot through all the safest routes, in Naval Action the whole map is basically "low sec space" barring right outside of some ports where you have groups of Nation fleet ships and you have to sail it and navigate it all yourself. Naval Action is also a lot less safer in the sense that unless friendly AI is very close to you, you're going to be at high threat of being attacked and sunk/captured with no space police to come flying to save you and your only saving grace could be your Nations players IF any are close enough to help. So yeah, I'd say it's actually pretty unforgiving even compared to Eve Online, regardless of ship durability. Due to the fact of how often you could potentially be attacked in NA due to the PvP anywhere gameplay without AI police flying across the sector to save you like in EVE online, if crafting is time consuming people are going to charge a lot of gold for them and in turn if ships are only 1 dura, not many players are going to risk their decent ships. Whether you agree with me or not this DOES encourage more passive play and it DOES encourage more ganking, because it increases the mentality of "Why would I risk instantly losing my new ship for the sake of a 'fair' PvP fight." Yeah cool in EVE fights were pretty intense some times because of the risk of losing things, but space games are certainly more popular in the first place than Age of Sail games, the dangers and the losses you can sustain in EVE from dying are what make it a niche game. Naval Action is already fairly niche without the hardcore losses like EVE online, I would be surprised if this game ever sees the high of EVEs online daily average even without having the hardcore losses like EVE does. There are other ways to punish players for losing than by them instantly losing their ship in the first fight they are defeated in it. Upgrades don't bother me as much but if they are to be lost upon being sunk/captured they would need to change how they work and their value or again we will only see the no lifers equipping their ships with expensive mods where as the more casual players wont be able to afford to keep modding their ships out. Having multiple durability on a ship does increase the likeliness of PVP and it does decrease the down time of players when they are defeated, this gives the game a faster pace and makes it more enjoyable for the more casual players and those players who don't have the chance to play for many hours every single day.
  10. I am all for losing ships, but I believe the multiple durability is a good thing, why? for gameplay sakes. The game can be slow at times and will continue to have those moments regardless, it's just one of those games. Having every ship as only 1 durability ( basically any ship is lost in one sinking/capture ) then we will see even less PvP on a whole and most of the PvP going on will be ganking. Why? because every time someone loses a fight, they will not only lose their ship, they will lose their upgrades, so not only will their losses be pretty big, they then have to use more of their free time going shopping for new ship, equip it out etc, this is all time consuming and boring. When you buy a ship, you are essentially buying 5 of those ships, whilst this isn't realistic, it speeds up gameplay and makes people more willing to PvP as they have a few chances to die before they have to worry about replacing their ship. 1 dura ships is a cool thing to think of and that it would make fights more meaningful, but you'd see less fights over all and it massively benefits no-lifers over those who can only play for 2-3 hours every one or two days. As the no-lifers are generally players who have plenty of free time to play a large amount of hours a day, that will happily spend hours of their free time sailing all round the map, getting the best new ships etc because they will also still have plenty of time to farm and PvP with those ships, they will also be the players with a lot of exceptional upgrades. People who don't have much time will soon get fed up of being ganked by these players and having to spend what little free time they have trying to get new ships hoping not to lose it too quickly, what does this promote? passive play and PvP avoidance. With 5 dura ships, people even with far less play time are more willing to jump into PvP, because they know they can lose a few times before they have to think about replacing it all and during that time, inbetween farming and PvPing around the map, they can shop or just plan for their next ship, so at least when they do lose their current ship and don't have a decent replacement, they will have a rough idea of what ports might have the ships they like/want and will save them a lot of time. The ships being sold in ports in the future is going to be NOTHING like it currently is, I think they plan on it being mainly crafted ships, people aren't going to be able to purchase the "perfect" ship everytime and people will have to some times settle for a ship they might not have preferred. If every ship was also 1 durability, they would also only cost 1/5th of the current ships, so all that would happen with durability removal is forcing people to instead buy lots of ships everywhere, if it isn't possible to buy lots of ships then we are going to see stale gameplay, people getting bored and fed up of the games pace because they just lost their new ship they bought 3 hours ago as they got ganked. Whilst I myself enjoy difficult games, PvP heavy games, games where you can lose stuff, there is a line and when you make it too harsh, you cut out a massive number of players and reduce the amount of PvP going on. This isn't EVE online.
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