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Barbancourt

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Posts posted by Barbancourt

  1. 38 minutes ago, Landsman said:

    Alot of things aren't hard to implement at all.... do you see them in game? Because I don't... No matter how hard or easy it is, why should the devs waste a second on it when there are more important things?

    Unfortunately, they do waste it on less important things.

    • Like 3
  2. 45 minutes ago, Banished Privateer said:

    Let's be honest:

    1. Who's fault it is when trader doesn't equip his ship with guns?

    Let's be honest, guns are irrelevant on a trader ship.  Do you somehow feel brave because a t-brig with only 60 crew shot its pop-guns at your endymion and you survived?   And stop with the "escort" nonsense.  Nobody has time to waste "escorting" trade ships.  If you fleet your own warship with a trade ship you are just slowing yourself down to make it much more likely that you get caught more often and lose additional ships, plus giving the enemy additional easy rewards. 

     

    • Like 1
  3. Has anyone experienced weird Yacht sailing behavior in a battle instance recently?  I was in a battle with a T-Brig and it got me down to about 65% sails which I repaired to 97%.  After the repair it seemed like the Yacht sailed very oddly.  I would be going about 8 knots across the wind, then I'd turn 180 degrees through the wind in either direction (with/against) to be sailing across the wind in the other direction so I could fire the other broadside, and that turn would lose all my speed so that I was stuck at 1-1.5 knots for what seemed like a really unusually long time before the speed finally started to build again.  If I was within 30 degrees of sailing with the wind I'd also almost come to a stop.  Then I'd turn 180 to the other direction and in that direction it would sail more normally again.  I do not remember this behavior when I battled with the Yacht a lot last summer, and this was my first battle in it since about June. 

    Build is Bermuda/Teak.  (such an improvement from the old mandatory cag/crew redeemable!)  I was not in manual sails.  I did f11 it, but I was uncertain if the f11 went through. 

    Since my Yacht kept coming to a stop I struggled to keep the t-brig tagged and it had me down to 30% structure at one point, but after about 75 minutes I did manage to finally unlock that 5th slot on my Yacht.  :D 

     

    yacht5.jpg

  4. 5 hours ago, vazco said:

     

    Imagine if someone really focused your high tax ports one after another. How would you build your ships after a few weeks? Maybe HOST could survive this, but I doubt other Commonwealth clans would. Rebuilding your shipyards every few days is hard. 

     

    Shop ships, buying free/open port ships, lying low and cruising in the shadows.  It may be a little expensive, and much harder without the windfall of Global redeemables, however it's a project to keep you busy.

     

  5. 3 hours ago, Slim Jimmerson said:

    Point is your on a tiny, odd sailing class of boat that hardly has any business or relation to any of the other ships in the game that certainly isn't fun or easy to sail, and we expect new players to do combat in that for their first few levels? The brig may be crap but its a whole hell of a lot better than a cutter, lynx, or privateer that are only useful in very narrow circumstance.

    It is good experience to capture traders with them, and you can use those resources as a noob.  Lynx also used to have the best bang-for-buck loot - not sure if that has changed. 

     

  6. 6 hours ago, Slim Jimmerson said:

    The cutter/lynx/privateer, the 7th rates are not good starting ships. They don't at all play, or teach the fundamentals of the game for 90% of the ships. A lot of players leave before even reaching the brig and I think that's in part because there's much less satisfaction in sailing a table with sails, dumping full broadsides into the ocean while trying to aim at another floating table.

    Seriously?  It isn't that hard, and it doesn't even take very long.  If you're "dumping full broadsides into the ocean" you need more time in a 7th rate to correct that error rather than trying to "fix" it with more decks of cannons.  The Brig is crap and I'm sure it made quite a few players quit. 

     

  7. 4 hours ago, Hethwill said:

    It is after you have some feet wet. And no better place than the Bahamas :) hence why the first objective of any impossible-pvp nation, in my opinion, is to create a Admiralty near Shroud.

    Why only one did ? It would be a more welcoming scenario to all newcomers that join a Impossible nation than telling them to sail to Bermuda or to Panama.

    I am not against the mechanic, I love it. I am just intrigued why the new nations decided ( at the start of it all ) to focus on far lands rather than on the obvious starting spot.

    Bahamas doesn't interest me much.  Too crowded and too many "pirates".  As a noob I went to a quiet location (Saint Marc) with a reliable AI Lynx and Cutter spawns to farm repairs and XP, and to mine Gold Ore when it was rare after the Wipe.  I'd rather have Puerto Plata or another port on the north Haiti coast for access to the Bahamas.  The first destination for a new "Small 3" player should really be another Free Town or two (or more!), to start establishing your teleport network and your secure Free Port warehouses while your ambitions are still limited to sailing the fast Basic Cutter or Lynx.  (less of a target as you port)  Noobs don't need an Admiralty since we don't have a Prize mechanic. 

    I don't want the "Small 3" nations removed.  I'd like more of them, even.  It gives people a place to go for a different game experience from the big nations, and a way to escape from some of the personalities in those.  If noobs aren't getting what they expected, that's a failure of the game interface.  These need to be advertised as Free Port nations. 

  8. 4 minutes ago, Norfolk nChance said:

     

     

    For me it would be the sole role of a hired Pirate Clan. Its Unique feature, and controlled by the same time limit mechanic restrictions. Only Pirates can be hired to help defend or attack on your behalf. Gives individual pirate clans a real input into the overall politics of the game. This instead of forcing them into a Nation status.

    If the opposing clan hires another pirate clan to help them by default the two PIRATE factions are at war until the time period expires.

     

    I guess this is some sort of pirate fantasy senario, but I have absolutely no interest in any mechanic that involves having to hire fecking "pirates" to do things. 

     

  9. 8 minutes ago, EliteDelta said:

    I'd like to point out something that admin mentioned. The Pirate nation can't be made "hardcore", because too many new players want to play as a Pyrate. Because of this, I wouldn't want the hardcore nations removed unless we create some sort of Outlaw nation instead.

    So you're saying they wanna play "pirate" like it's a halloween costume with a plastic sword and fake eyepatch?  :huh:

     

    • Like 1
  10. 5 minutes ago, Christendom said:

    Maybe so.  Prussia seems to be working as intended.  but 1/3 of the new nations being successful is not a good statistic. 

    Far better ways to implement that sort of play style than 3 nations where you could potentially lose all of your stuff.  

    Depends on where you put your stuff.   How are you defining success?  We haven't quit sailing.  Adapt, change, evolve

  11. 5 hours ago, Liq said:

    So I just tried the infamous "impossible 3 ships 6th rate mission" - In a storebought ship with basic upgrades (dropped by mission npcs) and skillbooks you can get for combat marks. No "Gear-Warrior" excuse there.

    eMEr1gN.jpg

    Got me against 2 rookie snows and 1 rookie brig. as expected. So I focussed the rookie brig first, because I knew he had little HP - 3 broadsides of double ball do the job.

    I think the most important thing players need to learn doing those missions is that a ship only needs to lose one side to sink - shooting both can be a waste, especially when they dont try to protect their weak side. This can also become handy when moving to PvP - Try to focus on one side, and work on the rigging / masts when the healthy side  is shown. Of course if the player is clever he will know to not show his weak side, but thats another topic.
    And of course: Angle yourself! Don't take unnecessary damage.

     

    LOL I have never had a Mercury that buffed.  Basic Hull Refit is the only one of the upgrades that really matters, but I don't have patience to do 5 knowledge slots on this sailboat.  I can't even remember if I got one or two of them done - it was many months ago and it got gang-raped and sank at the Battle of Les Cayes. 

    Anyhow, I've always been of the impression that the AI will always try to protect their weak side, and they're better sailors than we are with the new sailing physics so it's a bit of work against the wind and exposing yourself to fire to always be chasing their weak side...?

     

  12.  

    On 2/12/2018 at 4:49 PM, Capn Rocko said:

     I can only imagine the storage space being used on afk players' redeemable inventories :o

     

    If this small amount of storage space (it's just lists) is really a "problem" then the game would have serious issues if there was ever a healthy playerbase with possessions distributed around the map using far more storage space. 

     

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