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Mrdoomed

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Posts posted by Mrdoomed

  1. 21 minutes ago, Sansón Carrasco said:

    I am a solo PVPer who prefers 7th & 6th rate ships and hunting player traders.

    In the past I was able to establish my own production buildings, outposts, etc and crafted my own ships.

    Post 10.1, I can still do this, but recent patch changes mean it takes far, far longer due to exorbitant costs, etc.

    This new proposal mandates a PVP focused player is now instead going to be forced to do PVE grinding for many hours before I will even be allowed the privilege of engaging in PVP.

    I have over 400 hours in game since Sea Trials, so am a "casual" by NA's definition. This is still many multiples more hours than I have in any other game in my Steam library.

    What I am reading here is that I should just uninstall NA again and wait for NA Legends to come out. It's too bad, because solo PVP hunting in the OW is great fun. Apparently that very realistic and entirely historic play style is not appreciated or encouraged in this game. Fair enoug, RVR doesn't interest me and PB the least of all. I can see my interests and this game's direction have diverged, so be it.

    Once no cooldown teleports allowed revenge ganks to roam free it stopped being a game for casuals,  or solo hunters on the ow. I struggled with it forever and finally gave up because it was just not fun anymore. Im trying again with the new patch but i can see its gonna be same thing so im not excited and probably wont play long before frustration sets in.

    Lets face it this game ismt for us.

  2. 54 minutes ago, admin said:

    Basic cutter will be a basic ship for basic pve. It won't be able to attack players or enter pvp battles. 

    Will players be able to attack it? If not then you just made a free spy ship that cant be sunk and can freely transport goods in enemy water without fear.

    On the other hand if players can attack cutters but cutters cant attack them then the same jerks exploiting cutters will be the same kind of guys who just camp and kill newbs in cutters who cant fight back.

    Its a shame people can no cooldown teleport and use this to make cutter swarms to game the game. Probably wouldnt happen so much if they could only teleport once every few hours.

    • Like 1
  3. On 6/5/2017 at 7:03 AM, saintjacktar said:

    I'll say this, it could be part to do with Piracy not being real Piracy in NA. There's no "find a lucrative trade item with the most out of profit between point A and point B, learn the trade route and hunt along that trade route" kind of piracy in this game. It's all camp this port, camp that port or hunt deep in enemy waters because they wont be able to catch me tactics. I think this is part of what makes deep sea sailing a "chore". If I was a Pirate I would do my research and hunt the expensive item traders in the deep sea trade lanes, perhaps with a letter of marque. but alas i am not a Pirate. just a thought

    kind regards,

    As someone who plays or well played AS A TRUE PIRATE DID ( in your view at least) i can tell you why so few pirates play that way.

    Imagine spending weeks or more learning all the trade routes,  all the most popular ports, all the voids in protection and where the easiest targets are. Now imagine you spend 30 minutes sailing to a spot to ambush the unprotected trade ship . Now imagine you capture that trade ship and find a million gold worth of loot on it !!! Now imagine when you exit battle you find out your victim screames for help on teamspeak and national chat and 24 players all used stupid as hello kitty teleports to teleport near you and then sail the rest of the way while your in battle then they kill you whem you exit. 

    Yeah hello kitty that. Take away teleports and real piracy and privateer will come back ten fold. 

    Why would ANYONE want to play like a true pirate now?  

     

    TLDR because of no cooldown teleports any enemy port is essentially the enemy capital. Why not go to the most busy place ( the capital ) if youre gonna hve to fight them all anyways?

  4. 32 minutes ago, Wraith said:

    #correlationdoesnotimplycausation

    I'm not disagreeing that teleports, and moving both ships and yourself around the map instantly, change the nature of the player to player interaction in extremely significant ways. And many of these that I lament, like the absence of "front lines," is influenced by that. But to make the claim that teleports are the sole cause of player decline is just ignorant.

    There are many interacting systems at play that have created the lack of players in the game, not least of which is that the game isn't finished and there's not enough content. Most importantly there are very few mechanisms for players to create their own content and that's layered on a severely broken economy and messed up RvR mechanics. The reason that people were calling for teleports, if you honestly take a look back, was because player populations had already started to decline and finding action wasn't as easy as it used to be.

    Before y'all go bonkers and call me a carebear, you should know that I'd be happy if teleports were removed or severely restricted. I'd like to see the current system completely replaced with no teleport to capital, no teleport between outposts, etc. replaced solely by a "Book Passage to Outpost" that would allow you to "teleport" at server maintenance between your outposts.  That way, clans might maintain a few different regions of operations and choose from day to day where they'd spend their time playing, trading, etc. and still participate in scheduled RvR activities of allies without being entirely restricted to one area of the map. But it would make it so action from day to day was concentrated.

    But, and this is a huge but: This system only works when you have a server with 1500-3000 players or a great deal of content (PvE and mechanisms to generate player-generated content, e.g. raids, hostility zones, etc.). Right now we have neither, and no indication that changes being made will actually materialize any of these magical 300,000 wish-listers, or bring back any players that left due to the many overlapping and interacting mechanics that are broken. 

    TLDR: Teleports were implemented to treat a symptoms of an already declining player population and lack of regional content. Removing them assuming they'll fix everything is stupid, though it may be part of the solution.

    Would never call you a carebear. I have have read your posts since ea started and know that we agree more than disagree but i am hardly ignorant about this subject and i NEVER said tp are the soul reason for players leaving or that it is all the trouble. What i said is it was and is a major role in population decrease and does cause lots of problems. 

    I know some of you say tp was put in because of population decline and im sorry but that is a lie plain and simple. The population was very high when it was implemented and took huge losses starting after tps where put in.

    Now the mantra is "well we need tp now cuz of small population and if we get more players then it can be removed " and thats the worst attitude there is.  Youre saying the thing that causes the problem is needed now unless people start to play despite the problem then we can remove the problem even though people are now accepting it.

    Call me stupid again or ignorant or whatever you want but please dont lie and say teleports came after the population died. Be honest and name call me and i can at least respect you but to fabricate a false narrative then call me stupid or ignorant is nonsense. 

    Im not going to keep defending the truth because it never mattered before so it wont matter now. Time will tell. Admin is keeping tps so lets see after launch if the population plateaus around 100 like now or if suddenly people decide to come back.

     

    TLDR what you guys have painted yourselves into now is a catch 22.

  5. 29 minutes ago, Ratline said:

    Indeed, and instant t/p + gps map co-ords makes it a terrible decision to bring them back, especially if players are forced into OW post battle.

    The kind of metagaming with teleports that you describe is exactly why I hate them. Teleports screwed up the game in a big way, but the least destructive to gameplay was the tp to port after battle. What's ironic is that Admin is scrapping this but keeping the truly detrimental form of tp.

    At the very least teleports need both a cooldown and an activation cost and timer.

    Couldn't agree more.  The instant tp overnight created a new metagame that completely changed the game, instantly. I dont know why the dev team cant see that many of the problems they are trying to fix where all created by the no brain clicky tp to gank players who acually play on the ow. 

    It would take to long to type out all the things that would fix itself  (rather than needing to be fixed) if people couldn't brainlessly tp around.  Dumbing down societies  (gaming or real) to make people feel better dont fix anything it just makes everyone in the society dumb. 

  6. 12 minutes ago, Ratline said:

    Hmm, I want tp between outposts removed and only have the one account. On the other hand I think tp to friendly port after battle should remain (unless other changes are implemented) because revenge gank fleets were a terrible part of this game. I consider people who sit in port waiting for revenge gank fleets to form for easy kills 'carebears' but hey, maybe that's just me :)

    Ironically revenge ganking fleets where not a big problem BEFORE instant travel.  Back then if a bunch of asshats who "chase pvp" wanted to all 30 or 40 teleport to gank you they where then stuck there for 3 hours or had to sail back.

    As a solo hunter that was my favorite trap to spring on the dumb.  I would use my tp before i logged to go to wherever i wanted to trap asshats the next day. Next day i would log in make sure and get spotted,  the sheep would teleport to me, i would go to port then teleport to my real hunting grounds.

    If i got to play more than a hour or two i would do the same before I logged off, otherwise i would just rinse and repeat from current port the next day.

    Once people could tp all day like munkey likes then they just sat in port playing candy crush till they heard about a real player spotted they could gank.....of course they call this " going to the pvp" but real players know what they are doing.

  7. 2 hours ago, Grundgemunkey said:

    it works exactly that way .... its not the same as 3 different players... because you get to decide where everything goes ... you can trade without cost between your alts ...you can sail any of your alts ... your alts dont have days off when your playing .... they dont go on holiday ...

    i may have used the term carebear incorrectly ....... but there is nothing hard in playing this game with 2 alts

    you can make 3 trade runs to my 1 ...you get 3x labour hours ..3x the dock space ...any redeemables that come our way you get x 3

    most important you can have 15 different resource slots to my 5

    you post on here like your a hardcore NA player .. just another pay to win .... sorry respect level gone to 0

     

    Hey genius,  you keep bitching you cant figure out how to play one guy correctly or "have time" to play one guy so how would multiple accounts help you? Pretty sure your brain would explode. 

    Now i DO agree that i never cared for multiple accounts per player because it lets you play every faction at once and exploit player ( yes i knew players with 10 accounts) but saying YOU would be better with 3 accounts is laughable if you cant even manage one.

    I hear the arcade style sea trials is comming back for clickers.  Might want to wait for that.

    • Like 1
  8. 3 hours ago, Grundgemunkey said:

    it all becomes clear now .....the guys in game that have 2 alts hence 24 ports they can spread around the map dont want people to tp ....you dont need to tp you can just play whichever alt is closest to the action .....you dont have to do 3 hour sails you already have alts in these places ...

    your calling people who have one character carebears ...when you have had to buy 3 copies of the game to compete thats too funny

    you dont like tp not because its bad for the game ...but its bad for you it takes away the pay to win advantage you get from buying 3 copies of the game ...having more labour hours ..more resources  more ships ... and dont have to do any long sails

    what a set of hello kittying hypocrites

     

    One account here,  never played more than a hour or two during the week , longer sessions on sunday. I had no problems covering anywhere i wantes to be after about a week of owning the game. I was a lone , solo hunter in a clan of 2 other friends. My success was off the charts as a " true pirate" player. 

    This is the two mindsets playing NA people like myself and people like munkey. Unfortunately nothing the devs put in game will boost intelligence or grant people a mind for strategy and if the devs dont realize that then NA is doa. We've tried it munkys way and made the game for clickers who wont think and it killed the game, now devs should try going back to the 3 hour cooldown teleports and hope players hear that and come back. It will also keep new players playing who think they are getting a sandbox game from quiting. 

    No teleports = full servers

    Instant teleports =40 players 

    #factsdontlie

    • Like 1
  9. 1 hour ago, Sir Texas Sir said:

    Folks just could't get it when I said we are only 15-20 players we meant it.  Yah most of us have two pirates so we could be in two places at once and it seemed like we had over 30 players in our clan, but most of those battles it was 10-15 guys with a few dual boxing and a few Mort Rats filling the rest of the port battle.  It burned many of us out and we lost some memebers too, but a lot of that was cause of stupid PvE favor rules that they keep coming out with and all the PvE grind you had to do with things.

    On note when we got a new member that use to be a National, it was funny when they saw how we actually worked from the inside and they where blown away that it was truely 15-20 guys.  After the first of the  year it become more like 10-15 guys.  Hell even our TS was limited to only 35 players until the night we took Little Harbour a few months back.  We had to up it cause we had a new small clan with us and had over 37 players in our team speak that night.  The other thing is you get folks reason to play and come back.  We did that with the operations we keep doing and we went as far as to even anounce them on the forums so folks woudn't think we where Zerging the map again.   

    The key is a well organized group even small is going to win almost every time over a group that has no organization (and fighting over who is leading) over and over.

    I think the merg is going to be interesting.  Some new blood on both sides and hopefully folks will help each other to make there nations stronger.  There was no reason on PvP2 that any one was able to beat US or even GB like we did with the actual number of players they had.

    Love the new systems in testbed cause that means if you get to spread out and can't protect all your regions it makes it easy for the small nations to grow if they keep to your weaker areas.  So no more one nation just taking all the dots.

    Another thing they ( the hello kitty crowd ) can never figure out is when they ask for help like fast travel or high speed movment or magic spells or anything else because they cant handle the difficulty that not only they get the kid gloves BUT the big bullies like me get those perks too.

    If clans like yours and players like us Excel with hardcore mode as they call it then how great can we be with all the ez mode stuff.

    No cooldown teleports may let bad players pretend they have a chance but those teleports might as well be exploits for good players.

     

  10. 20 hours ago, Anne Wildcat said:

     

    The problem with this is everyone is playing hop frog so there is little action.  My suggestion to satisfy both parties is keep tps but bring back cooldown.  Personally, I'd like to try no tps at all. :) 

    If there are cooldown like they used to have it will work great. 3 hours was fine and could have been longer. If there are still no cooldown teleports between friend ports then essentially nothing has changed and players who quit still will not play.

    Im hoping they are puting in a long cooldown and learned from the mistake.  Instant teleports KILLED pvp it didnt save it.

  11. On 4/28/2017 at 9:10 AM, Ahoy H.R. Matey said:

    As far as the delay goes - I hope the developers take their time and iron out issues before rolling live. The diligence is appreciated.

    As for no more instant travel... that is one huge mistake. YUGE. BIGLY MASSIVE. People don't have the time to sail the Caribbean for hours on end. This will turn a lot of players off.

    Turn alot of players off ? Ha, funniest thing ive heard ever. You have about 100 players left on all servers WITH your precious teleports in the game. Where are the "lots" of people who will leave?

    Before teleports the servers where jammed to the point of ques to log in, after the devs listened to a few squeeky wheels and gave us teleport machines, massive amounts of players in game and here complained it ruined strategy and was killing fun for them and they quit in mass numbers and the population never recovered. 

    Im not going to rehash the fact that NOBODY is forcing anyone to sail the whole hello kittying ocean when they play because its obviously a concept to deep for some people to grasp but i know for a fact the fast travel did more damage to player numbers and smaller factions than anything else.

    One pirate clan on my server ,BLACK, are or where the perfect example of why teleport killed the game. They where smart and had players who understood how to use strategy.  With no more than about 20 guys on at a time they managed to basically conquer the server at will, wage wars in every direction at all times and crush the two major powers outa the server. It was the damn funniest thing to watch the brits and yanks crying in forums and in game that " to many pirates are allowed" or thateveryone was a pirate hahaha. They never could grasp the concept of what 20 guys did so they just quit. 

    I know at least one guy from BLACK is still on the forums and could probably collaborate the facts but if not the numbers just dont lie.

    No teleports =lots of players

    Teleports =no players.

     

    • Like 3
  12. 1 hour ago, Lannes said:

    I disagree that 50-100 people can make it into a better game, when 1,500 at its peak couldn't help the Devs to finish the game after 3 years of development. Even Total War Rome II, which was an abortion when they released it, took one year to get up to par.

    There is nearly no one playing the game at the moment. I cannot find anyone from my Clan of over 35 who has done more than just taken a quick look in, since before Christmas.

    There is something seriously wrong and the fault is not with the players. It is high time this game gets out of Alpha into Beta and then very quickly into release.

    There is nobody playing because the players who would have and could have supported a game of this scope and play where run off by the give me give me clicky clicky instant travel crowd.

    As someone who wishes to come back to what was once a great game i see a long to impossible road for NA to ever survive. 

  13. Ive looked over UGCW alot but have not bought it yet because it looks more like you are just following a campaign instead of the grand strategy of complete control over ine side or the other and i dont want to blow a bunch of money on a game that will bore me.

    Can someone tell me if you control the entire country or just go through premade campaigns and have no strategy control.

  14. 3 hours ago, Bach said:

    As Hodo mentioned above. Let's keep it clean. It takes two to fight and your posts were coming on strong first.  I happen to agree with a lot of what your saying but a locked thread is useless.

    Its just frustrating and pisses me off that the exact same crowd who cried for change to ez mode back long ago are the EXACT same guys STILL crying its to hard or not fair. Then you look at the facts that when the game was built for bully monsters like me the pvp2 server had between 800-1200 a night and every single step the game took toward ez mode to pacify the weak the population died off.

    NA built for mean mean me = 1000 population. 

    NA built for the " average joe" = 40 players.

    That is why I fight Bach. For that game that more people liked.

  15. 20 minutes ago, victor said:

    I fear that the reasons that induced so many people to leave the game (or not to come back) are the same that could induce new players not to stay long if they come in. 

    Yup.  The dev team decided to try and please two genres of gamers in the same game and never learned to comprises or a middle of the road plan and used one extreme or the other. 

    Im hoping for someone to make NA 2 for the true sandbox players who have kept EVE going for a decade even with atari graphics and sound. 

    • Like 1
  16. 13 hours ago, Bach said:

    Quite true. However it didn't peak because it had the perfect rules set. It peaked because it was new, fresh and popular.  When we had so many people last year we had to open additional servers most of those players were playing under rules the players today think were barbaric.   Everyone could get attacked anywhere by anyone, port battles could happen at any time of the day, there was battle screen ambushes, huge reinforcement timers, plenty of ganking and all kinds of stuff that if you mentioned doing today people would scream about. Yet we had so many we had to open another server. So in truth, the rule set probably doesn't really matter so much as being or appearing fresh and new. 

    If we want more population I think this new release really just needs a good PR agent to sell it and probably not much else. Pirates of the Caribbean 5 comes out in a month.  If the timing is there and the word of this new Caribbean sailing game with an awesome combat system gets around the potential for many new players is definitely there.  

     

    You are partially right but also wrong. Yes it did get some numbers because it was new and so many of us potbs players wanted a new potbs to play so yes numbers where high. 

    Where I think your off is that those numbers stayed high because of the cold cruel world we where alowed to play in because of the rules or lack of. It wasnt untill the tear brigade started getting traction and ONE game change in particular that the population started dropping like flies in December.  

    Its no longer worth debating or fighting about who was right or wrong because the gods of spoken but the massive number drops where right after certain new changes to help certain players ( who still quit like we called) and make them happy.

    When my " test group " of 10 had a 100% quit rate over a couple changes that isnt a coincidence.  The real issue is that Simon and others see is that the NA we have now is some wierd manbearpig hybrid of two types of games that have players that DO NOT mix so it makes popularity a problem. 

    • Like 3
  17. 5 hours ago, Bach said:

    I'm part of a group of 40 or so players coming back specifically because of the wipe and that the devs are taking the training wheels back off the game.  I'm sure we're not the only ones.  

    I realize this wipe and changes are going to be painful for the 1000 or so people that were left in the game last December and liked it that way.  I really do.  But you have to understand and I think deep down you do that it was a dying RvR/PvP game.  The slow changes of last year did not actually result in improvements that were appealing to the mass of Pvp gamers out there. No matter how good they sounded at the time it just didn't end up working.  So it's time to try something new and hope for the best.

    Im one of the vets that quit a while back along with the last of my friends but ive watched the forums for news that things would revert to being a fun game again..aka no training wheels.

    Ive heard and read rumors of training wheels being off and NA going back to how it was when people acually wanred to play but ive not seen much from devs on this.

    Can you list the things going away that catered to the carebear crowd or what training wheels are comming off? 

    Im one who is still keeping hope of a return to a more sandbox ffa game.

  18. 29 minutes ago, maturin said:

    Yeah, because every pirate movie or TV show before Black Sails has had gay characters in it. 

    /rolleyes

    What a predictable complaint, coming from you.

    Percentage of gay/bi women is waaaaaaay more than 2%, by the way.

    Like allways you have ZERO idea what you're talking about. You can use all the hyper inflanted numbers you want from whatever skewed poles you want but what i find odd is every since YOU found out my ethnicity YOU who areban OBVIOUS bigot attack me any time you come.

    Onlyba BIGOT like you would say say " predictable from you" why don't you just call me thename youwant to boy.

    Only you could find error and attack someone who says it's wirrd that 100% of the female leads and 25% of the male leads are gay.

    Shows who you are 

  19. 23 minutes ago, Jean LaPointe said:

    Or at least advertise where the game will be like once completed and then give quarterly update as to where they are at in accomplishing their goal. This should keep those following the progress a feeling of where the game currently is. A lot of individuals have misconceptions based upon a number of factors - an incomplete game can really throw curve balls to some vocal people, LOL.

    Agree. It couldn't be hard at all a few times a year to give an update especially if somethings changes drastically to how the game is currently  (or was) advertised.

    Ill bet 1/3 negativereviews would not have shown up.

    • Like 1
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