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WilsonMG

Ultimate General Focus Tester
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Posts posted by WilsonMG

  1. 1 hour ago, Wraith said:

    😭

    Hate to break it to you, but the vast majority of PvP in Naval Action isn't consensual. And that's fine, that's what an open world, sandbox PvP game is built for. I'm not sure you can really call all of us out in this thread for being PvP-averse, or "pansies," which is more than a bit prejudicial, lol. Perhaps you and all that "MG," "hardcore" experience should get out from behind your PvE carebearing and step into the real game for a bit, and place a bit more value on getting PvP experience, even if it's spoonfed to you when you don't even know you're getting it. ;) 

    We can debate the merits of whether a player-controlled, Loki ship should be indicated or not... I think it should not be, though, I think I'd also recognize any behavior in an "AI" ship that doesn't match their relatively simplistic algorithm immediately.

    Being called a carebear by someone who fled Pirates when the going got tough to go play the game on easy mode with Russia... so hurtful...

    I never claimed to be "hardcore".  I said I actively participate in PvP on a daily basis, and I'm good with the consequences of it.  Undocking into the open world is consenting to PvP in Naval Action on the PvP server.

    I feel I should clarify that my chief complaint about the Loki Rune's isn't the nonconsensual nature of the mechanic so much as the fact that it is being intentionally hidden from the victim, and, more importantly, that the player using the Loki Rune isn't risking anything.

    Knowing whether you are fighting a player or the AI is important and whether you are experienced enough in PvE to tell the difference is really irrelevant.  You're going to have to fight a player differently than you would an NPC and it helps knowing at the onset of the battle what you're getting into.  Personally, I also tend to take on more challenging NPC fleets when I engage in PvE, and my safety is anything but certain, so a player taking control of one of the NPCs I'm fighting could mean the difference between a net gain from the battle, or taking a major loss.

    I mean, let's face it... grinding a lot of PvE is not something that can be avoided--at least not if you need Doubloons or XP--or I think a lot of us would.  When I do it, I try to get the best results for my time and effort, and losing a ship and its upgrades, while the other player suffers no risk at all, just doesn't make for good gameplay.

    If the game used a banner announcement (like with conquests) that said something like "An enemy captain has fallen and an aspiring officer has taken command of the ship; John Ramsey's ship is now controlled by TrimSlayer69!", it would probably sit better with me, but it still wouldn't address the fact that the player who is using the Loki Rune isn't taking on any risk.  The way it is now, it's just a troll mechanic.

    • Like 1
  2. This is seriously one of the worst mechanics ever implemented in this game, and I still remember the update where everyone immediately sank if two ships barely touched, and the other one where a single broadside of ball shot killed the majority of your crew...

    The PvP isn't consensual and there's no warning given to the player who believes they are engaging in PvE.  That's simply not OK, under any circumstance.  If there was a warning that was displayed that told a player that the NPC he was fighting had just been taken over by another player, then that would make it more acceptable.  As it stands, it's a shitty mechanic designed specifically to cater to trolls.

    Just for clarification, I'm good with PvP.  I play solely on the PvP server and I engage in PvP every single day.  You see, though, I'm a Pirate, so all I have to do is undock from any major Pirate port and there is usually a fair number of gankers trying to kill me.  All you people that are always bitching about not getting enough action need to try putting yourselves in someone else's shoes before you try to dictate how the game experience should be for everyone.  Maybe stop being a bunch of pansies and join a nation that actually offers a challenge?

    • Like 7
  3. There's almost no correct information anywhere on it.  I spent some time trying to figure out why our "PvP Kills" weren't being recorded and were even being erased, why our "KD" was going down even when kills were being made and no one had been sunk for days... I eventually just gave up and wrote it off as completely broken...

  4. Loki Runes...  because consensual PvP apparently wasn't good enough, they're now turning our PvE battles into PvP without the consent of the player who sailed out to grind some PvE.  Sure, let's fine tune it to make sure it favors the troll with nothing better to do than randomly drop into some poor bastard's battle!

    I feel like the title of the post-release development roadmap should be "New Ways to Keep Frustrating Our Players Until They All Quit".

    • Like 1
  5. 1 hour ago, Angus MacDuff said:

    Ricky Bobby doesn't have to tag his enemies (well....).  Tagging in the high speed zone might become problematic. Maybe drop to normal speeds once a tag is performed?  Or drop to normal speeds within a short distance to an enemy?

    The lack of maneuverability would be something we'd have to adjust to, but that's already the case with the current implementation...  The greater concern is that now, some ships can magically go faster than other ships because 10 minutes back they clicked a button that their victim doesn't have access to.

    Let me present a scenario that happened just last night...  I was alone outside Baracoa, in a 15 kn Snow, looking for some of that PvE I'm being pushed to engage in now, grinding to rebuild my level 3 Shipyard (again), and a squad of five British gankers in two Bellonas, a Le Requin, a Pirate Frigate, and two Snows (one in fleet) came screaming at me from the west, up the coast.  Knowing I had no hope of escape, since I could tell they were already magically boosted from a wind zone and I was basically sitting still in comparison, I made for the closest wind zone I thought I could reach.  I managed to click it just in time and reach one of the square forts at Baracoa right as they got to me (their wind zone must have been slightly better than mine, as they were still faster).  I was able to escape from a very lopsided PvP fight only out of pure luck.  If they had taken an interest in me any sooner, they would have had me dead to rights.

    Unfortunately, one of my Clan members had just logged on, and having his headphones off, he didn't hear my warnings.  He wasn't speed boosted, so he became their victim.  This was his first experience with the new update.  He surrendered against an impossible fight, and immediately logged off to go play another game.  He says he'll be taking a break.  Most of my other Clan members have said the same after yesterday's update.

    I don't blame them...

    • Like 1
  6. Creating a complex system for wind isn't necessary...

    There's already a lot of mechanics in the game that work off of the principal of circular zones around ports, so here's a really simple solution to make open-world sailing faster that doesn't involve a mechanic that can be easily exploited like this current implementation we were just cursed with...

    Using the distance tools at https://na-map.netlify.com/, I was able to quickly perform a few tests and determine that a circular zone around every port, with a radial distance of anywhere from approximately 10K to 15K, based on in-game distance units, would create overlapping zones around all ports, and therefore most coastal regions, as well.  Inside of these circular "speed zones", ships would travel at traditional open-world speeds.  Everywhere else in the game world, outside of these circular speed zones, everyone would receive the same speed boost; thereby, allowing people to cover the large, open, and empty regions of the game map quickly and in a way that's fair to everyone.

    TLDR: Create circular speed zones around ports.  If you're in them, you go the traditional open-world speed.  If you're outside of them, you go fast like Ricky Bobby...

    tenor.gif

    • Like 7
  7. Regarding "seasons", you can reset ownership of the ports and port investments, but if you ever wipe anything related to a player, i.e. their rank, crafting level, ship slots, skill books, recipes, money, etc., you will lose more players than you gain.  Regarding crafting buildings, if they are wiped, then all Reals and Doubloons should be refunded to the player.

    If you wipe these things, then I know for a fact that I would quit playing forever, as would everyone in Military Gamers.  "No more wipes or resets!"; that was the promise that was made, and it should be kept.  The only reason any of us came back to the game after the release wipe was because of this promise, so don't just assume from some statistics that the wipe was what brought players back.

    • Like 1
  8. Can we have a serious conversation about implementing some kind of incentive system like this before the major nations drive everyone else from the game?

    The Russians have now set their sights on Baracoa, which is the last port that Pirates have to build competitive ships at.  Instead of uniting with us against a common threat, every other nation is content to join in on the attacks, or to simply sit outside of Mortimer Town and Baracoa to get their PvP kills, while blissfully ignoring the fact that they will soon find themselves in our position, once the few remaining Pirate holdouts can no longer be bothered to log in.

    Most of us aren't like this Russian player here, happily sailing his 56 Indiamen around in perfect safety near Vera Cruz.  A lot of us only have one character, on one account, and even after hundreds of hours invested in this game (since release), we can barely rub two Reals together, let alone try to compete in this kind of environment.  I can't imagine what it would feel like to be a brand new player, this being their first impression of the game...  It's no wonder that retaining new players has been challenging, to say the least.

    Against these odds, why would anyone who doesn't want to roll over and join the winning team bother to keep playing the game, when there are far less punishing options available?  There are many games vying for a person's free time these days, and eventually, even those of us who love this game and have played it for thousands of hours will reach the point where we can no longer justify the effort.

    Give the minor nations some incentive to keep playing, even when we're back on our heels.  Make the time we invest more rewarding than that of someone who jumps on the bandwagon to avoid a challenge.  If a nation grows too large, it should be hit with some form of penalties or diminishing returns; that's just good game balance, even if some might not like it.

    • Like 1
  9. 14 minutes ago, Teutonic said:

    I like the idea.

    We've had multiple suggestions in the past similar to what you're aiming to. Generally it seems we all want to create incentives for smaller nations/groups and penalties for larger nations/groups. 

    To be clear, are you suggesting that all rewards, from experience, kills, missions to be affected?

    I was only considering the economic rewards of Reals and Doubloons from missions.  If XP from damage and kills were to be factored in, I would make the bonuses and penalties half that of the ones affecting income.  For example...

    1. -50% penalty for Reals & Doubloons / -25% penalty for XP
    2. -40% penalty for Reals & Doubloons / -20% penalty for XP
    3. -30% penalty for Reals & Doubloons / -15% penalty for XP
    4. -20% penalty for Reals & Doubloons / -10% penalty for XP
    5. -10% penalty for Reals & Doubloons / -5% penalty for XP
    6. No adjustment
    7. +10% bonus for Reals & Doubloons / +5% bonus for XP
    8. +20% bonus for Reals & Doubloons / +10% bonus for XP
    9. +30% bonus for Reals & Doubloons / +15% bonus for XP
    10. +40% bonus for Reals & Doubloons / +20% bonus for XP
    11. +50% bonus for Reals & Doubloons / +25% bonus for XP
  10. Everyone keeps talking about the current imbalance of the game thanks to a few nations having the majority of the ports and active players.  I don't want to get into all of the reasons for the imbalance, as I prefer the game's current mechanics over what has been tried in the past--even as a member of a nation that is currently being attacked by literally every other nation at the moment--but I had a thought that might help balance this out in a reasonable way, that doesn't involve taking anyone's hard work away from them with arbitrary wipes or resets, as those would simply alienate the playerbase and ultimately kill the population.

    Think about this... when you get pushed back to only a few ports, you're often left with the inability to build good ships, the need to recover income and resources, and you have enemies hunting you on your doorstep that make it difficult to gain XP.  Conversely, when you own the world, you have access to the finest ships, you want for nothing, and can sail for hours in near-complete safety within friendly waters while generating large amounts of income, resources, and XP.  Why not balance that out a little by rewarding or penalizing players based on these facts?  It may even encourage more fluidity within the playerbase, as it would entice people to switch to smaller nations so that they can earn more for their time investment.

    Here's the idea; what if the rewards, i.e. the Reals and Doubloons gained from completing missions and XP gained from damage and kills, were based on a formula that was directly related to the total number of ports a nation controlled combined with the total number of active players in each nation over the last week?  The eleven nations would be ranked based on these two values and the adjusted rewards might look something like this...

    1. -50% penalty for Reals & Doubloons / -25% penalty for XP
    2. -40% penalty for Reals & Doubloons / -20% penalty for XP
    3. -30% penalty for Reals & Doubloons / -15% penalty for XP
    4. -20% penalty for Reals & Doubloons / -10% penalty for XP
    5. -10% penalty for Reals & Doubloons / -5% penalty for XP
    6. No adjustment
    7. +10% bonus for Reals & Doubloons / +5% bonus for XP
    8. +20% bonus for Reals & Doubloons / +10% bonus for XP
    9. +30% bonus for Reals & Doubloons / +15% bonus for XP
    10. +40% bonus for Reals & Doubloons / +20% bonus for XP
    11. +50% bonus for Reals & Doubloons / +25% bonus for XP

    Someone suggested to me that they didn't like the idea of penalties; the same goal could be achieved by instituting only bonuses, like so...

    1. No adjustment
    2. +5% bonus for Reals & Doubloons / +2.5% bonus for XP
    3. +10% bonus for Reals & Doubloons / +5% bonus for XP
    4. +15% bonus for Reals & Doubloons / +7.5% bonus for XP
    5. +20% bonus for Reals & Doubloons / +10% bonus for XP
    6. +25% bonus for Reals & Doubloons / +12.5% bonus for XP
    7. +30% bonus for Reals & Doubloons / +15% bonus for XP
    8. +35% bonus for Reals & Doubloons / +17.5% bonus for XP
    9. +40% bonus for Reals & Doubloons / +20% bonus for XP
    10. +45% bonus for Reals & Doubloons / +22.5% bonus for XP
    11. +50% bonus for Reals & Doubloons / +25% bonus for XP

    Sure, there are ways this could be abused with additional accounts and "alt" characters, but that problem already affects every mechanic in the game, so it can't be the primary argument against something like this.

    EDIT 1: Updated to include XP bonuses and penalties.

    EDIT 2: Updated to include an alternative model.

    • Like 6
  11. Allow Clan members to submit withdrawal requests for items from the Clan Warehouse.  The items would then be temporarily reserved for that member until an officer (or above) reviews the requests and approves or denies them.  If needed, you could limit the number of allowed requests per member until reviewed, and they could have an expiration also, or even be automatically approved if not manually approved or denied after a set period of time.

    This would allow members to withdraw items they need from the Clan Warehouse without needing an officer present to hand them to them or having to micromanage members' ranks, giving them higher privileges, just to allow them to get what they need.  It would also reduce the risk of being cleaned out by a spy or disgruntled member.

    I don't see how this would negatively impact the game in any way.  It is simply a quality of life improvement.

    • Like 10
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