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Long Beard

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Everything posted by Long Beard

  1. We are equal to all other nations as far as game mechanics go with the exception of being able to fight each other. why do want a nerf? Looks like someone's been spanked recently by Prates and has some butt hurt maybe? Besides, this is OT...
  2. So then... During the automatic peace phase, does this mean you cannot a nation you are at peace with?
  3. Would rather the 1.5x BR was left disabled until the 'fix'. Looking forward to what this new fix involves.
  4. Long Beard

    Rum

    Sadly it's very expensive here in Scotland
  5. Long Beard

    Rum

    I only drink Captain Morgan, though the discount in Tesco has forced me to drink Navy Rum which has a British flag on the label *spit*.
  6. That will explain why ports I visited show that I hadn't visited them! I think CCleaner may wipe this out.
  7. It's been a couple of weeks since the last patch and most folks have now had a good chance to test and form a valid opinion. Here's mine. Anti ganking mechanic isn't good. Seems It's annoying lots of folks who want social gaming and an unrestricted ability to sail and fight with friends. It's probably annoying more folks than those who were annoyed about being ganked pre patch. I suspect most would prefer to go back to how things were and accept that in a sand box PVP game ganking will happen. Personally, the anti ganking mechanic suits me fine when I'm hitting player trade ships on the US coast, but I have also been *very* frustrated back in home waters, sailing out to meet a 7 man GB fleet in our own 7 man fleet. Keeping station may indeed be a great idea, but when you have ships of varying speed, chasing a fleet over long distance, inevitably not everyone will be in the magic circle when the battle starts. Same for the enemy fleet. Instead of 7 vs 7 you have 3 vs 4, with a few guys who've stayed 40 mins in a chase unable to join. I would happily forfeit the benefit the BR mechanic gives me personally so large fleet battles are possible again without it being a frustrating maths game. Still cannot attack a larger BR ship in a privateer!
  8. Indeed! Many thanks for the infos. Sorry for thread hijack
  9. OT: How do duels work? How are they different from small battle, and is there dura loss on sink/board.
  10. Hey guys, I know it's on the radar, so just really posting since most people seemed to be having issues with OW chat. Mine was in battle. All other chat worked last night except 'all' in battle. Which was a shame because I like to have a friendly convo with they enemy Looking forward to the fix.
  11. Ach hard to quote your points when you type in me quote Gonna have to copy and paste. Realism or fun? Honestly? A mix between the two. I don't like the idea that someone is given the option to join a battle if they are beyond visual range of it. Maybe I got it wrong, you didn't mention distance when you described the periodic expansion of the battle circle over time. Interesting fights? Well here I have to say, I am not interested in interesting fights. I accept wholeheartedly that I am probably a very small minority of player who likes to pirate like a pirate. Interesting fights are fine when I'm with me buddies in my PVP ship, and we're looking for pure PVP, but most of the time I'm not looking for fight, I'm looking for a lone trader stupid enough to sail the OW without an escort. I want his cargo, and the faster I can get it, the better. Don't get me wrong, I also love PVP battles when I'm in a ship built for it, but when I'm solo in enemy waters, I'm looking to avoid a fight, not get into one. Again, I accept that I speak for a small minority of players here. Reinforcements joining on either side of the battle could be having their own fights 9 mins away? Well I think for RVR this is good, but for me, I have NO reinforcements on my side, it's them v me. I've been in 40 min battles with a trader before. A skilled captain in a trader can drag a battle out for a while. There would be no fights, there would only be many ships chasing me, and a clued up trader would sail towards his reinforcements turning that 9 mins into 3.5. I would soon be swamped by those people. Escape becomes difficult to impossible. The old system worked because those joining the battle late would spawn in a position that gave you enough time to calculate your escape vector. It was plausible because the didn't spawn one in front and one behind. You could still weigh up your chances and decide how best to escape. It wasn't perfect, granted but it was better to having players being able to timewarp past your position and spawn anywhere they liked.
  12. Mhh, I don't see why we need game mechanics to make national waters safer. That should really be up to the players of that nation. From my own experiences sailing in enemy waters (which is all I really do), I get around 20 mins of hassle free plundering before people start coming out the woodwork to hunt me. Then it's a game of cat and mouse. Generally, the larger the fleet, the larger the response, but essentially if you've got bad guys in your waters, you already have instant local nation chat to start organising a defense. Ok you might not be able to save the first guy they/he attacked, but you sure as hell can put together a force and throw a spanner in their works or better, engage and sink them. Visual range to me should be the focus here. 2 min battle timer is ideal. That gives anyone in visible range of the battle plenty time to get their and assist. Anything beyond that is just, well, meh! Visual range is realistic, anything beyond that isn't. The 5 mins thing we had before was 'ok', but often we'd get a shout out in clan chat that someone was being chased or in a battle and we'd have time to stop what we were doing and go lend a hand. We'd have had no idea about the battle had it not been for clan chat and we'd sail to the rough spot the clannie described and look for the cross swords. More PVP yes, realistic, no. I honestly don't know what the problem was. Old system was fine and left to the players to sort out. Now nanny state is enforced
  13. Keep in mind this is a game, and people play it for the singular purpose of having fun. Current TP is good. Planning ahead is important, but it gives you some flexibility in what you want to do on a particular evening. Example. I wan't to go plundering in enemy waters but it will take me 1 hour 30 real time to get there sailing. I TP there where I have a ship stored, have some fun, then TP back to home port after 4 hours of fun. Next night, back at home port, I can get some crafting done or go out and PVE fleets with the lads, or I can chose to go back up to enemy waters, or perhaps even go to different enemy waters. Remove that and.... Meh, I ain't sailing 1hr 30 up to enemy waters, guess I'll just go PVE fleeting. Variety is lost, boredom sinks. Go play something else. As for abuse, yeah, I do think being able to TP a full trader snow with goods is a tad overpowered, but we all use it and I really don't see any reason why it's hurting the game. I still find plenty player traders to plunder.
  14. In Blade & Soul, it was just a little icon that popped up and flashed subtly to be done at your leisure. Rewards were things like health potions etc.
  15. Hey chaps Often I'll see comments from devs and players alike stating that there's a large portion of the player base who don't visit the forums. I recently played a new game, Blade & Soul. Periodically a survey would arrive (in game) with an attached reward item, received on completion so players would actually do the survey. It wasn't lengthy, just a few questions relating to game experience. How do you find XP progression etc. This got me thinking that it might be a good thing for Game Labs to do so they get feedback on key issues from the majority of players rather than just those who contribute on the forums. Rewards could be something like a random fine upgrade, or repair kits etc. Nothing too exciting but enough to encourage players to complete the survey. What ya think?
  16. I was giving this more thought and pondering over the ideas suggested here about the positional reinforcements. The main bone of contention as I see it is that joining players can position themselves anywhere they like after the battle has started, even if its in front of you, rendering your initial positioning as the attacker completely pointless. Ships that were behind you in OW can timewarp past you and enter the battle in a more favorable position, or worse, two or more could position themselves at different positions to make escape impossible. I came to the conclusion whilst dreaming up new ways for this to work, that really there was nothing wrong with the old system. Positioning during the initial tagging was essential and a key tactic in how the battle would play out. Ships that subsequently joined spawned at an acceptable location as not to impact the original attack position. Going back to the old spawning system whilst keeping the new BR system seems like a much better solution. Ok, I understand that the old system cannot work exactly as it was due to land now being incorporated into the battle, but surely we can have the old system when no land is present, and a some work around when land is present. A work around that doesn't scupper your original attack position, or at least not scupper it too much. Yeah in an ideal situation, if a player is north of you when you enter a battle he would join north of you, but I suspect this might be too hard to code in. So happy medium would be to spawn behind so far as land position permits. Overall, I'm happy with the new BR mechanics, but this 'pick your spot' thing makes sailing solo in enemy waters too unbalanced. If I attack a single player target, I have no problems that other players of his nation can help, but the fact they can pick their spot sways too much in their favor.
  17. In short, looks like pre-battle OW positioning really does mean nothing right now. It matters only for the attacker and the attacked player. Seem's harsh that getting a good position to attack or escape at the initial tag is essential, but totally irrelevant to those joining once the battle has begun. This translates into having no ability of assessing your surroundings in OW before committing to an attack. As solo attacker you're effectively going in blind which no one wants to do.
  18. Yes, I like! I have just partially tested the system by sailing into the circle of a battle. I saw where the battle started and was close enough. I had plenty time to sail into the circle and chose a point a head of the battle. I couldn't join because it was a mission but it still gave me an idea of how this is could pan out in reality.. I think the BR mechanic is solid, but this positional reinforcements thing is rather unrealistic. That said, I've not seen how far I would have spawned from the main battle so I will test it some more in hostile waters later tonight.
  19. Fantastic idea, especially if circle was invisible so players couldn't just sail round it. They'd still need to sail to the x hairs to 'join' but would enter depending on the direction they entered the invisible circle. The larger the circle the less ability player would have to sail round it and chose an unrealistic position ahead of the fight. I've also realised how difficult sailing solo in enemy waters is going to be. You'll have someone tag you, then his mate positioning himself ahead in OW before joining making your escape impossible or very difficult. Kind of makes defensive tagging useless. We'll see what happens in practice.
  20. I suppose the only niggle I have with this is to do with the fact that OW is in fast forward mode where as battle instance is in real time mode. I think I saw admin say something like 2 mins of OW sailing is 2.4 hours real time sailing. So for example, say I engage a ship in the OW, I am behind him, chasing him and there's players of his own nation behind me, chasing me. I enter the battle in the exact same position as we were in the OW, i.e, prey in front of me. Outside, the players of his nation can sail past us in fast forward mode, and enter the battle ahead of us. Firstly, this suddenly makes my chance of escape much more difficult, especially if one enters in front of me, and the other enters behind me, with me and my prey stuck in the middle. Realistically, those ships would never be able to pass us in the first place. Joining the battle they should be trailing behind trying to catch up. A more realistic (but probably hard to program) way would be that they could enter the battle from the direction they were at relative to the battle when the battle started. So if battle starts and player is north of the battle, he would join north regardless of where he sailed to in the circle after the battle started. This would allow the attacking player to make a decision as to whether it's worth attacking based on who is around them and where. Basically with this new mechanic, you're giving players the ability to join a battle in any position they like, even if they were in a bad position when it started. But as I said, I've not had a chance to try these things out yet so I'll reserve judgment till then.
  21. I play solo or in very small gangs often so I for one am happy here. I think those complaining should try things out for a few nights, see how it actually works out then come back and provide feedback instead of just crying at the patch notes.
  22. Being from Scotland, clan suits me fine. All me sailors wear kilts anyhoo Fearsome buggas!
  23. TBH, I really don't mind either way. Some XP is better than no XP
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