Jump to content
Game-Labs Forum

Dumu

Ensign
  • Posts

    33
  • Joined

  • Last visited

Dumu's Achievements

Landsmen

Landsmen (1/13)

22

Reputation

  1. Flaws like fake flags and timers could be easily fixed with little effort. If you implement port battle fleets you would need to have group to by the flag, cost could be adjusted accordingly and you could also use the current mechanics to make only certain ports available for assault at times. For timers i think there should have been option to request attack timer, instead of only allowing the defenders to choose the time.
  2. Bring back the old flag system, introduce port battle fleets (you can buy flag for premade group so that those in the group always get the priority of getting in the battle) make flag not expire while in battle instance(1 hour flag timer expires only in ports and ow map and battle ending screen), and intercepting the port battle fleet needs half of the br. Also i really would love to see somekind of group making tool ingame to help ppl find each other (small pve/pvp lobbys for nation wíth small comment for position and purpose, and groups made with the tool shows up for everyone so ppl can ask to join). edit: realized that there will be problems if the flag fleet needs to be 4th rates and you can intercept it with 1st rates o.O
  3. I think the devs should focus on the aspects that make the game enjoyable, or atleast try to make those aspects easier to reach. By far the most memorable things in NA has been the epic 25vs25 organized port battles, and those thrilling 1v1 pvp struggles. Most of the problems ingame are about reaching those moments, the battle mechanics flaws have mostly been about just fine tuning. My view would be to offer something for everyone and forget about trying to hand out everything to everyone. The organized port battles i was doing in March was excellent end game content for those hard core players that had the time to invest in the game (Just needed a few tweaks for some mechanics). Those players don't find much fun in shooting AI's, no matter how good the AI is. Now some could say that it's too exclusive, but if the only option to do port battles is to form a group beforehand, then the people willing to participate will do so (maybe add a tool ingame to help forming player fleets). Another thing is the epic feel of the game. When i begun playing ppl were sailing mostly smaller ships, i think 3rd rates were the biggest AI ships (and those felt HUGE). Then came the 1st rates, at first there was only few of them sailing around, even seeing them was a WOW. Then there was 1st rates everywhere, 10x1st rates outside every port. Then i quit playing, nothing to see anymore, everyone sailing the biggest ships in the game. It was the best when rare things were actually rare, ppl want to feel that they have something unique and valuable. Adding things that you only get by playing alot or by being successful in the game makes it feel like you've special. If you have to have AI first rates, make them special rare, like 5 on the whole map. Add flaggs and paints or decorations for ppl to show off that they are the kings of the sea (but dont give them to everyone out of no reason). That way the ppl that play alot have something to show for it, but don't get any real benefit. By looking at the suggestion made by the players, there has been alot of good ideas. I think the accelerated sailing while not in sight of anyone would be great, not to say how it could be done without abuse possibilities. Another thing is the player npc fleets, why not make it so that if you sail a trader, you can hire warships to aid you and if you sail a warship you can hire trader ships? And for PVE content, i think missions and random OW AI ships would be sufficient (maybe AI ships in the non-attended port battles). AI ships in the OW are needed for ppl to be able to practice and try out new stuff without being sunk. All in all, the game looks great, combat feels really polished for most parts, but its missing the long distance goals and epic feelings. (understand that it's beta and everything needs to be accessible for testing).
  4. It worked, you needed like 5x3rd rates to pull half of the fleet in. Most of the time when the flag carrier gets intercepted not everyone is pulled in the battle. Until now the rest have just joined the battle.
  5. Imagine the situation where you sail in a big group, like carrying a conquest flag. Somebody tags you with half of your ships in the ring and pulls them in to battle, the rest cant join. Then you have 12 ppl with a flag outside to be killed. Or if you have 2 equal fleets you can send out 5 ships to pull as many ships as they can and the rest can just kill the ones that didnt get pulled in..
  6. It could just be so that you reduce the time to buy the flags to 15-30mins, not every port could be set to same window and the windows would be like 2 or 3 hours away from each other. Attackers would have a chance to request attack flag for a different timer for a very expensive price so that no fake flags would be bought (10xoriginal price?). And make the flag expire timer only count down while in a port or open waters. If you can sail through the enemy blockade and survive you should be able to plant the flag no matter how long it takes to get there. And remove the stupid 2min planting time. For the port battles the ring should shrink alot sooner to give attackers a fair chance, if you have 1xBR in the start and you just try to kite as long as possible you pretty much always win with the current ruleset. And the ring should sink you after 2 minutes, not 5.
  7. I like the idea of moving the spawn point in OW after a battle, wouldnt even have to be random, could be based on which direction you moved inside the battle. Just dont move the ships in to shallows. And could it be possible to make the spawn point for joining combat in correlation to time it lasted to join and to a general direction you last sailed, so you cannot sail past the swords to get ahead of the enemy. Might take some resources to actually record the direction you are sailing for last 30 seconds, dont really know how it works. I think majority of the problems for open water pvp is that the outcome is pretty much known when you know the participants, its really rare to see battles with even BR. Making the reinforcements spawn alot further would actually make things more interesting imo (tag a constitution with a renommee and you would have to stay afloat until the help arrives).
  8. I kind of agree that the distance to your spawn point should be in relation to the amount of time you took to join the battle and to the direction you are joining from. Then you could lure the opponent towards your reinforcements in the battle.
  9. What really happened is that one of our own cutters pulled some of our big ships in the battle outside by accident (awesome timing or a weird bug?). The big ships were waiting for the inv. timers to end to be able to join the port battle. We needed to get those ships out of the battle so we decided to join the battle to help those guys escape. Some misunderstandings took place and we got split half and half with the port battle and the battle outside. Tooks us longer than should to get out of that battle. After that we got some really nasty spawns in the battle and lost couple of first rates really fast. But have to say that the dutch fought REALLY well in that fight. Good job guys, was an honour to fight against you!
  10. No swedish clans have asked for help from pirates, and YOU set your port timers to 4-6 -.-
  11. I agree that the port battle system with 2 hour attack window is broken and forces people to wait to defend something they want to defend. But in my opinion its just the same to defend a distant port or something close to your capital when you are so crudely outnumbered. Getting into to the defense battle would be nearly impossible in any front if you dont already sit in the port, dont take basic cutter and surrender (kind of exploiting imo) or dont have teleport ready. But choosing the front you are fighting gives so much more to everyone in game, crafters get to craft and traders get to trade. And pvp players can fight as much as they want. And when one war starts to get boring you can always change the enemy. I dont really see the problem with peace deals, as long as everyone agrees that there has to be a war with someone. Sweden already went back to 1 port, and that made it to merge the small clans into 1 bigger organisation. Having your back against the wall usually makes you harder, but i dont really see the point doing that on a daily basis.
  12. So you are saying that if the smaller nations would just give up all their ports away, they would have more fun?
  13. For me it seems that you dont really understand the game mechanics. You really need to have ports to gain resources to build ships to fight with, even more so with the reduced npc production. To have ports you have to have players to defend the ports. If sweden with 50 pvp players want to have ports, they have to have peace deals and only fight at 1 front so they can defend and keep the ports. Limiting port battles to only one front still allows everyone capable of attacking a port to do so. Nations in the Naval action have already made their own diplomacy model, "Councils". As in real nations the majority chooses its leaders, the leaders makes the decisions, all the clans should be allowed to have voice in the Councils. People who think alike should make a clan and bring their opinions heard in the council, rather than stir up random conflicts around. Attacking undefended ports is PVE, and clans that so willingly want pvp should stick to ports that are defended. If they lack the numbers on their own to fight those battles, they should join up with others on the common front. If there is to be a diplomacy system that allows for voting for war and peace, the amount of peace treatys should be limited so that there is always war against someone. But that is only my opinion of the game after 700 hours of playing. Dumu
  14. Attacking a port, staying in battle for an hour and then leaving wastes 2 hours from the defenders. Logging off after a lost battle makes you lose nothing?
×
×
  • Create New...