Jump to content
Game-Labs Forum

DrZoidberg

Ensign
  • Posts

    157
  • Joined

  • Last visited

Posts posted by DrZoidberg

  1. 4 minutes ago, admin said:

    I doubt you will get much from the tutorial and user interface upgrade. Which are the main content priorities now.

    Maybe you should attack danish (BF) or Pirates (Rubli) instead of boring pve missions that give no loot
    btw did you know that open world ships loot actually gives good rewards. I have no idea why experienced captains do missions. 

    Because u made PVP dead mate :). Thatswhy....

  2. 2 hours ago, admin said:

    Its boring if all you do is boring missions (judging by the fact that it takes you 130 cancels to find a safe spot)  expecting loot that does not exist in missions (remember the patch in which missions stopped generating rare loot)

    Its a sandbox. You pick your goal (preferably conquer the world) and deliver. For fun there is a simple trick. Switch to Prussia or Poland or Russia and capture cartagena. Or maybe join Britain. Use your millions to fund British rookie fleets to conquer the world.

    Oh my god, again the superior suggestions :). U should do, what players wants, not they should, what u want :). This attitude became this superior game graveyard.

    • Like 1
  3. 20 minutes ago, Hethwill said:

    Captain Zoidberg, whatever we say you surely have it the wrong way :) GL do care and has their tools. Some times perception is not the truth as data tells different stories.

    Wild example - 1000 players - 500 are afk'ing in port. How many are playing ? For you it is 1000. The data says 500. Your perception is wrong.

    I know I make this mistake all the time :\

    Jeah, in the last 2 month i only make bussiness. But i fond of PVP. I remember the game before the last wipe. I go out as a Dutch player, and i got 1 team PVP after 1. Then u made a wipe, u made shitload changes what killed PVP and after that make  steatments like that: becuase there are not much PVP on the server, the server need more and more PVE :). Laughable. After wipe we got our first PB-s, and the serever always crushed? Why? i bet u change the hardware for a cheaper one (borrow, buy, all the same). U know whats ur aim, and i think i understand u, but the problem is that this game should be  a best seller. Everey game on the steam has succes has developers take care of players opinions. i just lack of that in this game. Just show me how many vote polls was about crucial changes? Btw for month u just dont answer player questions, suggestions. nowdays u fake that (i think), because u need better reviews to get some more players.

  4. 6 hours ago, Christendom said:

    Safe zones are necessary.  To use @admin's own words....happy sheep = happy wolves.  Noobs need a place to grind and level up.  While I'll agree that the sizes of the zones and the fact that some nations have 2 zones (sometimes at different parts of the map) is a bit stupid, the real issue here is not the zones themselves, it's the fact that players don't really need to leave them.  The game needs to develop a reason for folks to leave....PVP marks ain't doing it and the fact that AI fleets drop the good skill books now is a decent approach, but it was implemented after most players have the majority of what they need.  In some regions player can harvest all the resources they need, even some of the premium woods, in their zones and craft ships without ever needed to leave at all.  This needs to change.  Players should only be able to craft with the basics in their zones, if they want the teak, live oak, white oak or even mahog, they need to cart it from other areas.  Missions above a certain rank also need to not spawn in the safe zones.  

    I don't really get the drama of people sitting outside of capitals looking for players to gank.  This is a byproduct of servers that aren't full and PVP marks.  When you have a map as big as our current one and only 600 players (on a good day) to fill it, hunting is going to be scarce.  A hungry wolf isn't going to just randomly hunt in the woods, he's going to go where he knows he can find a sure thing.  The PVP mark situation only increases the likely that any sort of PVP is going to be a gank.  It's a lazy solution intended to get people out on the open water.  I understand it's intent, but like I said...it's just lazy and ruins the game.  There are other ways to achieve the same goal.  

    Unfortunately we have a small population of people that enjoy playing this game and because of various reasons, they're spread out over 3 servers and now we have an entirely new game introduced by the developer that directly competes with NA and will draw even more players away from the OW.  It is unfortunately a losing battle.

    Most of the issues that make up the daily whine on these forums are instantly solved by more people.  

    Maybe u need reinforcement zone, but i dont. In the last 2 month i only make bussinnes, because i dont like to sail around hours for ganking or to be ganked. No real enjoyable group PVP, just for the best guilds, but they will run out the opportunities aswell. We dont know the real reasons, why the things goes, like that, but if u want to know the truth, i think the fast player base recycle and the low hardware possibilities the keywords, why developement going, like this.

  5. 21 hours ago, Hethwill said:

    Funny, the testing of missions to be chosen to be on enemy regions ( some time before ) was opposed a lot. Was probably the most interesting way of making players move out from capitals regions :)

    Personally I'd keep the Safe Zones for now, seems like a interesting way to safekeep naval cadets, but remove reinforcements. As a balancer the National AI on those areas becomes aggressive. So in Swedish zone, swedish AI is agressive is enemy shipping passes in tag range and starts a chase.

    The funny is that this game staff make statments without any vote poll from the start. Maybe if u make votes abut zones, easier movement etc... we get a far better (at least popular) game. Not any votes, so people can say, this game has a dev team dont care about players opinions. Maybe if u made ur changes about players opinion u dont have so many flame on steam reviews...

  6. this game dont need any reinforcement zones. New players should get a optional "Naval student" flag. With this flag they shouldnt be attacked or attack with battle ship on home waters. This flag should be only used till certain captain level (or ship level), like flag captain. That should support PVP much, and protect all low rank players (Polish, Russian, Prussian aswell). I suggested this system like 8-9 month ago, like i suggested the NPC capture system like 1.5 years before, what the game has today. It seems that developers dont hear players ideas... too bad :(.

     

  7. Reinforced zones not needed for new players. New players should get an optional flag (like smuggler flag) with that in home waters they shouldnt be attacked, or attack anybody (this should be usable till certain level and only on battleships). Problem solved. Especially for new polish, russian, prussian players. This red zone system is shit, as all problem solutions in this game. The game is boring, if u want to play only 1-2 h/ day. Nowdays its boring aswell, if u play more. But as i mentioned before, i dont think devs wants to keep players in this game for a long time, they just want fast player base recycle, but with this numbers and with bad reviews on steam the game just dying.

  8. On ‎2017‎.‎09‎.‎03‎. at 7:48 PM, victor said:

    To be honest as well, after more than 3500 hours ingame, I would be just tired to slowly regrind everything from scratch once more. It would be the third time.

    Man, u paid for the game, right? Do u think the devs need u to play more, and use thier hardware? As i see they dont care about any player loss from the start, they dont care any issues causing player leak (long OS sailing form start, laughable PVP rewards after wipe , supressed PVP, supressed nation issue, no real contact with players). I think this game system was created for a fast player base recycle with a minimal hardware input, the problem is that they forgot that the leavers will make bad reviews on steam make impossible to get new players. Worst developing ever i saw. They fall into thier sword, but we suffer aswell. I wait this patch, but if everything continue i leave and i make my review aswell. I have only this against this kind of developement.

     

     

    • Like 1
  9. On ‎2017‎.‎09‎.‎03‎. at 7:04 PM, Skully said:

    I just want to add to this that there might be wipes in the final release as I'm still not convinced it is possible to create a perpetual game here.

    And to be honest have the wipes been really bad? It gives everyone equal opportunity again.

    The problem is not that to be equal or not, the problem is if there will be player to play with, or not. Atm after losing 15K + (some says 100K+, but i dont belive this) players and getting bad reviews on steam i doubt there will be many after release. Devs have to change a lot, but i dont think they will. 

  10. If u read the posts in this topic, u can see, that most players think that PVP is not supported or completly supressed, OS sailing time too high. Problems what egzists from the start or after wipe. How hard it should be for developers to change PVP rewards? Like 1-5 hour work to make some multipliers. Players just leaving day by day, and nothing happens, as always. Players just warn them to make national balance or alliance system to avoid the supressed nation issue. Nothing happens with that too for at least half a year. Just casinged, dumb ideas one after one! The new clan war system will be chaotic with many side effects and player loss again. I want just one reply from developers, why that system will help to get more player, and how it solve the long boring sailing time, the PVP support, the suppressed nation problem. I suggested them a far better system with solutions to all of thier problems. I started to play games like 20 years before, but never saw worse developing. The best is that they will never understand that they are the responsible for thier fail. As they dont understand how to make players happy, they will be always poor, as intended. What about Naval Action Legends? Naval Action Legend will be unviable too, as that game should have at least 3-4x more ships in it, like as will have. With this low ship number it wont be exciting enough to get players in.

    • Like 1
  11. On 2017. 08. 21. at 11:58 PM, admin said:

    You were brainwashed by haters mate. Alts infestations were invented by players to explain their inability to win port battles. There are alts for sure but the problem is drastically overrated.

    2000 unique logins. 75 unique players in combat news channel. Even if there are 200 alts. what are the rest 1700 players doing? Definitely not pvp. 

    This is a joke, what u say. u completly supressed PVP because of the long distances, the laughable rewards. I know some "i just do PVP player", they all broke, some left, because they dont want grind for capable ships and for ship XP. What do u think who will sail out for hours for nothing or to do  battle, where he can loose 200 K-2 million, or earn 0K- 200K. U completly supressed PVP and now u get a conclusion, that players want more PVE, than PVP. So many illogical steps in the develope, what ruins this game. Instead of clear and simple solutions u make chaotic systems, what has shitload bad aspect. U make this topic for what? u made ur decisons and u will do what u want, appart from that what players say/wants. i personall play this game only for PVP, but on the last week maybe i do like 1-2 hour that, and made PVE and trade because PVP is hello kittyed.

  12. On ‎2017‎.‎08‎.‎21‎. at 11:37 PM, z4ys said:

    Why always pve in a pvp game?

    Because they dont care about players opinion. Just that happened with the repair system. We got a no repair battle system, most of players liked that, they wrote this, but developers just changed thier mind, and implement reapir system back without any doubt :). Now thats happen again. Everybody hated those OS sea groups attacking players, usually they hello kittyed up something exciting happening. Now they take it back. This system is so chaotic. Sooner or later small guilds, solo player will be supressed, or forced to play only in protected area. Im pretty sure, this patch wont give more player, in long term it will cause player leak again. Player base is low because the long sailing times, because the life is overall hard in NA, and because there are unplayable nations. They should give fair balance, an alliance system, some easier way to rearrange ships and some XP, gold reward boost. Instead of these they do a chaotic system, what wont resolve anything about the problems. They want the guilds to be regional. So in guild regions wont happen anything again, so hopefully big guilds will eliminate solo players and small guilds, and when the game will be nearly empty, goes to the drain below.

  13. In my opinion the statements of that review just all right. I dont want to prove my right, if developers dont want to see it, never will. The game core is superior, but there are shitload issues, what make the players leave it, and developers just dont (want to) see them. The changes just always went to the direction developers wanted, not the players wanted. I foresee it like 1 or 1 and half year before with this behavior the normal players will leave, and mostly the players without real life and the players who are really in love with the core will stay, so there will stay only some players with the devs will congratulate each other, how great game they made, and right after that it will be closed because the low player population. The tendency is continuing. Btw all the same what devs say on this forum, the players buy games because of the good steam revews and because if friends call them in. Make a topic about this here is meaningless and childish, as it was mentioned in the review. high percentage of the leavers mentioned the long OS sailing time as a reason to leave. I bet like 5000 player left about it, and now we have player base below 500. Have developers made any vote poll about it? Now they can make, but its too late, normal player all left :(, and never come back.  Now the new tier 4 ship will be overpowerd for money, what will supress senior players and players who justwant to buy the game and dont want to spend more. If developers take care about player wishes,  i expect a vote poll about that ship (about stats at least). Will there be any?

    • Like 1
  14. So u make a chaotic, unrealistic system to solve problems. I think if u make this u plan to make a material reset aswell, what will force players to leave again. With this mechanics, with this attitude the end is close. In my opinion the strongest 15 clans in nations will cooperate each other and will supress the others inside the nation. more better if the strongest 15 clans all over the map will make alliance, and supress the rest. This is the most likely version will happens, as the HC players know each other, they are friendsappart from that they fighting each other. The game wasent balanced till know, what was a real big problem, but u didnot take care of it. Now u make a system what can be more unbalanced. At least national system has some restrictions to gather the strongest forces, now u make a clear way to do it. Who wont be in the strong  alliance(s), just will have hard times in the game. They will be able to build ships, but it will be hard, they wont be able to do PB-s or make good OS sea PVP as it intended because they will be underdog.  I dont think supressed nation's guilds will have place in that alliances, why HC national players just make alliance with weak guilds, while they can with thier old HC friends. I dunno how this solute the OS sailing time issue, the supressed nation issue, the low PVP on server issue? No Balance, no PVP support, no reward changes, no OS sailing changes. I feel u do nothing against the real problems, AS ALWAYS. No, its not true. I feel ur direction just streghten this problems.

    I wish best to ur game..

    Best regards: ..

  15. 1 hour ago, Red Dragon 13 said:

    Admin, Devs,

    at almost 40 pages of comments, imho it is time to start arriving at conclusions, even provisional ones, and state which direction the game will be taking next. Thanks for the great ideas and proposals, but it looks like it is time to really move on.

    i bet they just decided when they started this topic, so reviews are not so important for them. they dont have ideas for stop the player base loss, so they just copy paste a new system and see what happens. with the topic they show that they want contact with the players, but it seems they dont have time, or cant, or the direction is just decided so they dont really want. Continuing just as before :(.

    I wish best to Devs and thier game.

    Best regards ..

  16. 41 minutes ago, Archaos said:

    I would have no issue with the ship delivery system they had previously where you could send a ship without cargo to another outpost overnight, but I dont believe that alone will solve the problem of lack of PvP. Prior to the wipe ships could be teleported easily even before they brought in the tow to port feature and it was still difficult to find PvP. They had PvP areas with rewards and although I believe the large ship battles one was used a bit, it was difficult to find people in the smaller ships battle area. The problems go a lot deeper than the distances between ports in OW.

    No, tat wont solve the issue, becuase there are 3 main player base leak cause. 1. To live in NA is hard, especially for PVPers. (the PVE rewards are low, the PVP rewards are laughable - should like MINIMUM 4x money reward and 20X ship XP reward for PVP)

    2. There are some nations supressed (especially some "easy" nations - lol), those are unplayable.  (Make balance system, maybe alliance system.)

    3. long OS sailing times (make at least 1 freeport usable as before - make automatic rearrangement with delay)

    Till this 3 problem is not solved, the game is dead.

    I admit something, now they make ship prices as it should be compared to each other. But i suggested it like 1 year before with the NPC capping system they implemented now.

    Now the player base and the trust in the developing so low, that i dunno they can revive even if they change these problems, but if not....

    A copy paste system from another game wont solve anything, especially because that system will streghten the supressed nation (after it with supressed player, guild, war company) issue. Eve Online has unlimited play area and player pool compared to NA for that system, in this "small" system it will be a pain in ass, especially for new and low player time players. I dunno what they think, the HC old player will stay around a port and wont get everything with thier strong war companies from the new ones and solo players? They will make more problems for themself, and dont solve any. Nowdays i think they dont want to keep anybody, just want a fast recycle of playerbase till the end, but atm with this freeport and sailing system the player base goes under criticall mas, so the map doesnt working. 

    As the great cheef Levin told: the problem is not when u hello kitty up a bad dish, the problem is if when u hello kitty up a good one.

    This game should be best seller...

  17. 14 minutes ago, Dharus said:

    Well, this is a player and a game problem.  The pirates are basically playing firemen PvP.  They've got teleports to various parts of the map and when someone does something they teleport to respond.  After its over they head back to port and wait for the next bell to go off.  Since they have the lead, the outposts, and the ships stationed at those docks, they can just sit back and play another game (or forum whore ;) ).  There is no reason to be on the OW.  Heck, they could just wait it out till the PB to show up.

    This is why RvR needs to focus on being on the OW.

    Why should i be on OW, if i have to sail like 2-5 h for 1 h action, what is cost much more than the earnings. Dont tell me that i try to find PVP at bad places. I go after it at Misteriosa, LaHabanna, KPR, Belize, Dutch home waters, Las Tortugas, and all over the map. if i want to get action, i have to plan my day according to it, thats laughable. No real teamfights, thats rare like the white crow. Before patch at least we have shitload PVP (because the PVP and PVE rewards was much higher compared to ship prices), but players left that system too because of the promised patch what was delayed by month and because of the sailing time (till normal freeport outposts it wasnt such a big issue). Before the patch with a little easier movement (normal free outposts) 300 player should make a viable map. Now its dead. No flips, no real PVP-s, just sometimes the usual failfitted gankers get somebody. Joke!  But anybody can say anything, the game has no chance to be viable in this way, and the proove will be that when it will be closed.

  18. 3 hours ago, Archaos said:

    The problem is not the OW sailing times it is knowing where to find PvP in such a big OW with a relatively small player base. I believe the solution is not to decrease OW sailing times but to find ways to get more people out to OW and create places where you know you will get PvP. At the moment that tends to be Nation Capital regions and thus you end up with the ganking of newbies etc.

    I personally like the big OW map where you can find quiet areas and are not guaranteed to bump into people in the middle of nowhere. It gives the feeling of actually being at sea, you can sail for ages seeing no one but you have to keep watch because someone could appear. The issue in such a world is how do you generate these PvP hot zones where people can go knowing that they will get PvP. I think the current proposals for War Companies will help as Companies will have to be more active in defending their ports especially if they bring in things like port supplies.

    I think some of the current failings in RvR is that PB's in most cases are really quite irrelevant as there is no real personal gain (apart from the battle enjoyment) from taking part in the battle, and once you have the port there is no real gain from keeping it, which has led to ports being traded back and forth. The control of resources has been nullified by alts so there is no reason to have a port for the supply of special woods etc. To make the RvR interesting there has to be some gain from holding ports, it has to be an income generator that means the owning Company does not have to spend time in PvE to generate money, they could even look at bringing back another currency like conquest marks for owners of ports (maybe now if more ports are available to be owned it wont be as bad as before).

    I really think the OW game should revolve around the RvR, for people who just want quick battles then the Legends game will be more appropriate. But by the same token the RvR game should encourage people who like the open world but do not want to engage in RvR and be part of a War Company to get involved some way by creating targets for sole raiders, creating opportunities for traders etc.

    The problem is that who cant stand this OW sailing time, just quit and make a bad review, but who likes wont quit if it will be changed. Only people with unlimited time can enjoy the game in this form, and everybody who supports this OW sailing time just killing its beloved game... The fact is that in steam reviews the most problematic factor is this. So u can choose, u support this kind of sailing and play on an empty map, or u play on a live map. If u let automatic movement without cargo with 1 day delay between outposts, that dont change any mechanic in the game, just dont force people with real life to be at thier PC when rearranging ships, what are more than 95% no action, boring play. If somebody dont understand that (u, or the developers) just dont understand that for a succesfull game u have to serve the players. This is a problem from the first step, and the movement was much harder at the start. I bet that this issue just made like 5000 player to leave, and nowdays just mostly hc, living in game type players stay, or beginners. Thats not the way a server can be filled...

     

  19. Yesterday i tried to get any PVP, as im for that in the game. As i (we) couldnt, we decided to go to the dutch waters from KPR. We sail there to search for enemies and after it we get back to KPR. We start at 17.00 H, we finished at 24.00. we could get 1 battle like 6v9, what was really good, but compared that we spent 7 hour for it, thats shame, crap and shit.

    Top of that, when i come back i just colund stand the meaningless sailing, so i was AFK. My brand new endymion was just ganked on the way, while i wasnt there. i dont even know, who ganked me :)... 

    Ur game is dead, and thats just because u still stick to ur bad developing. Till u dont understand, that this sailing time and the hard life in naval action (low PVE, very low PVP rewards) just will force players to leave, till u dont check rewievs on steam and understand that if 80%of leavers mention the shit OS sailing system and very long real life killer sailing time, u will stuck with a player number what will make the map dead. Now u want to copy paste a system from EVE online. I will tell u whats the problem with it. Appart form that u stick to this long sailing times, for that system the map is too small and the player base is too low. In EVE online the map and the player base is endless compared to naval action. Thatswhy there every size of corporations can be viable, so new players and players with low play time can enjoy the game aswell. In naval action HC players will get the territory from new players, from small guilds, small war companies, from low populated national players. I dunno how u imagine that any of war companies will be viable without certeain resources, but resources are spread on the map, so not only territory will be locked for small teams (companies, guilds), but the capability of ship building aswell. U make new reasons to leave the game and make bad reviews.  U want to go completly the opposite way u should, as most of the time in ur developing. Top of that i think there will be some ruler war companies can short the conquest wins (if there will be any win propability) to each others, what is always happened in ur systems earlier, when u forgot to make any balance.

     U can expect a short, small player base growth after this patch, but as player dont trust u, u still stick to the hard mode (low rewards, extremly boring long sailing time, no balance), the boom will be short and player base will be about 100-400 player till the game will be closed.

    If u check my posts, my foreseings just became true.

    I dont want to repeat myself, i suggested systems for conquest, OS sailing, and for ur every problem. if u want u can look after them in my old posts, and use them for ur ideas. As u dont recive suggestions and u dont have the man and mindpower to make real new ideas (the conquest system u made is so simple, its without any balance, any good idea, it just doesnt solve any player leak issue- so its shame and laughable) the game is dead for me still.

    I wish still the best to ur game and u.

    As the big "Levin" told, the problem is not if u make  wrong a bad dish, the problem is when u make wrong a good one. U do it now...

    Best regards ..

    • Like 1
  20. Dear Developers!
    I was thinking a lot about ur new system. I think it wont solve the problems. The strong guilds will make strong war companies, even if there will be a wipe. They will supress new players (solo players and weak guilds). Why should they get new players in the war companie, while they can get thier strong playerbase and thier mates they friends still? So supressed national players will be supressed again, while u make supressed player base within strong nations too (new players, small, not very active guilds). There is not any balance in the system. The strong will kill the weak.      

    I made a far better system, u should investigate it wisely, it solve all ur problems, and its not so hard to be implemented. I made an "alliance" system in it. The system is really simple, repetable, make unique and exciting political situations. It makes the map viable appart from the number of players. Top of all that its super balanced. Dear Developers, this system far better than the war company system, and i think, if u understand it, u will realize that to change to it is far easier.

    I suggest a new conquest (ruler) system. The war/play on the map should go for the Ruler of the Caribean title. In my system between two nation there will be 5 type of reletaionship. One can rule the other, they can be equals, or one can protectorate of the other. For example British can rule spanish, spanish can rule british, british can protectorate spanish, spanish can protectorat british, and they can be equals. If british wants to rule spanish, they have to attack one of thier ports and win the port battle. If they rule the spanish, they shouldnt be able to attack any more port, but OS battles will be still enabled. The British should be able to use the spanish resources (with smuggler flag they should be able to bid on thier resources, or maybe they should able to make smuggler outposts in enemy ports can be usable only with trader ships). If the spanish attack back to a british port, and they win, they became equal (they both can attack again, and British smugglers can not bid  in spanish ports again), and if they win another PB (area) against british, they will rule  british (cannot attack them anymore, but can bid on resources). If a nation rule  all others (get one area form all others or lets say win 1 PB against all others, and not lose any), they become the ruler of the caribean, and they win the map. Then should be map and nation status reset (all equals), but every outposts, xp, ships and so one shouldnt be reseted in the starting areas. Now about the protectorate system. When spanish lose a port against british, the spanish "best player" (who made the most combat mark in PB, or/and highest dmg, or just choose from the highest BR ship captains randomly) right after battle should have an opportunity to ask british (ask the best captain of the british) to make protectorate releationship.  The british "best" captain should have an option to decline or accept it till the port became british (24 h). If u give this options to this captains right after the PB, the nations on TeamSpeak, and they can discuss it if they want to have protectorate or not, or they want to reject or accept the offer, and they have 1 day to decide. If there is the spanish request, and its accepted, the protectorate will happen. This status cannot be changed in that map round. If british win the map (the spanish cant, as thier status i just same as the ruled status), they  get 2 conquest mark, all thier protectorates (max protectorate number should be 2) get 1 victory mark. The nations in protectorate relationship can use each other ports for bid, for making outposts and they cannot fight in OS sea battle either (alliance). They should be join into each other PBS, but the flipper nation captains should have a time advantage to join. If a nation win a map round, it shouldnt be protector of any other nation in the next round. In that case to win 1 round after 1 will be super hard.

    This system has loads of advantages. Strong nations capable to win has to attack all other nations, and they wont be able to anihilate or supress others (they can get only one area from one nation plus they can make protectorate status).

    The wars between nations will go for 1-2 important areas or lets say for winning PB-s, and not for getting huge play areas. It should work like a climbing ladder, win against (rule) 1 nation after 1.  In this system there are big chance that strong nations will deplete thier ship pool for the win, as they need to attack all others and defend against all others. Till the map reset (win) the national areas doesnt change much, so easy nation stay easy, hard nation stay hard even if they are ruler or underdog.  The system has the national balance in itselfs, as the strongest nation always against all others. In this system every nation has its part, because of the protectorate system (forced alliance). This system doesnt bother the cross play, what i think u support nowdays, as smuggler on ruler side still can be attacked, so own a second character on the underdog side still has advantage although in protectorate status this advantage disappear). With this system there is one problem. There can be a situation, when nation(s) with small starting area (especially swedish, US) will have only the capitals at endgame. Solution is easy, when a nation rule  all others but one, the last attack should be on 1st rate port or on the last remaining (not ruled) nation capital. If the main ruler win, the map reset come! There should be some tricky situation, but its not that chaotic, as it seems. For example if swedish, british and spain equals, British attack Cartagena (spanish port) and win, they will rule  spanish. If swedish attack cartagena after that, and take it, they will rule  british, while british still rule  spanish. Another tricky situaton if only US not ruled by British and British  attack thier capital but before attack time they lose one port against another nation. In that case the capital attack should be canceled.  This system simple, isnt it? I dont think has so much game killer side effect that u plan to implement with ur war company system.

    If u do this system, u have to make new port battle timer system aswell. I think there should be only 1 PB in every 2 (3) hours. The first nation who reach 100% tension at any port should get the first PB (after 22 h, 24 h or after 26 h, as u wish), next 100% tension port should get after 2 hour from the first PB start ( or more, like max PB time+5 min between  two PBs). If all PB time slot occupied on next day, rising tensions should be stay at 100% (no PB at 100%, and slow tension drop or deny  tension drop at all if they reach 100%) and the nation can grind the tension easily up to PB on the next day, and get the first PB time after that day.

    If u do the conqest/ruler system, u have to let nations attack others far from home water, and help to defend or take back thier isolated ports. That wont work, if u dont let players to make outpost at least 1 freetown, with the capability to move there ships automatically (after sailing there for the outpost for sure) and switch to ship there. This can boost OS PVP very much, and if u let only 1 freetown outpost, main force of the nation will have the same freeport, while minor part can do solo trader hunting, smuggling with it. I think my system can work without making this change in freetown outpost system, but i feel it should be better with it. Maybe its not necessary.

    Btw the main problem in the game now is not that there are supressed nations. They are still ghost nations, becuse of the mistakes u made u make still (sorry guyz).

    U have to make all player life easier, u have to make OS movement easier.

    There are a lot of boring sailing time implemented, 99% no action in it. This sailing are mostly ship rearrangement between outpost and for hauling. This OS sailing get players from real action, what is bad for them and for the rest.  Let all type of ships move automatically between outposts without cargo with 1 day penalty. In outposts should be an option to send ships to other outpost. The ships should get "on the way mark", and should arrive in targeted outpost at server reset or after 24 h (to avoid get advantage by fast rearrangement). This can give more active players on sea (PVE, PVP, smuggling, cargo hauling, exploring for outpost and for trading missons) against non active players. Btw automatic movement should help players struggled with ships in contested port aswell (struggling with ur best ship in a contested port can make player leak again, and can weaken low populated nations). Top of that i think ships from contested ports should move to the closest outpost automatically without any player action/intervention, so players after holyday or long work or just  a short break shouldnt get themselfes without thier best ships. I think till u not make OS sail easier, ur player base will always go below critical mass, and ur map wont work again and again appart from that what else u patch. I have that opinion appart form that there are lots of whining against making OS sailing easier. Those whiners are without real life, and im sure they wont leave the game, but normal players will sooner or later if they have to sail hours for some or none action. If u implement teleport system again, that is not good. Then the rearrangement (with no action) still stay in game with boring no action sailing, while u make cargo hauling easier, what is bad for trader hunting gametype.

    If u do this all, its not enough. The life in NA is just to hard to enjoy it. U should like 2xthe PVE money reward, 5xthe PVE ship and captain XP reward, 4xthe PVP money reward and 20x the PVP ship XP and captain XP reward.

    U should make PVP zones at ports with 50% tension with reward multiplayers to make healthy group PVP.

    Best regards ..

  21. This will be a sick patch! For better expirience u should let automatic movement with empty ships between outpost with delay, u should make much higher PVP reward in money and in ship XP, slightly higher PVE rewards, PVP zones (maybe at contested areas), and balance between nations, a repetable, well balanced conquest system.

    Guyz, i have to say, i can create better system in every way, than u do at any time. U  made soo many faults loosing a huge gamer community, what has now 500 player at all (should be 10000?) thats sad. U dont learn, seems.

    The map is empty, players just sailing around hours for nothing.

    I wish best for ur game...

    Best  regards ..

     

  22. Dear Developers!

     

    This changes just try to fix the new conquest system, what is a crap. The conquest system just eliminates underdog nations with a big player base loss. Now u make a new bad and chaotic patch to fix it. The result will be this: small guilds will disappear as spanish nation with a big player base loss again. Just go for it. By the way maybe ask players first, what should be changed and how. After collecting opinions u can decide what to do. Dont decide and ask after, thats bad way and just for to prove that u work right (but u not - sorry...). Just to make such ad-hoc changes will ruin the game again and again, as it did before. One of ur main problem that u divide the player base to too many nations, now u want to solw this problem with dividing them into more pecies. Baaaaaaad idea.

    I wish best for ur beautifull game.

    Best regards ..

  23.  

    I suggest a new conquest (ruler) system. The war/play on the map should go for the Ruler of the Caribean title. In my system between two nation there will be 3 type of reletaionship. One can rule the other, and they can be equals (later can be 4, if there will be an alliance system implement in this). For example British can rule spanish, spanish can rule british and they can be equals. If british wants to rule spanish, they have to attack one of thier ports and win the port battle. If they rule the spanish, they shouldnt be able to attack any more port, but OS battles will be still enabled. The British should be able to use the spanish resources (with smuggler flag they should be able to bid on thier resources, or maybe they should able to make smuggler outposts in enemy ports can be usable only with trader ships). If the spanish attack back to a british port, and they win, they became equal (they both can attack again, and British smugglers can not bid  in spanish ports again), and if they win another PB (area) against british, they will rule  british (cannot attack them anymore, but can bid on resources). If a nation rule  all others (get one area form all others or lets say win 1 PB against all others, and not lose any), they become the ruler of the caribean, and they win the map. Then should be map and nation status reset (all equals), but every outposts, xp, ships and so one shouldnt be reseted in the starting areas. This system has loads of advantages. Strong nations capable to win has to attack all other nations, and they wont be able to anihilate or supress others (they can get only one area from one nation). The wars between nations will go for 1-2 important areas or lets say for winning PB-s, and not for getting huge play areas. It should work like a climbing ladder, win against (rule) 1 nation after 1.  In this system there are big chance that strong nations will deplete thier ship pool for the win, as they need to attack all others and defend against all others. Till the map reset (win) the national areas doesnt change much, so easy nation stay easy, hard nation stay hard even if they are ruler or underdog.  The system has the national balance in itselfs, as the strongest nation always against all others. This system doesnt bother the cross play, what i think u support nowdays, as smuggler on ruler side still can be attacked, so own a second character on the underdog side still has advantage.With this system there is one problem. There can be a situation, when nation(s) with small starting area (especially swedish, US) will have only the capitals at endgame. Solution is easy, when a nation rule  all others but one, the last attack should be on 1st rate port or on the last remaining (not ruled) nation capital. If the main ruler win, the map reset come! There should be some tricky situation, but its not that chaotic, as it seems. For example if swedish, british and spain equals, British attack Cartagena (spanish port) and win, they will rule  spanish. If swedish attack cartagena after that, and take it, they will rule  british, while british still rule  spanish. Another tricky situaton if only US not ruled by British and British  attack thier capital but before attack time they lose one port against another nation. In that case the capital attack should be canceled.  This system simple, isnt it? I dont think has so much game killer side effect that u plan to implement.

    If u do this system, u have to make new port battle timer system aswell. I think there should be only 1 PB in every 2 (3) hours. The first nation who reach 100% tension at any port should get the first PB (after 22 h, 24 h or after 26 h, as u wish), next 100% tension port should get after 2 hour from the first PB start ( or more, like max PB time+5 min between  two PBs). If all PB time slot occupied on next day, rising tensions should be stay at 100% (no PB at 100%, and slow tension drop or deny  tension drop at all if they reach 100%) and the nation can grind the tension easily up to PB on the next day, and get the first PB time after that day.

    If u do the conqest/ruler system, u have to let nations attack others far from home water, and help to defend or take back thier isolated ports. That wont work, if u dont let players to make outpost at least 1 freetown, with the capability to move there ships automatically (after sailing there for the outpost for sure) and switch to ship there. This can boost OS PVP very much, and if u let only 1 freetown outpost, main force of the nation will have the same freeport, while minor part can do solo trader hunting, smuggling with it. I think my system can work without making this change in freetown outpost system, but i feel it should be better with it. Maybe its not necessary.

    Btw the main problem in the game now is not that there are supressed nations. They are stikll ghost nations, becuse of the mistakes u made u make still (sorry guyz).

    U have to make all player life easier, u have to make OS movement easier.

    There are a lot of boring sailing time implemented, 99% no action in it. This sailing are mostly ship rearrangement between outpost and for hauling. This OS sailing get players from real action, what is bad for them and for the rest.  Let all type of ships move automatically between outposts without cargo with 1 day penalty. In outposts should be an option to send ships to other outpost. The ships should get "on the way mark", and should arrive in targeted outpost at server reset or after 24 h (to avoid get advantage by fast rearrangement). This can give more active players on sea (PVE, PVP, smuggling, cargo hauling, exploring for outpost and for trading missons) against non active players. Btw automatic movement should help players struggled with ships in contested port aswell (struggling with ur best ship in a contested port can make player leak again, and can weaken low populated nations). Top of that i think ships from contested ports should move to the closest outpost automatically without any player action/intervention, so players after holyday or long work or just  a short break shouldnt get themselfes without thier best ships. I think till u not make OS sail easier, ur player base will always go below critical mass, and ur map wont work again and again appart from that what else u patch. I have that opinion appart form that there are lots of whining against making OS sailing easier. Those whiners are without real life, and im sure they wont leave the game, but normal players will sooner or later if they have to sail hours for some or none action. If u implement teleport system again, that is not good. Then the rearrangement (with no action) still stay in game with boring no action sailing, while u make cargo hauling easier, what is bad for trader hunting gametype.

×
×
  • Create New...