-
Posts
705 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Posts posted by Jan van Santen
-
-
Hi Felix,
as frequent user of your map I noticed yesterday that the PvE map is blank. All I see is the background, no ports, nothing else. At the same time war server map works as iusual
- 1
-
confirmed for pirate hostility at North Inlet, August, 9th, 20.++ map time
-
Here is the full experiment (German) and it shows that a cannonball did not penetrate lo/wo even at a 15 distance (starts at 30 mins)
https://www.zdf.de/dokumentation/terra-x/die-korsaren-freibeuter-der-meere-100.html
- 2
- 1
-
On 7/28/2020 at 10:44 AM, admin said:
-
Range control.
- Every gun will have a role (even 4lb). All guns should be able to penetrate a fully upgraded ship hull and masts at 100m as they could historically. Including smallest calibers.
Actually even a 6 pounder didnt penetrate a lo/wo hull, even below 100 m. The docu used a 6 pdr shot against a model of the "Constitution" hull.
wo would be penetrated, lo/wo would not.
The experiment was done for "Master and Commander- The true story" docu. I cant access the actual docu atm, but the experiment can also be seen here, around 7:50
- 3
- 1
-
Range control.
-
Once more time to answer to an "exploit" call of yours with this:
https://en.wikipedia.org/wiki/Video_game_exploit
In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers.
Tldr: since devs recently installed a mechanism to teleport to a port battle itself, we are pretty safe to assume that teleporting to a hostility is intended and thus no exploit....
- 1
-
On 7/14/2020 at 12:30 PM, Lizzo said:
Where are your numbers from? As with the new values, fir/fir gives +11,8% speed, rangoon/rangoon gives +11,0%. As frame wood i like Rangoon, because it gives at least some protection. As planking, as i said, it is basically worse than fir in every aspect.
i used the status quo, current values. Checked on na map and in shipyard.
-
Only issue i see with this is PvE server. As non consensual PvP is strictly not wanted there, the feature would have to be PvP server only.
- 1
-
22 minutes ago, Lizzo said:
I think Rangoon Teak as planking is currently broken, it is basically worse than any other fir in every aspect. I guess it should have like +2-4% thickness instead of -12% so it is slower, but at least tankier than fir planking
rangoon/rangoon India base speed 12.38
fir/fir India 12.01
same as with locust, they will be worthless after next patch, current spreadsheet seems to suggest new england fir will be the new trader wood....
-
9 hours ago, Serk said:
Those with access to Malabar teak will go for it. Those with access to African teak will use African teak.
Access is not an issue on PvE. While historically correct, the question remains: should it be an issue on PvP ?
My suggestion would be (if Devs want to stick with spawn in ports only...) to give all of the rare woods 1 spawn in a free port.
Eg: African tk now is: Willemstad, Oranjestad and Fort Baai.
Instead: Willemstad, Oranjestad and Aves.
(Ofc I still think the ways proposed earlier are better: drop from loot, chests, event....)
The "free port spawn" could even generate more action on PvP server imo.
- 2
-
3 hours ago, Holm Hansen said:
The new adjustments should be limited to the speed of white oak only and to the search for a place for the new fir types and the other non popular types of new woods.
Why not teak style ?
Fir ok fast
Fir (s) great faster
Rare Firs super fast but rare ?
-
7 minutes ago, Sento de Benimaclet said:
DAmn, how many new woods, I'm going to have to go to Leroy Merlin for advice. Someone who understands it .. what new woods would you use for PvP and which ones for RvR? Thanks in advance.
your best choice is netlify's ship comparison (once the devs have finished hotfixing)
you could also use the devs own spreadsheet, but thats to confuddled for good old crafting me....
-
28 minutes ago, Lizzo said:
That is why I think it is right that teak has better values overall than most other woods.
Following the vids on https://sampsonboat.co.uk about restoring a historic 48 ft/14.6m (LOA) race cutter will quickly rid you of that view:
If you want a top quality wooden ship and have a choice of the best materials, still today you use seasoned live oak and seasoned white oak for frame and planks. Other woods are used in special parts of the ship only, teak eg for deck planks. Zjere are several episodes in the video series where the shipwright takes care to pick the best woods and explains his choices.
Also this ship won the Fastnet regatta, being one of only 2 out of 15 ships actually reaching the finish....which goes to show that lo(s) /wo(s) doesnt historically mean "slow" but it meant tough....
Same as the oak built Endymion was faster than her pine (fir) sister ships...
Building a ship from tk entirely was limited to shipyards in regions that had plenty of tk but none of the better woods.
-
28 minutes ago, admin said:
In last 2 test servers testers failed to identify critical issues unfortunately (not their fault - there were just not enough of them). Critical issues could only be found by live usage. So for us test servers are a waste of time and resources with 1 programmer.
Not iirc. I did eg point you to the fact that cargo for cargo missions should not have zero weight as it had on testbed. You still brought it to live patch with zero weight ...and later had to fix it bec it led to an exploit like mechanics of clans stockpileing missions.
Also i am sure players could have pointed you to the flaws of the timber patch after testing on testbed.
But ofc its your choice whats the greater problem and your call what takes more work.
In the end I think testing patches on live server is detrimental for the games reputation, its reviews...and its sales.
- 2
-
What's got "timber stats for next week" to do with exploit fixing ?
And where did players complain about exploit fixing ?
On the contrary, it was players pointing to what needed to be fixed several times after that half-ready patch was released.
Speaking for myself only, and pointing
a) to a thing that could easily have been fixed by testing the patch before going live and
b) to the fact that several other posters had to point the devs to similar flaws of this patch:
On 6/26/2020 at 2:11 PM, Jan van Santen said:A lo(s)/wo(s) LO is now faster than a lo(s)/tk(s) LO ? (9.02 vs 8.97 )
On 7/10/2020 at 3:27 PM, admin said:Fix the inconsistencies (like teak slower than white oak),
-
1 hour ago, Artagnu Pedrugn said:
This coming from the Department that does nothing but drastic decisions.
I do not even care anymore what you do with woods just pick a stat and leave it alone ffs. We are getting tired of this game being treated as if it is still in BETA development. There is no reason why a game that is released shuld have massive changes made to it. That is what Alpha and Beta are for. When you release that is it except for slight tweaks. When are these DEVS gonna stop radically changing this game every other week. There is no reason for this constant changing of stuff. Bring back a test server so you can get things right before loading them into the game and messing up everyone's experience. Once a change has been decided as good in the test server then load it into the real game. This way you can see what effects are and get the appropriate feedback without massively disrupting everyone's game play with fixes that actually break things.
This. Players expect patches to be of the same state as the game. Pre-alpha patches hotfixed significantly back and forth several times dont fit to a released game..
If you arent sure how a patch works on the game balance, test it before it goes live.
- 2
-
I had a connection drop during battle on pve server while dealing with the third ship in a kill mission (f11 sent after, but the screenshots i post here are more obvious)
But on the contrary to what the msg said, i wasnt transferred to login screen, but ended in ow, right next to the missions location, ship fully repaired and crewed.
And as you can see: the mission was still there as if i had never started it. That mission was taken shortly before maintenance and done after.
-
On 6/28/2020 at 1:00 PM, SparkyTheParasite said:
Raiders tag a port. player clans then need to do hostility to take 100% then they are allowed to attack a port and initialize the port battle. those are quite fun tbh.
What Sparky said. For further info:
-
Just now, mikawa said:
Have you ever spent a single thought on how much labour hours went into building the 3D model of the Trincomalee, additional the time to test the sailing qualities, balancing out the combat qualities? How much would that make her worth? Sure not 40-50 cent.
That would apply to a new ship, .....but makeing a ship dlc thats already ingame long time ?
As to Diana vs Trinco : she carries a heavier broadside if you go all carrrros...and she doesnt heel that much (which with reduced acceleration does matter)
But still: none of them beats the current no1 5th, the Endymion.
-
RNG is never fair, the guy buying his first ever lottery ticket can win the jackpot w the samce chance.
That is why it has absolutely no place in a game that attempts to simulate historic shipbuilding...
Materials, experience, money invested etc should determine quality, not rng.
To me crafting is an essential part of this game: it determines where my op's are, what i trade, what means I have to raise...and in the end, which challenges I can take with the ships I built.
RNG alone is hard enough to handle, particularly with the dire chances PvE has compared to PvP....but puttting crafting to a standstill with the current woods patch could kill it for me.
My best gaming buddy has already left for that reason.
1) get quality determining factors back into crafting
2) fix that wood chaos. Woods which take effort need to be better than easy to obtain stuff...but effort doesnt mean to give them super low droprate in 1 or 2 ports...
This patch should never have gone life ww/o extended testing.
3) stop unrealistic stuff like superfast sols
4) do it fast, before servers are empty.
- 2
-
2 minutes ago, qw569😳 said:
PermanentSlots Count % 3 26038 80.24% 4 5043 15.54% 5 1371 4.22% Total 32452 Tyvm.
So on PvP server: 19.76% is 4/5 or 5/5...subtracting the 4/5 blues, thats still waaaay better than what we get from PvE rng....(about 4-5%)
Even worse so, since having a quality ship substitutes for the missing PvE endgame....
-
1 minute ago, qw569😳 said:
What are the quality criteria?
Number of Permanent slots
yep, that would be even better than the color.
-
5 minutes ago, Comrade FrosT said:
Maths does not work like that... ask many players how many they got, not just one or two... you can't get reliable data by asking two players LOL
statistics works indeed by compareing large numbers....since I reached max crafting lvl in april 2016...my own crafting provides large enough numbers for PvE.
As to PvP: read again ? hint: the keyword is "whenever"
the 2/6 Bucs was just the most recent example out of many posted here...
-
Can you extract quality (blue, purple, golden...) of the crafted ships ?
(Whenever I see ppl posting crafted ships on PvP server , eg someone recently got 2 purple out of 6 crafted Bucs, it seems way better than the 1 in 25 we get on PvE server)
- 1
-
2 hours ago, Trawn said:
.To sum it up, if you want teak/live oak/white oak to be as good/bad as mahogany/bermuda etc., then they would have to cost the same on all levels of availibility
True.
My summary (what should have been in a woods/crafting update):
No devaluation of players assets, more variety (Endy with 101 sides, LO with 106...), more choices, more individual builds, less grind, less rng
What was in the update (so far)
A huge devaluation of players assets (ships, buildings, stored materials), gimmicky builds instead of variety (118 thicknes on LO...) , choices ? yes, but the wrong ones, insane grind , same rng.
As long as we don't know what comes out in the end, crafting is kinda frozen...and player numbers decreasing, since nobody actually knows what to play for
We can only hope that the forthcoming fixes correct these flaws...which still leaves the question: why the initial testing on life server ??
- 2
Yet another map: Naval Action map
in Maps - Development forum
Posted
Hello Felix,
as per usual a minor remark to your great work: Since ship compare "permanent" lists Cole pump, shouldnt Kitt's pump be there, too ?