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Tenet

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  1. One complaint I hear very often from friends that play the game is that everything is taking too long. At the same time, the time factor works out great when the map is heavily populated and adds richness and a hardcore quality to the game. This idea is for an adjustable means of shrinking travel times in an adjustable fashion - that can be increased or reduced based on population size or other factors. Idea: "Trade Winds" are paths marked on the map and visible in the sea that accelerate the ship by a %0 to X in a particular fixed direction, as long as the ship stays on the path. - Trade Wind paths appear in parallel pairs - each one in a different direction, and nullify global wind, replacing with it's own pointing along the path - The paths are straight and gradual, dissipating in bonus speed towards lands, but increasingly effective further away from towns. They can begin at some distance from the denser regions, and connect across larger bodies of water. - The % of speed up can depend on various factors for balance, for example, it can be adjusted based on the density of ships using the lane, or based on server population, if required for balance. - Ships on the path are possible to intercept - either by camping where the speed bonus is decreased, or timing joining the path within range, or special mechanic where blockading slows down nearby ships to normal. - The path can be shown via slightly adjusted color of sea affected. Important: - There are two possible different implementations and related effects: Option 1: Continental - the paths generally follow the outline of islands chains and continents - speeding up travel but keeping the scheme of the islands largely the same. Option 2: Cross-Sea - for example positioned between La Orchilla and La Mona, and between Tumbado and Calcasieu, etcetera. The first option will compress the map, but without interrupting its general flow. The second option will compress the map more, and create a different flow, perhaps giving more central locations an advantage. If Option 1 is used, the map won't need much rebalancing. If Option 2 is used, some resource locations may need to be reworked based on testing. Objections Raised so far (to be edited): - Capitals may become more increasingly vulnerable to sudden attacks, particularly in Option 2, which perhaps means that Capital hostility levels and defenses will need to be buffed as exception. FAG (to be edited): I will create an illustration on a map if this idea gains following and a constructive discussion.
  2. It matters when you are trying to prove a point and lying to me that you "fully equip" your dudes for 70K per Indef and you're actually misleading about the prices. I've researched it now and it's not that simple - the cannons for that ship will take 50% of your daily account labor hours for one ship - more if charcoal is made by the same crafter. There's also the cost and actual time of sailing to gather resources. You are omitting a lot of costs AND reducing the caliber in your example, which makes it a false argument. Everything is indeed too expensive and the rewards are too low.
  3. Why are you providing the example of smaller caliber cannons than the ship requires? I knew something was fishy about 70K instead of the 250K at store prices. It's also a distraction because we're not talking 5th Rates here, the problem is with the 6th rates and people beginning the game or recovering from mistakes. The exact situation that causes people to stay in the game or leave it. It's not about people like YOU, it's about the people that we want to feed on. Yes, Mr. Patronizing, I am aware that there's a TINY CHANCE of getting 1x Cannon in the hold, out of the 30+ the ship had. I've captured ships and checked holds of sinking ships at every opportunity, it's not frequent enough to matter. If we could get even 30% of the cannons of a sinking or captured ship reliably, the game would be far more reasonable. I am fine if these mechanics are tier limited to the lower tiers, since high tiers should be less forgiving.
  4. Later tiers perhaps, but ships of Tier 6 should be capturable or should provide MUCH greater rewards. Historically if you sailed for your navy, you received 3/8 in bounty for the value of what you captured, and you had an option to Switch to the ship you captured and send yours to the scrapyard. I understand inflation and high-tier ship availability - but the capture of 6th rates by other 6th rates should be properly rewarded. Perhaps that is the key - limit the target and the attacker to 6th rate tier to make it a way for new and recovering players to grow their economy.
  5. Perhaps NPC ships up to 6th-Rate should be Capturable with their Cannons in Open World AI - so that Fighting Captains have a fair reward for the huge risks they take at the start?
  6. Captains on blockade or port duty may not have been rich, but Privateer Captains and Navy Captains during Wars could become very rich very fast by capturing enemy ships. A captain received 3/8 of the value of the captured ship and it's cargo, so in 3-4 successful battles he could have enough money to equip ship equivalent to the captures. If a Navy Captain captured a ship that is taken into service, and it's close to his rank, he would often be on first priority to captain that very ship if it's better than his own. Naval Action should have an implementation of Naval Careers, of the Admiralty and service list. Traders aren't forced to fight for every meal, if they trade far enough away from the action, or within allied waters, they are perfectly safe, and their profits far surpass the fighters. Trading goods easily provide 25% profit per unit bough, and even early level runs can surpass fighting captain profits at Money/Hour. A loaded Trader ship worth 100K will return at least 25K profit, if not more, on most trading goods, while a similarly priced Fighting ship will get at most 11K, and be forced to return to port or lose most profit to repair costs. You are either very lucky in your map position or misleading. Fabricating cannons does make them cheaper, but not as much as you claim unless someone is not accounting for their hours-spent. There is some form of time donation going on with your numbers. Proud loners can do pretty well for themselves in EVE and many other open-world games. They may not reach the level of profitability of corporations, but they can definitely easily fund their own Privateering. Games can have rewards for doing well, while still having punishment for mistakes.
  7. English version below. Вкратце: - Формулы риска и вознаграждения в игре все поломаны. Вознаграждение за бои почти не существует, а Боевые Капитаны в огромном невыгодном положении по сравнению с Трейдерами - Запускать Экономику без начальных вливаний это не-реалистично и глупо - ГДЕ ИСТОРИЧЕСКИЕ СТАРТАП ИНВЕСТИЦИИ? - Торговое меню смехотворно плохо разработано с игрой, не играемой без сетевых инструментов. Нет способа сортировки как по производству и по расстояниям (simultaneously). - Экономика, движимая игроками, чрезвычайно раздроблена в зависимости от кланов и регионов, а некоторые регионы имеют огромное преимущество перед другими - Опыт нового игрока ужасен, а "бесплатные корабли" оскорбительно бесполезны без экипировки. Опыт нового игрока, простая арифметика: Загнивание в Базовой Лодке - скучной одиночнои мачте. Первые 12 до 9001 миссий не имеют риска, потому что вы получаете все оборудование бесплатно, а награда - 6000 + 1500 золота за миссию. Ремонтные работы также бесплатны, поэтому вы можете выполнять 3 миссии за один выход ~22К без каких-либо дополнительных затрат. Тогда вы должны получить достаточно денег на 6-й Реит, который обойдется вам в 23К корабля и ~ 70К пушек и ~10К+ за ремонты корпуса. Ваш доход за миссию увеличивается всего до ~ 9000 + 2500 (minus repairs!), а ваш РИСК поднимается до ВСЕГО ПРОГРЕССА, который вы делали раньше. Если вы попали на абордаж или в миссии против двух кораблей, или вы проиграли битву, все ваше ~ ~90K+ золота, корабль и снаряжения потеряно, и вам нужно снова начать с нуля. Зачем рисковать всем когда можно гнобит себя в Базовой Лодке еще 9001 сражений? Вы не можете захватить корабли NPC - весь корабль, мачты которого вы тщательно отстреляли, тщательно взяли на абордаж, часто дает ноль дополнительной прибыли, так как все ее супер дорогие пушки волшебным образом исчезают, а весь корабль оказывается мнимым. Я понимаю причины - чтобы не надувать экономику миссиями. Почему не давать захватывать корабли NPC Fleet в открытом мире, по крайней мере, 6-го уровня или ниже? Почему награда за боевые успехи настолько низкая по сравнению с риском? По сравнению с AFK торговлей? Кто придумал что заставить всех Боевиков подчиниться донату клана или Базовой Лодке - хорошая идея для роста населения открытого мира? English - In brief: - The Risk versus Reward formulas in the game are all messed up. The reward for doing well in battle is near non-existant, with Fighting captains at a huge disadvantage compared to Traders - Starting up a player driven economy without startup capital is ridiculous. Where is the HISTORICAL VENTURE CAPITAL INVESTMENT? - The trading menu is ridiculously poorly designed with game unplayable without offline tools. There is no way to sort by both Production and Lowest-Distance, for example. There is no easy comparison of prices or profit potential. - The player driven economy is extremely broken depending on clans and regions, with some regions at a huge early advantage compared to others - The New Player or Returning Player experience is Horrible and the Redeemable Ships are insultingly useless without cannons Returning player experience: You start out stuck rotting in the Basic Cutter. The first 10-12 missions have No Risk because you get all the equipment for free, and the reward is ~ 6000 + 1500 gold per mission. Repairs are also free, so you can do 3 missions per trip with no extra cost. Then you should get enough money for a 6th rate which costs you ~23K for the ship and ~70K for Cannons and 10K in hull repairs. Your income per mission rises to ONLY ~9000+2500 per mission (minus repairs!), and your RISK rises to the ENTIRE PROGRESS you made before. If you get boarded or unluckily raked in a mission against two ships, or you lose a close fight, your entire ~90K of ship and equipment are lost and you need to start in the Basic Cutter again. You cannot capture NPC ships - the entire ship you carefully de-masted, carefully raked and boarded, can easily provide 0 extra profit, since all her super expensive cannons magically disappear, and the entire ship proves imaginary. I understand the reasons - to avoid inflating the economy - but whey aren't the Open World NPC's capturable, at least the ones of 6th rate or below? Why are the rewards for Combat so low in comparison to the risk? Who thought that forcing all Fighting Captains into Clan donations or Basic Cutter servitude is a good idea to grow the Open World population? This type of "Hunger Game" will lead to the bottom percentile of players constantly burning out and leaving until there is no foundation and no prey for the top percentile to hunt. The result will be starvation for everyone, and a gradual decline. The game needs a growth in player base, not a starvation diet. Learn from EVE and figure this out fast.
  8. Thank you, kind people! YOU REPOSTED IN THE WRONG NEIGHBORHOOD. Two to the one from the one to the three We like pretty ladies and We like strong tree Consume so much grog you wouldn't believe And we get more booty than a pirate fleet Three to the one from the one to the three We like hailing brigs near the La Navasse Let me tell you how I made one leave with me Carronades and the Grog flow free We've been to your local port battle stop Heard the broadside talk, seen your flags drop If we ain't got the cannon, we'll board with rocks And when we bust your stern it won't make the dock Get your frigate out of port with the KM fleet It's real easy, sign right here and show up to meets Don't let all those naughty brigs pass you by Join the port battles where the doubles fly
  9. There are still old recruiting threads on this forum that are ACTIVE and being on the Front Page gives them an unfair advantage over people who are pushed off to the sub-forums. Perhaps the discussion on this forum should be locked entirely, or perhaps a Sticky should declare rules that no embassy or recruiting is allowed. All the old posts need to be moved or perhaps the entire forum removed and re-created with the Subforums moved to the new place.
  10. Just finished reading the guide, two passes with some practice and attempts to implement in-game. One thing I think needs definite improvement: The images of the idealized ship paths are hard to read because they are not well coded for time. One simple solution, necessary for me to improve the graphics, would be to see each ship-location numbered for the time sequence it represents - so we see where both ships are a "time 1" and that a rake happens at "time 6" and that a tack starts at "time 8" etc. I would then be able to fully comprehend the intent and possibly find a better graphical representation, through shading and color coding.
  11. Greetings! Can an admin please move my redeemable Reno from PvP2 to PvP1? I simply purchased the game on Steam and played, didn't realize such crucial information as how to get ships was on forums. Thank you in advance.
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