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Tindahbawx

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About Tindahbawx

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    Midshipman

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  1. ...that's why it was a question.
  2. Sorry, but if they're hugging you, surely you can just load a broadside of chain and utterly savage their sails? Its not like they're too low to hit. Then while they're dealing with that loss of speed, you give them a broadside of ball and make chickenwire out of their hull?
  3. I left about a year and a half ago (July 2016) because I simply didn't have the time to play it, then when I did log in the clan was requesting that everyone turned up to port battles, etc, then you'd spend 40 minutes getting to where you were needed only to not be able to get into the PB (either it was full or it had already begun, or whatever reason). So you'd sit about and screen for them, usually against a larger force. I just burnt out on that so quickly, stopped playing. I'm back now, but theres no way I'm getting involved in a clan that tries to micromanage its members again, nor do I think I'll bother with much of that port battle lark, its just too downright time consuming for the fun you get out of it. The benefits of being in a larger clan in terms of access to ship builders and all were great, sure, but I'm not convinced that it was for me. Anyway, I'm pirate and I've a whole load of redeemables sitting on my account, so I reckon I'll just re-learn the game first, then just focus on OW PvP, see how I get on. Pirates sure dont seem to be doing as well on the OW map these days, that's for sure. Theres a whole bunch of new mechanics I'm trying to get my head around.
  4. It adds a fair few people to the open sea who are sitting there blissfully unaware of incoming enemy ships?
  5. Whoops, I posted a seperate thread for more or less the same thing, here the OP post i done for that thread: --- Give me your thoughts and opinions on this, Labor Hours as a tradeble, marketable, resource. Currently, as I'm sure you're aware we already see a lot of people in chat saying "WTB: XXX Labor Hours for XXk", and I'm pretty sure most people in a clan are well aware of the need to devote some of your labor hours to your crafters building the 3rd Rate+ ships, given how labor intensive large carriages, etc are. Essentially labor hours are already treated as a resource by everyone in the game anyway, and certainly one of the more useful ones. given that a "Labor hour" is only really representing 1 hours work by some fellas in a workshop or down a mine, or felling some trees, to me it doesn't really make any sense that they are tired to your character in their current form. Its not like your character has this workforce that only obeys his contracts is it? Realistically, what it represents is you hiring out some guys to do some set work for you. So, why don't we just make labor hours a resource you can trade directly on the market itself? To start with you could have everyone keep their current labor hour regeneration, but have an option to turn what you have into Labor hour units that you can just place directly on the market for others to buy, trade and use. Alternatively, if one of your high level crafters needs to use some of your hours, you could just hand them off to him directly, and he can go and get on with whatever he needs to be doing. Further down the line of course you could add new buildings into the game, "Workshops" who's only function is to generate labor hours, that you can then sell on (hire out) to other players. Thoughts and opinions? ---
  6. Give me your thoughts and opinions on this, Labor Hours as a tradeble, marketable, resource. Currently, as I'm sure you're aware we already see a lot of people in chat saying "WTB: XXX Labor Hours for XXk", and I'm pretty sure most people in a clan are well aware of the need to devote some of your labor hours to your crafters building the 3rd Rate+ ships, given how labor intensive large carriages, etc are. Essentially labor hours are already treated as a resource by everyone in the game anyway, and certainly one of the more useful ones. given that a "Labor hour" is only really representing 1 hours work by some fellas in a workshop or down a mine, or felling some trees, to me it doesn't really make any sense that they are tired to your character in their current form. Its not like your character has this workforce that only obeys his contracts is it? Realistically, what it represents is you hiring out some guys to do some set work for you. So, why don't we just make labor hours a resource you can trade directly on the market itself? To start with you could have everyone keep their current labor hour regeneration, but have an option to turn what you have into Labor hour units that you can just place directly on the market for others to buy, trade and use. Alternatively, if one of your high level crafters needs to use some of your hours, you could just hand them off to him directly, and he can go and get on with whatever he needs to be doing. Further down the line of course you could add new buildings into the game, "Workshops" who's only function is to generate labor hours, that you can then sell on (hire out) to other players. Thoughts and opinions?
  7. Obviously expansion is going to get to a point where its unfeasible to keep going south East and we'll find someone else to shoot. Problem is we're quite happy with the current pirate borders, not too large, has all the resources we need, theres not really any need to keep expanding.
  8. Before you agree to anything Spain, have a look at Jamaica when you log on today and think whether or not British power is what it once was.
  9. Hey man, is there any chance we could get some more info from the devs about the penetration mechanics, the values for them for each gun type and how penetration interacts with damage? It would go a long way to helping choose the "best" gun for your needs.
  10. Its 2.05 for the Connie vs 2.01 on the 3rd, disregarding trim and upgrades.
  11. Depends how long you take finishing your opponent doesn't it? If its 3 vs 1, realistically you should be finishing him quick and getting out of there before reinforcements arrive, but currently you're actualy encouraged to drag it out as long as possible, so as to ensure that retaliation gets bored of wasting their time for a couple of kills and goes off to do something else after wasting an hour.
  12. 2 mins post battle, 2 mins results screen. If you cannot sort your affairs out in 4 minutes, then you should be waiting till you're in a dock.
  13. This needs fixed asap. Just had another load of time of myself and 7 other people wasted by hanging around right on the OW position of a battle some gankers were in. We know they had finished their battle because we were talking to the guy that was in battle with them and he told us as soon as it was over. I, myself, had parked my ship directly onto the battle marker so people turning up knew where it was, and the others had arranged themselves in a wide circle around that point. 30 minutes later and they still hadn't reappeared. It was not misty, it was not stormy, the weather was perfectly sunny, and the battle ended at a time when the wind was blowing towards a lee shore, to escape they would have had to sail against the wind. There's absolutely no way they could have sailed far enough in the invisible time, against the wind and not been spotted, given that we knew the EXACT position of their battle. There needs to be a timer on the end of battle screen, and a timer on the post battle screen (say 2 mins) and if it runs out you just get dumped on the open sea. Whats the point in limiting the start of battle timer to 2 minutes, to encourage small scale PvP, whenever anyone can just avoid it by hanging out in the limbo-world of the post-battle stats screen? Hell you can even log off there and not render on the OS. It's happening consistently, and constantly, usually amongst people ganking to escape retribution, and its wasting peoples time.
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