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elite92

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Posts posted by elite92

  1. 1 hour ago, admin said:

    Further PVE improvements are going to be applied in the next 2 patches. 

    • Distance to kill mission will be significantly reduced. 
    • Kill missions in the agent ports will no longer be limited by number as the current limitation is not working as intended 
      • agent limitation will remain. So if your port generates 5th rate missions it will continue doing so but will no longer limit you with the number of missions you can make per your evening.
    • Rewards for kill missions will be increased 
    • Rewards for hunt and S/D missions in chests will be further increased
    • Group missions will be added for small and medium sized groups in the agent ports (for example 5th rate port will have 5th rate group missions)
    • Epic group missions will be added
    • Assists bonuses will be slightly increased to promote group activity

     

    PvP 1v1 patrol might get in next patch
    PVP Hunt mission with unique rewards will definitely get in in the next patch.

    what about the weight based damage model? i know its only an early thought but it shouldnt be so hard to develop. i really like this idea

  2. 45 minutes ago, Liq said:

    I also do not think we should ban certain builds.. Sure, Live Oak White Oak is super tanky, but it's not practical, at all. In the right hands a teak - white oak build will do much better. IMHO more options are better in this case.

    hi mate, me and my clan want to know if the listed BR is definitive (some are asking for changes), and if there will be some special rule for repairs. (i suggest a limit of 1-2 reps each type not more)

  3. hey guys ive noticed this problem happening since the "structure patch": structure has thickness, the same of the armor.

    if u take down all the armor hp of an enemy ship (whatever side doesnt matter) the structure should now take damage from long range cause there should be no armor, but u do no damage to structure (altought it says hull x1 x2 ecc.) if u are at long range and ur ball wouldnt not pen armor.

    ex: u take down all the side armor of an enemy ship with your carros at 100m (u pen at this distance), then the distance between u and him growth to 250m but he doesnt have armor anymore on the side so he should take dmg on structure but he actually doesnt; u get the pen marker hull x1 but u do no dmg at all.( i think the bug is that the game doesnt apply dmg because at that distance ur carro should not be effective against armor and it apply the same mechanics to structure. this work at the exactly same way with medium and longs of any caliber ( tested)

    SO, its a bug or a feature? should the structure take damage from any distance if there isnt armor on the hit side? or (as it is now) the structure also without armor is protected from long range fire with the same thickness of the (died) armor?

    thx for reading, keep it up devs!

  4. 9 minutes ago, admin said:

    why don't pvp players pvp each other?

    infinite repairs? dont u see that in last months after wipe battle lasts everytime 1h+?

    it's true, legends is coming but meanwhile PvP players are losing hours and hours of they life chasing ships that runs and repairs , runs and repairs, runs and repairs, runs and repairs, runs and repairs, runs and repairs, runs and repairs, runs and repairs, runs and repairs, runs and repairs, runs and repairs, ecc

    • Like 7
  5. 4 hours ago, admin said:

    Captains
    Next week testbed will be opened for testing for several days (from 16th August till 21th August)

    Goals

    • Test stability and issues with Unity 5 build
    • Test 1 or potentially more new vessels
    • Test the potential workaround for the vertical gun sector increase upgrade bugs

    Ships, rank and money will be provided in sufficient quantities.
    Captains will be requested to start as pirates and win or lose as many engagements as possible against each other in the outlaw battles.

    Access key to testbed will be provided before the test

    good job guys! keep up the great work!

    will we have an increase in game performance (fps) with new engine? and maybe a real fullscreen mode? AA fix? fps drops in huge battles?

    • Like 1
  6. 23 hours ago, admin said:

    Win/lost points are only valid during the round.. for the next round they are burned and next round starts only with control points.
    negative lost points are (should be) a great idea because it discourages port trading and actually gives some benefits to come and defend ports.

     

     

    There are some things that can be added to the future to improve the system


    Points only taken from the existing pool of points.

    • For example - to encourage nations to attack bigger targets we can implement that points can only be gained from the positive points another nation has.
      • If another nation has 2 points then taking 2 ports from them gains you 2 win points + 2 control points. 
      • If another nation has 0 you gain nothing by attacking them because they have nothing to subtract it from - this will give small weaker nations some breathing rule. And improve their chances

    Wild card alliance (forced alliances)
    Another interesting idea is forced alliances. This feature could work like this

    • By the end of the round 3 weakest nations (by points) will sign an alliance (forced alliance) and will act as one nation for the next round 
    • Using current situation on PVP EU as an example
      • Three lowest nations by points are France - 6 pt, VP - 6 pt, and US - 3 pt
    • If they remain in the bottom on the list by end of the round
      • the game will force an alliance on them
      • combine their points 15 pts
      • and consider them 1 nation for the leaderboard placing them in the 3rd place in the leaderboard as one nation
      • nations will be allied and will be able to use each other ports and join each other port battles on one side (won't be able to attack each other of course)
    • By end of the next round the alliance will be disbanded and new force alliance will be calculated for the nations having lowest individual points

     

     

     

    and what if all the enjoy left to a poor french player is to hunt VP trader? do u really want to kill also this PvP with forced alliance?

    stay on the good street man!

  7. 15 hours ago, Prater said:

    It would be cool if you could decide how much of what type you want to bring (get rid of double charge and double shot perks).  You choose powder amount, types of shot and amounts.  If I wanted to I could bring a lot of chain but I probably wouldn't do much else and wouldn't have very many broadsides of normal ball.  Double charge would come out of powder storage, double shot would come out of standard shot.  I guess what I am saying, I currently like being able to tweak how many repairs I take of what type, and the type of cannons, and how much weight my ship has and how that affects speed.  I like trying to find what I think is the optimal setup.  Maybe it would be a good idea to do something similar with ammo, though the affect on speed wouldn't be near as it is with cannons and repairs, if much at all.

    i really hope this will happen at least in Testbed, where is easier to develop and introduce stuff

  8. happened to me also in the indefatigable a couple of time, i was playing with default state of buttons: so gunnery, sail, and repair ON. i got on fire and survival start to growth and althought it was ON , no crew go on it. when i noticed it i was in fire shock so i turned off and on again all the buttons in panic and luckily crew start to extinguish fire. i was almost sunk by the structure damage btw.

    i think its a bug related to survival on indefatigable and maybe other ships.

    next time look at ur crew state when u fight. i have an eye on it during all the battles

  9. On 26/6/2017 at 9:45 PM, elite92 said:

    really like this idea:

    1 tag cirlce under the attacker and 1 circle under the difender.

    same BR rules as now but with the sum of both circles, taking in the BR calc all the ships in the 2 circles.

    all the ships in the 2 circles are dragged in the battle, if the battle start.

    attack fail if 2 cirlces lose contact before 15 seconds.

    (little consideration: imho we should get rid of attack cooldown reset mechanic, so if u attack and u want to disengage before 15 seconds for whatever reason u have to move away from him, so u need to be carefull and strategic when u click attack cause if the 2 circles remain in contact the battle will start; but this is only my thought)

  10. Just now, Hodo said:

     

    I am of the same view point as Vlad.  You have to adapt to the changing tactics.  I hate revenge fleets but it is easy to avoid them if you plan properly from the start.  I generally dont tag a ship in sight of other ships.  I wont jump someone right outside their capital unless I am sure I can get away, like when I am sailing my Lynx or a Privateer.    I dont understand how hard these things are for people to understand.  

    You come out of battle you have 30seconds.  Pick a direction that is your best point of sail and their weakest, and put some distance between you and the gank fleet.  

     

    The bigger problem is the tag'em till they rage quit tactic.  I personally refuse to tag someone again if they have gotten way from me the first time in battle.  Because I dont want someone to keep tagging me in OW wasting my time and theirs just to annoy the piss out of me.

    forced to play in a privateer or forced to play with a big clan?

    no, thx , i will wait arena

    • Like 5
  11. 10 minutes ago, Vllad said:

    Yes, I do see the issue here.

    Instant combat makes it harder to solo in NA than other games. However instants are NEVER going away and no amount of developer solutions are going to defeat voice com's to set up revenge fleets. Instead of asking for the developers to adjust I am suggesting that players just take care of the problems themselves.

    NA provides everything you need to defeat revenge fleets. Why not use them?

    u simply dont get the point vllad...

    tommy, liq, me, and tons of players in NA are severely hurt by the actual game mechanics not because we are fool that run in front of enemy capitals and then we cry in chat BUT because the free tp between national ports and the time compression of the OW itself make the revenge fleet an easy and "risk-free / 95% win" thing.

    we love to (or at least i used to) find PvP near more populated areas of the map , and we have make many nice battles in front of capitals and also in the middle of nowhere, many times outgunned and outnumber and thus we sink BUT, we enjoyed this and no1 was whining because of the loss.

    now with forts, fleets, PvE grind and other BS its hard enough to find PvP (in a PvP-server), and then they add the possibility to easy camp the battle instance and they remove completely the after battle pause and/or log off...

    1: 30 min-1 hour only to find PvP

    2: 1v1? he run, 10 min of chasing then he find forts/ports/big fleets

    3: they are many: u run, same bs as before, re-start from point 1

    4: they are not so many: u fight outgunned and outnumbered and maybe u win in a battle that last 1+ hours because of infinite repairs

    5: u are forced to OW after the battle no matter if ur grandmother is sick

    6: 10 players are outside the battle in ow waiting for u in all direction, when u load the ow u have only 15-20 sec of invis left and maybe also a bad wind, they get u almost for sure the others can join in 3 mins

    6-1: u have other repairs: maybe u leave and and start from point 5

    6-2: no repairs: u are dead

     

    lost ship, upgrades, patience, time and also some health cause of stress.

     

    u, as a RvR player/ BIG clan player u will never understand us, so dont try to, no1 is asking for u help here, go grind some bot in PvE then fight an empty port battle.

    im tired, waiting for Legends.

    • Like 7
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