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Fastidius

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Everything posted by Fastidius

  1. happy to see how it goes either way. personally i think you need a fame system for crew acquisition but whatever you want to try is worth a run
  2. if they wipe all the servers at once it will probably just happen out of people wanting to go to the busy server and having nothing to hold them from it. surely the only thing you keep is your guild tag at bets from a full wipe and your xp stuff is on steam so its not server locked. it will be forced by players regardless except for those that don't understand whats happening and then the devs will be forced to either merge or resplit...and a forced resplit will cause massive issues to playing groups
  3. I realise that you don't want piling on in this forum or opinions however if someone posted in a thread an then gets others fromthe same event to pass on their information can you please explain the story of deleting posts to them. I have posted in a thread to provide further information however little it is the post is gone. this is fine except that the post above was asking us not to post unless we had further information and i am curious as to if my post was a good thing or bad thing. perhaps a pm of you info was added to the case or if i did the wrong thing would be good if you are deleting things from the threads that were valuable. just so we know we have contributed positively to the case.
  4. anything that adds diversity to ports makes it better also to be honest anything they can do to scale PB options to match player population is good. so for instance if they had the ability to turn off and on PBs at ports changing them from real ports to anchorages would be goon IMO
  5. Personally i think that there are 2 levels of game, Entry level - Explorer PVP - 5 grades and up in my view the explorer stage needs to be adjusted to make it more abut questing for gain. give missions about going to places like visit 10 other friendly ports give missions about going to different land masses give missions about engaging enemy AI from othercountries as incentive to get out and sail awayfrom KPR feed them trading mission....supply x amount of randomobject to x place for xp& gold make production buildings acheivemnt not a right make ship access an acheivement not a right. UNLOCKS at Master and command give them a mission to find a clan just so they find a clan and see if they like it this si the point they should get off the ride if they don't like the game. This changes the game away from being a grind of basic-cutter/snow vs mission and makes it adventuring. fix these kind of core issues with longevity and ignore the rubbish noise about i want free stuff while do nothing. I accept your rubbish UI because it sorta works and i hope you are building better gameplay not faffing around with how to make things easier or more convoluted to get the same end results. Fleet orders & Solo Missions = good, more comeptition but make them harder and harder. a 4 ship rear admiral vs 8 ships is easier than a commodore with 8 ships against..and stop giving us AI ships we don't need or want them. Should be BR locked/scaled no need for rank missions base it of BR and make matchmaker work for you better once you have enough ship that matchmaker sucks then deal with it but really 7 tiers of ship cant be hard. make it = BR + 1 of the highest ships in the battle as a guide and see how that works.... Small battles = needs a scoreboard to make it of interest. losing ships for no status gain is stupid Large battles = non existent content due to population issue Trafalgar = make an announcer in game so people join them when they happen make it fame game based game with no duro loss and set ships your given based on fame ranks. fix the ui a little - make sliders from craft work on hours spent not items created would be a massive time saver on crap like make me ingots from all this stuff. fix chat a little so you can have sub groups people can join. /join gankers /join yucatan defense with passwords etc nations cant use nation chat because you cant stop spies. make it so you can use color properly and set it so that guild announcement have a colour and random chat has another and make it so abusers can be modded by mods.....there are people interested in making the game better and are happy to do things like police non announcer using announce make the scoreboards for fame and some form of a fame system and have people put up acheivement suggestions and see if you can get those stats easily and implement that stuff PVP = EGO if you want pvp feed ego building stuff. seriously hey if you sit around doing nothing ill give you stuff is just plain against what the game needs.....when we have a reason to need freebies people will ask loudly once you get to M & C you should be looking to get into groups and clans for end game content. anything less than 3rd rate should have no penalties any idle gains should be aimed at clans because clans = nations. individuality in many ways are more of a hindrance to organized gameplay than a help. sure make having 3rds and higher have a cost so that people are encouraged to goto war to keep thier ships/fleets "reputable" idle gains should be based on a reputation which increases by attendance in pvp and decreased by nonattendance. fleet farming is too lucrative in it's current form although challenging being able to farmgold in the 100s of thousands makes for a false economy. max prices must be enforced as is max gold. if you have more than 5 million then the gold should go to admiralty and you gain land and the amount of land you own shouldbe a scoreboard for players so they can see where they are in relation to other players. at the moment winning ports has near zero affect beyond they enjoy the fight. they need a carrot to make them keep up with the jones'. If there was a series of scoreboards people could aspire to being on with special benefits like custom prize ships, custom artwork etc then at least there would be a reason to do things beyond the gloryof winning a battle. ie top 100 land owners get thier own fleets to command. more land better ships. etc etc. it only is for use in OW but that makes the epic fleets accessible to attack more regularly. make it so that there is competition for status as well as PBs. idle gains is such a trivial thing when you look at things like what do i do as a rear admiral. make better end game content and wasy to compare skill and rank and ignore noise features like i want crew to get old. If you make it too spreadsheety you lose casual gamers if you make it too easy you lose hardcore players. if you make it too vanilla then you lose all players. you need to build carrots to gather that are fun and difficult and lead people into chasing the carrots through missions. there should be a progression as well as an option not to progress. have 100 acheivments and make it that they get a gold santi with their own name or something that makes them unique,desirable and formidable at each status. avoid roflstomping by making it less beneficial to fight sub par opposition. 2K experience for fleet battles where you outnumber the enemy and out class them is just time sinking. base opposition on player reputations in ai stuff so that people of more experience get more ships against them and more reputation for winning and make it a fame game. get a fame game for guilds going make the grind longer but with more steps not shorter with less challenges. people need small carrots and lots of them while having a big picture goal. examples of solo carrots own 2 outposts to own 10 outposts = rep and title defender of the realm defender of the region as medals or something. win 10 port battles with more than 10 defending ships in both shallow and deep 20 30 40 50 60 70 80 90 100+ PVP is all about meaningless pixel rewards so you can brag or be a tall poppy give crafters similar things where they get custom blueprints like crew access versions of ships with bonus crew carrying if they build 10 of a type of ship but make the prize designs where you can only make one as a prototype. give pvp ranks like the ability to rename your rank to a custom title after killing 100 enemy pvp in ow combat. make them hunt for enemies Team player badges for assists over kills in battles and for having 5 kills in a battle. that kind of thing. to many statistical acheivements would feed peoples interest after grinding to RA on AI farming. big ships sailable at certain fame levels only. use it or lose it system for high rate ships so admiralty own ships and you get given them for attending. really the whole idea that making idle gains in a game where we don't have a reason to do anything once we get to rear admiral is plain silly the game already became shorter with the xp nerf and the gold supply increase for anyone who is goal driven. sure it is nice to sail around in a pretty world but at the moment people run from even fights and cheat to avoid combat rather than facing a challenge becasue the is no gains for actually doing hard things. now you want to spoon feed them things to make it easier to do the stuff that is already trivial. if sailers are not available in port go capture stuff.....theres your easy gains and a corrot. dont give them stuff for sitting in port not playing thats just plain dumb the idea is to give challengesthat lead to combat between players not ways to avoid it by waiting. even the 25 vs 25 type santi PBs are a bit rubbish in a way......everyone looks to escape instead of killing ships against the odds. every gun in a fight should eb aimed on the enemy and how you hide damaged ships is the way to win. not lets wait for the ones more scared of losing 5 million santis from escaping. Loss of reputation and possible rights to sail the big ships and acheive difficult acheivments is more important than losing a 5 million santi that you can grind a new one in a day and feel like your back at square one about to try and fight the same people who did the same people over something that has no affect to you status. outside of a adrenalin rush and red dot on the map smiley face from chat. people want to be the best at the moment they are all the best once they get a santi and rear admiral.... sorry for the semi rant but really you want me to vote on if the game should get worse and how....
  6. So with the advent of non cappable military ships and people basically having ranks given to them (xp nerd) Ausez have had to adapt their current economic system to include a bank (pool resources to get ships out faster). This role has been taken up by myself for now and i figured that since i was actually living the life of a clan bank i should explain what i call the "The near perfect bank" tot he devs and community to see if we can get the banking system implemented inwhat would call a great way. I have some additional ideas on how things i do could be implemented but i will explain each feature and say where i think the mechnic already exists using %where_I_think_the _mechanic_Exists% so the devs can have a think about it. Having lived this life this is what i would hope would be the general gist if not the functional spec for the bank in NA. Now to the system we use is..... Building the bank. Fundamentally the only thing you need to start a bank is capitol. I started with approximately 5 million and have poured another 5 Million into it over the last 2 weeks and I feel that that is about the right number for a Santi Building clan of about 100 people. Ausez is above that but we also have crafters whom are still using internal stock so i am contemplating this in my thoughts. Location of the clan bank has to be at 1 location only. This allows clans to have a Sail from port as well as allow nations to build an areas of responsibility system on the map with actual logical anchors to a port.Also you could have the clan bank holdings tied to raid/PB stuff if you want. Maybe only build clan banks at regional capitols if you want to control the map/player density. I suggest you allow multiple levels of banking at a cost to open up warehouse space as well as feature unlocks. There are 2 aspects really Capacity & Manufacturing. Capacity This should be something like the current Port Shop system however adjust it so that you unlock the groups for a cost rather than some slot/weight restricting system. Every item group has a tab you can buy to unlock at say 5 million to unlock each one as a realistic price. Resources Materials upgrades ships etc etc. This way you are not reinventing the wheel. %the clans can have an ID exactly like the portIDs in the current api just in a different range so you can restrict you current economy mechanics to only dealing with Port ID ranges and you can make new mechanics relating to another set of ranges on the PortID table% Now you have; your location %create a custom portid in a clan range in table as above% your identification %Clan ID & Port id can be linked as primary/foreign keys% your structure %Port shop system% Access the capacity Clearly there is a need for some control over the banking system so here is my suggestion re ranks and capabilities & more on manufacture shortly level 1 - no access level 2 - deposit and manufacture level 3 - deposit manufacture & withdraw with limit level 4 - deposit manufacture & withdraw without cost level 5 - deposit manufacture & withdraw without cost or cap level 6 - READ ONLY BANKER - Can Set prices but no withdraw capability so they can't cook the books Level 7 - Everything - clan leader - if you can't trust the boss well what can you do? Using the capacity Every clan member has a rank %add some other than officer like scrub,crew,mates,XO and use the existing clan list to adjust % This rank allows the capabilities above. BANKER and Higher Rank These people can set the prices and limitations of how much things cost and a cap the clan wants to set as it's limit for how many each item it wants to buy/sell at a time . %every item has a set rate in each port% These ranks can set a rate which the bank will supply gold for if it can when a clanny inserts items into the bank %same as shop interface just add clan bank to the port UI in the clan bank port% %use contract system and add auditing for logging% This gives you control of; Price in and out %current port pricing mechanics with adjustment for player adjustment% Quantity Control %current contract system% Maximum withdrawl - I dont think there is a limit to what the port can sell due to the euro trading system however i expect that there would be a way to do it simply by having currency pool you can use for the bank float instead. Now that you have ins and pricing controlled you can look at removals from bank. Withdrawls & depositing with the bank Anyone with rank 3 can remove items from the bank with a limit for currency. This rank is designed for clan crafters. who basically pay the bank for goods that the clan has gathered and then sell the ships to clannies to cover those costs. Crafter only needs enough money to cover the mats/materials they require for the current ship/item they build and they have an easy way of calculating the amount they pay for materials/resources to oncharge. you could even change shipyards to be tied to the bank somhow if you are inclined making craft a button on ships tab.....see manufacturing later Now that is all fairly self-explainatory in my view butask questions and we canbeat around solutions or explainations to make this more detailed. Bypassing the bank shop So lets just say there are special cases in the form of clans who dont want to charge in/out or maybe you need to helpout a financial clannie - level 4 officers can withdraw without cost. These are the guys that can steal but only a little at a time. This is likely new code. Level 5 and above can just do whatever they like with zero cost....these are the special ranks for special people only that are super trusted. TLDR synopsys clan has a shop, shop has prices clan sets. people buy and sell from shop with caps on items set by bank. money is transfered no freebies unless facilitated by a top ranked person. MANUFACTURING i expect this is all new code Everyone with the manufacturing capability gets an option to craft items for the clan by having a craft button on the materials tab of the shop. You set a rate for how much you pay to have each item per crafting. it uses the bank materials to create this item so for instance you have large carrages as a item with a cap of 10 the crafter can build 10 of these if there are enough mats in the bank to create them and the crafter gets payed X amount for their crating hours. which is set by the banker. This way the clan can have a mnufacturing process which does not require the clannie to withdraw anything but can deposit crafting hours for a cost. The current process is that i give my mats to a person and ask them how many hours they have, they build what i ask and then give the materials back for an x amount of currency for doing the job. the bank merely does the math and pays the crafter for their hours. The sell price for the item should have a base amount which warns the people setting the prices what the base cost it (mat buy prices from the clanshop + labour hours cost for each item) This way any timezone can commit hours to the clan and get payed as long as there is money in thebanktofacilitate this process. Auditing create a new table in mongo for the clan transactions so you can log what went in/out and was manufactured by each player whichcan be accessed via the api files. a log of thelast 24 hours should be viewable in game by everyone who can access the bank at rank 3 or 4 maybe so the crafters know who took what and can intrade if they are desperate or som such thing. OTHER THINGS in the same way as you unlock tabs for the bank you could add ships to the clan bank also. The idea that a clan is a custom port really makes it feasible to do this quickly. %move the current ships button in the UI to be a tab in the shop......it probably should be anyway since its buying and selling from the port. add clan bank to where the ships button is in the UI now if there is one existing in the port.% selling less than 100% and unmodded duro ships as a limitation might be a bad limitation, discuss I don't really see anything else being a clan function at the moment as upgrades,resources,materials & ships are handled...you probably dont want cannons in there unless you want to add custom cannons. As far as i can tell without seeing code/DB structure beyond whats in the api this should all be reasonably easy to create beyont the manufacturing capabilities and even that leverages off existing code you would just need to change the source for ingredients to be from the clanshop rather than crafter warehouse with a check for player rank to allow it. again some work but not really anything ground breaking in my view. This will be revised with peoples additions/comments on issue if it gets enough interest as i think clan shop is a better way to deal with things than clan warehouse as a concept.
  7. "No Offense Bommel" is not a blanket allowance to try and talk down to a person over multiple posts. You don't have any different rights to an opinion than he does and being high and mighty doesn't wash well According to Steam reviews it has 1600 views and is very positive for a game that release on steam 3 months ago. According to current players whats there is good but there are some things we are waiting on All drop in players is not equatable to failure There are many players that got to RA who don't play anymore because...... There are many player who did not get to RA that don't play because Just because YOU think negative things about development does not make them real. Things are fine, it is early access, They have enough to test with, They are improving the game........why so sad??
  8. It would be client side and performance would be negligible just clip the bottom of the Sprite and leave it same height.
  9. I never saw a problem. if anything mods just needed to stop derails
  10. i agree to some extent that marines should be a set amount ..ie 50/10/150/200/250...but they should also stop you from having anything in the hold if that is the case. having said that tho i do not mind losing 50% of my crew to marines if my job is to capture ships and not sink them....
  11. you were clocking it and the game pushed it hard so it died. don't overclock anything you want to keep , just buy better hardware.
  12. what is this obsession with wanting free 3rds and up ...the reason wars never end atm was because they just farmed more ships....if you lose a fight in a war you shouldn't be able to just replace your ship in 20mins and go "oh well we can get it back tomorrow after we refarm our ships" there should be pain, sacrifice and remorse PVP has to have consequences. if you want free 3rds and up then as for the PVE server only. don't make the PVP servers pointless.
  13. so the 1.5 BR thing for antiganking.... yeah it don't work so well in a way... situation 2 trincs being chased by 3 others but due to random stuff they get strung out slightly.....miss the original tag circle cant join due to BR but are in group......Maybe have a bigger tag circle for fleet members OR a small delay on the BR rule being imposed, say 30 seconds? this way the whole gank fleet or the whole home town team chasing them out can get in? OR something else but i cant say that i think it is quite right as is
  14. So since it would appear that guild/clan banks are not coming in the short term how about a stop gap measure. The main issue is being in the same place at the same time. How about you just make a Mail item allowed to have ITEMS if you are in an outpost and only showing other players who have an outpost in the same town. It would be similar to a warehouse really in concept however the notification and way to access it would be via a mail message... I suggest something like a Delayed trade window with the senders side auto accepting. Obviously this doesnt work for business side of things if it is COD without a code change but really we have warehouses in the port...why not allow dropoffs
  15. I think you will find it is an exploit because your ship is now in 2 places thus bypassing the issue of teleporting to a battle where your ship isn't. There is of course a down side which is the duro spliting but you are exploiting a function designed to allow you to capture ships to increase you number of ships in a way it was not intended. What is better 2 fights defended with 1 Duro Santi OR 1 fight defended with a 2 Duro Santi it is in common use for avoiding sailing somewhere to drop a ship off....but then that should be a feature or at least you should be able to fleet your own ships with skele crews the non exploit version of this would be the devs making a button you can push to clone your ship losing a duro in a port or a menu somewhere.
  16. My take on the advantages of a shipyard is different. I think it should have it's own warehouse which you can move ship parts into resources in warehouse carriages fittings etc in shipyard
  17. who cares? merge the players host it on the moon for all i care as long as its under 500 ping from me.
  18. What hours am i only allowed to play in again.....i'm Aus but i play US/AUS and EURO times depending on the day of the week. Also can you move more of your port timers to AUS time. I hate having to stay up or get up early. "I gather that our English friends, are really the only ones with their Swedish allies fully using this weapon, which is not a reproach." This sorta implies you don't think we can play those times physically. I don't think you understand how wide our prime times are....anytime i log into our TS there is 20+ on. as many as 70 at times... we fielded enough to defend 6 flags bought at the same time the other night in nearly Midnight east Aus time. We take ports during the days Aus time. i don't see that prime time exists in a world wide game... what you need to do is figure out how to get players to play the content you think you should be able to....if you win the port you set the timer. if you can take a port through force then surely that means you can own that content.....i don't understand why you think we have to play your timers in a globally open game. it's like saying we can only use the internet at certain times. maybe you should be petitioning for naval action to bring out a LAN party version so you can choose when to play.
  19. Anyone coming from other servers should ask for us in the British chat. We are actively recruiting from there at the moment and will help you get ships appropriate of your ranks and give you immediate action in fleets and port battles. AUZEZ - One of the most active clans on the server
  20. The question is broken...if the answer to part 1 is no then the rest is still being voted on as what? worst case scenario? My view, all deliveries should be done by hand but you can hire a fleet of traders.......you should be gankable, this is PVP not farmville
  21. so we fought on your timer, come fight on our time and see if we defend it....
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