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Ledinis

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Everything posted by Ledinis

  1. And thats more or less the reason they want to merge the servers.
  2. I would not even say anything or argue about more pressing issues having priority over wind mechanics in combat, but you made a statement that you are thinking about scraping it in general, not just postponing it. Also each change you will do will be praised by some part of the community while hated by the other, so shaping it into a decent game while having a small player base will have the least backlash in the long run. You would have had a lot less of negativity with the penetration changes if it was already in place before the Steam early alpha release and people wouldn't have been used to a "Port Royal 3 combat system". At the moment your'e just reverting back on half of the things you implemented and had plans on implementing in hopes that the player base who want a simplistic arcade game, majority of whom have left the game and gave it bad reviews, will magically take back the reviews and flock back. And at the same time your'e quite disappointing players that are still testing the game and want it to become a gem, instead of a basic, run of the mill arcade mmo, which gets forgotten in a year. -.-
  3. We are worried that some changes will not be liked by a few people so decided to stop improving the game in general... Really ?
  4. Yey!!! Bye meaningful crafting until 3rd rates. Bye any potential war attrition. Hello unending legions of free ships. Any chance you are at least thinking of making AI fleets be player arranged with actually crafted/bought ships or just 10000000000 ships spawning out of a port free for the taking ? -.-
  5. Wouldn't even need adding advantages if freeports, that are 15 mins sail away wouldn't harbor 25k enemy warships in them
  6. Well i assume that 180 days worth of food would cost a lot on a line ship with 800 people on it So it could be a choice of a player, do i just spend a fortune to fill this Victory with 200 tons of biscuits and give 0 fu...s for 20 hours and risk loosing the said fortune if i get sunk 1 hour into the game? Or am i a cheap ass and only refill my food stores when my sailors are on the brink of starvation. + There's quite a good area to play with crew morale on this. Im fairly certain that a crew whos rations only include a few dried up biscuits each day would not be in such high spirits ass a crew who has bread, pickled meat or even livestock in their rations.
  7. Yeah but i doubt in any of those battles they opened fire at 2km away and kept shooting in the general direction of the enemy ship as soon as they reloaded Remember reading somewhere that most crews didn't even perform live training with live ammunition since it wasn't something they could waste at their leisure Would give some tactical dept also of filling out your ship with different types of ammunition. Cannons and ammunition could be a craft-able commodity
  8. Any thoughts on making ammunition a craft-able / depletable resource ?
  9. We are getting a fix for that in the next patch that is estimated to come in less than 3 weeks at the moment.
  10. Also when you rework pirates, crew recruiting for them could be free of charge, but the crew would demand a share of the prize after each captured ship/cargo.
  11. If we only tell you about the features we love and how to improve them, and wont give any criticism to something we dont think should be in the game, eventually we will end up with motorboats with laser cannons In all honesty though its not the fact that i h8 the feature of capping AI ships. Its more of the fact that it heavily impacts crafting by making stuff bellow the capture limit worthless.
  12. Really hope you wont make AI ships capturable again. This doesn't go quite well with making ships be worth something if we can easily get an unending supply of them Player fleets, again if you actually need to craft, capture the ships in pvp, sounds good. If you choose to give a Santisima into the hands of a retarded AI that will most likely get it sunk, who am i to stop you Other than that like the idea quite much. If you also make Free ports not house warships in them, this would make a nations territorial integrity be worth something, bringing the fighting to the battle front and not hearing new players cry about being ganked near their capitals all the time. Though as many said would like to have the ability to send ships from one port to another that you have outposts in (with a decent fee and time required to do so ofc) Also would like to see crew experience in some manor. if your crew survived 5 battles surely they should get a bit better than a bunch of random tavern rats thrown into the boat
  13. Chill your pants and wait for the new patch ffs. If there will be a 7 week timer on ports and we will have 1-2 port battles per day with an advanced notice, i doubt we will see empty port battles in any nation. Until then go pvp, hone your skills, or go play something else for 3 more weeks if you cant handle the current game.
  14. Same opportunity to be abused, creating alts on an enemy nation, people that stoped playing still counting towards the nations population... the possibilities are endless
  15. What are you on about ? Ever since they made only regional capitals accept line ships, people stopped producing these. you cant catch anything in a 1st rate. At the moment its everyone spamming connies and rattlesnakes
  16. Even i cant say that they are balanced, and my job is literally to lie to people
  17. Was that bug by any chance armor ? Sarcasm aside im just hoping you're not caving into pure pressure from the players moaning about the daily basis on these forums while at the same time posting that they haven't loged in since patch 9.8 (a.k.a i haven't tested it but ill nag about it anyways)
  18. Although i like the basic idea of having some rare/specialized stuff for each crafter, you might want to rethink the RNG part If you'll go though the economy forums every 2/3 post are from people despising the RNG system
  19. Jesus sweet marry, my bachelors degree thesis was shorter than that entire post ? How many days did that take you ? P.S you just made my post look like a child's painting.
  20. The most attractive part of this game for me is its potential to for it to incorporate all of my childhood’s sailing/pirate themed games into one online experience, as such the suggestions listed below will be heavily influenced by game titles such as Port Royal/Patrician and Anno game series, bringing a bit of strategy aspect into the game. The core of this lies in the growth and expansion of nations controlled settlements. The bigger the city, the harder it is to meet its demands, but the better the opportunities it presents and the more difficult it is for an enemy to take it over. Settlement growth/stagnation/decline should be influenced by the rate of increasing population, whose needs need to be met. This is where the trading game comes into play. Each port could be classified by its size (Small Settlement, Settlement, Village, Small Town, City, Major City, Commercial Center, Metropolis, Cosmopolitan City), opening more building opportunities, resource yields from production buildings, crew generation. In order for a city to expand, its citizen demands would need to be met by traders bringing the daily requirement of trade goods for a set amount of time (let’s say 7 days). In case the demands are not met the cities growth would stop, neglecting it even further would make it deteriorate into a smaller settlement. Trade goods for fulfilling the citizen’s needs would be different, than the building material needed for ships (not to make too much of a resource war between ship crafters and traders). These could include meat, bread, fish, beer, rum, animal skins, wool, wine and so forth. Each level of settlement requiring more exquisite goods to be satisfied than the previous level. Let’s say a small settlement with a population level of 500 will need 500 units of bread and some beer to keep the villagers happy and progress to the next level, while a major city having 5000 settlers, including traders and nobles, will need and assortment of 5000 bread/meat/fish, 2000 beer, 500 wine, 200 spices and so one. The mentioned trade goods could be bought from other ports producing them, or made by player productions buildings. (Produce goods should have a period of time after which they spoil and are thrown away if kept in the ships hold or warehouse, to avoid people just stocking up a warehouse full of resources to supply a city for months on end without making any trips). So now we upgraded our city to a Metropolis, what good does it give? Well other than getting static bonuses from the increased population (lower labor hour cost for crafting, increased production in buildings, more available crew for hire), we would have town buildings giving various bonuses, building different levels of these require a larger settlement and it would be dictated by the city council comprising of the Landlords (currently being developed for the upcoming patch) and members of the city’s trade guild. Some of the building could include: Tavern/Inn – the higher the level of the building, the more crew for hire the city generates, at certain building levels new types of sailors are unlocked. I.E level 1-3 you can hire ordinary seaman, from level 3-5 a part of the sailors that are up for hire are experienced traders, that have a negative impact in battle but increase the profits of selling goods in a port by a certain %. Finally level 5-8 we also unlock buccaneers who have a bonus at boarding ships and mercenaries who have a slight malus in working the sails and cannons, but have an advantage in boarding and fort landing battles. Shipyard/Dry-dock – with each higher level the city gets the ability to craft bigger draft ships (replaces player built shipyards, seriously I can almost live with 500 mines in a city but 500 shipyards just seem overkill ). Gives the players the ability to put permanent upgrades on ships (quite certain one could not simply slap on copper plating on a ship while at sea at his leisure). At a certain level allows ship refitting’s. City Hall – improving this building unlocks more diverse missions, allows council members of the city to post notices and at a certain level allows people to put bounties on enemy players. Allows players to donate ships to issue AI fleets in the ports area to protect against enemy ships (AI patrols that actually engage hostile ships in the area) Fortifications/Towers/Forts – increases the settlements defense against assaulting forces, higher levels increase the structure from a simple battery encampment all the way up to a fortress alongside increasing the cannon count, structural integrity, soldier numbers and quality. Barracks/Military school – trains and lets you recruit a certain amount of marines each day, the higher the level the more marines are trained (you might have gotten a hunch I believe people should be a part of the crew and not modules ). Could also provide the ability to hire officers. Brothel – Increases sailor morale for x amount of battles after visiting (and the captain paying a hefty sum to keep his sailors happy). Blacksmith/Gunsmith – Increases the defense value, musket count of the fort defending against an enemy landing. Traders Guild – Requires a good reputation in the city (gained by supplying the needs of the settlers) and a hefty initiation fee. Players belonging to the guild get a right to vote in the city council. Upgrading this building unlocks the ability for traders to hire escorts (either AI fleets swimming from a city and back which the trader can follow for protection, or players that get a mission to follow the trader in a close proximity till he reaches the destination) Marketplace – allows selling upgrades, blueprints akin to the current contract system for materials. All of these building would require large amounts of resources and time to upgrade, and the direction on which the city would focus would be chosen by the council via a vote system. This system would allow players that want to focus on trading to have an influence on the game, and would increase the value of developed ports that a nation spent days in upgrading, making them a prime target for the enemy, and giving incentive to protect it. Have any ideas to improve this ? Want to dismiss this as total BS ? Have some thoughts on other buildings and bonuses they could provide ? Please share
  21. They can always see the light after a while and join the pvp servers I doubt it would be hard in just slapping AI to defend those ports, but if ports become capturable in a PVE server that kind of seems to go against the core of the PVE server
  22. Although the mods are OP without a doubt, AI will be easy as hell to board even if they nerf them. It's made by design to have a lag on all players actions. So yeah although a point system like Op suggested is a viable, i vote on a definite no, for learning ships by capping AI. If you cap a players ship and decide to dismantle it, sure, since you actually had put work into it. If this gets used though i would also like some ships to be learnt by default, as is now and the BP's you purchase in this manner to be single/limited use, so that those points dont become irrelevant after a month, when you learnt everything, and that newly introduced ships in new patches arent instantly learnt by the entirety of the server
  23. That more or less like getting rid of the BP's in general. I would maybe understand it if player captured ships would yield these crafting points once the ship is dismantled. But capturing an AI Santisima takes 5-7 minutes including sailing towards it and turning it against the wind. So with a system like this might as well just learn all BP's as soon as you reach max rank.
  24. They said quite a while that the entire BP system is due for an overhaul, but as you most likely noticed from the riots in the forums there are more serious game aspects to work on beforehand. Although im a lone wolf crafter and would love a better crafting system, i still want some BP's ( specially for the biggest ships) to have some rarity and work put into getting them. If i have a large chance or getting points towards discovering a new ship, with each AI i cap id have all ship recipes within a week, which seems a bit excessive.
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