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Posts posted by Barbancourt
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3 hours ago, Vernon Merrill said:
The fact remains: When you can stack 10000 of everything, eventually everyone has "unlimited resources" and things dry up.
Dude. I LOOTED Global Server before the lights went out. Just 10000? Pfff!
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But people WANT to do both.
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49 minutes ago, maturin said:
Because handling topsails + gallants is easier than topsails + courses. Everything is attached to yards, no tacks and sheets to drag around at head height on deck with cannon balls flying around.
That' isn't the game we've got. As long as you have enough crew on the ship (All Hail the Necromancing Bartender) you just press "W" for more sails and "S" for less sails. Easy peasy.
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2 hours ago, Vernon Merrill said:
Yes. Its true. It's amazing how many people can't get over their fear and/or not wanting to sail in a "sailing game".
It has nothing to do with "fear". Nobody is "afraid" of pixels. It's a matter of not wanting to waste good resources (often clan resources) and the time invested in them. If you have a good ship then you don't want to waste it on a meaningless random battle. If that ship was even harder to acquire you're going to be even more risk averse. So...you keep that precious ship stored for the group activity or RVR you hope will happen some day, and rarely happens anymore. But if you have the resources to build another one securely tucked away in your warehouse you'll be far more likely to sail it.
2 hours ago, Vernon Merrill said:How do expect to have an "economy" if there is only "supply" but no "demand"??
As it is there is no "economy" because everybody is hauling worthless fake junk like Sevilla Muskets and Textile Machinery instead of crafted goods that have value, and also sinking brainless AI ships pays far more than it should. We also don't have a functional marketplace in the game anyway.
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35 minutes ago, Sella22 said:
Crafters and PvP/ combat player should be distinct classes in the game.
Most people will want to do both.
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40 minutes ago, Franz Ferdinand said:
1th rate should get a speed buff with battlesails , combat with 2 knots is definatly too slow, dont know if possible.
Why speed buff Battle sails when you could just go to Slow sails etc to achieve the same thing? (just in terms of speed, neglecting chaining)
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53 minutes ago, Wyy said:
well that would make people think twice before spewing out expensive l'oceans for any screening or hostility mission. Let alone prioritize expensive high tier ships in portbattles like we mostly have now a light mix of 2nd rate spam and some frigates
It will make people think twice before sailing or engaging at all.
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3 hours ago, Vernon Merrill said:
Hhahahahahaha…. They need to be wayyyyyyy SMALLER. Even with 500 people, we're at the point where trade has dried up because everyone has endless amounts of everything they need for the next 2 years....
DECAY of goods and Max. warehouse WEIGHT
Sooo...make everyone spend a week or two hauling stuff and hunting for overpriced materials just to make their next ship they're going to lose in a day or two?
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6 hours ago, Franz Ferdinand said:
So we need to be forced to use battlesails, evrything faster then that should be only good for running or chasing.
here it comes
Battlesails:
Sailforce +10% (makes taking a bit easier)
So you drop your sails to Battle Sails, 30% or whatever fraction battle sails is, and you're going to do a victory dance that the +10% Sailforce mechanics bump that to 33% instead? This game, as it is, is about hard manouvering for position, hard manouvering to get bounces, zooming off to make space to repair, and trading paint to push the other guy around. That needs speed and power.
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4 hours ago, Jean Ribault said:
Why should my sugar go bad? Should stay in my hold for at least 2 years. Cnet says so.
Heh, have you ever lived in the tropics? Everything disintegrates at an alarming rate. Everything.
I would hate any mechanic that diminishes our warehouse and stores. Farming, hauling and crafting is already too much of a chore and distraction from "naval ACTION" without having to farm and haul the same resources multiple times because they have a limited shelf life. The rich would get richer, and the poor would get poorer. I don't want to sell things anyway - I just want to use what I have acquired to go about the ACTION part.
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10 minutes ago, jpjchris said:
If you place a contract for an item at or above a certain set price, it fills automatically. Such is the mechanic.
Sure but it's a nosebleed price, and I think all the desirable upgrade crafting stuff like Greenheart Logs and Crooked Cedar don't qualify?
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I've never used it, so I dunno. What is the intended effect?
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Be VERY VERY careful not to "dismiss" your fleet ships when you take them out of fleet, or they can be destroyed. Always chose "send to docks" unless your docks are already full, in which case you'll have to make space.
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It would be interesting to have a complete NA traffic "heat map", with some kind of delay. Maybe a map showing all the traffic in a day, posted after the server reset. Just a blobby heat map to show activity and general traffic lanes, not routes of individual ships.
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We just need to be able to choose what we collect from the shipwreck. I usually dump the Terra Cotta, Stained Glass, Amber, etc right away to make the sail home faster.
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Yacht Meta incoming!
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22 hours ago, speijk said:
the problem arises.basicly because nations / are to weak. to engage.
based on playerbase.
it should have remained a 4/5 nation game.
I don't think that would make a lot of difference - the clans often don't work together, and sometimes work against each other in nation. It sucks to be in a nation where the clans are bickering. Too many big egos for 4/5 nations.
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BBC has posted a (fairly thin) article on a subject near and dear to many of us - our beloved rum:
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Free The Yacht!!!!
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9 hours ago, Banished Privateer said:
but Renomee definitely beats Surprise if it's not kiting and running away.
It does? I had trouble controlling the Renault efficiently when the new sailing physics started, and gave up on it at the time. However, I made a new one yesterday to experience some Renommee nostalgia. It isn't too much of a lightweight?
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3 hours ago, Sir Texas Sir said:
@ChristendomNo one makes money off trade goods inside the zones. US zones gives mainly US goods which you get little to no profits off at the capitial. You have to pick up goods out side the zone and bring them in to make any money.
The nations are very different in this regard. In some nations you have to travel to an enemy capital (i.e. suicide) to use any of the high profit trade goods. In other nations the "foreign" high-value trade goods are spawning at ports literally around the corner from your capital, and far from any enemies. Obviously the nations that don't have capitals are also completely different.
I just wish the fake trade goods would disappear entirely. I want to see an economy based on crafting resources and crafted goods.
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2 hours ago, Kilo60 said:
Good advice especially using the compass, but of no use when tacking into the wind crossing an open sea!
Ancient thread.
don't tack in open sea if you don't really need to. set the protractor, follow the pointer, and make some tea
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25 minutes ago, Palatinose said:
I disagree. Depending on the enemys' vessel I'd say killing (safely - without losses) is better as driving them out. Inside the safezone noone will attack you with something bigger than a 5th rate (even that is pretty hard).
It's just that chasing raiders around for an hour or two usually just ends up wasting several people's time, and for the most part they just disappear over the horizon.
Resources slots bigger than 10000
in Current Feature Improvement Suggestions
Posted
When you're the last player to quit the server, please turn out the lights.