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CaptVonGunn

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Posts posted by CaptVonGunn

  1. 8 hours ago, Gregory Rainsborough said:

    After leaving a battle there should be a restriction that prevents you from entering a port battle for 5 minutes, as is the case now when you log out at open sea but for less time.

    There are certain players who in order to avoid screeners get a friend from another nation (or an alt) and then tag them and sit in the battle. They then jump straight out into the port battle, avoiding screeners etc...

     

    Huh? There already is a timer.. it isn't that long but it is long enough to tag them. or does the cant join battle timer not work for the PB? like it keeps you out of a Mission

  2. 3 hours ago, Slim Jimmerson said:

    I disagree with you here, you risk much less in a fast ship because you can disengage when things look bad, a tanky ship is at the mercy of a fast ship ultimately because the fast ship can still chain down and rake a slower ship without risking hull damage.

    Like I said earlier, you may not always win in a fast ship, but you'll never lose IF you know when to disengage. Take the communist approach, make ship reach a 10% cap, that way no one can be higher in speed from more mods, everyone is equal on the speed foot which leaves best tank and maneuver builds and brawling skills to win out.

     

    not anymore they cant:) a single volley can knock off a bunch of hull and structure on a fir fir gank boat... If they also have to repair sails they are now SOL with teh damage reducing speed(if it works )

     

  3. 13 hours ago, Navalus Magnus said:

    As anoying as it is, if it happens to yourself, I think it should be possible to screen in bigger ships than the pb fleet deploys.

    The only things that might need some pondering and modification are:

    1. Should deep water vessels be able to get into shallow water ports (right now it is possible in some cases)?

    2. If not, how close to shallow water ports should they be able to get?

    3. Could the difference of shallow and deep water be made any clearer for every captain (e.g. by a tutorial explaining the use of the map and the meaning of different shades of blue on it or by visual differences of deep and shallow water in the OW)?

    1) Yes they shouid considering that some shallow ports they can't get into were historically able to... I always just considered it a way to give little ships a purpose...  Now in saying that I think it is stupid that you can do Hostility on a Shallow port with Frigates or SOLs.. or use SOLs for a 4th rate port Hostility missions should have the same rate limits the PB there will have.. Work for it

    2) Except for a channel to get in it should be a reasonable distance out for most... and in the Battle instance it needs to still be SHALLOW that is where it gets weird

    3.. at the higher settings you have a noticeable difference between deep and shallow except for those random OW sand bars...at least on my system.. but yes it needs tweaking in that regard..

  4. 5 hours ago, Long John Saliva said:

    Well Ill be straightforward.

    After spending hours doing the hostility for a PB you then have to sail to the OB. If you do the hostility for the PB you should get automatic entry. Only those who haven't participated should have to sail. As usual the carebears alliance was sailing in WASA's for a shallow PB on global. All they see is a cheap kill. 

     

      I m confused... The Can that creates the PB gets to pick the clans that can join the PB. and usually that also includes the Commander deciding which players he takes in the Battle Fleet Group. Is your Clan doing this differently?

     

  5. 17 hours ago, King of Crowns said:

    Hey devs how about this idea....... how about you make the speed cap based on the rate of the ships. instead of just an overall speed cap for all ships. for example. 1st rates have a speed cap of 12knts. and so on and so forth. a 15.5 santi is retarded. this is a simple easy fix. it would make smaller ships more important. 

    Why? 3rd rates were as fast as many Frigates in real life.. Granted the 2nds and 1st not so much:)   

  6. On 12/4/2017 at 2:13 AM, CTC_ClanLeader said:

    Mhhh, complain about to few ppl for pvp and now complain about to many ppl for pvp ... confused.

    Never seen me complain about to few people in PVP... My issue is that in a real battle your scouts would see new ships arriving LONG before the game lets you.. so you could plan for  it or maneuver to deal with it..  I just am not a fan of the "oh a battle I will TP and undock and sail out and get in" that is what Legends is for..

  7.   I would like to ask is it possible to instead of the current drop sails and sit and die.. system. That if a player disconnects the ship just sails in the direction it is pointed at the current sail state..  Had 2 disconnects in battle today... first one cost me 150 ish crew but Greg was kind enough to pull off and we continued once he realized it when I got back in...  Next one I lost the ship. Not His fault.. just a bad connection on my end.. but if the ship had NOT dropped sails and just kept moving.. It would have been well better for me and more realistic... You can still get shot and still get forced into the wind...  Just does away with the Free attacks..

     

      On the same note.. Ships dragged into battle should start at the same sail state they had in OW.. just my personal thing.. sure hitting an AFK guy that doesnt know your there is easy.. but I still think the ship should at least sail at same heading and sail state

  8. 6 hours ago, Simon Cadete said:

    How to get players back? Pretend you’re a developer and you want to save the game. What would you do? What changes would you make or what features would you add or remove from the game? Basically if you were one of the game developers what would you do? 

    One last note I don’t think putting the game on sale works because all you get is new players That end up quitting anyway

    Make them come back?  I dont know threaten their families? 

    • Like 1
  9. Can we PLEASE have a setting for the clan list where when we open it the people that are logged in all appear in order first.. then everyone else in order as the currently are... So you can click and check at a glance which 5 guys are on at that time.. instead of scrolling through the list of 100 or more.. 

     

     And a Sound when someone send you a PM in game... 

     

    Also say the sound of Drums beating to Quarters when someone that can drag you into battle tags you

    • Like 2
  10. On 11/29/2017 at 10:20 AM, C0R0NERcz said:

    If you do not safe new players before the attack of the bandits, remaine in this game only clans. (you know which ...)

    Please increase area the protection zones for low-level players.
    Place the protection zones around all national ports.

    You need to Improve protection of Traders.
    Do not allow capturing a port to be in the deep area of another nation. Gangers spoil the game to all newcomers and merchants. This game has the potential that PVP players have not yet found. 

    Unless these conditions are met, it is completely useless to work on trade or craft mechanisms.

     

    Only one I agree with is the Port Capture...   I was so looking forward to the Front lines thing they had talked about that never happened.... Where you couldn't capture ports in a region that was NOT adjacent to a region you controlled. But then they went with this all Neutral and capturable thing and we have what we have.

       How exactly do you improve protection of Traders? You say you want it but offer no idea for it

  11. 13 hours ago, Fletch67 said:

    I have to say one of the best ever battles I ever had in NA was when we had that perk that kept the battle open. I think its exciting when you dont know the outcome of a battle because you dont know who can arrive. At the moment the timer closes most battles are a forgone conclusion, just a matter of time before the kill or being killed there is very little variable.

    The open battle i had sung one way then the other as each side pilled more ships in, it was insane one minute we were winning a short while later we were running a short time after that we got reinforced and they were trying to run. In short it was very fun and very exciting.

    I also  know the cons of this system with people hiding in ports and battles ect, then jumping out and joining  but I still feel this can be fixed by simply not allowing anyone who is leaving a battle or a port to join an already existing battle. rather than only being able to enter a battle that started while they are at sea.

     

     

    Yes but when people can arrive in battle in some cases in the old way closer to you than the people you started the fight with it is just wrong.. 

  12. 13 hours ago, z4ys said:

    So you just have to sit in greenzone area and wait? What's different to port?

    People that sit in port or greenzone area add nothing to the game pvp wise. The game should promote active looking for fights and not penalize it.

    You cant be at one port and hear about a battle other side of map dock TP and head out big difference...   I am not a fan of late arrivals. I suggested a way 18 months ago or more but was told it was unworkable

    Single circle  but with sections to it.. either 4 or 6 evenly around it. when a battle starts the system would note the location in OW of everyone that could join(based on who was in it ) from the circle center and what section they fell in.. Then Based on time from Battle start to their arrival it would place them X KM from the original battle start in the direction they were in when battle started.  So say you get to the Battle 20 min after it starts and you were SW of the swords when it started...   it would place you 20 KM away to teh SW  from the battle start location . If this would put you on land then you get moved to the closest point to where you should have been that is wet...

      This is teh only way I think open for ever battles would work in anyway that would work out even close to balanced.. But that is me

  13. 7 hours ago, Hodo said:

    Actually you do need more crew on sails with more sail being carried.   So if you have full sails on the ship, you begin to tack through the wind, you need to change all of the sail positions to do it.  You will need EVERY able bodied sailor on sails to do it, because you have on some ships, several acres of sail to move, adjust, turn and re-set the ropes.   Turning a main sail is not as easy as pulling two ropes with 2 men.  

    And some ships did carry a spare mast, while not a main mast, they may have had a spare top-mast or mizzen,  just look at some of the models in game.  I think the Belle Poole is a good one, it has a few spare mast parts in it.   The Renomee is another.

    Yes.  Just like when boarding prep is activated.   Normally the crew is spread out based on the crew setting and gun crew requirements.   So if you have a gun deck, and it needs 80 men and you have 100% on guns, then you will have 80 men spread out over the crew hitboxes on the gun deck.

    But if you go to boarding prep, and you turn off gunnery, then you will have all 80 men move to the weather deck for boarding.  

    Ok I see that when you tack.. but it wouldn't be all the time was my first thought.. I mean once the sails are set the crew returns to other things until needed again...  Plus as you and I both agree I think.. once you start shooting anything but chasers you should be at Battle sail any.  Still not sure on teh numbers though.. I mean say on a 1st rate.. the LOwer deck gun crews were Not the guys doing the sails... if they were it would take 20 minutes to get them all on deck to start

      Are those masts or Replacement stays/spares?  either way they are not getting used in combat.. shudder.. just imagine the carnage  if one of those is being manhandle and is hit by a cannon ball ?

      

       

  14. 22 minutes ago, Malachy said:

    If mast hits were rare and chain severely nerfed, we probably could get by with just one sail repair. Right now rigging damage is way out of whack. Hull repairs seem to be in a good place right now. Crew damage is also way too high currently. I'm all for removing crew repair if crew damage went way down. Being able to cripple someone on one rake is bullshit imho. Rum mitigates it a little bit but crew damage is still extremely high.

    Huh? 1 rake could and did cripple ships

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