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Stilgar

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Everything posted by Stilgar

  1. Map reset is clearly not compatible with the current game design (grind, high cost of the building / port investment, etc.), but it better be part of the next game. Importantly, the total map conquest makes no sense to me at all. IMHO, at least half of the ports (or maybe more) have to belong to the historically present powers and immune for capturing (not to raiding though), with RvR focused on conquest of the capturable ports, ownership of which should offer some advantages. With fewer ports to fight for, (i) there will be a higher local player concentration in RvR, (ii) lost wars will be bearable and nations / clans will be able to pull out, regroup, and then continue fighting, (iii) new players will have safe base to learn the game and build up their infra. Players up for a challenge would go minor nations, but will have to rebuild after each wipe. Again, this would require significant changes in the infra investments, removal/rethinking of the port bonuses etc. Next game, I hope.
  2. That must the fleet led by the ghost of the certain Adm. Sveno ...
  3. What a waste of speed mods lol (even before the new woods patch). Still a decent trader hunter :))
  4. I am all for more accessible woods, but your proposal will beat the purpose of these woods to be rare and would favor (larger) clans leaving casual/sole player or small groups in the dust.
  5. Or acting boldly and having a good fight ... I am for no names in OW and no in-battle chat (breaks the immersion). As for the topic of this thread, I guess it would not hurt to reveal names after 10 mins or so in battle.
  6. Уважаемые разработчики, в связи с текущими массивными изменениями, позволю спросить есть ли новости / планы по поводу battle sail механики? А то вот всё с ног на голову меняют, а о самом главном "тишина и мёртвые с косами".
  7. Реверс, не передёргивай: фрегаты всегда можно было строгать в больших количествах. А даблы и потом с дерево действительно тормозили крафт для среднестатистического игрока.
  8. ха-ха, кооператив "Триньки и сурпы" нарашивает производство ...
  9. Please correct me if I am wrong, the whole point of dubs in crafting was slow down crafting of SOL's and make frigates ubiquitous. However, more recently devs changed mantra from "frigates must rule the waves" to "3rd rate were back bone of the navy" , and things have changed ... Namely, with 3rd rate and 1st rate DLC as well as ability to capture any AI ship, dubs in crafting make no sense. So, the move makes perfect sense to me. Furthermore, as far as I can see players prefer to sail throw-away ships, DLC ships, whereas properly crafted and fitted ships are fewer in between, mainly sailed by veteran players in organized groups. With dubs removed we might see more decent quality and affordable crafted ships for sail, but more importantly players might be less hesitant to sail those. On a more general note, let's not pretend economy or crafting was ever a strong point of this game. Most endure the grind, imperfect roe rules, very basic rvr, and peculiar DLC strategy for the sake of experiencing the combat. All those secondary aspects need to be accessible, be a bit fun, give players to do smth between battles and create opportunities for battles. That's it. As for dominance of SOL's in OW and rvr, this clearly remains a problem regardless this change and it should become devs priority to give to all ship types / rates some place and role in the game. P.S. Btw, removal of dubs form crafting might result in some depreciation of dubs, but now players can divert them to the infrastructure investments, which still require considerable amounts, certainly for casual players. If infrastructure investment for individual players will be become more accessible, loss of those will be less painful and rebuilding easier.
  10. Good change indeed. Ships crafted from regular woods in combi with port bonuses (and rng) will be quite decent. So, crafters can engage into a bit more active rng crafting and the market will receive a decent flow of relatively inexpensive ships. Ships with good rng and S woods will be more expensive, thus allowing crafters to run a successful business. As for additional cost in reals, is that really needed? Do not forget that any ship would require modules and to getting good ones require some effort and money.
  11. Chrome most likely not. Edge - yes. Will try on another PC.
  12. On a related note, I remember reading a great book on the Dutch-English war of 1666, and particularly on the 4-days battle. At the time, the English tended to maximize fire power (they also produced superior quality cannons) and at times would load their own and also the lighter captured Dutch ships with heavier cannons than ship is designed for, making them sit quite low. This would also result in reduced weight of other supplies ship can take, thus resulting in the English ships being able to spend less time at sea as compared to the Dutch. The Dutch always missed high-quality (heavy) cannons and therefore relied more on the mobility and made boarding a more prominent part of their naval tactics. Maybe in a long term (or in NA 2.0) such aspects can be better reflected, so the player have to face a more complex task of the choosing weight of cannons, ammunition, reps etc. I might be wrong, but i thought cannon weight was more significant back in the early beta days. I remember putting lighter guns on some frigates to gain that little extra speed, but that was back in the days of the old damage model.
  13. @admin I assume map reset would be an option in this nations clean up? Otherwise, I see no way to do it properly. Anyway, to proposal ... I'll keep it short and will add a few more comments later. Basically the idea is to merge all the minor nation in one generic nation, which can be called Aspiring Colonial Powers (or such). These will be all nations aside from Brits, France, VP, Spain, and US. So, once joining such a nation, player can choose a flag / minor nation (the old smuggler mechanics could work perhaps?) and go on the loose. Players should be able to switch flag within such a nation once a month or so (to avoid exploits), but this should not require DLC. I will cut this short for now, but I hope you can see that such a nation creates a play ground for clan wars and still allow an option for challenging major nations. I would strongly suggest to still limit the conquest by such minor nations, e.g., by max number of ports/regions each minor nation can control. Such an approach will allow players to sail under their nation flag if even they do not hold ports. Sort of national pirates, if you like. As for pirates, it is a separate topic, but they should not be a major nation with all the attributes.
  14. Cannot say I am a big fan of PvP zone, but it’s a shortcut to pvp action, which I as a casual player can appreciate. Still good fights are too few between. Two proposals, which imho can improve the quality of pvp zone experience. 1) Allow under certain circumstances after-battle tow (with all you have in hold) to the nearest friendly/free port after a lengthy PVP zone battle. Basically, if the battle is finished or a player can escape not earlier than 1 hr after battle started (to minimize abuse), option to tow to the nearest friendly or free port appears. So, instead of a battered ship w/o reps being ganged in OW, sank and deprived of the hard-fought loot, player earns the right to safely return to the nearest port. Such a possibility would encourage players to sail again to the zone and for solo players or small groups to adventure to the zone. There might be some ways to abuse this mechanics, but as long as this works exclusively in pvp zone and is though through, potential harm will be negligible. N.B. I would not connect this post-battle tow to the daily tow permit, although it might make sense to limit it to one per day / patrol event. Needless to say, this would be a savior for the players who cannot stay 3-4 hrs continuously on line, but have 1-2 hrs gaming window. 2) It would be great to have some sort of battle group mechanics in pvp zone. I would suggest to create a group pvp missions with a pre-set BR. After being taken the mission would appear in the zone. All sail to the mission site and join as a group, provided the BR of the group is not above the mission limit. The mission become visible in OW and remains open until the BR on the opposing side is filled up. Missions could have pre-set BR (say 750, 1500, 2500, 5000) or perhaps players can choose the BR value. To raise the challenge for the group the opponent side BR gets a +10-20% BR bonus to compensate for organize vs random group disadvantage. This should in principle help in creating more interesting and less unbalanced fights and hopefully introduce some variety in ships players sail.
  15. Mostly for better, than worse, screening provides content. In my experience screening could be more fun than PB itself. If screening is removed, hostility part should provide an alternative or even improved content. In other words, if hostility part of the game is done well and provides reasonable means and time of countering, then tp to PB makes sense. If the hostility part is just longer and more tedious version of the current hostility mechanics, then tp to PB is a bad idea.
  16. I blame the Bannerlord beta 😁
  17. Here is a decent source on the topic (not only economic aspects). https://icsb.org/theeconomicsofapandemic/
  18. Дрон прям как Чегевара: Баракоа освободил, ща ещё что-то пойдёт освобождать. :)))
  19. I'm sure you'll enjoy sailing 5th rates as well. You cannot go wrong with trinco: a capable pvp/pve ship and no need for permit to craft. You can hunt small 5th rate NPC groups (to open a couple of slots) and also join some pvp action. Herc is probably the most useful DLC ship that allows to join pvp action in pvp zones with little hustle.
  20. Looks like they surrendered ships to the opposing side just to give hard time to the Swedes they happened to join. In principle, this is sort of indirect (or a rather perverse form of) green on green. Punishable or not, this is pretty lame.
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