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Chug

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Everything posted by Chug

  1. Found a 4th rate epic in middle of shallow water area. impossible to reach with ships needed for this event. F11 sent. co-ords : X 68573.1 Z 232436.2
  2. Chug

    Patrol mission

    well if you actually got the PvP marks then this needs looking at ASAP.
  3. Lower Port BR's across the map - give smaller nations/clans a chance to fight for them and defend them. Adjust bonuses of underused wood types (caguarain,sabicu,mahogany,oak,cedar) to be of more use for crafting ships and make the ports that produce them more desirable. Increase looting range (as you said you would in other post's 3-4 patches ago) we can still board a ship, win the fight and NOT be in looting range.
  4. Think you missing the point Kutai was making there Wojtek. It's got nothing to do about having a chance to win a PB against Prussia. Your right Pirates don't have the players/ships/resources to do it. They might win one but then to hold it... no chance. (Especially with how high the BR's are for some ports). Pirates are one of the weakest nations in game right now. It's the faction most new players join and one most veterans leave. But that's not the point. What Kutai's point seems to be is, that taking a port you own as one nation (pirate RUBLI) using the clan that is you as well in another nation (Prussian TALER) before your clan has fully switched sides and then on top of that, telling people not to come help defend it because your "fine" is a very low move and is "port flipping" which is against game rules (? admin). This followed by inviting clans to help you defend your port (Grand Turk) to then within a few hours switch sides and start doing hostility and attack this same port again is a low move. you know this, we know this and they know this. It is what it is unfortunately.
  5. Should of posted it here first but it works in both. please read and comment.
  6. Right now certain clans/nations are being a little "gamey" with their port battle windows and changing the time every 24 hours (maintenance) to mess with other factions/clans being able to plan and grind hostility and attack these ports. Suggestion: Port battle/hostility time windows should be locked for 48/72 hour (or maybe more) after being set.
  7. Chug

    heavy bottles

    inc hotfix to fix the hotfix?
  8. Idea would be to increase costs for every extra port you want on the same timers. So example. 1 port on 11-14 timer costs 100k for that port. If you want a second port on 11-14 it will cost you 150% more, and next one at same time 200% and so on ( these are just example amounts/%). This will make putting all ports on the same timer very expensive. This will make it still possible for clans to do these timers, but maybe set different (cheaper) timers on port they find less important. Then maybe timers will be more evenly distributed over the different timezones. This was not my idea but a clan mates and I kind of like it.
  9. Summary: Using PvP marks to change PB timer need more details and to test. could go either way (good/bad). PB time Window 11:00-14:00 increase time by 1 hour to take into account maintenance. PB timer to be set to 48-72 hour cooldown before being changeable again to avoid port battle "dodging". Hostility raised by PvE to be in the window but PvP to be anytime upto "X"% with rest having to be done in PB window. Shorter/longer PB time windows affect production/tax/costs of port to promote more opportuintes for Port battles. Risk/Reward. More Customisation of clan owned ports to give reason to take and hold a port beyond access to a rare resource. More ports need to offer something different to give people a reason to go visit/take them. Long Verison : Just from a pure game play point of view. Having a port battle window from11:00-14:00 which is right after maintenance is not really good. All other "PB time windows" you can sail out earlier to be ready to go just after the start timer but with the 11:00 you cant. So really, the 11:00-14:00 is more like 11:30-45 to 14:00. Extend this window by an hour would be a fair move by the Dev's. (Not even taking into account the fact that it's a bad time in general for most players). As for the pvp mark/time shift PB suggestion. Will have to wait and see how it will be implemented and test it. It might work or it really might not. I would suggest however that with the current system, being able to change a PB timer daily is also not good for gameplay. Once a PB time window is set it should be locked at that for 48-72 hours. This gives people time to plan around this time and not wake up to find the timer is now 3-6am when it was 20:00-23:00 the day before. How about: PvE hostility only raised during the PB window PvP hostility raised any time of day but only upto 75% (% just a suggestion) rest would have to be done in the PB window to set the port battle or done with PvE in that time. many ports don't really have a benefit to holding them, they produce nothing of worth that cant already be got elsewhere by most factions or are not in a good strategic spot to attack or defend from. Many ports never get visited and you can see that many ports make "0" tax a day. With the proposed Victory/hostility changes by admin this may well change but a suggestion would be: Make owning a port more appealing by allowing clans to build/invest more into them. "Customize" them. Do you turn a port into a fortress that makes very little money or into a trade centre that is easier to attack: simple version could be done with shorter or longer PB windows. short window = safer but you take a production/tax hit. Long window = production/tax Bonus. This could at a later date be expanded upon with ability of the owning clan to upgrade Fortress defences for example to make them tougher or build a clan docks (like the clan warehouse) for clan to store ships for use by the whole clan or build a merchant quarter to generate more trade. all would cost a large amonut of gold and resources (clan effort). Yes, this is long term, pie in the sky stuff but the base idea is valid. To get people out across the map and involved in the wider game world. Ports are like shops on the high street. if they all sell the same thing you just go to the closest one. You need to be able to offer something different to people. This is working with the ports that produce the rare goods, copper, cartagena,teak,white oak etc. but for the majority of the other ports, not so much. PB timers, hostility,port battles and the ports themselves. They are all part of the same gameplay so all need looking at.
  10. Chug

    super slow ship

    nope. had ship on sale. shout went up in clan "enemies...." cancelled sale, put hull/rig/rum on (8/8/30) and sailed out to pvp, at sea in open world all fine. pulled into fight and then just... super slow mode. Like i said was weird. as a side note. The privateer should have area control ( I believe) but I didn't have the "control" indicator you have at top/middle of screen as usual when you sail a ship with it. not sure if related and yes enemies/friendlies were well in range.
  11. Chug

    super slow ship

    nope checked that as well. had time to check it all and then again.
  12. Chug

    super slow ship

    Took part in a pvp fight today. was sailing a fir/fir privateer so nothing special but as soon as the battle started and we could put sails up and move, my ship would not do more than 3-4knots and turning was like i was in a slow 4th rate or even 3rd. Nothing in the hold apart from a few hull/rig/rum. sails fine. brace not on, sailing full crewed. Just stuck sailing at a snails pace. ended up dying to a double broadside from a wapen and a wasa which was kinda fun to watch lol and am not after the ship back just wanted to report it. Have also sent an F11. Just curious what causes this as have had people i know have similar experiences on the rare occasion. Was just a weird thing to experience.
  13. and there Jonny you don't know what you talking about. the stuck issue here is not the original one. Just us trying to get attention to the problem. Admin's have all the data. you do not. So don't comment on things that you don't know anything about and have nothing to do with.
  14. and to be totally honest, 6 of us sat stuck for what is nearly two hours now through no fault of our own we all feel that some compensation would not go amiss. An extra chest from the event for example or a ship to redeem. Anything really as an apology would be good. none of us are happy right now. We get this is not your fault as an admin and we thank you for responding and helping solve the problem but put yourself in our shoes and I think you will understand where were coming from. and apologies for not seeing the last bit of you post admin, guys just told me. So on behalf of all the guys in KOTO, thank you Vlad and Congratulations on the baby.
  15. So today we found an epic 4th rate mission, just on edge of shallows. we sailed up and were able to join it no problem. we have completed the mission. sunk all 9 AI and got all the chest. We then leave the mission and find ourselves unable able to move stuck in deep water ships in middle of shallow water area... tow to port you say... well we have deadmans chest's. We cant tow, we cant open chests as you have to be in port, we cant tag an enemy and "pull" ourselves free with a fight as we come out in exact same spots as before ( we tried it). we have sent F11 reports, sent messages in game and on forums to ADMIN's and got nothing back. we have 4 of our six players literally stuck unable to do anything. can you please look into this and give us a response. we have now been sat here over an hour or more trying to sort this ourselves or get some admins attention o help with no luck. not good. Kind regards. a bored and disappointed and very stuck NA gamer.
  16. Chug

    am in need of an admin in game please. major problem with game and its time sensitive. sorry should say major problem in game. a laod of us did a mission and are now stuck in deep water ships in shallows unable to tow.

    1. Show previous comments  4 more
    2. Abram Svensson
    3. RKY

      RKY

      you can't tow with a silver chest.

      relog was attempted and didn't change position.

      f11 was submitted, but we are looking for a quick answer about what to do...

    4. Chug

      Chug

      hello we are kind of stuck here admin. really could use some help. this is a major bug/problem.

  17. Would it not work better, if you were given the ship for the pvp "Naval Patrols" on taking the mission itself and not as one of the rewards for doing it. Then if you have not done the objective within "X" hours, the next time you enter a port the ship is removed. Ship perma upgrades/knowledge could be pre-set/fixed for the given ship. Combine this with: You receive little to no rewards for using this ship outside of the Patrol area (for your example, La Mona) and unable to join other missions (combat/fleet/hostility). Anyone sinking you outside the Patrol zone would get no rewards or very little. make it so everyone can see your on a "patrol" ship. (just like when carrying a deadmans chest, everyone can see you are). You could even then provide bonuses/counter missions to kill players on these "naval patrols". This would do exactly what you want: As well as provide the opportunity for more balanced fights. Rewarding a ship note for these missions removes a large portion of "customers" from the crafting/gathering market. so do it the other way round. "here's a free ship, go do pvp you got nothing to loose"(but with a few limits) and then if you want to do Port battles, true open world pvp... " go play the other parts of the game and gather what you need". These misisons seem like a good soft entry point for new pvp players and even for people just looking for more pvp who cant afford to loose their ships on a regular basis due to limited time to play and this way it serves it purpose better without impacting the economy to much.
  18. @ admin Any chance we can get an update on when this change will be added? It has not been listed on either of the previous two patches that have been released since your response. Kind Regards.
  19. Pretty simple. When in a battle group, the total BR of all ships in the battle group should be displayed above. Trying to work out who's brought what and what the BR for ships adds up to is a real pain when it matters for Port Battle BR. this is also exacerbated by the fact that in a battle group the ships people are sailing are not shown.
  20. then i wouldn't really call it a toggle on/off. if you have the ship with control on, your forced to use it or not use the ship at all and it can have a real downside to it in team/pvp fights making the ships stuck it with it a liability more often than not. I believe people will be less inclined to sail them and the ships it's on were already not really sailed. reno/pavel/essex etc Having control by default on a ship with no way to turn it off i think is a bad thing. just my thoughts.
  21. Well the Danes and the Swedes for sure. It even shows that on your linked map SKurj. so not sure why you asked.
  22. What seems to happen allot, is people go to an area to hunt players and have some OW pvp... fair enough... but more often than not, they then wait till a player starts a mission or a fight with open world Ai fleets outside the reinforcement zone then jump into that fight. This is "ganking" in my book. The call then goes up " i just got sunk while doing..." and then/IF people respond, they come out to hunt the hunters. Now with the current invisible/speed buff after you leave a fight, the chance of one or two of these players waiting outside to be in the right spot and the right ships to catch you is pretty remote. Even if they know the battles exact location. So you need/take allot more players (if you can) to have a bigger "net" and therefore a better chance to catch the aggressors. The side affect of this play style is other people tend to spend allot of time in "reinforcement zones". So now say you get caught by one of these "counter gankers" (who themselves have now become "gankers" in the others eyes) they happen to be in the right position and the right ships. (By luck or by planning it doesn't really matter). The remaining other "X" number of players who were also waiting in open world, then try to sail to join the fight. This will usually take so long and have them join so far away that they will have no real chance of getting involved. Perhaps the lucky few guys who were close enough to be in the pull circle or join instantly can chase you in battle firing the odd chaser trying to reel you in while you fire back chasers trying to slow them down while you run, which can take a very long time. (most of us, if not all, have been in this situation) It's not always that way, you can get good tags and have a few guys close enough to get some broadsides off or the enemy may turn and fight, but with the difference of Open world scale to Battle scale, it can mean a player right behind you in open world can be a long way off in the battle once you've joined. This can be be made worse by what you see in open world not always seeming to relate to your spawn position in battle. (I've pulled ships while i'm on their right and spawned on their left ( and no I was not in the smaller circle)). Suggestions: 1. Why not introduce a smaller tag circle after you escaped a fight for X mins. meaning enemy would have to be closer to you to pull you? and i do mean smaller not just 10%. This circle would then "grow" back to normal over time, but I'd also suggest combining that with a permanent scale change between open world and battle. So when you pull someone you start closer than you do now. If your two ship lengths away in open world when you pull someone and that is say, 8 lengths in battle, make it 4 or 6 lengths instead. (Side note: join circles spawning in land is still an issue.) 2. Missions that are in a reinforce zone should say so when taken and offer a somewhat reduced reward. (perhaps not for new players for X days or X missions?) 3. Missions both in and outside of safe zones should NOT be joinable by enemy and be open for 10 mins on a "request to join" for friendlies (unless in same team/battle group/clan then you can just join in this time period). Markers should remain for missions outside the reinforce zone for a longer period (not forever) allowing hunters if they so wish to wait for a player/players to leave and attack them. (perhaps missions should not show exact numbers or BR but a range of numbers and BR) ( 1-4 players 150-450BR for e.g.) 4. Open world fleets "tagged" inside reinforce zones should close instantly for enemy players (following same rules as missions above, request entry etc) while outside the zone they remain open for a time for anyone to join. If an enemy player does join the open world Ai fight then a timer for friendlies of the player who attacked the Ai fleet to join in would be extended. e.g. Open world Ai fleet is attacked by player, after 3 mins battle closes. Enemy player joins at 2:59, time for friendlies to join is extended by 3 mins. (also see No.5) 5. Perhaps a Dynamic timer based on BR difference. The timer right now when a player attacks another player for others to then come help the attacked player seems to short. even if a player calls for help before the tag, in the majority of cases, people will not be able to get there and join in time before the battle closes. Change the open battle timer to a system where the higher the attackers BR compared to the defenders the longer the battle stays open for the defenders to join, and if more defenders then join than attackers, the attackers "open" timer increase's so they can get more help. in this way a battle could then "scale" up from a simple 1v1 to a 25v25 as the timer could get extended for each new joiner depending on who joins on which side and in what ships (BR). Just a thought. hope this is explained well enough for people to understand. 6. I also think that some nations ( GB is a prime example) have too big a reinforcement zone thanks to every port on Jamaica being "protected". Think Brits have 10 ports in total with zones, while other factions just have 2. seems unbalanced to me especially with no free ports (la Navasse for e.g.) no longer near Kingston. 7. wind changes to fast in battles at certain times. reduce to direction change or maybe increase the time it takes to complete the change in direction. 8.To me, the speed/invisibility "buff" you get after you leave a fight is fine but the increased turning circle while invisible after a fight is to much. Decrease turn time penalty or have it kick in after "X" seconds. I really think suggestion 5 may be good but i'm just one of many. Thanks for reading.
  23. With the new patch that has added area control as standard to ships without chasers. I was wondering if area control will be, or perhaps should be changed. Currently, as i understand it, area control has a 750m range and stops ALL ships form leaving a battle within this range of the ship that has it, including that ship itself and all allies. Control is great for a 1vs1 when your doing the chasing, but once your being chased, your basically tagging yourself. Once you have allies , area control again can be very bad for your team. Would changing Area control to only effect enemy ships be a much better option? Or just the enemy and the ship that has area control. Perhaps area control should be a toggled on/off ability in those ships without chasers, with a cool-down timer? People have even suggested that all ships should have area control (with maybe a much reduced range). on a related note. should the area control "perk" be changed/removed now that certain ships have it by default? a mix of suggestions and questions but I'd be interested to know what people think of area control.
  24. This is good to hear, so thank you. Will look forward to change and testing it out. It's very much needed. yes this is also true for boarding or at least negative speed causes issues. With the option to board being available but pressing it has no effect.
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