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Anolytic

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Everything posted by Anolytic

  1. Anolytic

    Ghost Player?

    I have a player in my friendslist who I know to have deleted his account. Shows exactly the same way as OP's picture.
  2. When we get a "crafting officer" he should ONLY get XP from the performance of ships the player crafted.
  3. Jeheil, we can help you evacuate your ships out of Pampatar for a small fee and your word that you will use them against us in a Port Battle. Payment accepted upon delivery.
  4. I am pleased to say that after a long pause, our first rate building program has restarted. It was put on hold couple of months ago when our shipwrights were struggling to find dock space for our reserve first rates. Nobody was loosing theirs, despite multiple engagements. The problem was made "worse" by the fact that our recruits who needed first rates went out and captured themselves what they needed. Finally, with intensified recruitment and a couple of brave captains that went down in combat, our shipbuilders are getting orders again. ---------- The other night a number of RDNN captains were deeply involved in and among the front of the line in the huge battle for Pampatar. The result can be seen below.
  5. I don't know if the "Land in Port Battles" update will come with the conquest update in the September patch, but once the Land in Port Battles update hits there is potential for Port Battles to be very different and possibly make more ship types more relevant. I want to not though, that there's nothing wrong with OW. Even if a ship isn't used much for PBs doesn't make it useless. And with the new conquest mechanics OW should become a lot more important in RvR as well. The actual port battles will only be a minor part of it.
  6. I think you will be able to watch the video now. Lenin changed the music since he first uploaded it.
  7. By all means, the survival mods/perks might need some nerfing, but they did not decide this battle - except maybe that we didn't win the battle 15 minutes earlier. Most of us I think didn't repair at all except for sails. I had to because I got impatient and cut through the enemy lines solo only to get focused by everyone. One more broadside and I would have died. Despite survival mods my ship was sinking like a rock until I repaired.
  8. Pump Inventor <3 I had 70% water, 500 in survival and 0 armour when I started repairing. And the enemy were very impolite to keep shooting at me.
  9. Honestly, I see nothing wrong by the mod there. Also. Chat violations should be reported in-game.
  10. You got killed in a Port Battle by the circle. Welcome to the club! We're not an exclusive bunch. Added: The game is under development. Mechanics are going to change, including Port Battle mechanics. The coming Land in Port Battles patch might for all we know mean the end of the port battle circle of death. But at the moment the circle serves its purpose as a way to prevent fleets from running an entire port battle to deny the attacker an engagement. Though it does of course also make it more difficult to escape a port battle when you need to. Also. By all means, you are free to rage and quit the game. But please don't leave a negative review on Steam. The game is in alpha and you were duly warned when you purchased it. If you did not understand that you should not take it out on the devs. At this stage the only thing you should be judging this game based on is whether or not the developers provide regular and extensive updates, and the devs of this game have a proven record of doing so.
  11. I'm so sorry that I missed out on watching that fight live. Congrats to LG. It was a really nice fight. Fighting beside them is always a pleasure.
  12. There are still FreeTowns on the Map. They are exactly the same as currently. All current freetowns are marked on the new map by a white circle, indicating freetowns. Freetowns might change, but from what the devs have shared so far they are definitely not changing with this (September) patch, but maybe with the October patch. Here: safe until october content patch.
  13. I've noticed this as well. I can't think of any reason why it would have been done on purpose.
  14. Hi again, The bug did not get fixed by maintenance. The previous round of voting has not counted at all and any alliances voted for that round did not take. Same goes for wars. I think the alliance mechanics needs some patching, and that the planned change to make voting periods 1 week should be postponed till we have thoroughly tested the system.
  15. Like if you rejoiced when he sank.
  16. Thanks! It seems that at least parts of our idea has inspired the changes that are coming to the game next patch. I really look forward to seeing how it will play out in the game. Now, if I could just come with a tiny proposal for you, that you snip out most of that quote from your post as you do not directly address any of it. It helps readability of the forum.
  17. The original link still works for me. EDIT: Backup: http://bildr.no/image/Rk8rdmIr.jpeg
  18. Okay, thanks. The only problem that still remains is a LOT of players voting against self interest because the Politics screen is misinforming them.
  19. F11 report submitted 15:13 UTC Today's server reset marked the end of a round of voting. From what I can see according to the Politics tab, none of the voting from last round went through. The History dropdown only shows from this round that two Votes failed to go through. It does not show the votes that went through. Danmark-Norge had an alliance with France that expired this round, so both factions voted to renew that alliance. Our alliance is now expired according to the politics tab, but not renewed. It does not either say in History that it did not go through. However, Danmark-Norge players still have access to French Nation chat. When I check the Conquest tab I also still cannot see timers for French ports or buy flags against France. Afaik (though I haven't had time to sail out and check) we still cannot attack French vessels at sea. From this I conclude that the alliance vote did go through, but the Politics screen is bugged so it is invisible there. The system works correctly, but the Alliance screen is bugged. This has one graver consequence however. All random players of Danmark-Norge look at the politics tab and see that we have no alliance with France. In fact according to it we are enemies. They want to be allied with France, hence they vote for a new alliance with France. If the system worked properly they should not be able to vote to renew an alliance that was renewed just last round of voting (at least that is how it worked last time). The problem is that Danmark-Norge has an expiring alliance with Sweden running out next turn. Our vote for alliance with France will be nullified by the system anyway, and it would be in Danmark-Norge's interest and within the majority's intention to renew the alliance with Sweden this turn (assuming - based on earlier votes - that if France wasn't possible to vote for, as it shouldn't be, most players' next choice would be Sweden). ------------------------------------------------------------------------- Bug report for devs: Action: Danmark-Norge (mutually) voted for France as Ally last round. Voted for GB as War last round. What happened: France is showing as enemy in Politics screen, and voting for France as ally again is possible. Also, war with Great Britain is listed as expiring in 0 days. What should have happened: France should be listed as Ally (expiring in 9 days). France should not be possible to vote as Ally again this round. France should not be listed as Enemy. Great Britain should not be possible to vote as War target this round. Great Britain - War should not be listed as expiring in 0 days. History dropdown should be updated. ------------------------------------------------------------ Apart from fixing the bug, what is needed?: Reset all votes submitted so far this round, so that players can deliver their votes again with the right information and the proper limitations.
  20. I wouldn't consider too weighty a poll like that shared in this forum either way. People from other nations can easily pick up on the meaning of the topic and click in on the poll to vote in their own interest even if they do not speak a word of Spanish, or have ever played as a Spanish player.
  21. I have no opinion on moving the Spanish Capital either way, but looking at your poll in another topic and seeing the options listed there I want to add that moving Spain to Santo Domingo would be a terrible idea. The Antilles is overcrowded already, and moving the Spanish Capital there would lead to four or five nations fighting over a tiny portion of the map, and the rest of the map being left to the US, Pirates and Britain.
  22. What happened with the RUS/MRF-fight?
  23. I am not one to argue for the nerfing of pirates, nor to demand that they are made “no longer a nation”. I don’t argue against either of these positions either. I don’t have an opinion either way, and I’m not particularly invested in the outcome. I am sure that whatever the developers come up with for the pirates, with input and correctives from the testing community, will eventually serve its purpose. However, I have been contemplating a lot on the implementation and the implications of the regional conquest system, and I got to thinking about how the pirate faction will fit into this, both strategically and in terms of gameplay. And I wish to offer my thoughts and suggestions. So, I think there have been multiple posts by devs, arguing that historical pirates did own ports, and that the devs want them to be able to do this in the game. I have no objections to this. Regardless I think it will be interesting to have pirates be able to own ports, and should they be limited, basically, to open waters only, that would be a significant drawback to the faction. They should be able to attack ports at least, be it in the future only to raid ports or to capture them. Yet now that the regional conquest system is beginning to take form, I wonder how the pirates should fit into this. Did pirates ever really conquer an entire map area with infrastructure and a capital city - i.e a region? (I haven’t read enough about it to say either way, feel free to enlighten me) Suggestion for Pirate conquest So how about if pirates were not able to conquer regions the same way as every other nation will be able to? How about if pirates were left the only faction that would still be able, after the new system, to conquer individual ports (quite similar to the current conquest system) - rather than regions? What if pirates were able to raise hostility/conquest meter in a region just like any other nation, but where other nations then have to attempt to capture every port of that region, or lose it in its entirety, pirates would have to choose one port of that region and assault that one (the owning nation could be left to guess until the last minute which specific port would actually be assaulted)? If pirates won the assault, that individual port would then be owned by the pirates, despite being part of a region held by another faction. The pirate port would be immune from reconquest by the owner of the region for the same length of time that regions will be immune (if even) from reconquest by nations after changing hands, or possibly twice as long. After that the owner of the region would have to raise hostility outside that particular port to open it up for reconquest. Pirates would be able to hold more than one port of a region, but only by raising hostility once - and taking a port - and then raising hostility again to take another port (and so on). Pirates holding a port in your region would mean extensive raiding of trade and resources in the region, and result in a percentage loss to trade income and resource production in the entire region for the nation that owns it. Pirates conquering a port of a region, would make a good base for them to raid the resources and raze the infrastructure of that region, probably also weakening it severely in case a neighbouring faction then decided to invade that region. Pirate conquest would be completely unrestricted by proximity and distance. Pirates, from Mortimer Town, could raid Tampico in the Gulf of Mexico, Tulum in the Yucatan, or Lagunillas in the Lago de Maracaibo, and own ports in each of the four corners of the map. Pirates could conquer deep into national territories. No economic zone or PvE-area of a nation would be safe from invasion and conquest by pirates. ----------------------------------- I believe this proposal could work to make pirates something distinct and different from nations, while maintaining them as an interesting faction. It could make pirates truly the joker of the map, while avoiding that they would be just another nation competing for dominance of the map and with an advantage in both strategy and numbers over many of the nations.
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