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Bjerg Bjergsson

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About Bjerg Bjergsson

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    Able seaman

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  1. I left PvP because I couldn't keep up with crafting/ship build meta with the hours of gaming I had available. I left PvE because there was little to do besides Fleet Missions and Solo Missions and every patch seemed to cater to the PvP crowd. Will I come back for a new UI? No, but I will come back to try out the new mission types. If I stay will depend on how compelling and in-depth they make them.
  2. Come to the PVE server! It's so calm and civilized and you can get enjoyment without the angst and venom of egos colliding.
  3. The PVE and PVP community are at complete odds I can't ever see them "banding together". Until they do away with the ship building meta I don't see anything changing as the time investment is just too steep for any casuals. I gave up on PVP when I realized I just don't have the time to put into the game to be remotely competitive as I would need: 1. To stay current on shipbuilding meta (which ship build + upgrades are considered best for PvP and what suits my playstyle) 2. To stay supplied so if I lose a ship I won't be stuck building/gathering resources for a new one for two weeks or wait
  4. Please dear god yes. Get rid of modules and upgrades of all types. Make wood be the only variation and that's it. Level playing field and it is skill + crafter that makes the difference.
  5. So for a new player with 1 fighting ship and maybe 1 trade ship they are either going to lose at PvP or lose at PvE by that regard. How do you reconcile that? If they get jumped on the way to a PvE mission? With the current system in place the new player could be in a fast ship but easily get outpaced by a PvP built warship with speed mods. If you remove mods altogether or limit them to 1-2 (versus the FORTY-SIX that exist now) then you at least enable a bit more balance and lets ships play their roles a bit better. Diversity in cosmetics + ship type/play style would take over at that poin
  6. So mods only matter on the same skill level meaning.. mods do matter? I also hate to point out your experience as a pretty high skill level PvP player is not emblematic of a new player experience. I do think mods are a problem - certainly not the only one. PvP experience is absolutely learned and the only way to do it is by playing and getting sunk and playing more. I've fought players in PvP and done alright and I've fought players in PvP and lost. The biggest difference I found when losing was the times I didn't feel I learned anything when I got crushed thanks to faster
  7. Certainly a vet vs. noob is going to be an imbalanced fight based purely on experience of player, that's in some ways my point. It is already going to be one sided, adding mods + perks + wood types on top of pure player experience only tips the scales that much further. Does this make for good gameplay for the noob? Or even for the vet? Let me ask you, what does refits/books/slots bring to the table? What do they add gameplay wise beyond speed meta and many other issues? You say you do both PvE and PvP in your ship - what is your ship and what is the breakdown of your build? Would a simp
  8. Problem: As I see it experienced players gaining even more of an edge over new players through ship experience and upgrades/builds. For veteran players it upgrades + mods + builds means a player must have a PvE ship and a PvP ship if they want to do both. If they are on a PvE mission and are jumped they are at a disadvantage or if they want to now PvP they have to sail back and change to their PvP build (how many times have I seen/heard "let me go back to port and get my PvP build..."). Evidence: Two players encounter each other in OW, both of them in say a Lynx. One is brand new and the
  9. 1. Round trip meant resource gathering to utilize buildings and crafting not necessarily trading. Agreed capitals are the primary hub of trading, no argument there! 2. As Admin said there will be a re-jigging of costs so as to make shipbuilding etc not as prohibitively expensive. I used shipyard as an example but any sort of crafting buildings or resource gathering would suffer the same fate in a Clan disused port. Perhaps you are missing the point I'm trying to make regarding Clan ownership of ports, the taxation mechanic and maintenance. Tying the defense/maintenance/taxation of a port
  10. It's not going to be much of an issue from the perspective of an accomplished Clan or a Rear Admiral. I'm trying to view things from the point of view of a new player (as I think we all need to start doing). 5-15% is a huge difference for someone who is counting their coins (as you do at an early stage in the game). It can be the difference between good profit and barely scrapping by. Between good returns for that 2 hour round trip or a total waste of time. Maintenance being tied to tax rate is equally disconcerting for the same reason. A new player saves up and builds a shipyard in a di
  11. Hi folks, Something that has been on my mind lately when I log in is new player content. Something that entices a player into the game and also keeps them interested. Certainly XP and gold rewards serve their purpose but they are what come after the content, not the content in of itself. Here I am proposing gameplay which can be interesting to players new and old but also perhaps educational and can teach the new players a bit of the RvR/PvP elements as well. Currently there are two types of missions: Fleet and solo missions. Using these as a basis I'm going to build on them and sug
  12. @admin I'm concerned what a clan controlled tax rate will do to a new player who is using what little gold they have to set up a base of operations. There is a possibility that a steep increase in tax will essentially cripple their base of operations. For a new player this leaves their financial security in jeopardy as investment vs. return is dicey at the early stages. Particularly a problem if inflation becomes an issue and late game players have millions versus the new player with a Cutter and a dream. Spending coin to open up another port may be beyond their costs so their options wou
  13. I haven't got on the testbed because I've been struggling to grind through gold and resources to build ships so that my clan can play together. I'm happy to play risk free pvp but that's not exactly the game I signed up for.. The OP ideas sound interesting.. unfortunately most of the stuff is not helpful to me or my clan as they consist primarily of noobs or people with 1-2 hours of gaming a night/week they can do. The ship crafting is probably the best news but I have yet to see how exactly that will break down vs. the stifling issues I and my clan have now (2 months of casual game
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