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About lokii

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  1. ah yes. That is using the exta funds option? I used the Gun optimisation for 2 CAs
  2. I used 2 x CA's with biggest guns Dont bother with secondaries. Stay at distance and have enough angle and armor to avoid being one shotted. you have to keep both CA's alive. HE spam him, and once his tower is damaged it is a bit more difficult for him to kill you. I do think it does depend on the ship you are up against, so maybe check at the start once you identify him.
  3. Yes. That is what I mean. So you pick 5x but I pick 2x, it stays 2x. Edited my original post. Thanks.
  4. See Naval Action for how difficult MMO can be for ganking/trolling etc.. age of Sail seems interesting for MMO sandbox. I think 1v1 multiplayer would be a good start. Have similar Naval Academy type scenarios where you have to build your fleet (from saved custom ships) using capped funds/tech to duel against another real player. See how that goes. Maybe multiple people could work, similar to steel division or world on conflict. But I find that if you have a weak player, you get stomped. Speed control is another issue. Maybe with 2 people you can speed up to gameplay x5 etc. If they both click the speed game can be played at. Using the slowest time one person picks. Hence 1v1 would be best way forward.
  5. Maybe making the circles smaller and closer together might help? There are huge distances between the 3 circles at times, and a ship should not be able to avoid being easily targeted when in a circle. I think your no capture points when occupied by an enemy ship is the best fix, and combined with the above will encourage engagements and reduce kiting as an overall tactic.
  6. Might be your DNS provider. What do you get if you run this from the OS: nslookup forum.game-labs.net Server: google-public-dns-a.google.com Address: Non-authoritative answer: Name: r237714.tryinvision.com Addresses: Aliases: forum.game-labs.net
  7. I like this compromise, as it also means conquest will happen in adjacent lands, and not randomly around the map.
  8. Since this game is going to go more realistic, are you going to cancel the server split, and just have PvP1 server? As Port battle timers are not realistic or immersive.
  9. I can appreciate development decisions are based on the desire to create a game that works they way you hope. I think people are reading these changes, and are slightly frustrated that effort is being put into changing things that are not perceived major problems. If chat is a major issue, then disable it by default, but have an option to enable for Enemy/Trade, as mentioned by Liquicity above. We hope to have a good relationship with our enemies on the new Global server, so allowing us to communicate in game is essential. Removing all the ship transport, trade transport from FT will turn the game into a full time job again, and I honestly admit I wont be able to put those kind of hours in again. I hope some of the changes could be tested on the current servers to see how they work, before the wipe. Adding raids before the wipe might at least improve the numbers on the server, dont let it die completely for the next 3+ weeks.
  10. I 100% agree on all ports being attackable again, and that a region conquest should be a campaign over time. I do think a majority of regions (50%) would suffice to create a Regional capital PB, as some regions have many more ports than others. Loosing a Region capital attack PB might need to flip back the last captured non-regional port in order to reduce the % below 50%? Raids should be possible against all ports, including region capitals and Nation capitals which provide loot for the victor and maybe a reduction in stock in the port resources and materials.
  11. I think the current Region conquest needs to changed and testing Raids is urgently needed NOW to keep numbers up before the wipe. So, keeping the idea of Raids as laid out by admin, and hostility generation to create a PB, but with the follow changes: 1, Regions have kind of ruined the variation of PB locations (in combination with Resource locations). I think it should be possible to generate hostility in a Region, and then hostility generators vote which non capital port in the region to attack. If you control 50% of ports in a region (as number of ports in regions vary), then Region capital PB is now generated. Change these be to 26 hours, instead of 2 days. 2. Conquest can be too fast, this should slow it down. It will also allow for enemies to have a port in a region for a period of time, without totally taking it over. PB's Region capitals should therefor have some extra benefits, like ships for sale, more resources and materials. ?? 3. Conquest should be about the next region over. It should be easier to raise hostility in an adjacent region to your own, and the distance from capital should also count. Flags were good that way, as the attack had to be launched from a friendly port, which makes realistic sense. It should also be hard to create PB in a region close to the enemy capital, not impossible but the % increase should be tied into how loyal the region population is (if you were to think of it that way). So 100% loyal in capital (full reduction of hostility generation %, 3-4 times harder than now?) and a decreasing number, effected by distance, Raid successes, PvP/AI kills, making PB hostility creation easier. 4. Voting is an important part of this, so as to allow those who generate PBs to decide the target, and then to also decide who enters the PB. A majority vote to kick someone from the 25 should be possible, as this will avoid the frequent occasions when 1 or 2 ALTs or randomers who will ruin the chances of and attacker or defender joined. This is similar to Bobzillas RvR thread suggestion, but I do think it should be possible for people in the PB fleet to decide who they fight with. It should be pre battle instance. It would be really beneficial to see the hostility points the people trying to join have, as people will agree if someone has the points and the ship, they should get in ahead of someone who has not been around to attack/defend. 5. Alliance/Groups. One way I think Alliances in open world might work would be to allow attackers and defenders to create a PB group, based on hostility generation in defence or attack. A "Group" of 25 should be possible to create in OW, so if someone gets tagged or disconnected, a new person can be invited to the PB group. This could also be extended to inviting someone from another nation to join that group and be treated as that nation whike in that group, even if Alliance as a nation is not in force. This could allow Pirates to sell there skills to people who are willing to pay for there services. Creating screening groups of 25 would also be good, as the same could also be done. These groups could then be also rewarded with loot (but no ships, paint or BPs). It should be possible to Tow loot to an Outpost, like you can with a ship. Im sure they are similar to other peoples suggestions, but I just wanted to share mine as I wouild like to see the above happen. Feedback and comments/tweaks welcome!
  12. I really want to play this game again. I love the combat, as do 99% of the server population. I did not get to play the game in Sea Trials form, but I believe that is what attracted most people to the game. I know people will disagree, but I do think having a quick fix of the game is desperately needed for longevity. I would like to be able to login, and pick a Small battle and be matched with similar ships. Maybe the ships could be limited to a certain few types and only 5th rates and below. I know this is kind of possible with Small Battles, but very few people use it. Maybe this Captain can be separate to the in game/OW one? I know it sounds like a similar warship game, but hey there are 1000s of people playing that. Then when time allows or county calls, off to the OW for me again. Maybe a new UI solely for this would attract people to use it, and keep people playing.
  13. I think now would be a great time to clarify PB mechanics. I sail with the most of the hardcore British Captains and we still discuss the exact specifics of PB mechanics. Can we get clarity on the following and any others you know about? 1. How long is PB open for attackers to join if no attackers join, and then once first attacker joins? I really think PB should only initiate after the attackers actually attack btw (maybe 30 min window from due time when PB was "created by hostility" 2. How long is PB open if attacker(s) join, but then they leave? (PB griefing by alt) 3. How long is PB open if defenders enter, but some defenders leave without attackers entering? (this appears to have happened in the past, and closed the PB) 4. How many points are each ship and tower/square fort worth? 5. How long does it take to capture an area, and how many points do you get over time? 6. If a defender and attacker are in the capture area, do all points stop accumulating until only one side are in the area (BR based at all?)? (greifing by a lynx or gunboat impossible to hit at distance possible?) 7. 90 mins has not been long enough in the past, has testing revealed the 1000 points is easier to get in 90 mins now? should time limit be increased? 8. Logging in at port, how long do you have to wait to join PB? (has it been fixed?) thanks, and really looking forward to testing. Bringing back flags for Port raids would be excellent way to test this against non-region capitals or even just capitals. But hostility PB required to take port.
  14. Looks great to me, I think the response addresses most of the feedback I hear people talking about, so good job. Hostility Bombs not mentioned, hopefully they will be looked into seperately. PvP events seems like fun, but I would really like to see port raiding to see how that might shape the game play too. (generating hostility, risk/reward). My advice, remove "ETA - End of November"
  15. Jehil is not implying it is an exploit, or was abused, more a discussion around RoE with smuggler flags. As you are a 'Pirate' at heart, I thought you would like to be able to attack anything that moves?
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