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Jon Allen

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About Jon Allen

  • Rank
    Able seaman
  • Birthday 08/11/1982

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  • Gender
    Male
  • Location
    Virginia, USA
  • Interests
    Naval History, among other things.
  1. I think others have said this but I wanted to chip in. I have achieved everything up to Frigate. Every blueprint you get from leveling up. I haven't gotten a single blueprint drop. At this stage, I'm finding my options limited. I can build what everyone else can build. I have zero edge from a crafting products perspective. I build a ship and take it to a port to sell and see other people selling the same ship. It's not just that I've lost my edge, I'm beginning to feel like I have nothing useful/unique to contribute and its sapping my desire to be a crafter. There just needs to be something "else". I don't pretend to know exactly what I mean by that.
  2. Jon Allen

    Teak Ships Pointless?

    From what I've observed Teak has no modifiers (at least none that are working). It is the generic wood. I notice NPC-shipbuilding relies on Teak (and occasionally fir) as the standard. Think about any generic item in any game, it has no special modifiers. To my mind that means Oak is better than Teak everytime. You get more Hit Points but lose nothing. At Live Oak, you perhaps start to lose speed/maneuverability but get close to max HP. At the other end of the spectrum, with Fir, you get the least HP but a speed bonus. Please note that this is based on my impressions in-game and not stats or performance trials or anything as concrete as that. I don't necessarily view this as a negative situation. As a crafter I like that simply by going Oak/Live Oak in shipbuilding, I have an advantage over what the NPC vendors are selling. Players are willing to spend more for what they perceive to be the better wood type. I swear if I build Live Oak anything and my price is reasonable, and its selling at a hotspot port, it sells. Trading ships maybe being the exception on this wood type rule, because for those you want speed.
  3. Jon Allen

    Free Ports?

    Because they cannot be captured, they are often used as the preferred shipyard/home port locations for crafters. You don't have to worry about setting up an outpost there and stockpiling lots of stuff and then losing it if the port is captured. If you are a trader then, its often a good place to come and try to sell your goods. Especially if you can link up directly with a crafter at that location and sell to that person at a specific price rather than to the NPC vendors. If you are looking for a player-made ship to buy, its often a good place to check out what ships are on sale there.
  4. Some crafters have been here a long time, before Early Access launch. Some of them have really done the math on the most efficient way(s) to level up crafting XP. Including which things to produce at each level that give you the most crafting XP per labor hour. Then delegating the less level-aiding crafting tasks that they consider labor hour sinks to others, who then ship them those materials. If you can number crunch, and gather an organized network, I really think this is plausible. I'm up to level 19 (on the verge on 20) and I've been doing the crafting rather casually, full of Trial and Error and learning as I go, and completely solo. I'm finding it has helped that I'm playing on PvP 3. Less congested with players, easier to find crucial resources that people on PvP 1 frequently describe as scarce.
  5. Jon Allen

    Ship Parts category in SHOP

    That's what the resources section is for. Mostly under a buy or sell contract, that's where crafted resources appear. Small carriages, blocks, planks, tar, crafting notes, Teak Framing Parts, Iron Fittings. But they aren't only used for shipbuilding, some are used for crafting upgrades. So a more generic term like Resources seems better suited.
  6. Jon Allen

    Will crafting XP be lost in wipes?

    The issue of merging server data seems super-complicated at best. The only time it has happened has been with the birthing/creation of a new server. Like how PvP 3 became a mirror, copied all data from another server at a specific time. But that wasn't merging data from two different servers, it was making a copy. Best bet seems to pick the server you want to be on and stay there. If there's a soft wipe of any kind (loss of ships, gold, maybe even crafting XP) that would probably be an excellent time to gravitate toward the server you really want to be on.
  7. Jon Allen

    Labor Hours

    Even when you get to Level 50 crafting, there's still plenty of challenges. You'll probably be compelled to expand your warehouse space (expensive) you'll probably be compelled to set up additional outposts (also expensive). There's still the challenge of finding all the resources you need at decent prices (sailing around to different ports). Also some of the blueprints don't come to you automatically, you gotta keep producing (or breaking down) ships for the chance that they drop. That requires time and energy, often repetitively. Crafting in this game isn't just a Level, it's a time and money consuming choice, a conscious decision to pursue this. Labor Hours may replenish automatically, but nothing else is automatic about it. Based on that, I gotta dispute the idea that crafting levels will eventually make being a crafter "worthless". A level 50 crafter who isn't aggressively pursuing the profession isn't being a crafter, at least not that day. If a Level 50 crafter player is off fighting port battles and spending all his gold on buying combat ships, he isn't going to be able to do much crafting.
  8. Jon Allen

    Rate at which Labor Hours Replenish?

    Spot on, awesome, thanks.
  9. I can see that Labor Hours replenish through time, possibly on an hourly basis like NPC raw resources port production. What I'm trying to figure out is the rate at which this is happening. Any thoughts on this? I know the amount of labor hours varies by level. If it helps I'm level 15.
  10. Jon Allen

    Labor Hours

    To my mind, what you are suggesting is tricky. For these reasons. 1. I tend to stockpile materials. I don't start a shipbuilding project with zero materials and start crafting from there and stop right at (I have enough to build the ship). Often a ship I'm building now incorporates materials that I've been crafting for a while, sporadically. Often I'm already stockpiling for the next project after the current one, especially if I see a good deal on a resource I need. Or I happen to be sailing by a port that sells Coal. 2. Materials I didn't craft. Although its rare, sometimes I break a ship down (usually for the chance to drop a blueprint), and sometimes I buy materials rather than craft them myself. So no labor hours went into that. Which leads me to my next point... 3. Another thing to track. Right now the mix of 1. Find resources, 2. Stockpile sufficient resources, 3. Craft materials, 4. Craft product, is sufficiently complex to my mind. Yet its also surprisingly straightforward once you get going. 4. Let's face it, most of us aren't keeping specific track of how much it cost to build that ship. "The Iron Ore I bought here cost me 800 gold, the Ore I bought over there cost me 500. I spent 3K in Live Oak, but not all of it will go into this ship, I'm saving for the next one.... " Most of us are relying in the spreadsheeters, like Naval Action Crafting ( http://www.navalactioncraft.com/ ) to tell us about how much that ship cost me to build. Then we're comparing that number to other ships we see up for sale (both the ones that seem to disappear quickly, and the ones that sit there for all 9 days and we feel sure that nobody bought it, which forces you to wonder if the price was deemed too high by the buyers). If your goal is to make crafting profitable, figuring out the going rate for labor hours, something that is given free to us, limited yes, but replenished regularly without any effort on our part, isn't going to change the dynamic enough. If anything it will just encourage players to add labor hour costs to the sale price. But right now, the final price is very much a subject of discussion. NPC prices are super low, forcing players to keep their ship prices just as low as possible so it'll sell. Right now the real dilemma is the fine line between selling a ship at a price that's marketable, that perks attention and makes someone want to buy, and yet also is high enough to earn a profit. It's a slim zone that's already tough to figure out. For instance, I stopped adding the cost of crafting notes to the ships I sell. Some of them are drops (so I got them for free), some of them I actually crafted. But I stopped adding that in straight up (which would typically be another 12-14K per crafting note). Many crafters are also supplementing their income through combat. By incorporating loot and captured ships into the equation, that's a revenue stream. That lets me lower the cost of my ships a bit because I'm not solely dependent on crafting to refill my bank account. These are the kinds of decisions crafters need to make, to keep from going poor or bankrupt.
  11. Jon Allen

    Fire grenades or firecrackers?

    I've wondered if certain options had more of an impact on morale than others (loud booms all around me, where did that come from?). As the battle goes on, morale tends to go up and down. Most obviously when lots of your crew are dying but I've often wondered if some of the boarding options just had a greater impact on morale. If fire grenades really is as weak as you say (particularly with the upgrade, which I've never tried), then I agree it needs Dev attention to make it more relevant. I can almost understand a little if its weak by default, and really only becomes powerful if you throw the Grenade Supplemental upgrade in there as a conscious decision, and it suddenly becomes a Captain's chosen boarding specialty ("Jon "Grenadier" Allen, reporting for duty!") Morale aside, here's another weird idea with Fire Grenades. It could kill your own crew. What if Fire Grenades was actually very effective, but had a chance to kill your crew as well as theirs? Would spice the boarding game up a bit.
  12. Jon Allen

    Will crafting XP be lost in wipes?

    I find the lack of Dev response on this issue disturbing. I've seen it pop up as a question in many different threads but I've yet to see a Dev comment that nails this issue, or a moderator speak on it (if you see such a thing, please point it out). Whether or not crafting XP gets wiped, my preference and the preference of others aside, the Devs can really help to cushion the landing on this by telling us. Right now some people firmly believe, or assume, that crafting XP will be handled like the rank XP and won't be wiped. Even if they don't know, a "it might happen" confession would be helpful. Then I and others can plan accordingly and manage our expectations. Like I said, I know some players who firmly believe it won't be wiped.
  13. I set up operations at Cabo Canaverial, east coast of Florida, built an outpost. Have found that that port typically has a lot of what I need (produces Oak Log, Iron Ore, Hemp), plus San Sebastion to the south (Fir Logs, coal, gold), and the port just north of it has Stone. About the only thing I have trouble finding is Teak and I don't use that much anyway, but quantities of it still pop up now and then because of trader hunters offloading their loot. Note, I am playing on PvP 3, which I find has fewer people than say PvP One, so also less competition for resources. There is some competition but its often more manageable. And the coastline along that side of Florida is just a highway of ships, good hunting grounds. Often I spot a contrabrand Trader Snow sailing by as soon as I enter Open World. I rarely sail more than 15 minutes away from Canaverial for trader hunting purposes and I just stick to the coastline north or south, patrolling the highway. Location location location. For crafters, Charleston is a good place to sell some goods/ships (not always, but sometimes, especially new player-appropriate ships like 7/6th rates). Sometimes I set sail, then teleport to capital, then offload the goods, sell the ship, log off or spend time fighting small battles in a free cutter, and teleport back to Canaverial as soon as the teleport cooldown ends. It's a good place to bring goods to market, not a good place for crafters to buy. Too crowded, too much competition.
  14. The essence of my suggestion can go either way. Whether raising one, or lowering the other, or some combo of those things. The point is the same. PC ships have more durability. I offered the 5-7 example just to illustrate my point. It would be up to the Devs to decide exactly how they would handle it.
  15. Right now we have a good mechanism to limit the value of captured ships, they have a durability of 1. But there is an ongoing conversation taking place about how to make player-constructed ships more appealing. Crafters are competing against NPC builders who are selling ships at incredibly low prices. It's hard to make player-made ships marketable, it's hard to compete with the NPC ultra low prices. It's a complex problem, and most of the solutions that have been proposed have also been complex, but I have a suggestion for one relatively simple thing we could do that would give player-constructed ships a worthy edge. Give them more durability than their NPC-constructed equivilant. I'm not going to try to get into how much durability, but enough to make a difference. If the standard NPC ship (of any quality) has a durability of 5, then maybe the player-made equivilant has a durability of 7. (EDIT: To be clear, that is just an example on how this might be handled, not exactly what I'm proposing. Whether its raising the durability of PC ships, or lowering the durability of NPC ships, or some combo of those things, the essence is the same, PC ships have more durability.) It's a simple change, but it will make player-made ships more valuable, more marketable, and perhaps worth the extra cost. Food for thought.
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