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randommexi

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Posts posted by randommexi

  1. On ‎11‎/‎4‎/‎2017 at 11:52 AM, Captiva said:

    Wraith nailed it.

    A player should have control over which wood types he wants his ship to have so that it can be more speed oriented or tank oriented. He should have the option to install copper plating or not. He should have the option to install different sail qualities for speed,  or install optimized rudder and lightweight ropes and blocks; but that should it.

    Player skill should be the overriding factor in PvP, not OP mods. 

     

    Kids these days.

    Mods don't make the difference, skill does.  I bet I could give you all the best mods in the game and I could go and fight you with no mods and win.  in the same ship you have.  PVP winners are dictated by skill not mods.  

     

    • Like 1
  2. 16 hours ago, Zoky said:

    1. Huge self-sustained safezones for old farts

    2. Huge disbalance among ships

    3. Too long tag timers

    4. Too accurate stern chasers

    5. Too little rewards

    6. Stupid unlimited repair system

    7. Maginot line in many smaller regions

    8. Too few free ports

    9. Stupid ROE based on br

    10. Stupid ROE in general

    11. ...

    and many more

    1 - clearly aimed at seal clubbing...

    2 - yes first rates and 7th rates should be equal....  #endsarcasm

    3 - too long?  nah, any shorter and you wouldn't have much time to react.  when you really would have a lot of time to react.

    4 - I agree.

    5 - rewards are fine.  just stop clubbing little ships near KPR

    6 - already being address.  Admin said there are going to be changes.

    7 - NO idea what this is supposed to mean.

    8 - Too few?  no, too many.  should be zero. or if they want more, back to no teleporting to them.

    9 - it could be worse, removing it all together would be silly.

    10 - I don't know what you're aiming for with this statement.

    11 - ...

    where is the many more?  this list of "problems" doesn't seem like its important to me.

  3. 15 hours ago, Zoky said:

    1. Huge self-sustained safezones for old farts

    2. Huge disbalance among ships

    3. Too long tag timers

    4. Too accurate stern chasers

    5. Too little rewards

    6. Stupid unlimited repair system

    7. Maginot line in many smaller regions

    8. Too few free ports

    9. Stupid ROE based on br

    10. Stupid ROE in general

    11. ...

    and many more

    sounds like all he wants to do is gank noob carebears around capitols.  

    • Like 1
  4. 1 minute ago, Bjerg Bjergsson said:


    So for a new player with 1 fighting ship and maybe 1 trade ship they are either going to lose at PvP or lose at PvE by that regard. How do you reconcile that? If they get jumped on the way to a PvE mission? With the current system in place the new player could be in a fast ship but easily get outpaced by a PvP built warship with speed mods. 

    If you remove mods altogether or limit them to 1-2 (versus the FORTY-SIX that exist now) then you at least enable a bit more balance and lets ships play their roles a bit better. Diversity in cosmetics + ship type/play style would take over at that point. 

    well, if he loses his basic cutter he can get another one for free.  cause that's what new players sail.  and like Quineloe said, call reinforcements....

    to quote someone that doesn't know ship!

    "I guess I like the diversity in ships and what they are set up for.  if I could set up a ship and it does everything, might as well remove mods all together and just assume every ship has them all. "

    Removing all mods from the game or even limiting them does not change the fact that an experienced pvper will still crush that new guy.  In fact, you could give the new guy better mods then the experienced pvper and he'd still lose.  mods don't make the difference, only when equal skilled players are fighting do they have any effect.  and at that, they know how to mod, so I doubt they'll lose cause of their mods.

  5. 1 minute ago, victor said:

    First part is basically correct, saling and fighting experience is 80% of a PVP battle.

    But actually it is true that - now - in a ship crafted and fitted for PVE you cannot be effective at all on PVP and vice-versa. This does not incentivate people to try the "other" side of the game and that's - in my opinion - is not a good thing.

    you think all ships no matter their mods, should be able to compete in pvp and pve?  I disagree.

     

    there are different stats needed to compete in pvp and pve.  for example, speed doesn't do much in pve.  however, in pvp it is life!  you need it!  Turning, same.  you need good turning to compete in pvp.

    now pve, reload and armor... stack those = win!  now, they could work in pvp.  but not if you opponent had a boarding set up.  you'll probably lose.

    I guess I like the diversity in ships and what they are set up for.  if I could set up a ship and it does everything, might as well remove mods all together and just assume every ship has them all.

  6. really?  you think the mods are the problem?

     

    nah man, its about pvp experience.  first time pvpers even if they have all the same mods, will probably lose anyway.  had nothing to do with the mods.  everything to do with you pvp skills and the things you've learned while fighting other players.

     

    I think there should be a difference between pvp ship and a pve ship.  cause both require different skill sets to be successful.  and different mods.  

  7. 26 minutes ago, admin said:

    repairs per battle probably need to be limited. They did not achieve the desired result of adding an element of picking up repairs from the enemy turning the battle around.

    back to the old way, one of each.  

    on a side note, how am I suppose to sink those slow pokes that load up repairs and make their ships so slow I can catch them in reverse?

  8. I think you're going about this wrong.  

    first question you need to ask is "why does everyone use chain shot first?"  Answer, so the enemy cannot run away or pursue.

    Pvp is focused around speed.  if you are faster, you can catch anyone and retreat from anyone.  therefor you pick the fights you can win and run from those you cant.

    so, limiting chain shot does nothing if you are trying to get people to fight.  Also, 90% of the pvp is ganking.  (a gank is a combat situation where one of the two sides does not wish to participate).  

    so the best way to get people to fight, would be to remove ganking.  but then we'd have no pvp.  so its very complicated.  if you're trying to get people to fight instead of circling each other and using chain shot, you're going to need to change the very core of combat and the economy.

     

    one  suggestion I can make that could help with this would be to remove all combat repairs.  you would not need to limit chain shot then.  however, it would still be the same as it is now.  people could chain shot each other down so they couldn't run away very easily.  if you left combat repairs in and limited chain shot, people would just sail away and wait for their enemy to run out of chain shot and escape combat eventually.  cause they could repair their sails.

    if you think removing combat repairs is too much, then increasing their cooldown could also work.  maybe to 15 minutes.  

     

    • Like 2
  9. I think all mods need to be more available.

    Cartagena caulking refit does need some sort of change.  I agree it needs to have a penalty of some sort.  probably a speed reduction and perhaps a turn rate reduction.  and reducing the amount of bonus from 7% to 5% would make sense to me.  you make it much less then 5%, it might not be worth the penalties.

  10. i'm finding some resources are very rare and hard to get i'd like to see them available for PVE marks.  the hardest resources to get are the ones that are required for the refits that are purchasable for pve marks.  example,

     

    Almeria saltpeter

    Grietje Van Dijk

    Green heart logs

    Royal Navy College Graduate

    British Running Rigs

    Cartagena Tar

    ETC....

     

    why not make those resources available for a large sum of pve marks.  like 20 to 1 exchange.  so that atleast everyone would have access to these resources.  would also make pve marks more valuable.  it seems that a lot of people have no use for them.

    • Like 3
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