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Archaos

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Posts posted by Archaos

  1. Screenshot_126.jpg?width=893&height=467

    Somehow the Pirates managed to get 10300 BR into a 10k port battle at Puerto Escondido. Probably didnt make much difference to the result but something is wrong.

    I believe the Portillo port battle was also over BR with the pirates at 10200 BR.

    • Like 1
  2. 31 minutes ago, Hethwill said:

    there's BLACK and there's BL4CK and both are different groups with very much distinct approaches to the game and playing Pirates.

    Well maybe they should make their names more distinct to avoid confusion.

  3. 53 minutes ago, koltes said:

    Go organize their own force, attack national ports. Claim it. Build ports, bonuses. There you have it. Just keep your hands from mine that I worked for. 

    But didnt you just arrange with another nation so you could take what they had worked for and invested in from them? Why didnt you go for another port on this large map?

    • Like 4
  4. I cannot confirm how it treats nations that are not the owner of the fort, but if the fort is the same nation as the attacker then it targets the defender. I attacked a Russian player by the fort in Morgans Bluff and the fort destroyed him.

  5. 2 hours ago, zaba said:

    Hiding in their main time ? You know that you are playing with people from australia and NZ ? 

    Less crying and learn to live with what we have... One server, global timers 

    It was not a complaint, it was a response to a comment made by someone. The simple fact is that it is difficult to attack a port that is not in majority of your players prime time, especially a port that requires 25 players to attack. All nations set the timers to what suits them best as long as people realize the reason a port is not getting attacked. GB want that port back but if the timer does not suit majority of the players it will be impossible to mount an attack.

  6. There is a simple solution to the problem. If a clan is not on the friend list of the port owner and wishes to craft there then they pay a little extra to the owning clan, sort of a tax for not being on the friend list. That way new clans that did not contribute to the original investment are paying into the port and everyone in nation has access to the port bonuses. The tax could be extra reals for small ships, doubloons for larger ships and CM's for 1st and 2nd rates.

  7. 23 hours ago, Hethwill said:

    GB, hope you guys plan the come back and not start to give up. Is just one battle in a war :) 

    I guess that all depends on what timer they put on it, experience has shown that they will hide it behind a timer that is difficult to attack.

  8. 1 minute ago, Angus MacDuff said:

    I see a problem here.  Only traders can enter an enemy port, so if I (russian)capture a chest from a Brit, I cannot escort the Indiaman into the originating port (Brit).  I think you need to allow a chest that is captured from the raiders to be brought back to your own port. 

    I guess you can only take a raid mission from your own port so returning there should not be an issue. The example they used of Maricaibo and Cartegena does not work in current game as both are Dutch, I am assuming.

  9. Just now, Despe said:

    This sounds much better than PvE raids. I think that the best idea is make PvP raids in PvP server, and PvE raids on PvE server.

    How is it different? The raiders have to do a mission against AI, the only possible PvP is after the raid when the raiders try and get the cargo ship back to the port. Similarly the NPC attack on ports can have PvP by people trying to stop the defenders entering the port battle. In both cases if left alone it just ends up as PvE.

    Not that I am against either of the new mechanics as I think the game needs something to inject some life into it, but I think we just need to see how they work out in practice.

  10. 2 minutes ago, Teutonic said:

    if someone decides to sail a deep water ship all the way to a hostility mission for a shallow water port - and the hostility happens to be in a deep water area, why shouldn't they?

    I think the issue is more that it is impossible for some nations defending in these areas to field deepwater ships to counter the hostility. The attacking nation may decide to sail for an hour to raise the hostility but the defending nation do not have the time to sail their deepwater ships there to counter as the hostility would be over before they could arrive.

    Hostility missions for shallow ports should be limited to shallow water ships.

    • Like 4
  11. 20 minutes ago, Powderhorn said:

    Well, scenarios like this one come to mind...

    Sorry I do not understand? What scenario like this? The fact that they are a big nation with lots of PvP and RvR clans actually make Russia currently a very easy nation. The same would apply to any other large population nation that had a lot of PvP and RvR clans.

    Compare Russia to GB in the current game, both have around equal population but GB has very few strong PvP and RvR clans, GB has mainly new players starting out in the game while Russia has had many experienced clans move to them since the reset to join already strong organised clans that made a good start after reset.

    Don't get me wrong, I have nothing against Russia, they are just currently the nation with a large number of PvP/RvR clans and population. Other nations have been there in the past including GB.

    • Like 1
  12. 3 hours ago, Hethwill said:

    - An impossible nation must be aggressive to survive. 

    Can you please explain what makes Russia or any of the so called "impossible" nations impossible apart from the fact that they do not have a unconquerable capital and that the Devs have labelled them impossible nations? There are no other differences or restrictions that make these nations any harder to play than any of the so called easier nations.

  13. 17 hours ago, Hethwill said:

    Escape from Tarkov. Multiplayer, full loss and loot. You only keep what you can escape with. You might loot and kill lots of other players but killed before you escape. All lost, just xp won. Try again. Learn, get better. Play with friends, increase chances of success.

    Oh wait... that could almost, almost be NA War server...

    The problem is it is not like that, in NA the main reward you get from killing lots of other players is the completion of PvP missions that reward CM's and chests, any upgrades you loot from sunk ships can be put safely in you chest while at sea, the doubloons you have to carry in your hold, but they are not that valuable that it is important to get them back to port. There is no cargo worth capturing and if you are lucky your prey may have some repairs to let you continue on with your raiding.

    This is why there is so much camping of new players and traders. Killing a new player nets the same rewards as killing an experienced player for a lot less risk. Killing a trader counts the same towards a PvP mission as the same rank warship. No one ever bothers to take the cargo unless it happens to be some rare books or really valuable crafting materials and even then they have to dump a lot because they do not want to overload themselves.

    Players do not have to get back home with their prizes, they do not have to risk getting jumped as they try and get captured ships back to port. Sure, some people do capture special ships from their enemies and sail them back to port, but only when they are close to their own ports or have sufficient numbers to ensure their safety. How many people have sunk good ships they captured because they know that there will be a revenge fleet waiting outside to take it back if they try and get it home.

    So it may be a full loss/loot game but the captured loot does not mean much.

  14. 23 minutes ago, William Death said:

    When substituting weaker woods, boat designers tell you, (often its right there on the plans), to increase dimensions as necessary to compensate.

    But what you are referring to here is in order to maintain the same strength and has nothing to do with speed. If you build a ship out of weaker woods you would have to increase the dimensions and thickness to maintain same strength as a ship built out of stronger woods, but the net weight for both ships will be almost the same. To build a fast ship you have to build out of lighter weaker materials to reduce weight for the same class of vessel and thus the OP suggestion is valid.

  15. 3 minutes ago, Riot stick said:

    The British nation is weak. Imo this is not good for the game. The biggest influx of new players is in the British nation or Pirate, both of this nations are weak and under pressure.

    This is why GB is weak even though they have one of the largest number of players. Many new players join GB and while they are learning the game get farmed by more experienced players around KPR. The smart ones move away from there and many of the better ones eventually move to other nations and when they need combat medals they know where to return to to farm them. GB is actually one of the harder nations to play because everyone believes they should be a strong nation due to the number of players but really they are a nation of mainly sheep there for other nations to farm.

    • Like 1
  16. 11 hours ago, Crimson Sunrise said:

    u realize your endorsing gold sellers, basicly ur saying if they dont talk about it on the game chats its ok. cause u wont take other platforms like discord or reddit as evidence of these transactions.

    ur also not stating the consequences if people are buying game assets for real world currency. or the penalty of those that are selling it but not using the game chats to broker the deals,

    Not really, they are just saying that they have no way to verify reports from other sites as they do not control them. How would you feel if you were falsely accused of gold selling based on some forged evidence from a third party site and the Devs just accepted it as presented and banned you?

  17. 4 minutes ago, rediii said:

    to be honest what we realy need is that every player has by standard all free ports as an outpost and 3 or 4 he can choose himself.

    This would make the whole map smaller because everyone can reach all points of the map in roughly 1 1/2 hours sail

    Although this may seem a good idea, it would actually make the game less accessible for most players unless something was done about free port camping. A lone or small group of players can basically block a free port with almost no risk by sitting on the dock attacking anything weaker than them or running from anything stronger.

    Personally I think all freeports should have a fairly large no attack zone around them so they are easier to enter and leave and persons camping them can be caught before they can run back to port.

    • Like 1
  18. 2 minutes ago, Flinch said:

    Food for thought. Maybe a player who cant sink a santi in a wada shouldn't have accelerated XP gains?

    I was not advocating for accelerated xp gains, I was pointing out that available missions can be difficult for new players. When a player is struggling to get a kill against a single ship of equal rate there is no point telling them that they can get amazing xp from attacking a ship 2 ranks above them. I am sure you would get great XP from sinking a Santi in a basic cutter but how many people would actually try it.

  19. 10 minutes ago, RepairyMcRepairous said:

    it doesn't give them that much of an advantage, with the amount of alts going around people still set up there, the advantage of owning one isn't that amazing, its slight. but enough to make people want it.

    if the advantage is that great then you will have to get help to take the port. I mean saying they will become unbeatable is just a daft excuse. there should be something to achieve rvr wise otherwise everyone will have their 55 point ports stick to them and no one will fight anyone because there's no real need.

    But the problem now is that the high point ports are so valuable that losing one could destroy a nation, so stronger nations hold back on their RvR so as not to kill the game.

  20. 2 minutes ago, RepairyMcRepairous said:

    isn't the point that theres so "few" 55 point ports that it will create contest to go out and get one, to generate content. i.e. you don't just get given it you have to fight for one.

    I think there should be far less 55 point ports. hell I would say that just 1 or 2 would be far better.

    That does not work either as they give so much advantage that once one side has a foothold they become virtually unbeatable.

  21. 30 minutes ago, Hethwill said:

    The 500xp ones instead of the 2000XP ones are slower and easier. Those are the examples posted by the OP, the second by Koltes.

    There's also even slower and easier for total newcomers with 7th rate missions from capitals.

    But OP suggests it is too slow if it is easy.

    The thing is they are not really easier for a new player, even when matched against an equal rate ship, because until they learn how to angle and avoid damage then broadside to broadside the AI usually wins. Remember new players start out with no slots unlocked while the AI is always fully upgraded with best books, they may be stupid but they can pack a punch.

    The 7th rate missions from the capital are still dangerous because there is no new player protection and experienced players hunt around the capital farming people on their way to the missions.

    Koltes has the right suggestion for the option of missions against a rank below, not giving much xp but allowing new players build confidence till they feel they are ready to take on harder targets. Trust me people will get bored of killing targets that are too easy and will then try harder missions.

    • Like 2
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