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Reonhato

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Posts posted by Reonhato

  1. I Am dissapoint. Defence of your capital should be of the upmost priority.

     

    I was close enough that i could urinate onto your docks ;)

     

    and yeah PvP-1

     

    But you're not really attacking the capital. 

     

    I have sailed right up to the Brit, Dutch and French capitals only instead of a dozen people it was just the 2-3 of us. Most players who are using the capital are generally still using smaller ships, show up in something bigger and most players just sail around you.

  2. So I found this completely by accident and reported it because I had no idea wtf was going on. Bought like 2000 oak at a price well below what you can get it at major player hubs, but above what you can generally get a small amount at ports that produce it. Kind of a nice feature to control price I guess, but it does seem to make resource production not really matter as much.

     

    It certainly does mean that taking a nations  important resource production ports doesn't really matter since all it means is that they have slightly less cheaper oak/hemp/fir.

  3. Having ports put out their entire chunk of production after maintenance puts people who play in the evenings at a serious disadvantage over those who play in the morning ( Or wherever the appropriate time is. Its always morning somewhere ) , and it's not realistic. They really need to produce every in game day, which is roughly every 20 minutes or so.

     

    So, say, a port is currently making 360 hemp a real life day, it would switch to producing about 5 hemp every 20 minutes. This way all players have equal access to goods. Because as it is now some players are paying 2-3 times as much for the same goods as others.

     

    Ports already produce goods every hour. It may seem like they don't because people just buy everything using contracts.

  4. Conquest flags to only be bought from regional capitals, at least give the defenders some time to organise a defense for ports that are not right next to major player hubs.

     

    Change winning conditions to - total annihilation or zone capture. For the zone capture, have a small area near the defensive spawn. Have something like 5 minute capture time for 1 ship, 4:30 for 2 ships, 4 mins for 3 ships, 3:30 for 4 ships and 3 mins for 5 ships and maxing it at 5, defense can stop the capture simply by having an equal amount of ships, having 5 ships in the zone prevents capture full stop.

     

    This results in defenders having something to defend, attackers having a clear objective to take control of and it stops run away and hide tactics.

  5. How many port battles have u been in so far, we have been in countless battles and this is what we have noticed is quite a problem so far, the ports are easy to defend if you don't spread yourself to thin, the defender gets the advantage of picking the defend times, so they should have players up and around those areas with ships to defend if they are organised enough, so far from most battles we have experienced these tactics of fleeing and stacking undercrewed ships in to win battles are being used, its not what the devs intended but its the way the mechanics are getting used atm, we are looking at ways to stop them and make port battles more enjoyable and fun rather then a flawed mechanic handing the win to the ones that uses it the wrong way.

     

     

    You are just proving my point by mentioning undercrewed ships. This is a issue that time will solve. The only reason it happens now is because of the lack of players who can actually use the bigger ships.

  6. We did 25v25, that's the thread I was talking about. http://forum.game-labs.net/index.php?/topic/8249-problem-with-25v25-port-battles/

     

    It's not fun.

     

    People either run away if they don't have large BR and win by running. Or if the opposing side has super high BR, then they simply run over the other ships and win by ignoring them to destroy the towers.

     

    Unless something has seriously changed since we did that right before wipe, I doubt port battles have suddenly become much more fun. That's not to say they can't be, but we found after repeat battles, that mechanics can be abused really badly. 

     

    How often are port battles full though? How do you know some issues won't be solved simply by practice, organisation and communication.

     

    At the moment it is a big effort just to get to a port to try and defend it, giving people time to actually plan and organise for a port battle might solve some issues or create new ones. 

     

    Basically I don't think you should be worried about combat mechanics until the overall system is actually up to scratch.

  7. So recently the community voted for production buildings to be the next thing worked on. I personally don't think personal production buildings is a good way to go, I think it brings too many balance issues that isn't worth the trouble. I do think port infrastructure, including production buildings is a good thing though.

     

    So my suggestion is something like this. 

     

    Each port has its base buildings/infrastructure. This not only means production buildings but also buildings that allow crafting, a lumberyard, small/large shipyards, foundry, etc. These buildings then charge players to craft, this adds a gold cost to crafting. Some might disagree with a gold cost to crafting, but I think it allows you to control costs a bit better and ships did just get a lot cheaper to produce. Upgrades might have to have recipes adjusted a little.

     

    The next step is to have infrastructure improvement. This could be done by taking some of the money spent on crafting or direct contributions. Improving crafting buildings can make things cheaper or more efficient labor wise. Production buildings obviously increase the production. 

     

    The biggest issue I see with a system like this is that at the moment it is really hard to actually mount a defense on a port when you get 5 minutes notice. It could be easy for an enemy nation to take a port that your nation spends a lot of time upgrading. 

  8. Through wind to the left

     

    <-- Sails   A   Q-\-/-C

     

    Through wind to the right

     

    --> Sails   D  E-/-\-Z

     

    T - to quickly stop

    F- reset sails to auto

     

    Good to see moderators know this game back to front /s

     

    I think you will find it is the opposite of this for turning through the wind.

     

    Turning right is D Q and C

     

    Turning left is A E and Z

     

    Easiest way is just to go close haul double tap the 3 keys and then when you are through the wind press F. You can then learn to do it more efficiently from there,

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