Jump to content
Game-Labs Forum

Aster

Members2
  • Posts

    617
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Aster

  1. And no single non paid ship can beat it in a RVR setting in the shallows. So simply ban it from shallow RVR and it will be much less of a pay to win issue.
  2. Its only real limit is that you can only spawn one per day per account. Which is a limit but in the current state of RVR Unless you get three shallow ports flipped at once that you have to show up to its a non issue. A first rate can not go into shallow water port battles so thats irrelevant and that literally has nothing to do with the definition of pay to win in any sense of the word. Anyway making the requin a 5th rate/banning it from shallow port battles like the Niagara of old would be a good first step to not making shallow water RVR pay to win. Just like what happened to the Hercules.
  3. https://www.urbandictionary.com/define.php?term=pay-to-win I will simply refer to the common definition of pay to win for that one.
  4. Ok one more time. Take a fleet of non paid ships, any shallow water ships you please. Then fight a somewhat equal skill opponent with requins and color me impressed if you win.
  5. Ok step by step then. You buy the requin. Check. The other side buys the requin, Check. Both sides can fight with a chance to win. If one side does not buy the requin it has no chance to win. Because the requin is a over powered shallow water RVR ship and non paid ships can not compete.=Pay to win If a piece of gear has to be bought with money to be competitive because all normal in game pieces of gear simply get stomped by it. It is pay to win.
  6. Heavy rat meta at least saw some princes in the mix and you could very easily get them through in game means. Now we have a pay to win meta. There is no shallow fleet that can beat a all xebec fleet because the ship is broken in RVR.
  7. I would like to see a system were a player not in a clan/a clan that owns no ports will receive greater protections. Such as no pvp/mission jumping in their reinforcement zone. This would hopefully help the real new players that do need protection. Or the players that simply have no interest in getting involved in game politics. I think clans should be in control of their own diplomacy and can set whatever alliances they want to other clans. To support this idea the clan name would have to show on the players open world info.
  8. Could player made missions ever be a thing? so craft this ship and this is your reward. Haul these goods to here in this much time, (could be used for navigating events perhaps). Militia missions where maybe a max rank player or a clan needs to start it with a stated goal, grind hostility on such and such port, go to this patrol zone for this much time (patrol zones need to be fixed). If the stated goal is to get new players into clans where they should have a much easier time then I think the last mission could be very helpful to that. All of these events could be player funded and taxed furthering game economy and gold sink.
  9. They are called pyrates because thats what one of the most influential sources, a book written on them called them. https://en.wikipedia.org/wiki/A_General_History_of_the_Pyrates
  10. 1.)our last port battle at Bensalem. When spain attacked in their prime time they died before they got to the port. 2.) 8/14/2018 WO tax revenue 4.1mill+ 3.) You smell funny. That is all
  11. The war with Spain is not over and Spanish players can expect to be attacked where ever we find them. If any nation wishes to have a Spanish port especially one without a timer please send a pm and we can work out a payment for it.
  12. The war with Spain is not over and Spanish players can fully expect to be attacked everywhere we find them. If any nation wishes to have a Spanish port especially one without a timer please send a pm and we can work out a payment for it.
  13. From my experience these "councils" are often full of people that talk a lot of talk and don't have the power to do anything about it. In nations the size of the clan is no indicator to how much they contribute to a nation and many times its the smaller very organized clans that carry the nation. I don't think preventing a group of players from doing what they want to do is a good thing because a unrelated group/groups in their nation don't want to. So I say no, now if this had to be added then a way for a clan to leave their nation and become pirate so we have clan diplomacy (what I would rather see anyway) then maybe it could work. Although if we went that route I have a funny feeling many of these "great" nations wouldn't exist at all.
  14. well if you want to run the largest ship in the game your fleet ships will have to be smaller, so one med 5th rate or a smaller 5th and a 6th rate.
  15. The US just gets so many new players thats how the nation survives. The problem with the nation is clan drama and a lack of any decent, organized group to carry the nation. This causes most decent players to leave the nation for another nation with less drama/decent clan furthering the cycle.
  16. I think he got into Koiz bath salts
  17. For the hugging problem, personally I would like to see a system where a ship can fire muskets/grenades at an enemy that is close to it. The damage should be based off of how high your boarding prep is. The idea being that if you have a small ship hugging down a first rate the first rate can turn on boarding prep to damage the small ship hugging it but the draw back would be he would take extra crew loss by them being exposed. For officers I think it would be interesting, but the ai is so dumb and frustrating sometimes.
  18. Why show up to defend thoughs who have never defended you?
  19. PFFFFF traders get no rewards, traders are just big targets. Use your cannons and learn to pvp. Indiaman is one of the most op 5th rates use it right. # INDIAMAN REFIT! PS. don't get me started on the lgv refit
×
×
  • Create New...