Jump to content
Game-Labs Forum

Archaos

Members2
  • Posts

    2,031
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by Archaos

  1. 1 minute ago, Captain Lust said:

    Pretty much this... i have no use for epeen measurement contests but paints on the other hand improve the game visually and give a option for customization on your ship which is sorely lacking at the moment...

    So your whole argument about the leaderboard is just about getting rewards rather than a system of recognizing who is good at PvP. May as well not have a leaderboard and put rewards like paints etc into deadmans chest events, after all its not about showing your skill its just about getting paints.

  2. 5 minutes ago, Otto Kohl said:

    For the love of god just bring paints back...

    Paints are not currently in the game for whatever reason. I guess they will eventually come back and initially they may be rare but eventually they will become commonplace as they were before, so they will not be a way of showing how good a PvP'er you are but more of how much money you have to enable you buy them from other players.

  3. 2 hours ago, CaptVonGunn said:

    I would suggest that maybe a Very High Exchange rate and we can use it for things like.

    Combat Marks or  Something semi useful....

    I think such a system would only increase the PvE grinding. Once players reach max rank they should be encouraged more to go out and find PvP. I understand the XP seems wasted but if there is still a use for it then people will still grind PvE and still complain about the grind in the game.

  4. Rather than use a leaderboard to indicate the PvP players with the most kills, why not have a ranking system that ranks players up based on the numbers of kills. Still use the BR formula that is currently used for leaderboards, but make it so that after so many points they get an additional ranking that is displayed visually by their name. If they get killed they lose points from that ranking so it is not just an endless rise in rank. If you get killed too often you can lose rank too.

    You could have several ranks up to a maximum and you could even have a different ranking system for captures rather than kills. Just something to indicate the sort of player you are up against. Different nations could have different designations in their ranking systems to make them more personalized.

    NO REWARDS for such a system just a system to indicate the people more successful at PvP. From discussions in another thread it occurred to me that many PvP'ers want some recognition for their success and something to show for their efforts and I think such a system might encourage more people to go out and PvP.

    • Like 1
  5. 1 minute ago, Jean Ribault said:

    Again though for smaller nations if you weren't plagued much recently you wouldn't have a bounty list, while bigger nations with more opportunities would have all kinds of bounties out.  Your idea makes sense, but better applied IMHO over the entire server.  You could post the bounty right alongside the leaderboard of infamous captains.

    A bounty on a daily list would be too much, it would have to be a cumulative list until the person was killed by someone at which time their bounty would reset. Nothing to exorbitant as a prize but something that could grow to be worthwhile if they killed too many of your nation.

    If your nation is that small that is suffers no attacks then just be happy and do your trading without fear or spend your time getting yourself on others wanted list.

  6. It has already been shown in another thread that the invisibility speed boost is being used to attack unwary targets, so while it may have solved the revenge fleet problem it has introduced sneak attack problems and given the raiders too much advantage. Raiding deep in enemy waters should come with increased risk, the revenge fleets issue is a problem but I do not think this is the solution.

    • Like 1
  7. 8 hours ago, Prater said:

     

    I don't think you know what a defensive tag is.

    I run control.  My Lynx is extremely fast.  If they tag you right away as you enter tag range - this is a defensive tag - you can't catch them in time because they are outside the 750 meter control range (the distance is 1000-1500+ meters) when battle starts and there isn't enough time to get into control range by the time the leave timer expires.  Now in the past they get away, I guess which direction they will run, get it right, and come out of invisibility right on top of them and initiate my own tag.  Now that won't be the case.

    I agree defensive tagging is a problem, but the old method of when they escaped you just re-tag them is a problem too, what happens in that case if they escape you again? you just keep re-tagging till you get it right, which is a broken mechanic. There are two separate mechanics here that need tweaking. The defensive tag one as I say should be easily solved by offsetting the tag circle or making it more elliptical, The re-tag issue is a bit more difficult to solve, and I do not think the current solution of invisibility and speed boost is the best.  

  8. 2 minutes ago, Prater said:

    Ok, and a trader can defensive tag at extreme range and make it impossible to get caught in the first place.  You shouldn't even be able to initiate combat unless you are in combat range in my opinion.

     

     

    Many months ago I suggested a fix to the defensive tagging problem, but it was ignored. Simply have the tagging circle offset so it is greater in direction of travel, that way the person running cannot defensive tag till the attacker is quite close already.

    • Like 2
  9. Just now, Prater said:

    Raiders should be doing most of the attacking actually.  This lets a revenge fleet have a one shot to get the raider.  If they get a bad tag, then the raider will get away after the battle.  So actually, without testing it, I'm not sure this actually fixes revenge fleets, though it does help defenders get away from repeated tags.

    Not really, a raider who knows what he is doing will use the speed and invisibility to avoid the revenge fleet in the first place and be off to hunt the next target on his terms.

  10. Although I do agree that pirates should get their own mechanics, I believe currently the biggest obstacle to pirate mechanics being developed is the possibility for the mechanics to be used to exploit. Just look at the number of threads in tribunal about people using pirate mechanics to get some form of advantage in RvR, and this is with only very few differences between pirates and nationals.

    A lot of the ideas already expressed in this thread if you looked closely at them you would find ways that people would exploit using alts and with the current issues with the RvR and general OW game mechanics still needing to be fixed properly I think introducing pirate mechanics at the current time would complicate things further

  11. 2 minutes ago, AngryPanCake said:

    if you put your mind to it, there are dozens of ways to give you a location without the same accuracy.

    Admin has already directed people to third party sites if they really want to know their position. So I guess they dont want to have it in the game to satisfy the people who want to do some dead reckoning navigation and for those that want more accurate positioning they let you use third party sites.

    I personally find that the current in game tools are enough for me to estimate my position so I dont mind either way.

  12. Just now, AngryPanCake said:

    I mean, it makes me laugh when people don't want "GPS" because...of what? it's not historical? it's not supposed to be accurate? yet, the trader tool gives you commodity prices live and the exact distance to every single port?

    So, you are saying a little GPS is ok, but not too much though!

    Anyway, since the trade tool gives us the distances it would not be unrealistic or game breaking to replace the heading on the protractor with distance, and it doesn't have to be accurate, instead or single increments, make it like 5-10-15-20 km, which gives you a 5 km margin, or make it a 10 km margin like 10-20-30 km, to add even more inaccuracy,

    But for God's sake, stop with the GPS BS!

    I do not mind which way they do it. But it is obvious that they wished there to be some uncertainty regarding your position hence the reason they removed the GPS position. So until they change their minds on that there is no point asking for a system that will give you your position to the same accuracy.

    • Like 1
  13. With a 5 second timer but the same tag circle size it will give advantage to the defensive tag as in most cases 5 seconds will not be enough for the attacker to close the distance to the prey if they are defensively tagged at maximum range. So it will lead to a lot of long chases with the prey regularly getting away.

  14. If they did this then they may as well bring back GPS position. Your position can be fixed too accurately using distances. If they want to simulate some form of navigation they have to leave in some form of uncertainty regarding vessel position when out of sight of known landmasses.  

  15. 1 hour ago, Slamz said:

    The problem I see today is that there are far too many "safe zones" in the game where you are very unlikely to encounter an enemy because nobody can be bothered to sail for 2 hours, each way, to get there.

    There SHOULD be more raiding going on out of remote free towns but the present state of the game makes it so much of a hassle that almost nobody can stand to play that way. (You really have to have zero interest in RvR to play like that.)

    Read the threads about solo raiders and look at the numbers of traders they are capping and then say there are too many safe zones.

    There is a balance to be reached, if you make it too easy for the raiders then you kill off trading. The main trade hubs are the freetowns, so making access to freetowns easier will seriously affect trading. At present there is risk with trading which makes it interesting, you can afford to lose the odd cargo and still be able to make profit, but if that swings round and majority of the traders make losses then you kill trading, which in turn affects the raiders.

    To many people want things handed to them on a plate and cant be bothered putting the effort in to hunt. If a trader has to sail for several hours to get the best trade routes and prices why shouldnt the hunters have to do the same when hunting them?

  16. There are a couple of issues I have with allowing teleporting in and out of freetowns.

    1. It makes it easy for raiders to attack traders especially now that there is more trading done in OW. If teleporting is allowed both ways then a raider can set up in several freetowns and quickly hop between them looking for targets, basically allowing him to be in several regions at the same time. Only allowing teleport out of freetown may be a compromise, but this leads to my second issue.

    2. Freeports are big trading hubs for trade goods, any easier access to them allows people to buy up and stockpile these trade goods to control the market. Traders will be able to set themselves up so they have easy access to these ports which will give them greater control of the market.

    I think the current system is just about right with freetowns, they become more like ports of refuge or trading hubs rather than bases to operate out of.

  17. 3 minutes ago, Rychu Karas said:

    The ship grinding is not bad itself. Only the way how its implemented atm is. The missions are horribly boring and stupid as hell, Always the same situation, nothing new. one fakin scenerio, Kill one or more NPC, they are always in front of u, beam wind... WHO THE FK design it?

    I could agree with this if this was a mainly PvE game, but the game is supposed to be a PvP game so that is where they should be concentrating their time. The reason the PvE aspects come to a head is that the current game mechanics appear to make people do more PvE and hence they notice the failings of PvE. Once they eventually get the PvP right they can look at making PvE more interesting.

  18. The sad thing is that most games need some form of grind to give the game longevity. If everyone could reach maximum rank and maximum slots unlocked easily then you would find people become bored as they have no further goals.

    The problem also is that many people feel they need to have all slots unlocked before they can be competitive in PvP rather than just enjoying the game no matter how many slots they have unlocked. This is partly to do with the fact that having all slots unlocked can make a huge difference to your performance especially with stacking mods.

×
×
  • Create New...