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Fletch

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Posts posted by Fletch

  1. On 5/9/2018 at 11:34 AM, Lovec1990 said:

    Lol im unable to complete the endurance exam second brig always gets me despite looting first one and repairing

    You can run away for 20 mins and repair twice if your real bad takes time but once your fixed up come back and finish the other, its important to keep shooting the same side of the ship rather than both sides, but never sit side by side trading broad sides unless he is nearly done. Keep turning while your loading then come back in for another shot.

    • Like 1
  2. 6 hours ago, Pada said:

    There are OW fleets that require a group. Nothing holds you back to get some people together and hunt that big fleet you always see sailing by.

    That's fine but does it justify removing other content? Why have PVP patrol missions when you can simply kill people on the open world? Removing stuff and forcing people into ever more narrow minded game play is a huge mistake. There is no wrong or right way to play the game witch is why its important to have as much choice and as much things to do as possible. Instead of constantly removing the little content we have how about adding some more?

  3. 30 minutes ago, z4ys said:

    The quickest way to rank up is to do the tutorial and get M&C rank. M&C is fine to start pvping. The need to be max lvl is a deception developed by mmos like World of Warcraft and other games where high tier always beats low tier. NA isnt such a game personal skills vs enemy skill matters more than ship rate.

    The need to get full Ship knowledge is an other deception. New players dont have books other the standard ones. Missions offer no books because of reduced loot (only ow ships not in the carezone have high chance for books) So actually new players that have no clue about the drop mechanic wasting their time by doing missions. Furtheremore I got told in many occasions that mods + books are overrated that their bonus is so small that they actually change nothing so why waste time here?

    Missions are a fake feature that trick the player. The player thinks that he is doing something that will reward him but actually he is shooting oneself in the foot. He places oneself into a spiral of grind that lets him not enjoy the game.

    So I welcome any advance that breaks this grind spiral and that let the players see clear. Missions are a thorn in the side that do more harm than good.

    What about fleet missions? Fleet missions are good they encourage interaction with others and require a bit of thought and encourage team play. They are also fun for the new player. I just don't get why people want to try and remove stuff from the game when we should be adding more content and not taking away what little there is.

  4. 26 minutes ago, Vernon Merrill said:

    Yep.  Time to remove "Missions" altogether...   promoting a false sense of security is worse that actually NOT providing any...

    The sea is a dangerous and unforgiving mistress...

    Time to take the training wheels off....

    Are you serious? There is already a massive lack of content in the game why would you remove what little there is. instead of introducing more.

    I would like to see a lot more dynamic events including escort missions invasions all sorts of other stuff. Dont remove what little we have.

  5. On 5/2/2018 at 5:19 AM, King of Crowns said:

    there is a decline in pbs. this is direct result of the everyone wins conquest system and the high price for timers on the ports. also the core problem is that most ports have 0 value. and as the player base shrinks this problem will increase. game just needs more players. 

    This is why for me the old system of a conquest flag made ports so much more strategical.

    You had to capture a port or already own one, within an hour sail of the invasion area, thus everybody new if the port fell it would be a spring board for a future invasion. It made certain ports extremely important and meant you could not sail right across the map and attack any random port you had to island hop or springboard along the coast, giving the defenders a chance to prepare for any major invasions.

  6. Why are we always focusing on the green zones? The green zones are teaming with life and are doing their job. why dont we focus on the rest of the world outside the safe zone and ask ourselves why its empty? Ill give you a simple reason to much risk for too little reward. Why not have rare NPC ships sailing outside the safe zone that could be captured? Why not make trading important again?  Treasure fleets sailing the open seas at random (not in safe zones)  dynamic events and invasions by NPC fleets. Why are we always looking to destroy the thing that works and turn it into a wasteland like the rest of the map?

    Leave the green zones make the open world more inviting and more worth while for traders and explorers, A lot can be done without killing the capitals

  7. This game always seems to  follow the same cycle, everything gets slowly more and more stacked up against  the new player till we reach the tipping point, then drastic measures are brought in to try and revive the almost extinct gold fish bowl, then experienced pvprs come to forums and complain that they cant ruin every noobs day without getting sunk and things start stacking up against the new player again. I have noticed that missions seem to spawn outside the green zone and the result is much less people running missions at the capital, again another negative for the new player.  One day they simply wont be enough seals to club.

     

    • Like 1
  8. Is this whole thing such a big deal?   If your doing first rate missions and they spawn miles away whats stopping you from jumping into a small fast ship and entering all those missions and running away inside thus closing them all down? There is no lower limit on ship size and missions just an upper limit. I could close a first rate mission in a cutter in theory or not?

    • Like 1
  9. A lot of people moan about the safe zones, but what about the towing of ships?  Being able to  teleport a ship around as if by magic and avoid all danger, this has to be a massive factor in keeping people off the open world. If everyone actually had to sail their ships instead of towing them there would be a lot more traffic on the open seas.

    • Like 2
  10. 1 hour ago, Slim McSauce said:

    You aren't going to incentivize pvp by tax alone. There's gotta be a reason for PVPers to venture out from safezone. There's no goal, no objective for OW pvp. Obviously they work because the patrol missions work but those aren't considered true OW pvp. There's nothing to do as an OW pvper

    relevant video, yay hay where's the ow pvp content?

     

    Why are  PVPers so obsessed with the safe zone? Does it hurt you that you cant ruin some noobs day? You have your pvp mission zones after all your crying about them why not use them? Oh that's right because the other people there are organised and not easy to kill. Lets ignore the pvp zones, too many good pvprs , lets just whine about the safe zones instead

    • Like 1
  11. 1 hour ago, Batman said:

    Decrease income from missions inside safezone by at least -25% for every player with the rank of 1st LT or higher and increase taxes in uncapturable nation ports to make players leave the safezone. Include some sort of small roleplay message like "Captain, now that you have spend some time in carribean waters, the admirality orders you set up base in one of your nations ports further away. You will possibly meet enemies of greater danger, but your payments (ect) will also increase."

    In my opinion safe zones are one of the only things keeping this game alive. Most the action in the  game takes place in the so called safe zones. Take them away and have what? The PVP zones that everyone was crying for? If only all the people crying about the safe zones went and enjoyed the pvp zones we wouldn't have to worry about the safe zones. I know your not saying get rid of them, but People need to make an decent income  before they will risk a ship, the harder you make it the less inclined to do anything other than quit the game.

    • Like 1
  12. 3 hours ago, Project Pluto said:

    You will have limited ammo. To take out big bad Woolf you need a group with x2+ ammo amount. Teamwork will be a key. 

    Yes and the big bad wolf can mend sails while running away at full speed.

    Limit chain if you have to make it realistic,    but why not make sail repair realistic,  make people  drop their sails to repair it. The more sails you drop the more repair you can do,  instead of doing it on the run.

    This just stinks of purely stacking the odds against the less experienced but more numerical players.  Just so people can post look at me screen shots

    • Like 2
  13. You are removing the one defence  the one chance newer players have of taking down the big bad wolf that hangs around in the green zone.

    Whats happened? Has Captain reverse lost too many ships in the last few days? These guys will be sailing around taking off peoples masts at will but no one can counter it by chaining them down sometimes I really feel this game is set up so experienced players can slaughter noobs with impunity.

    • Like 3
  14. The problem is, behind every online clan there is almost always a big online ego. These egos would rather have their own empty shell than be apart of another clan. These egos also clash when forced to work with other egos making the  merger much harder and despite the fact it would result in a better experience for most members

    • Like 1
  15. They went the other way. Instead of putting a bigger price on the heads of skilled payers you simply cannot tell who is who. I played a game called fighter ace online, if you shot down 5 people without dying you became an ace that gave you a star next to your name tag, every man and his dog wanted to take that star from you. I think it might work in Naval action a special title that if you kill the guy with it you get that title or at least slayer of insert name title. some people in this game are dammed hard to kill even for a whole group, the rewards for killing them could be more lucrative to reflect the higehr risk involved

    • Like 1
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