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angriff

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Everything posted by angriff

  1. Well suggesting that the Devs do something to remove bots is something all you knights of neigh would just come in and say that is stupid with your mouths full of crackers again. So as to not have too many spill on your lap I would suggest that the Bot would have had to done some action during the game which would make the bot users to keep switching back and forth to their computers or Sandboxie screen and make them totally ineffective. If the devs cannot program any other method. The best method to make you gasp at it is to require a subscription per account. But then I know that made you spit all those crackers into your monitors
  2. I realize that it was put in game because forts were taken the port were defenseless then they changed the defensive strategy into a method that allowed alternat bots to just show up and pad the BP so the port could not be taken. These ships often just sit there until the battle moves towards them and they up sails and move a little bit. It may be possible to make it so that you have to be busy inputting to insure that these ships are not bots. But I think the strategy to take the forts should be placed back in the game.
  3. Tired of this either make it so you can see out of port and not have a ship or another mechanism the does not make a fake tagging at a port. This is a mixed sword in that defenders are always spawning in and out to see what is at their port. It appears to be an overwhelming advantage for defenders to spawn in and not be able to be pulled into battle. Does not matter what force is attacking For one the flag should be the place where the crosswords are put in for entering the battle and the spawning back out after the battle. This also requires the defender to come out to battle. Possibly two places to enter the battle.
  4. I have two guys I sail with that are bored with the game at top rank and top crafter. Craft a ship and get XP? Don't need it. Maybe they should be able to turn xcess XP into gold or craft hours?
  5. There are ruled for the Warrior Class and there are Rules for the Trader Class already in the game. A Warrior type cannot enter a port with a smuggler flag and expect to sail from it. Yet, a trader class can. <Next Question>
  6. Yes I guess you do get to look at their channel which is relatively good enough .... LOCK THE THREAD OR DELETE
  7. as a suggestion keep fleets for trading vessels only. This compromise helps the economy and those players that are not of the warrior class. Warships have to bring the real player kind of escorts.
  8. There needs to be a Allied Nation Chat channel outside of Nation and Global. Coordination of Friendly nations is a must for the short war periods.
  9. Pirates are an anathema for this game and should be programmed as historically true reducing the capacity of Pirates to threaten the Devs with a collapsed game. Especially on PVP2 there they have threatened the Devs to insure that games failure by everyone switching to pirate and putting every port black. A pirate faction has no true capacity to build ships or armament. That would be the step in the right direction to make this historical fact a reality in the game.
  10. Only Fleet Fanbois want this game .. Only those that want their computer to succeed where they cannot. The AI in the game sux ... players that use it have that same reduced capacity. If there is no other way to make players feel safe from Gankers then the game IMHO is doomed to failure. As I said I play this game to fight other players not fight a computer maneuvering an AI ship as directed from some small vessel.
  11. Really it was a much better game when the fleets were out of it. It is only players that cannot sail that want fleets.
  12. A player that wanted to be totally without reproach could as I said not trade with his alts. This would allow his character to remain as a pristine loyal subject increasing his odds for subterfuge.
  13. That is annoying that you have to change flag to fight with Allies. It also robs from the game
  14. There is nothing wrong with having many accounts. Nobody said anything about cheating. As you say pay for them. What this feature would do would create a rating that is visible to other players. Very simple method of letting those with standard methods of immersion an understanding of where a player stands. The ability of a player to show loyalty to a faction would be up to other players and the individual players but it should not be a blanket harm to any players with multiple accounts. Player A only plays Danish. Never has direct trades with other factions then has a trust of the king value of 1. Another player has an alt and trades with his British alt over the course of time but only from time to time has a value based on monthly contact Trust of the King = 1-((n/3000)f) representing a percentage of contacts over a 30 day period where f equals 1 (faction exchange ) A third player has two factions he directly trades with and his trust by the king rating has an f =2 A perfect example is the current voting going on is an obvious flag of who is who. Players that battle for one nation but has alts attempts to skew the voting for a faction against his factions enemies and for his country in subterfuge. Yet the player provides no assistance to that faction in efforts. He may even be detrimental to the faction in conversation of pending activities. Other players then only spread rumors and innuendos degrading gameplay but a player with 1 for trust of the king would easily be recognized as a player for the faction. A player who trades often with his alts would not have the kings ear but would have to produce other evidence of loyalties This still leaves true subterfuge i n the game a player from never trading with an alt would be able to remain with a factor of 1. This simulates 17th and 19th century court stratagem into gameplay and provides players with a political system with rumors.
  15. I think this game will find that players have several accounts that create havoc on the single country player action. The spy trick or the triggering of a disappearance of contacts if a large hunting fleet sets sail. So I suggest that the devs program a routine that shows how much point to point sales / trades a player does with other factions (ships, mats and other perks). Then the player can be rated on direct trades with an enemy in port so that their secrecy rating is lower than a player that does not have this type of activity. This would be relatively easy to program with a simple counter and weighting of vessels and mat values. The routine would not count open sales of ships in free ports. But direct trades of mats and ships in Freeports would be counted. Voila! everyone knows where you stand and your secrecy rating with the King of your country.. assuming you have a king.
  16. Gotta luv PVP2 and all nations voting to be enemies of the Danes... I think the real live game of the Danes being obnoxious and unreasonable has transfixed into the voting of all countries voting Danes as the enemy... Wonder how that mixed in the equation.
  17. The first problem with these port timers is that you cant play this game when you want to you have to do it when someone else wants too. The second problem is you have a two hour window and you have to set them in two hour increments. This means that prime time US Central is split in Two. I can play a port set from 7 to 9 my time or 9 to 11 mytime. The latter time is almost a no play time since the flag can be taken out as late as 11 pm and not planted until 12 pm. That means the battle might not be over until 2 AM. A NON PLAYABLE TIME IF YOU WORK!!!! If you use the former time of 7 to 9 then it is a little better but holds the play open until 9 pm central with the time for the flag for planting at 10 pm well the battle goes to midnight so nobody is there. If you place it earlier then your are not able to defend or attack because you are at Frigging Work to make money to pay for whatever crap they want to sell eventually in this game! The only suggestion is to get rid of the timer settings and limit flags based on players of the faction online. If the faction has less then 2 players playing you cannot pull a flag. If the faction has 10 players then two flags can be pulled. This limits the daily toll on towns and insures that there are players playing that can create an opposition and a fun game time. Players should be able to play the game when they are online PERIOD. Don't use the friggin PVP is fun anytime ruse. There is value in this game around ports and port defense. There is value in plantations, mines and if you are country that is not allowed to play or have ways to make money cheaply in plantaions then the game is CRAP and will die a horrible death. I would hate to see such a nicely programmed game in the visuals to die because the Devs cannot figure out how to run a international server based game.. GO LOOK AT WWII ONLINE that has been online for over 15 years!!! Suggestion PS. .at least change the timer setting to 1 hour increment settings.
  18. Basically it is an open world tactical feature that mimics real naval conflict. The player who has to leave gets some satisfaction that his efforts for hours are not in vain and the blockaded The players that tactically lost the fight and ran into the port for safe haven now have a mission to break out of the blockade or relieve it. The number of blockades is limited maybe to just one. Nobody says you have to lose a dura for your ship but it certainly is not off the table. Of course those fleets that find they are bottled up with a fleet set as defense against their ports would complain but one implemented it would be an open world tactical feature. This game has no real tactical or strategic features in the overall game open world
  19. It is a way to not have to travel 4 hours each time and letting the blockaded port go free. There are two concepts to build upon. Leaving your AI fleet is a variation. The first idea was to allow an AI fleets comparable to the despawned fleet. Yet you cannot just go spawn another ship and do something else. But you could go do some maintenance on your ports or craft. If you push Sail you move back to the forward spawn point at the port and spawn. Players who fight through the AI Blockade and "Run the Blockade" can exit the battle outside the port and continue on their way. That is they move out of the port and are automatically pulled into the fleet battle. Only ships that were left blockading are there. They can sink them all and the player leaving the ship could lose a durability. But if they manage to enter the fight and then skip away and exit the fight they spawn outside in the open world.
  20. It would be realistic for warships and this does not stop you using your capital that is protected. The forward spawn can be used for any port whether players are in the port or not. If you want to free the port you field a fleet that attacks the blockade and relieves the port. This is not something that you might not want 10000000 blockading fleets.. But the ability to spawn close to a fighting area offers great advantages to players.
  21. The time to combat in this game can be atrocious. I know, you say move closer but even if you do move closer using freeports you don't actually allow for true naval tactics. You hear about something you spawn and run to the area sometimes catching traffic moving an sometimes not. The time spent is extremely boring and has little tactical effect on the gameplay of a nation. Naval fleets very often moved from anchorage to anchorage in order be in a position to oppose an enemy fleets. The current mechanics allow players to "hide" in their friendly port and do the wack-a-mole trick to see if it is clear. Just yesterday the British on PVP-2 managed to corner the combined Danish fleet in Higuey. This feet alone was monumental as it allowed a combined British, Dutch, French and Swedish fleet to move to oppose the Danish that suddenly felt the need to do this wack-a-mole trick hiding in the port. Going out and tagging one player and hoping the entire fleet would jump in and the rest of the Danes could enter if there were not many in the fight or race away to escape the blockade. The gameplay is a sharp indicator of how the game would be with coalition fleets. This action is very much like happened in real. However, there is one really fundamental issue. The Danes could pop in and out and if they wanted to log off and wait for the actual players to become bored with a slow unforgiving timewise game then leave free of harassment. This should not be the case with so much effort put together by such players. As in real the blockading fleet should be allowed to stay and the entire Danish fleet should have been made to fight itself out or have a relieving force fight through the blockade. So as in many games there needs to be forward spawning mechanism. This allows players to set a spawn point for their fleet that is not at the Free Port or Friendly Port but right at the location in ocean. The player can leave his ship there, log off then return just like any current leave game routine but with a big twist. This is a forward spawn which is meant/set to be blockading a port. The ships left there become semi-permanently there. That is you can respawn at that location as if your logged off. The difference is your ship is left in a AI blockading fleet The blockading spawn and it’s associated blockading fleet is made up of NPC ships of a similar type as those left by players. The blockaded player fleet now has to move through a zone of control for the blockading fleet and fight NPC ships to leave. If the players spawn in during this attempt they can spawn into the fleet battle if it is active. They cannot spawn outside of the battle causing a stacking of attack, so it should not be allowed. If you pull your ship back or sail it out from the blockade then the NPC level is reduced. Enemy ships must fight into or out of a port to move. fleet blockading
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