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Æthlstan

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Everything posted by Æthlstan

  1. Placeholder OK, feel free to reply if you wish
  2. General Photos/ Exterior shots WIP, I apologize in advance for the cell phone quality photos, I hope to get a proper DSLR someday. USS Niagara El Galeon Draken Harald Hårfagre Group/Random Shots to come
  3. Hey guys! Had a great time. I only went on 2 ships, as the lines for El Galeon and Draken were over 1h30 each. I'll be posting photos in 3 posts Exterior Shots USS Niagara Pride of Baltimore II Please do not reply until you see those 3 placeholder posts written, or perhaps a moderator can help me set it up.
  4. There are a massive amount of people here today. Lines for El Galeon and Harald are extremely long. Niagara and Pride of Baltimore have some of the shortest lines
  5. If Capitals can become capturable, then, logically, capitals must be allowed to be moved. Nations should be able to choose where they want their capitals to be. This could be as simple as allowing people to click a button in port "Select this port as Capital," and when 80% of active players have chosen that port as a capital, the capital will flip to the new port.
  6. Alright, given the new developer announcements, there are some parts of this proposal that have become irrelevant and other parts that could become more interesting. I have seen people post similar ideas in other threads. People want some player control over AI. The question is, how much should they have? People want port fortifications to be made by players. How should it be done? I'd rather not have to create a new post, but it seems like I have lost the edit button on the original post. I'll try and find it, but if I cant, I'll write up a revised version down below. Please give your thoughts, if any, about what you like and dislike from the original proposal.
  7. I thought I had mastered the use of manual sails, but now, in a speed rattle, I drop from 10 knots to under 2 knots when cutting through the wind. Maybe I'm not doing things right....approaching the wind I keep my foresail parallel and my aft sails perpendicular, to swing the rear of the ship around. This usually pushes me right through at decent speed, now I almost get stuck. Never used to drop in range of boarding speed, now I do every time
  8. Fix the stupid timer system. Regardless of what anyone says, there were more battles with the old timer system, and more people willing to fight with the old timer system in place World speed or world size does not factor into it. This game currently discourages cooperative PvP. It encourages people to run from equal numbers. It discourages people from trying to help their friends. PvP would be more common if gankers hadn't whined and complained to get their paradise game mechanics implemented. As I have said in other posts, instead of complaining, they should have figured out where to attack and where not to attack. Demanding that it be possible to attack someone outside a capital with no repercussions in the battle instance is ridiculous, which is what we have now with the current system Remove magic AI buffs from the AI and you might be able to find more PvE parties to crash. Who knows? Using a timer system that saw better retention might solve a lot of your issues
  9. http://tallshipgreenbay.com/meet-the-9-ships/ Going to try to take a day sail on one of these ships. Which one should I choose?
  10. Most people hate this 2 minute timer system, most people would rather go back to the old 5 minute timer system, slightly broken as it was. Most people don't come on here and express their views because they've left the game Explain to me what is tactically intelligent about attacking a single ship outside an enemy port, or a port where the enemy frequents? Because that is not tactically intelligent, that's idiocy. It used to be idiocy in the game until a certain group of loudmouths complained that it was impossible to successfully attack an enemy vessel in unfriendly waters without massive reinforcements coming in. Newsflash, that's how it should be. You're hunting in the wrong waters. You aren't being tactically intelligent if you expect to lead a successful attack in enemy waters with only 1-2 vessels. Your only hope is striking quickly and escaping quickly. If you can't wear down your target in time before reinforcements spawn in, you gotta choose: Run, or try to win anyways. I've explained in more than a few posts how the whiners who gave us this current crap timer system (and who fiercely defend it) how they were doing things wrong, attacking the wrong targets, in the wrong locations, without regard to proper strategy. They shoot back and say I dont know their struggle, because I must have never tried. Please. I was a solo french corsair for most of my time on PvP2. I successfully ambushed pirates, and after, successfully attacked british players. I struck when I knew the odds were against reinforcements arriving in time, in areas that made it difficult for the enemy to get to in a bad wind. I used everything to my advantage. If there were other french around, sometimes they'd get there to help me. If there were other enemies, sometimes they were able to join as well. As they well should. People crying about unfair fights, reinforcements ruining their day, were obviously the minority, or everyone would be loving it and we would have a steady increase of new players who actually stay. Nope. A lot of the new blood has left. More of the old crowd has left. Combat isnt fun, nor is it fair, nor is it realistic. Sail with a big crowd, with the right ships, and wait for the right enemy, tag, capture, repeat. In sight of a free town? No worries. A capital nearby? Pfft, doesnt matter. Deep in enemy waters? heh, territory doesnt mean anything anymore. What enemy waters?
  11. Just because we have a large amount of toxic behavior doesnt mean I should stop sailing entirely. Tho it does mean I don't frequent free ports as much as I used to What they need to do is make it so friends can help you. Most fights are now one sided, for a reason. The 2 minute timer created a Ganker's paradise.
  12. THe observer is important. There are places a basic cutter can sit and hide where they have a view of the port but anyone scanning the area cannot see them. Either that or the observers sit in a basic cutter on the edge of visible range, again, effectively invisible. They wait for the target to raise sails and move slightly away from the port, then they have their buddies exit the port and tag. There is literally no way to avoid this, and it is the only way I get ganked. These squads run with a lynx, a rattle, and at least 2 ships equivalent to what they are hunting. They got you upwind, they got you down wind, they got you period. Voila. No skill ship farming, welcome to farmville.
  13. Hey everyone, I am trying really hard to transcript this letter. I have gotten some of the words right and I think I know generally what the letter is about, but it is a family document that I'm hoping will help further my genealogical research....so general knowledge isn't enough. It is in the Kurrent script with some English cursive thrown in from time to time. Kurrent was used officially through the 1940s, and in the 1970s they stopped teaching it in schools. The letter was likely written in the Midwestern United States but I wont know that until I know who wrote it and what it says. If anyone can transcribe it in the original german, I would much appreciate it. I'd like to see the german words in type, so if you translate it too, please let me see the german as well Any help is very much appreciated! Thank you!
  14. Oh, so now I wasnt around. O, sure Yeah, I was around thank you, and yes, I did play solo. Id go raiding by myself, and I'd get into fights, and people would stay and fight me. I got pretty good at fighting, and I had a hell of a good time. Did enemy reinforcements show up? Sometimes. Did I have to run sometimes? yes. But thats what you get if you sail into enemy waters. YOU HAVE TO HAVE SITUATIONAL AWARENESS AND CHOOSE YOUR FIGHTS CAREFULLY. Sail around an area enough and you learn where people normally are, where player concentration is lowest, and where you can challenge a guy or 3 without getting immediately swarmed. Lesson 1: Dont attack outside capital ports Lesson 2: Don't attack at peak activity outside a major trade hub Lesson 3: In the age of outpost to outpost teleport, learn where most players seem to have outposts and adjust accordingly. Most outposts are the nearest resource port to a capital. Sailing into enemy waters SHOULD be dangerous, SHOULD be a challenge, and defenders SHOULD have an advantage. Its their freaking powerbase. With these new 2 minute timers, I can be near Castries and not be able to respond to an attack south of Fort Royal. Happened just today actually. The guy hit someone just outside of the green zone yet no one in the area could reach him in time. Then they guy sits around in the battle screen. Danger free fights. Thats garbage. Used to be fights were even. Now, with no chance of reinforcements, you gotta bring all your pals with you, because if there is a chance the solo enemy has friends around, you just ganked yourself. Congrats. The rule now is that every player is bait for a gank. Do not attack without numbers. Essentially, Gank first, ask questions later. IF you are a solo player and you catch someone sailing alone, in a similar ship, they run. Because its probably a gank. They dont stay and fight. Boring. And guess what? when the chase is over, they have all their friends waiting outside to smash you. Used to be, there was motivation to stay and fight in case some friends could get there on time. This usually sparked more battles, because your friends would tag their friends as both sides tried to get to the battle. Many fond memories in Cano Bay. Id rather those after-battle-ganker guys joined the fight so I could at least see them, rather than play russian roulette exiting the battle screen. I used to go out solo all the time for PvP. Now I dont. 1v1, they run. Even 2v1, they run sometimes. 3+v1, they mostly stay and fight because they have to be horrible to lose. If I attack a single guy, and his 5 best friends come to help, tough luck for me. Catalog that event and remember for next time. Try to sink someone and get out intact, or go for broke and try to sink as many as possible. It was all part of the experience. You guys need to realize that I played in a nation of maybe 40 active players when I started playing this game, verses a nation of 150 players who were invading our waters and another 150 who were mostly fighting in the Bahamas, but then came down to our area after the Americans chased them out. Chances were, I was fighting alone. My home waters were my enemy's stronghold. Outnumbered, usually outgunned, almost portless, old timer system.... it was the best time I had on this game to date I guess I should also mention my first PvP experience on this game. I was so new, I didnt recognize what ships were being used, just that they were massive. (probably light 5th rates) I was in a basic cutter, sailing northwest out of Fort Royal. Entered a mission. 2 pirate players come in. I say hi, ask them how theyre doing, ask if they're friendly or not, and their answer was catching up to me, sailing on either side, and blasting me to bits. I wonder how many new players stay after those kinds of first time experiences. I stayed because I love the era, and $40 is a lot to me.
  15. How come the amount of battles at any given time are so low when compared to how many battles were happening back with the old timers? Even when adjusted for a lower player population...? How come most of those battles are ganks? Enjoyable fights used to be around every corner. After the 2 minute timer was instated, they are nowhere to be found. Seems like a step in the wrong direction
  16. If the current timer system was meant to reduce ganking how come ganking is 90% of all "pvp" interactions?
  17. When did I mention traders? The seal clubbing I am talking about usually involves a guy in a trincomalee or consti jumping into a newbie mission and slaughtering them all, or a group of people who sail around looking for lower ranks to hit. If youre a trader, yeah, youre fair game.
  18. The 2 minute timer does nothing to ensure fair fights in this, regardless of the coward perk. As people pointed out, gankers can leave early and try to get out before a counter gank assembles. But the counter gank fleet is usually there waiting to punish them on exit. If player reinforcements were a thing (theyre non existent today) gankers would have a much more difficult time ganking in someone's home waters, AS IT SHOULD BE. Now the Coward perk is around, it somewhat balances the gank issue and forces the gankers to change tactics. Soon, they will have overcome this hurdle due to new and better strategies and we will be back to square 1. There is a solution to the coward perk. its just not as easy as it was before
  19. I dont see how coward hurts PvP. If you performed a good tag, no worries, you got em if you performed a bad tag, you have less of a chance of fixing your mistake Get good tags and your problem is solved.
  20. Tell that to all the recent noobs we have gotten who dont play anymore. The current mechanics do not allow help to arrive, there is no way to realistically establish a patrol without boring the hell out of people, and realistically theres no way for new players to have any chance of success against all these gankers with gold ships and gold upgrades who ruin other peoples gaming experience to make themselves feel better about themselves. Either fix this broken timer system so people realistically have a chance of helping these guys, remove the ability of lowlifes to prey on those who are still learning, or you will continue to see new player drop off Take a look at my post count. I am definitely not new. I learned how to play this game when there was still a realistic chance of people being able to help out new players without babysitting them. IE, the not-as-stupid-timer era. New players usually do not want a vet hanging around. When I see a new player, I say hi. I welcome them. I try to give some advice without smothering them. I ask if theyd like me to do some missions with them. I make them feel welcome without stalking them. If they dont want my help, I dont force it on them. I have noticed that 90% of this community doesnt give a rats ass about the newer players, and they usually ignore them, tell them to go ask somewhere else, or simply tell them to shut up. They have no time to spare to help the bright eyed noob. the 10% of the people who do try to help can only help a proportionate amount of newer players. Even if they say yes to you running missions with you, or letting you sail around with them, you must admit eventually it would get a little suffocating having a veteran on your back. You do need to let them explore the game on their own. So you cant be there to always protect them from toxic players. Toxic players are toxic in chat too. This type of behavior is a huge turn off to someone getting a feel not only for the game but also the community that plays it. Its definitely not part of the fun, if it was, we wouldnt see such a large new player drop off. Toxic players gank. Toxic players seal club. Its not an intended part of the game. Its calculated abuse of the game system to gain an unfair, unrealistic advantage, with no possibility of danger or challenges. Easy damage farming. Either we go back to the less broken timer system or we find some way to ensure that newer players can learn the game without molestation. Trust me. We have tried being there for newer players. Being out and about in our territorial waters. All you do is scare the seal clubbers away. You are a strategic deterrent. Why dont you ask those on ballistic missile submarines how much fun they have on their strategic deterrence patrols? This isnt the real navy. This game isnt about sailing in circles around your home port, or some random point in the atlantic. Stop insisting that it is.
  21. Being able to escape the gank is nice. Which is why I chose the coward perk. If its a fight I have a chance of winning, I stay. I have also been known to kamikaze into larger opponents
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