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Neptune

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Everything posted by Neptune

  1. Some people just won't admit that they are PVE players and that is why they need revenge fleets. Revenge fleets are unrealistic and never happened in the age of sail. "we need them for gameplay purposes", yeah ok. PVE players need them.
  2. Just pointing out that this system is way worse than the exit to BR screen. And no they won't because they are set on satisfying the PVE crowd.
  3. Exit To Friendly Port BR screen is way less exploitable. Read this to get an idea. Now Pros and Cons of teleport to freindly port. Not suggesting to bring this back, just comparing. You decide which has less ways to abuse and is better for the game. Exit To Freindy Port Pros No more unrealistic escaping more than once, when you escape you escape Repeat tagging is removed, you do not need to worry about having 5 hours to go out and look for 1 good PvP Revenge fleet can no longer sit on your battle location by teleporting from the other side of the map Revenge fleet can't surround you on open world anymore Revenge fleet can no longer abuse speeds by tagging multiple times to make slower ships faster Gives players a necessity of life mechanic to play this game so they can log off after a long fight Players who try to create PvP and stir up enemy to make them come attack them in their waters will not be punished by having no way to escape Teleport from free port and teleport to capital on OW removed, If you want to sail back to your own waters you will need to get out of the free port near enemy capital Exit To Freindly Port Cons Teleporting to exit freindly port is unrealistic but if you escape you escape, this simulates it. We also have teleport to national outposts so that is unrealistic too if you are making that argument. Players can gank and teleport away but they would of escaped anyway by the time revenge fleets got there. Any revenge fleet would of found out about such a battle days later. Now if you attack enemy in their waters you know they will be coming to your doorstep to cause havoc for attacking them, possibly making them angry enough to take a region. This is how it should be. Revenge ganks removed I think we should of tested exit to freindly port with more people online and removing teleporting when tagging AI. You can't teleport to free port anymore and capital teleports were also removed. This changes a lot, but I know that ship has sailed, But this is just a comparison per say.
  4. Well I must say it is quite unfortunate we are going to be keeping these realistic "home defense fleets" or whatever you may call them. The mechanics support toxic behavior giving opponent no way to log off to return to real life. Can't say we didn't try. I will move on now, the mechanics in this game support trolling each other until you run out of real life time, I have never in my life seen a game do this.
  5. I agree. It kills my brain cells everytime revenge gankers ignore the counter arguments on why revenge ganks are unrealistic and will hurt the game. I feel like I'm talking to 10 year olds.
  6. If they could somehow work something in so where the battle ends is where you spawn on open world, and not where the battle started. But there will still be problems, this will not completely fix them.
  7. Well it's unfortunate this never worked out. We really need another solution, this griefing is out of hand and we are right back to where we were. Basic cutters and other smaller rated ships are now griefing everyone in sight with no intention of fighting and laughing about it.Some sort of mechanic needs to be put in place and soon to stop these trolls. This is absolutely ludicrous and needs to be fixed.
  8. I won't lie, I've had some great PvP too. But right now it is being overshadowed by the griefing that is happening in between finding good battles. That is the problem right now, you can find great PvP battles but the bloody griefing is just out of hand right now and it's just stupid. For every 1 good battle that is found you get griefed for hours in between. Griefing is taking up a lot of playtime for quite a few PvP players and it's getting out of hand. They will eventually get sick of it and just quit. Something needs to be done about this, it is only get worse once everyone has a large amount of gold stocked up and will all be out doing RvR and PvP. In 2017 we have fleets of basic cutters and privateers griefing players for hours on end, that is just sad that this game is headed back down this road.
  9. It's not about losing your ship, but if you are forced by game mechanics to surrender because you are getting griefed over and over because you have no control over being able to escape that is just absolutely ridiculous. This even happens in your own home waters, basically right now if you leave port you are at risk of being griefed for hours and not being able to escape. After a while the cost will add up and you will need to keep PVEing or trading after being griefed for hours and being forced to surrender. That is not how a PvP server should function and this is going to discourage players again. It's already happening but once expensive port battle fleets have this happen it will be a much bigger problem on the forum. I'm just saying right now it doesn't seem so bad but just wait a few more weeks.
  10. Yeah we all get lucky sometimes, but just wait until you start getting griefed over and over for hours until you are forced to surrender in order to get on with real life. You want to PvP? Well you better not have anything planned for the next 15+hours until server maintenance because no guarantee you will get away with the griefing. No guarantee you will even get a good fight because of it.
  11. Right same game as pre patch 10.00, What exactly changed to make griefing players over and over ok? As far as I am aware the open world mechanics haven't changed so why is it all of a sudden ok to make players devote their life to a game or surrender after every battle? Please explain mates, I can't understand why greifing is somehow okay now.
  12. Why not rename them this? Griefing 1 EU Griefing Global
  13. I Was thinking about it last night, it would be the best solution in my opinion. If you gank you get ganked, if you have given enemy a fair fight there should be no reason to be punished for your actions of trying to create good fun content for the game.
  14. Another alternate suggestion would be when the battle timer ends, hopefully 2 minutes if the attacking side has 1.5x MORE BR than the enemy they do not get exit to freindly port but need to face the revenge fleets for ganking. If you are within the 1.5x BR threshold than you may exit to freindly port. Just throwing another suggestion out there, this needs to be fixed and you can't ignore it.
  15. Those here supporting this mechanic, you obviously do not care for the game. You are only concerned about yourself and your clan, I would be embarrassed to come on such a thread and openly support this type of exploiting mechanic. If you were worried about the game the least bit you would not be on this thread right now arguing about why it's good for your clan but offering a way to stop the greifing. Shameful!
  16. Don't worry guys, once they have the mechanic exploited against them they won't be all for it anymore. They are acting selfish and are supporting such a mechanic because it favors them. They aren't looking at the problems it creates and how it will affect the game, pure selfishness to ignore this. But not to worry, they will understand soon. If they want these mechanics the only players that will be left for them will be revenge gankers and players that abuse this mechanic then they will have to live with no PvP. Good on them, I guess?
  17. The Incentive of this topic is to make revenge fleets earn their victory as opposed to having it given to them without having to do any work and being able to exploit the force to open world mechanic in numerous ways. Instead of looking at it from some of your perspectives how this is somehow perfect for your playstyle how about looking at it as a whole game and not just how it works for you and your clans but how it would effect others. How can we remove greifing and repeat tagging? How can we remove the exploits that are possible right now by surrounding enemy? How can we make sure that it is a possibility to catch the enemy after a battle with the right tactics but not have us get instant revenge handed to us on a silver platter without even trying? If we can get a mechanic that address these things it will be good for everyone and the game. We cannot keep this current system, it is bad and everyone knows it but some will not admit it because for some it does suit their needs and how their clans function. My suggestion is having a radius of where you can spawn so many miles away from where the battle took place to stop grefing and repeat tagging and other exploits. Revenge fleets should have to earn their victory's and not have them handed to them. Right now those who do not agree with having mechanics changed have grown to need these mechanics because they are so use to them. Yet they fail to see why it is bad for other clans and players. We ask you admins and devs that you try to find some solution to this problem, It has been hard to find one, but we must find one.
  18. Well atleast I have given a suggestion, spawn so many miles away from where the battle started to prevent greifing and exploiting. But the truth is mate, this isn't about anyones clan it's about the game as a whole. How about offering some alternate suggestions instead defending the ROE that is best for you? I Could say the same about compressed open world speeds and ninja stealth, but it adds nothing to help with the problem. As I am concerned about the game as whole and not just what myself or my clan wants.
  19. Am I wrong here but, if players are on the PvP server and aren't willing combatants then can you explain to me why they are on a PvP server? Is that not what the server is for, PvP? I cannot quite understand this, please enlighten me sir. Now read this and tell me if something is wrong with this type of game play? Think about the big picture, and not you or your clan but how it effects everyone on the game. I see the problem with both mechanics and the truth is we need a new one. Maybe spawn a certain distance away from the where the battle was at and not to port? Just brainstorming, but I'm sure we can come up with some sort of middle ground to avoid exploits.
  20. I Mean maybe it's just me but I don't see why you should be granted a free victory in PvP. My Naval Action Review On Open World Combat. The hunters need to find their target, catch them in open world and then in battle. And then they needed to actually win the fight. Now that the battle is over and upon leaving it is certain death for you and your mates. You looked for PvP, that is a terrible mistake and you should never under any circumstances do that. Unlike the enemy revenge fleet you earned it but now you shall face your fate of dying to a revenge fleet because you could not run away even though you knew they were outside waiting. Sorry for you the enemy has to do no work to catch you, they get free kills without even having to chase you. They will make you pay for looking for PvP and by the end of it you will not want to PvP anymore. They will use teamspeak like they used back in the age of sail along with the compressed open world speed to get to your battle and ensure you a safe trip home. Not only that you will get to face the wrath of the force out to open world mechanic in your own waters as well, enemy will indeed tag you with a speed ship and surround you on the open world. Upon leaving you will meet your fate and it is well deserved, because you were sailing around your own capital. This is the type of combat you can expect upon purchasing Naval Action. Expect lots of this behaviour since it is indeed the way some folks need to have the game, they need revenge, they need it right away. And they do NOT want to earn it. Steam review? No just kidding, hopefully this gets fixed. <3
  21. Well that is unfortunate to hear, I would of thought if they really hated it they wouldn't of taken part in that sort of behaviour.
  22. Actually what I'm advocating for is less of the gank fleets coming to my enemy waters and taking advantage of this shitty system. They tag me with a speed ship and then surround me on the open world while I escape only to be tagged again and then have to die, even though I escaped. Both mechanics support easy mode, but in reality you would never find out about a battle on teamspeak anyway since they didn't have it back in the age of sail. Nor did they have invisible stealth mechanics to creep up on enemy why they are battling Yeah mate it goes both ways, you are not special and either am I. Both problems need to be adressed, not just yours.
  23. You are completely missing the point here. This isn't about fair fights it's about taking advantage of a mechanic and being a poor sport. Have you read the last 2 pages, it doesn't just happen by capitals it happens anywhere even in your own waters. What part of 1 person being attacked by 4-5 people and then having 5-10 more outside surrounding them do you not understand? Are you not reading this correctly mate? This is nothing to do with arena it has to do with griefing and exploiting mechanics. In no way is this directed at becoming an arena game. You cannot actually argue that teleport to freindly port is magical and on the other hand say that sailing to an enemy's battle without them seeing you is not*. That is 2 faced and makes absolutely no sense. You favour one mechanic over the other because one is magical but the truth is both are. Are you not concerned about what this will do to the game in the long run? You can keep arguing back and forth here but when you keep missing the point it does not matter at all.
  24. Ok you will admit that exit to freindly port is magical, we know that and we have seen it. Now the question is, do you agree that being able to camp on top of a enemys battle position and sail to it without them seeing you is magical? Do you agree you should be able to exploit a mechanic by tagging ships with a speed tagger and then having him leave so you can surround the enemy so they have no chance of escaping? Do you agree that being forced to die even if you were the side that got ganked is good for the game? It goes both ways mate, you can't pick one. We need to find a solution and not act out towards one or the other.
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