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Posts posted by Stilgar
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Looks like players prefer safety not danger in rvr as well. It was not much different in the past, but now with building costs and enormous grind to invest in port, the will to take risks in rvr shrunk even more.
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Any brilliant ideas on how to increase the server population, before we start discussing mega battle instances? (no offence, just trying to stay pragmatic here)
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No. The one who does not know history has no future.
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Totally support the idea. The OW battle instances will be a much better proposition with a reasonably realistic delayed arrival system. With a delay system, battle can remain open for longer with hardly any negative side effect, I suppose.
The proposed distance-based mechanics looks spot on. If however coding that will be complicated / impossible, adding time delay might be a simpler to implement alternative. I mean opposing sides enter the battle in respective joining zone, but when in battle they are "released" (basically can sail and fight) only after a certain time corresponding to how late they join. For example, joining after 2 mins would mean 2 mins of "in-battle delay". Or, a multiplier can be applied: e.g. 1 min in OW to be translated into 2 (or more?) mins in-battle time. Proximity of released and not yet released ships might be an issue, but hopefully not a show stopper. Since battle normally moves away from the starting point quite quickly, delayed released might work as well.
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русскоязычных кланов за шведов не было, нет, и наверное уже не будет
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I've been running NA on an AMD system (Ryzen 1600x + RX580 4Gb + 16Gb RAM + SSD) for a while with hardly any issue. Never tried streaming, but tried recording using relive and all went well (haven't noticed much lag in the process).
2600x + RX580 8Gb is certainly a solid combo. If you are aiming at gaming/streaming at 1440p res, I would suggest considering Vega 56 (more future proof).
P.S. I am on 1080p and been using high-ish settings.
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It is very sad to see it came to this. THIS being en masse forum bans, dirty devs video's and this negative review bombing ... such a pity. This could be such a great game.
As for negative review bombing, it does seem unfair. Reviews, positive or negative, should be based on own experience and give good reasons. With this said, I wonder how many other games on steam receive such a treatment? If few or hardly any, then it speaks volumes in itself ...
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Nevermind.
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A set of unique perks to begin with perhaps. Those would be alt abuse prove.
If we can see some sort of differentiation between major nations, minor nations and pirates, that would be a good start. Giving flavor to each and every nation is more challenging I guess.
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Still waiting for a meme that beats the one in the first post.
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You can always create clan discord channel as an alternative to a channel in nation TS. It has all basic tools to share info, screenshots, video's etc.
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If you have imaginary friends you'll eventually get an imaginary betrayal ...
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IMHO the number of nations is about right. Choice for players/clans is now good and it is tricky to make and keep mega alliances / mega-powers. I would just deprive both SWE and DEN of their capitals safe zones, and make them hardcore. Pirates is a separate sad story ... so, I will not start that discussion here.
What create dis-balance atm is low population (ofc) and also disproportionally high BR levels for ports. It is tricky for many nations, let alone clans, to assemble coherent PB fleets. So, with current level of population and number of nations, I would suggest to scale port BR down by 30% or so. (maybe in next patch already :))
With this said, in a short run I hope to see smth like this:
5 major nations: (BRI, FRA, NL, US, SPA).
Attributes: capital (region), safe zone, each player get a (reasonable) weakly salary (redeemable reals, until certain rank?), bonuses to tax income from ports and improved prices for goods (which would allow for faster generation of wealth/resources/ships etc). Good for beginners, casual players, lazy bastards, and multi-account dudes.
??? minor nations (SWE, DEN, RUS, POL, PRU, ???)
Attributes: no capital (region), no safety zone, no salary, no bonuses to taxes from controlled ports (just standard tax rates). Otherwise similar to main nation gameplay. Good for experienced / adventurous players.
Pirates:
Attributes: no capital region, no safety zone, cannot build and sail SOL's, but have access to unique perks, rewards, and (perhaps) ship yard allow ship modification (like changing planking, paints, etc). For hardcore players. (NB Playing pirates is one of the appeal of the game and if it is too hard core it would put off beginners. Maybe 2 pirate nations? Fantasy Pirate nation and hardcore pirates?)
The intrigue would be for major nations to strive for greatness/domination, but they would have to rely on alliance / symbiosis with minor nations.
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Errr, looks more like a fishing ritual dance to me, Anolytic 😁
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8 hours ago, Hethwill said:
What clans in each nation are more oriented for "trafalgar" type of Naval Action where the line of battle in Conquest is their main objective ?
- and that also dedicate a lot of energy and time to newcomers ?
- without insisting/pushing them up with incessant grind ?
- delivering good company for every day NA 2 hour sessions ?
- for a player that looks only to sail ships of the line ?
Thanks in advance.
Do not ask what a clan can do for you, but what you can do for a clan.
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The mighty Herc will take both down and Requin will troll them both to insanity.
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With that many days at see, this must be a ghost ship by now.
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Karma playing games with rediii?
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Thank you for the update. Front line in a form or another would be great. In this way even with a small population, there will be a concentration of players/ships along front lines and getting some action will take less time.
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Sorry if this was already asked, but what will happen to the labour contracts?
The size of nations
in Guilds, Clans and Trading companies
Posted
It is too early to draw conclusions indeed, but you do not have to be an oracle to predict lot of whining and frustrations when clans/nations will be loosing their fully-upgraded ports. High stakes is fine, but inability (or lack of drive) to recover after loss of infrastructure built after months of effort might hurt sustainability of rvr.