Jump to content
Game-Labs Forum

Hexxus674

Members2
  • Posts

    16
  • Joined

  • Last visited

Recent Profile Visitors

192 profile views

Hexxus674's Achievements

Landsmen

Landsmen (1/13)

11

Reputation

  1. Thank you for responding to my post. I am glad to gear that alot of people have not had the same issue I had. No I did not buy a building, and no the doubloons were not relocated. I watched it happen right in front of me when I tried to place a full "stack" of 10k dubs onto a stack of 2969 dubs. I only possessed 12969 before the transfer a d after the transfer I possessed 2969. This happened right after I learned the blueprint for making tools and that blueprint did not show up in my workshop untill after I restarted my game. Refreshing the tab for the workshop did not work. There was something weird going on for sure. I did not get a video of it happening because I wasn't e expecting it to happen of course. All that being said, I am not worried about my missing dubs. It will be easy enough to make more. I was more worried about this being a recurring issue for other players and causing problems. Thanks again for the responses. John
  2. hello, i was in san juan today and I lost dubs when switching from my wallet to a stack in my warehouse. I had 10k in my wallet and i drug it onto a stack of 2629 dubloons in a warehouse. 2629 stayed in my money wallet, but the whole stack disappeared from the warehouse. I did send an f11 report when it happened. Is this something anyone else has had a problem with? Is there anyway to retrieve the missing dubloons? thx!
  3. I would like to say that the only reason I purchased this DLC was to support the work you guys are doing. So my message is to keep up the good work please!
  4. If your referencing what I think you are, those were a good set of books! Temeraire Written by Naomi novik
  5. The problem I have with PvP is not being attacked or fighting real opponents, it is how centralized the nation's become. I want to explore the Bahamas (I have a British character) and have something to do while I am there. On PvP us server, the Bahamas are entirely us/pirate owned. Same goes for Antigua and Barbados. Being wise and joining a clan is not really an answer to my problem. (Unless every player of my nation says "hey hexxus wants to visit Bimini, let's go capture it for him"
  6. Good point aetrion. I guess I was thinking as a naval captain not a trade captain. If a pirate was caught by a warship then the pirates would tend to fight to the last man because they knew they would be hung if captured. On the flip side, the phrase "dead men tell no tales" was started because if a trade ship was captured by pirates at sea, then killing every man woman and child of the crew/ passengers would leave no one to finger them as pirates. The ship would just disappear as far as anyone on shore was concerned. It could have been a storm, or rotten planking, or toredo worms, or?
  7. One way to help balance and realism might be to have this system affected by who started the battle. In a court marshal no captain who fought back against superior odds when he had no chance of escaping would have been punished. However, a frigate captain who engauged a couple of 3rd rates that he could have tailed and brought to the attention of friendly forces would have been punished. So if you are severely outnumbered and cannot escape then yes extra xp. But if you start the battle against a superior force then you would get the normal xp.
  8. Alternatively they could add a percentage based crew system. If you are halfway between rank 7 and 8 you would get a number of crew halfway between 350 and 650 or 500 crew. To make it easier on the system maybe go in 10% increments?
  9. What about a system where you can teleport to any outpost from the capital with a cool down, but you cannot teleport at all with cargo. Then you will have players teleporting empty to that port 6 hours away, but has to spend 6 hours sailing back loaded. That way there will be risk for a trader but not force them to sail 12 hours with only 6 of those hours being a risk. (I don't feel that losing an empty trade ship is much of a risk). The balance would be no 12 hour trips. Still have a risk of losing cargo if you get captured, so you still need friends to protect you. And for those hardcore players, lost is really lost so navigate carefully. I don't think that there is an area of the map that takes more than 3 hours of sailing in one direction to find land as long as you have some idea of the general direction of land (if you are lost somewhere along the coast of Mexico for example don't head east.) So you have no more real risk of spending hours lost than if you had just used you teleport in the current system.
  10. I agree that there needs to be a system for surrender that will encourage it. Right now, (with ai) you can out run a merchant destroy it sails to 40% kill half the crew, and when you board it they will still fight to the death. During the time period this game is set in, it was common for a merchant to surrender without firing a shot if they were slower than a warship. My suggestion (just as an alternative) would be to implement this mechanic to the game through the officer system. Maybe something along the lines of giving officers experience and if you lose a fight outright then the officers are killed. If you surrender they will be taken prisoner for a certain amount of time (24 real time hours? 12?) And then "exchanged" (simply returned?) Witt most if not all experience intact. This system would have a downside to losing a fight either by surrender or fight to the death. Of course, pirates were shown no mercy and gave no mercy in return, so a pirate fight would always be to the death. Like I said, just an idea to try and add some depth and realism to losing a fight.
  11. I could see pirates being the exception to the "forced surrender" idea. The fact is that when overwhelmed by a superior force most merchant ships or small Warships would surrender without much fight at all. But I don't think forced surrender is the answer. More along the lines of there being a reason to surrender when you know the battle is lost. Maybe some sort of mechanic that costs you some exp for "dieing" in a sunk ship? Just a thought.
  12. The pickle has other features that make up for having the same guns as the cutter. It has a better fire arc and is a little faster it is also a more stable firing platform. You will have less shots in up in waves because of the increased distance from the water. It is also much tougher than the cutter or privateer.
×
×
  • Create New...