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Fastidius

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Everything posted by Fastidius

  1. Santi Santi Vs vic means deadsanti and Vic 75% armour......inequality. Connie Vs Inger similar issues. One thing to have Armour adjustments to make it a long battle, another to create inequality. just a call for it tobe adjusted to more sane levels. No doubting a vic should be a santi in a broadside war but 75% is out of kilter
  2. SW = Shallow water pirates need changing - polls & History say no to 1st/2nd in pirate fleets......change should be made sometime .....pirates are not like any other nation and that is part of the fundamental issue with pirates even now they are not equal they get advantages and no disadvantages. I believe LV is of the same opinion.
  3. Clan warehouse in my view should be converted into a shop where there is a person in change of pricing. You can add a pool of money for it to run if you like to set prices OR set them to zero and allow full access....logs are imperative and also access control by add in some officer ranks. Banker/Crafter/subcrafter/depositer/Supply Officer etc. Also because the nature of crafting at the moment it would be great if we could open tabs up through a gold cost to turn the shop into a manufacturing plant where clannies can come in and go to the materials tab and choose to craft things for the clan and it goes into the shop at it's own price...again adjustable. this way people can craft for the clan by going to their home port and clicking on buttons. We would have some sort of cap number of things we want and a priority system which would just reorder the mats list. this should not be a ridiculous project since the shop core is already there all you need to do is make a Portid that = the clan and tie it to the GPS location so it has the same reference as the portID. Conceptually its a much better way to make people go to a home port. This would make it far less reliant on someone chasing hours in clan chat and actually get clan manufacturing happening. You could also tie a ship tab to it (why is there a shop and a ship button anyway...just a legacy from Sid's Pirates maybe? Upgrade tabs cost another amount to get access to. This offers all the flexibility and the minimal development to get a really good crafting system IMO which promotes home ports and crafting as a thing. at the moment there is too much dependence on the crafters to do all the work for just a gold exchange and since gold is pretty worthless compared to craft hours its unfair. AusEZ/FC have a system which basically works like this except I do all the manual labour of organizing it. Also in other news...make a clan of one, make a clan bank, bypass warehouse expansions......need to have X amount of to clan members to make a bank and make it more than expanding your own warehouse.....
  4. yeah we made the move finally due to anger and frustration but as i mentioned the game is broken at the high end at the moment and although they are adjusting some aspects I and many others believe there are fundamental issues with pirates as they are. By changing some parts of the game but not correcting the pirates to an even playing field falsifies the results. The PVP issues and the RVR issues will become more and more obvious as time goes on so break the game now and it might be fixed when it goes BETTA? version.
  5. There are various reasons and all of them are valid. Our relationship with the council deteriorated very quickly starting a fire under some butts. The Pirates are broken so making it more obvious might get more action sooner. Boredom - Rear admirals who want PVP and had limited targets wanted to see if there is a difference in going pirate. All in all we wanted a change to what we had been doing for the last several months. In the end it was lack of trust from the council and claims based on limited information and some of our guys getting caught out when things happened we didn't get informed about that triggered it all. We had been advocating that everyone goes black to spur on change to the pirates since even the notion of making pirates "just another nation under the same rules" had not been implemented even though there were obvious issues with their current mechanics. The last patch actually evened things up a bit but unfortunately we were already on the move due to our diplo issues and people being salty about recent events where we got the short end of the stick through no fault of our own by our view. Its just a new adventure for us sailing around pixel ships. Remember it's alpha so breaking and fixing things is a good thing.....we can now highlight things we think are not quite right. Bear in mind we have a collective of players and a collective of games we have played and many of us are hardcore gamers all the way back from Everquest and even text MUDs so we have seen a lot of games issues and such. The benefits of releasing a fully functioning game vs a badly functioning game are well worth a few salty tears in alpha/beta. I am not going to say that we are completely being high and noble about our move as there are certainly some grievances but as many on the council know we try to understand the game as much as we try to play it. The curse of people who Min/Max and do statistical analysis is that we tend to see the underlying flaws and get pissed about them existing after months of advocating for solution.
  6. inger is a DPS machine and the connie is a Tanky machine. one on one the connie will win....... 2c1i vs 1c2i and the ingers aint tanking i'd be a bit more curious.
  7. Look i know people have different ideas but make your own threads about it. try to look at the suggestion given and see flaws/downsides and if you think there is a solution. Stay focused on the content of the post not your tangents
  8. i'd rather see 25 vs 25 battles with people keen to get in to battles. either way everything tried so far has sucked in some way and this is a different approach that i think will work
  9. this hurts nations with smaller populations as they can be battle spammed. You have to limit the area of possible attack, of course we are talking TPing of only military ships and only a short distance. shares the same time so for instance you in panama and need to def florida you can TP to key west or something but you have to sail the rest of the way.
  10. So as we know flags dont work and timers dont work.....here is my suggestion on how to fix it. Make a series of locations that are spawn points 20-30minutes sail from ports or in a set band of coordinates for each area (cuba, jamaca, yucatan etc....some border 2 areas. you can only attack if you have a port inside the area of contention. Change flags for ports to operational areas and block ports from being attacked unless within the op area. this way if a clan/nation want to attack then they are identified in an area to be scouted and have a number of options as to where to attack based on their closest ports. Only one operational area can be active but it should be reasonable in size IE panama west/panama east yucatan north/south Florida east/West Stage 1 : Once this spawn point is open nations with ports within this Operation get a TP to front button like the Port to capital button that they can choose to take. People can sail into the op area and jump the last bit to the spawn point so they can reinforce an area if they are near a border. Once you have people porting into the area (have a different spawn point at different locations for each nation in the op area that changes each flag pull) once you have 2 fleets being formed you then have the attackers and defenders scouting each other so they can see where the fleets are. the teleport to spawn button should have a timer of say 20-30 minutes so that people in battles come out and get access and people operating a port or 2 away from an area can sail to support. Stage 2 : once the 20-30 min timer on the button finishes the button disappears and you have your fleets in play (people can still sail in but its manual now) The 2 fleets are doing the scout and tag stragglers game and get themselves organized into squadrons (PB joiners and Screeners in the current meta) they start heading for where they want to attack. depending on how the spawns are the fleet may be able to be intercepted in open water or not. Make all the ports in the operational area get the swords/crossbones as per normal and then they can attack all the ports they want in the op area. This means that you can have a fleet port in and attack and also have thew opportunity for a covert op by sailing in from somewhere else to the op area and not using the spawn points but basically by having the stage 1 locked to an operational area you get ships in the area to actually fight. if you fake with a big fleet teleported in but have a smaller fleet sneak in by sea and attack elsewhere the screeners get to go deal with the alternative. Once someone enters into a Port there should be an Onscreen message saying the port has an active Fleet Battleand on the map + area like flags have. Now obviously there are things like coordinated attacks so that allies can join etc but there is only 1 operational area for each nation which means that PVP is condensed for a shor time while battles happen. OW still needs people to spread out and have operation responsibilities and it means clans still need to manage to support each other. Alliances work just as well but having alliance ports intermixed with your ports allows for operational support (ie you have french settlemets in Florida so they can tp to support but this allows traders to do long hauls etc . Once a battle is completed you can tp back to a spawn point in your own operational areas using a similare system so tihere is an avenue of exit to somei safe locatiosn but again nations can attack each other in OW from those spawn points. and of course you can pull a new flag for an op and people can TP to that are in a similar way. I think this is a nice balance between having to sail around for a while to make it immersive but also not too detrimental to population issues and the frustrations caused by multiflags. At the end of the day PVP is about getting people in battle with enough options for intelligent starts to out think them. doing this on a operational area level rather than the whole map is far better than empty ports. If you think there is a flaw yell out but also try and thin of a solution to it before posting. relaity is if you are withing 30 minutes sail of an island you should be able to defend it in a fleet IMO....having say saint anne attacked and undefendable even though you have 30 ships at Kingston is a bit of a rubbish design when people should be hunting each other for battle. this changes the game a bit more into OW AI/Trade/Gank squads & Operations PVP get active battles quickly enough and near insta spawns which is small and large battle. I think it addresses the gap between Population and Ports and still keeps the strategy of scouting and tagging fleets while adding the safety of sailing around when it is peace time. It also caters a bit for rogues like Sorry/Rae etc who want to fight but may not be doing it specifically with the main forces..... I understand you want the game to be historically correct but it also hsa to be fun and that means thay OW is historically correct but when PVP ops fire up the fun has to be quickly accessible and dense enough to be competative. No one likes sailing for an hour to fight 5 crappy towers and then sail back. i am envisioning something like this re operational areas although in reality you would have overlapping squares for ease of development this is just so people understand the scale of the areas i am suggesting for the sail in to TP. personally i'd cut out the top right of the maps as even having ports
  11. replay system or at least a battle log that is encrypted so you can send data in to verify the last info you had.
  12. The clan that is always looking to do something. Great bunch of guys all working together to spend as little time wondering where to fight and actually taking the fight to places and people
  13. So i have had a really good think about this and this will break the game......unless population is high all your doing is making all port battles about population at a specific time....any man and his dog can turn up to these battles and buy flags across the board so there is likely going to be very little way to make progress on an opposition because connies a day to make.... it wont work and i predict a failure that will be obvious in the first week with this population level
  14. it is completely doable without extra code server side..... use the above fomula but instead of lowering the ship into the water to simulate it in a flat world by effectivey sinking it, you viewport the ship render and cut off the bottom of the ship effectively making it only the top part of the ship that increses as it gets closer....this can be done completely client side. same illusion no height coordinates
  15. audio cues only is bad unless you have captioning....not everyone has ears...
  16. time to get rid of 4th rates from ports it would seem, disposable connies are the new disposable 3rds
  17. I think it is fine to put in if the majority want it. It makes little difference since in TS we generally have the information being passed in some form. Personally i think that if you don't do this then you have to fix the telescope view to show it on the targets looked at because at the moment you cant really target ships that have a LoS close to another. For the minimal effect it has I would say put it in as withacrew 1 person can keep trackof how messed up a ship is. If they don't want too much info then make it 5 levels of damage so you have strong light damaged medium damage Heavy Damage leaking/sinking you couldjust change the armour maps to show up on the screen with colour shading to mark how damaged something is rather than more textual info
  18. i just think it is bollocks you cant defend your own port when the battle is right there and then they wither log out at battle screens of if they are pirate fight each other...PVP is borked when you cant even engage the enemy in your own waters. as someone who is about to hit RA and has little else to do but engage in pvp i feel it is an issue and i don't want to play under these rules
  19. ports have towers and should defend at close range....your argument is false
  20. so basically if you finish a battle the result screen pops up....if you log out then you dont exist in OW till you log back in and finish the battle..... gankers that get cornered just do this and log back in after a random amount of time.... your mission is to find a way to stop logout saved by the bell type situations that make ganking behind enemy lines so frustrating for people at home. it like the bollock pirate attack pirate thing to avoid being tagged withing shooting range......it is gamebreaking cheating.
  21. Firstly they should get rid of the fleet vs single mission and build a decent matchmaker that matches the enemy ships and adds 1 ship if less than 5 ships 2 if less than 9 and 3 ships if it s 12 in group...they should be the average tier ship that is added. Secondly - Dont make AI ships on the freindly side..we dont need nor want them. Thirdly add different types of missions like couriers, explorer & trader missions. fourth missions should be far less lucrative.....like 1 3rd the gold and maybe 2 3rds the xp. basically the matchmaking is stupid and makes it mostly trivial Fleet missions should be available from regional capitals only.....all other missions should be any where so you can do exploration/trade stuff etc anywhere but farming is from region capitals and should be anywhere along the boarder of the area ie you have to go patroll the area you own looking for fleets only your group can see...ie replace the crossed swords with a dummy ship sprite with a colour or something and make it sail a pathway......that way you have a "search and destroy" not a go here icon. you have to stay close enough to help each otehr but be able to cover ground etc
  22. scenario - sitting in port......guy says i have been tagged i the bay about 15 seconds out.... jump in boat hit sail in water within 1 minute , 15 seconds to get there. 45 invis/invuln battle closed... result cant defend ships at home port.... can we please make it 3 minutes....i understand 5 mins is too long but 2 minutes is 30 seconds too short if your leaving a port to dened someone just outside the port.
  23. they need a replay system for good videos. using the home key camera and stuff is essential for cinematic videos.
  24. fair enough but in my opinion you are missing out on most of the game.
  25. Ausez are always happy to talk, fasti or mccandless
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