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victor

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Everything posted by victor

  1. Better baiting with carrots than beating with sticks. Carebears always go out safe zones to chase bottles since they have good loot. If missions dropped rare items/books only outside safe zones (while inside you got only gold, marks and generic rubbish), there would be more people going out there.
  2. Si no fuese bastante claro, aquƬ hay el nuevo hilo en el foro donde hablan de los nuevos tres "grandes" parches y de lo que van a poner
  3. The final exam is difficult, but not impossible. What I suggest is just to tweak a little down the damage the two NPC cerberus deliver.
  4. As I said: the game - instead of giving straight solutions to players - obliges customers to dig out workarounds to make simple things in a odd/difficult/strange way.
  5. I guess the fact that they added the word "note" in the brackets (the original OP did not include it) was the (of course stealth) answer. This means that devs changed they mind in order to make the game experience less enjoyable for less experienced/skilled/wealthy (in game) players. Not that this amazes me, that's always been their way of dealing with this game and now they also - and finally - stated it clear. A possible reason for this change of mind is that the premium hercules redeemable will be included in the ship pack that should come in the future with a DLC.
  6. I'm not basically against premium ships (I would just limit them to 3rd rates max). And in the past we agreed on quite some things.
  7. and it would have helped OS PVP as well, since it would have been an expendable 5th rate to throw at the enemies with basic upgrades while learning to fight properly (at least I would have used it that way).
  8. that's why I asked it right before the announcement. A permanent reedemable would have been nice.
  9. Segun mi todo tiene su sentido: si es verdad que han vendido 100.000 copias del NA, ya se han ganado un buen dinerito, pues dejar de desarrollar Legends (porquƩ han averiguado que a los PVP players no le gusta la pelea sino el gankeo) y quedarse con un Naval Action sin pretesas - pero con un lazamiento oficial, tutorial, nueva interfaz y unos DLCs a seguir - tiene estas ventajas: 1) ahorran gastos y inverten en el desarrollo poco de lo que ya han ganado con las ventas del juego, 2) tomaran aun algunos jugadores en steam quizas con discuentos o ventas promocionales (y aun si seran jugadores que estaran solo por unos dias y despues se van, no importa) 3) van a vender los DLC a los pocos veteranos que quedan, que los van a comprar siempre Si con 2) y - sobre todo - 3) logran en pagan la manutencion de los servidores, su politica comercial tiene un sentido.
  10. Cuanto menos lo han dicho claro: ese juego seguirĆ  sin nuevo contenido de PVE (o aun quitandolo, ya que ni saben si van a tener las misiones) y dandole todo a los jugadores de OS PVP. Tampoco del RVR han hablado, pues - ahora como ahora - creo que tambien majorar la conquista no le interese mucho a los devs. Todo el juego serĆ  focalizado en el OS PVP, pues no tiene sentido sugerir nada diferente. Solo escucharan a los que le conviene escuchar, que son siempre los mismos. Yo siguo piensando che la retorica del "hardcore game" es poco mas que una excusa para poder invertir lo menos dinero posible en el juego. Minimo esfuerzo con maximo resultado. Por supuesto es una politica comercial inteligente, pero el resultado por nosotros serĆ  un juego pobre en contenidos y con pocos jugadores.
  11. For trading Profitable long range national goods trade routes ALWAYS end up in faction capitals In capitals you can sell things easily since there is higher demand of goods For missions In capitals you buy easily crafted ships, cannons, repairs and fittings that in any other port are difficult to find (due to very low low population). In short: and summarizing in every MMO game PVE activity focuses around the so called "trade hubs" of the factions (in EVE - in example - they are Jita, Amarr, Dodixie and the Minmatar one whose name I do not remember)
  12. Also devs should create profitable trade routes that do not end in capitals. The system of trading national goods as it works now is too focused on capitals: no matter where you go and collect the goods, you shall deliver them in capitals to make a good profit (that justifies the time for the long hauling trip). This means - with the nerf of safe zones - that trader gankers do not have to hunt anything, since it will be enough for them to sit in front of capitals and wait for traders coming in and out. Also - now that even doing missions will be a risky task - I do not see why missions shall have such a poor loot. Where is the risk vs reward here? More risk, the same - almost inexistent - loot. The policy of beating dead horses never gave good results.
  13. nah, if I decide getting outta caribeean server I will just quit the game.
  14. can I send you a friendly warning point for joking with me? Anyway at least here you finally were straight in your statements about the players you want or not in this game (well, it came two years and half after I paid the game, but I played and enjoyed this game for a crapton of hours so it's fair enough). I guess me and others "hardcore carebears" can finally draw their conclusion about staying in the game or not. I will not bother you anymore on the forum (but think about the colors of water proposal, since could be good)
  15. Point is that if too many will do this, this server will have troubles for low population.
  16. AI is dumb mate. If they are not super-buffed NPC an average player will just laugh at them. A squad of two-three players enters the battle, two-one kite the NPCs and the other kills the player. This is the scenario I foresee.
  17. I connect mission with online members for one reason: trading, AI fleets and missions are the only PVE feature we have in game ... but missions in green zones are the only risk free PVE feature Casual players usually do PVE. In just one patch you will make trade, missions in safe zones and AI fleets much more risky than before in term of gank. The logical assumption is that a portion of casual players that now make their "safe" PVE things may leave the game if after the patch they will get ganked too much in doing their usual activities. In other words: you make trade to capitals and AI fleets even more risky and IN THE SAME TIME you take away from the game also the only risk free PVE activity. This, in my opinion, is likely to induce some (well, quite some) causual players to leave the game.
  18. If you do not take this as a personal offence of disrespect, this statement contains a clear logic error: from the fact that cause [A] has consequence (B) you cannot infere that cause [opposite to A] has necessarily the consequence [opposite to B].
  19. I know perfectly who you are and how you played in the past. And you were one of the most known gankers. Period.
  20. You are the one that has just to shut up: you have been playing until ganiking was easy and left the game when it has become difficult. Now you come back since you smell easy ganking again. At least other PVP players stood still.
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