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Long Beard

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Posts posted by Long Beard

  1. I agree with the OP.

     

    Unfortunately, 2 mins just isn't long enough. Even if you are close to the battle, the amount of times I've gotten to the outside of the circle only for it to close is plenty.

     

    With that said, with positional reinforcements, 5 mins would give players even more time to 'pick their spot'. As it stands, with two mins, if you're lucky enough to get their in time, often you don't have enough time to sail to the other side of the circle.

     

    So yes, up the time to 5 mins, but only when positional reinforcements are removed.

     

    Any word on positional reinforcements admin?  Last word I heard is you guys had the stats required to work on a solution.

  2. This sounds like a very complicated set of mechanics designed for just one portion of the community.

    Why would you enforce limits on how many pirates could sail together? It would be fine for 40 players to team up and hunt 15 pirates? In RL did pirates turn away other pirate captains because they were only allowed to sail a certain number of ships?

     

    The thing that gets me the most about these 'change pirates' posts is they are predominantly  posted by non pirates who have never played pirate.

    I am all for changing the pirate mechanics, but mostly I see ideas and suggestions that focus on nerfing pirates to make them weak, and have a huge disadvantage over other players.  Restrict this, don't let them have that, prevent them from doing this, and so on.

     

    Fine and dandy if this was real life, but it's an entertainment platform, played for pvp fun.

    • Like 2
  3. I will keep this short and sweet. I was in a 1v1 battle with a french frigate against my gros venture.

     

    The entire battle consisted of him shooting me with his two chasers for an hour. 

     

    This mechanic is ridiculous. We all know chasers are very valuable in a battle but doing negligible damage every 15 seconds to keep someone in battle is a little silly.

     

    There should be a damage limit to keep another player in combat.

     

    Another possible route is to adjust the battle timer depending on the amount and rating of the ships involved. Having a 1v1 last an entire 90 minutes because of chasers tagging one person just running away cannot be an intended feature. I'm not saying drop the timer to 10 minutes for a 1v1 but 90 minutes is a bit much. 

     

    But I think the easiest way to fix this is to have a damage threshold that must be met to reset the 'cannot leave' timer. 

     

    I have attached a picture of the damage log for some of the battle. At the time of writing this I am still in the battle at the 30 minute mark.

     

    attachicon.gif20160510232056_1.jpg

     

    As you can see he has kept me in battle for 50 minutes doing 2.6 damage per shot. 

     

    Totally disagree

     

    Battle damage to keep a person in battle is a game mechanic. In the real world, they didn't need to constantly shoot to stay on your tail, they would chase you until they caught you, even if it took a day. Which would you prefer?

     

    The longest they can keep you in battle is 1 hour 30 mins. If you don't have 1 hour 30 mins to sail, then I would suggest you don't sail an attractive trade ship.

     

    Ok, I can see the argument if they are matching your speed, but they are most likely trying to shoot your sails so they can change that.

    I have been in many long chases, dropping their sails very slowly. Some have escaped, but some It's taken an hour to eventually catch. If there's even a small chance I can catch my prey, I'll try.

    This is a game for the patient. 

    • Like 6
  4. A fascination with piracy in all forms. I played a pirate in the very very old MMO jumpgate space sim which got me into reading about real pirates. Since then it's always been a fascination. Learning about pirates in turn got me fascinated with early naval shenanigans in general, but really, the way in which pirates led their lives is what really peaked my interest. 

    In NA I get to pretend to be one  :ph34r:

    • Like 3
  5. I use voiceattack in Elite Dangerous, to good effect, but honestly, I don't recommend using it.

     

    The main problem is that you get too dependent on it and find you can't play the game without it.  Stick to using the keys guys so they become second nature and you can play NA on any PC.

    • Like 1
  6. Honestly, the biggest tip I can suggest is: Don't AFK sail. Never assume "I'm in safe waters."

    I cannot count the number of times I've sailed up to traders without them reacting at all until the attack circle went up.

     

    Seen worse. Same as above, but completely afk during battle too. 

  7. This. Lytse nails it correctly. Even if there is the disguise mechanic the player name must remain somehow, after all if there's something all pirates liked back then was their infamous deeds being known and their name being spoken of.

     

     

    Disguise mechanic wouldn't work at all if players name was still visible. Example, there are a few of us that hunt regularly on the east US coast. Because of this, we are very well known to the US players up there. If they saw Long Beard sailing with a USA flag, it wouldn't fool them for a second.  If a false flag mechanic was introduced (pretty sure admin said it will never happen), then the player flying a false flag would need also a temporary false name.  Even then, it would be difficult to pull off.  For example, say I am sailing a false flag with false name.  Would I be immune from attack? If yes, this would be a VERY abused mechanic. If not, then all a player would have to do is see whether I was attackble or not to determine whether I was flying a false flag.

     

    There are so many mechanics that would make pirates more realistic, but sadly, in an MMO, many of them just wouldn't work.

  8. Don't let a flag on ones stern determine if a player is a pirate or a national, but let the players own name and renown be the only clue to what allegiance that player holds. Each individual player should be able to build his/her own reputation in this game.

     

    One does not need special pirate mechanics. One needs the ability to fly every flag he/she wants and let other players determine if he/she is worthy to sail among them. It should all be a players choice during their career to fly whatever flag they want and it should be every other players choice to perceive that choice to its own merits.

     

    We don't need special rules for anyone group, we need a game mechanic that allows players to play however and what they want within this sandbox and may their reputation of their name alone proceed them.

     

    I see where you are coming from, but mechanics are essential in an MMO to ensure balance and among many other things, to prevent abuse.

     

    I like your idea, that I could play British, attack fellow British players but rather than be moved to the pirate nation upon committing a criminal act against a countryman, I'm allowed to keep my British flag with my fate being determined by other British players who would KOS me.

    To allow this to happen, all players would have to be able to attack any other player regardless of nation.  Whilst this is already in place within the Pirate faction, I imagine complete chaos would ensue if it was open to all. I think it would just lead to mass ganking and a toxic community.

  9. Funny story!

     

    Some background.

    Clan fleet headed out of MT to go play with a Dutch fleet that came up for a fight. I left just behind the rest of our guys and the battle closed just as I arrived.  I find myself solo & being attacked by a Dutch Connie, Ingermanland & Rennomee.  Knew at that point I was screwed.

    Cue clan mate Jelly Beard who heard my curses on TS and came to help out in his freshly purchased 1 dura Connie. With a fighting chance we committed to battle.  Gave them a pounding and they turned to run.   It's at this point, Jelly announces he had no cannons lol.  :lol:  :lol:  :lol:

     

     

    xOcfsr2.jpg?1

    • Like 9
  10. What I'd actually like to see is the outpost to outpost TP decreased to 2 hours, and the TP (with ship) to capital increased to 6.

     

    This would allow players to still plan and meet up with friends or head to other locations for PVP, but would limit the ability to teleport a fully laiden LGV back to home port.

     

    The argument that TP to HQ is required in case you are lost is null and void. There are tools such as F11 which allows you to find your approximate location in the event you get hopelessly lost.

     

    Oh, and they REALLY REALLY REALLY MUST put in an 'are you sure' option when clicking on TP. Hastily clicking the wrong outpost is common and can quite literally ruine your evening.

    • Like 2
  11. I actually made a large post of tips. Hovered over the post button for an hour before I came to my senses  :lol: 

    So anyway, I will say one thing just because I feel bad!  Don't put all your cargo in one ship. Do multiple trips to minimise your losses.

     

    Oh and did I already mention, take an escort? :D

    • Like 1
  12. Or my favorite Charles       Vayne

     

    I mean come on, if the name is already gone, with 3 spaces, chose something original :D

    Back OT. I doubt Keith Richards has a computer. That generation you know?! :D

  13. Your point is clear, and well taken.  However IMO in the current game environment it's probably not realistic to expect your points 2 thru 4 to happen, at least most of the time.  I think most traders are by nature PVE, so they are avoiding others.  (Refer to avoidance discussion above).  There's also the clan trader where one or two members might trade and earn some resources for the clan, but in that case the clan isn't divvying up its ship resources to escort the trader(s), they're using their warships for battles and leveling up.  Perhaps in the future if there are 10 times the number of players in the OW then this might happen.  But for now, I think you have some consistently opportunistic hunting, Long Beard.

     

     

    Must depend on the clan.  A lot of people don't consider that even us pirates have to do the non pirate things like trading, crafting and moving goods around.  I know, despite my advice, I often 'chance it' when doing something like a short coal run, but if any of us are shipping valuable cargo, we always escort, and there's usually at least two or 3 of us who will sign on to escort duties.

     

    Of all the ships we've captured, I cant recall a single one of them being escorted.  Of course escorts won't usually deter us, but they certainly do give the merchant a better chance to escape.

    • Like 1
  14. As Early Access (allegedly) approaches, there is one mechanic that I feel, as a pirate, is imperative to implement before much larger numbers of new players (hopefully) flood the game; the concept of "turning" pirate rather than choosing to start out as a pirate. 

     

    The game of ArcheAge already has this mechanic: players start as one of the 2 default factions, which are also at war with each other. If they commit enough crimes they have the ability to "turn" pirate, effectively joining a 3rd faction. Doing so removes them from their current guild, and lose the protection of any of their previous faction's guards, among other things. Going pirate in ArcheAge is no small matter, so many wait until they are the highest level to do so.

     

    I suggest that Naval Action implement a similar mechanic for pirates. Players should first start out as any of the default nations, and if they attack a "friendly" vessel, they turn pirate. (I think this should also be tweaked. I believe someone should only be made to go pirate if their are survivors to tell the story of said treason and piracy). 

     

     

     

    Turning to and playing pirate should be a sobering smack in the face of the player; Cut ties with anyone and everyone, lose access to ports and trade you once claimed. Have a ship in a port you can't access anymore because you went pirate? Tough. It shouldn't be a simple decision, just as it was in history. And just like in history, I also think that "accidental" piracy should be observed. You didn't mean to attack a vessel; you thought it was an enemy? Good luck telling that to the Lord High Admiral during your trial. 

    I think this is imperative to implement something along these lines for EA due to the fact that the game will then be accessible to a larger population, many of which who may come in thinking they can play pirate with the same (relative) ease as any other Nation. They shouldn't. Doing this after EA may cause some dissent, so it would be better to implement this sooner rather than later. , in my opinion at least.

     

    EDIT: Being a noob that I am, I have only just added a poll option to this topic

     

    Fair winds and swift seas,

    Not sure I really see the point.

    Firstly say your system is implemented. A new player who comes to Naval action and with the desire of playing a Pirate, they will most likely do their homework and attack another member of their nation on day one.  If they didn't and learn it later, they'll just move their stuff to a free town and then attack an ally.

    And regards to your comments that turning pirate should force you to cut ties and lose access to your ports, well turning pirate already has the consequences you describe.  You cannot access your nations ports once you turn pirate.  As for accidental piracy, again, already has consequences as you describe. If you accidentally attack an ally, *poof* you're pirate.

    So really from your thread, the only difference I see vs what already is, is you want Pirate not to be a selectable faction at the start. Why not? If players desire to play a pirate, just let them, it's their game, their choice.

  15. There are 4 simple rules to surviving as a trader.

     

    1. Ask in nation chat if there is pirate activity on your route.

    2. Sail with player escorts.

    3. Sail with player escorts.

    4. Sail with player escorts.

     

    Don't follow these 4 simple rules and nothing will save you if you encounter experienced pirates, especially now with the positional reinforcements.

     

    As for wood type, it doesn't really matter. You could be sailing a fir, speed build with speed upgrades but then again, so are we, and again, with positional reinforcements, if you get tagged with more than one pirate in pursuit, you're screwed.  The only thing that might possibly escape us is a traders lynx but only if the wind is in your favor. Even then, we often have a privateer with us. AKA the infamous Pagan Pete  :ph34r:

     

    As for the cannon debate. Fit them.  You'll get some XP :)

    • Like 3

    Rum

    Yeah, most things are bottled in or near the country of consumption but I just find it funny that they make malibu in scotland. I keep an eye out for a good discount on Kraken, id like to try it but the only grocery shop in town is waitrose so it can be a little pricey.

     

    Aye got me eye on that one too, but agree, cost to much gold!

    Rum

    there is nothing wrong with the glorious union flag but isn't navy bottled in Scotland? I do find it funny that Malbu is distilled in Scotland.

    I heard pussers is the best rum by general agreement but never see it in shops, I have a bottle of angostura that I should probably try, I must have got it about a year ago

     

    Most of the normal priced rums are bottled in the UK but distilled in the Caribbean.  I think the higher priced rums like Havana Club are imported. 

     

    They discount them regularly in the supermarket. I'll get through them all :D

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