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Posts posted by Herrick
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I don't know how difficult it would be, but there are games, like flight simulator, that rely on real world / real time weather, that would be great.
If that's not possible, at least I would suggest that the developers try to recreate the area real wind currents (for the most important ones, like the mexican guld wind current), and use this pseudo-random wind model for the other areas.
All this would need to to pull in data that is freely available on the web ...
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I think there are some really good ideas here.
I haven't been playing the game very long but have become frustrated with my attempts at trading, which have been driven by my attempts to level up my crafting skills. I'm still learning the ropes (nautical term intended).
I've been traveling up and down the east coast of the US and have not seen the huge price fluctuations that you mention. However, I do not understand the mechanics that drive price change. Scarcity should raise prices and glut should depress them; it seems that the selling price of a resource rarely reaches the buying price, even when there is none to be had. That needs to be fixed.
Trading ships are just too big. The cutter has a capacity of 60, but the Trading Cutter a capacity of 1200? Now, carriages and guns are heavy - but not that much.
I really like the idea of introducing trading for items and resources that are not directly related to crafting. Ports are trade nodes, but could become cities too, with a population that needs to be fed, housed, protected, cared for (sickness - yellow fever, malaria, dysentery, etc., etc), and entertained.
So, as a port grows (as its hinterland becomes developed) there develops a need for business to sustain and nurture it.
This could lead to role in the game for developers/owners. From basic resources that are listed already, a need for foodstuffs as you suggest. The more types, the happier the population, the more efficient they are.
Basic housing, shops, taverns, houses of ill repute (perhaps not), coffee houses, arms dealers would be required even at the meanest ports. As a port grows into a city, more cultured housing would be required, raising the requirement for luxury items.
The idea of luxury goods being demanded is a good one. The trade in these would be quite profitable.
These are ideas that would have a profound effect on the game. Is it a direction that people want to go? I hope so, but it seems to be developing into a battle game, which shouldn't be surprising given it's name. I, for one, am more interested in the trading side of things.
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well the point is that even with these changes, lynx, cutter and even brig are not really worth it to craft. You are better off sailing the free cutter untill you get 120 crew, and then go for a snow, mercury or navy brig
soi the first few ships just remain a way to get some crafting levels anyway, you will never be able to really seell them as no one will ever really need them.
My suggestion: just build trader lynx and sell it to npc to level up until you can build the snow
That's effectively what I've done, but doesn't this imply the game is broken at the beginner's level. There should be a s series of steps that enable a new player to gain experience in battle and in crafting. The current situation doesn't do that.
Il tell you why not to start with the lynx, its god awfull for getting exp, we from one of the first open world versions will remember the lynx with hate, its just low damage out put with its 8 guns in total, the cutter is a lot better starting experiance.
Agreed. So you are saying why bother with the Lynx at all? In that case, why have in the game?
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I started with the cutter. It's a good little ship and it's free.
The problem is, that I have to build one (some) if I am to gain Blueprints. Building a cutter I have to be at level 3 in crafting skill. However, my skill is such that any cutter I build turns out as a Basic build. Nobody wants to buy it, so it's a fairly pointless exercise.
Why not start with the lowest ship in the tech tree, which is currently the Lynx. Make that free for the first one only. After that, they should command a market price.
That way, the little ships would be attractive to newcomers and crafting them would be worth it.
Also, give the free Lynx a durability of 10, but 5 after the first. Nobody should have a problem getting enough gold to progress from 10 tries.
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I like the idea of notoriety. That was certainly a factor in the ability to fill crew numbers. That is not part of the game - perhaps it should be.
Not sure I like the idea of huger fleets, though. Beginners would get swamped.
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Well, I guess three people say 'NO' and strongly, but an explanation as to why might have furthered the discussion!
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I just tried to upload a PDF attachment and got told it was the wrong format.
What are the approved formats for file attachments?
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Friend request sent as 'Herrick' (changed from MJohnH). Let me know some contact details and I'll forward what I've done. What format?
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I'm working on some Crafting tips myself. Would you like to see the content? If it works, I'd be happy for you to add to your guide.
It would make sense to minimize the number of guides a guy has to read ...
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Don't be absurd, its the American's fault.
Ridiculous! It's obviously the British!
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still getting kicked. I've given up this evening.
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Excellent Guide! Are you thinking of adding anything about crafting?
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Nice tutorial. To the point ...
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I'm with Cubus. Is this still valid advice after the recent patches?
1st Big content patch information.
in News Announcements & Important discussions
Posted
Software development and dates just don't mix. Real life happens, software tests fail, and developers are always, always, optimistic when thinking about timelines. Taking nothing away from what these guys are doing ( and have done so far) but take their expectation and double it.
Please don't get your knickers in a twist over a perceived delay in delivering a patch. Suck it up.