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Johnny Rotten

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Everything posted by Johnny Rotten

  1. Pretty sure this used to be the case with pirate frigates a long while back, only pirates being able to craft them. The result was that hardly any pirates sailed them and all the other nations sailed them around mortimer town.
  2. Yes, I have reinstalled, then tried reinstalling and deleting the regedit and the AppData/LocalLow before running the game.
  3. Quick update : I have tried editing Screenmanager Resolution Height/Width to my desired resolution in regedit and it works for a split second on the server selection screen, before jumping back to the 1280x720 resolution. It seems the game is forcing me into that resolution for some reason. I have tried locking the permissions to read only but it has no effect and reverts to the lower resolution again
  4. Drivers are up to date. Monitor is connected through HDMI as was previous monitor which it was working correctly on, nothing has changed other than plugging in the new monitor.
  5. Sorry, still the same. It doesn't change the issue.
  6. Hi I did try that fix, no luck, the game is still stuck with one resolution option. I tried it a second time to be sure and it makes no difference.
  7. I have recently got a new monitor and my resolution is stuck on 1280x720. It is the only resolution available in the options. My desktop resolution is 1920x1080 and other games run with that resolution just fine. Is there any way to force the client to run in 1080? (i have recently sent a report)
  8. Test it out with 2 of you, put a normal mission chest in your cargo and undock, you will have the deadmans chest flag on your ship
  9. Yes i reported with F11 with the chest in my cargo.
  10. I tagged a trader with the deadmans chest flag on it, but it was only a mission chest when i inspected the cargo. It gave me a mission chest reward too! Heres a screenshot of the deadmans flag on my ship after i got back to port.
  11. Will those testers rewarded with a santa cecilia note be gifted with another after release? If not, will the permit/note be a RNG drop in chests?
  12. Just sail into the wind. It's a cutter. In fact, pretty much every ship smaller than the rat will outrun it into the wind.
  13. As was said earlier, I think book wipe will just lead to vets going after the newbies to get hold of their lost books again. Maybe it's a bit of an oversight on devs part (seen as Pvp missions have highest chance of dropping them afaik). I have no issue with Xp/craft/knowledge wipe though. Either way, congrats on setting a release date. I'm looking forward to population increase, hopefully hitting levels before the 1st wipe. I think all the gripes about the game will soon be forgotten when you don't have to sail an hour to find a battle in OW. See you all after release!
  14. I can't count how many times we've tagged an enemy, only for them to ask for a 1v1, or to get salty because i run away once their reinforcements arrive. Its a sandbox game, just because we're in battle doesn't mean one of us is going to sink. If you happen to get caught when sailing alone, its not a gank - you are just unlucky.
  15. I have suggested before on other topics about this. Originally I thought Nassau as a permanent capital for pirates and then the new nations spawning at Mortimer (which would be a neutral port), leaving Inagua open to RVR and a nice freeport in the center of the map. Then of course you have the issue of it being close to another freeport - La Tortue. You could open up MT for RVR i suppose and have the new nations spawn where they are currently. Or, if you had Shroud Cay as the Pirate capital (neutral), and start the new nations at La Tortue, making it harder to be a pirate than a new nation due to lack of access to a deepwater capital. If we are talking about using current mechanics, I personally like the idea of differentiating the Pirates from the new nations on the basis of wether or not their capital is deepwater, obviously the hardcore pirate choice being to not have a deepwater capital, and the new nations having a deepwater capital somewhere. This reinforces the point that pirates traditionally sailed light ships, and the new nations had access to SOLs, and makes it slightly more hardcore to be a pirate over a new nation. It's a start, anyway! 😉
  16. I think we have gone off topic a bit here. Ive made an illustration to show what I mean...
  17. Remove Pirate nation from being able to sail SOLs. #MakePiratesGreatAgain
  18. I made a suggestion here how the mechanics would work to stop hugging based on how much crew you had in boarding preparation. http://forum.game-labs.net/topic/26590-sterncamping-realism-possible-solution
  19. So I would need to have 60 crew in boarding prep, or Marines knowledge that hopefully gives me at least that number. But if I am in a Snow raking a Bellona, my shooters wouldn't have the angle to hit the ones on the top deck. We don't have a realistic damage model to simulate destruction of the planking protecting the crew behind the stern but for balance sake I would accept that my shooters wouldn't be able to kill crew - my grape is dong that anyway as I'm already in a more effective crew killing position. I don't know their respective height differences, but we are talking about crew on deck aren't we? IIRC, crew that is prepped for boarding is already on the top deck. Those 300 men that were killed during the rake would have been those on the lower decks, so the Marines would have avoided taking casualties and would have still been able to shoot. Add an officer that is based on skill level - or shooting kills in battle - that can level up with XP? I like the idea that your ship fit is tied to this, meaning bigger ships might fit boarding knowledge on their non-boarding ships. It won't but I will have less crew and reload - giving the bigger ship a better chance, and like @Hullabaloo said, ships such as Le Requin wouldn't have line of sight to the enemy ships shooters and it would lose a lot of crew due to its unprotected deck making it more of a skirmish/support ship.
  20. This, Pirate Elite and Spanish Elite rigs are OP and make most ships too fast for their builds.
  21. I'm more suggesting the mechanics of how it would work, and how it could be affected by what ship knowledge you use. As the topic says, grenades were lobbed, so having the grenades knowledge could increase your kills. Same with boarding cannons. But as I suggest, this should be based on wether you have excess crew in boarding or if you have fitted the marines knowledge (which assigns crew to boarding permanently). Maybe if the smaller ship fits barricades it would get a resistance to deck fire, making the knowledge a useful book to have again. Bigger ships would have to carefully consider their fits too, as they wouldn't get the deck fire ability unless they have boarding prep.
  22. To counter unrealistic sterncamping (which I do a lot of in all honesty) I put forward a suggestion that I don't know wether or not could be achievable : Marines having the ability to shoot crew on nearby ships (within musket range). How it would work : - Whenever a ship has excess crew in boarding, or has the marines ship knowledge, the crew can fire from top deck at the enemy ships crew - Musket range is limited to 50m (or 100m, idk how challenging it would be to shoot a moving target from a moving target) - Crew loss will be slow but effective over time, especially if you're in a taller ship and a smaller ship is hugging you This would make taking down bigger ships harder when in a smaller ship, as their marines would have a better angle for hitting crew. Discuss.
  23. the clan that owns the port should get a warehouse there
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