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Tyrant

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Posts posted by Tyrant

  1. This has multiple problems, (a) you need to have people you could trust to do it for you, the majority of non trader people don't want to spend the hours to transport your stuff, hell they really dont like to spend the hours to harvest. ( B) It in no way mitigates the risk of losing huge amounts of cargo to some ass who did nothing to produce it.  Building ships is already expensive and that type of system would cripple it.

    Not to detract from your argument, because your point is no less valid, but you only went so far as (a).

     

    I think people are afraid to let a free market economy do what it is meant to, and what it inevitably would... given the opportunity.  When people see an opportunity to make money, certain enterprising players will take advantage.  If people do not move goods, the prices will rise until somebody eventually says "screw it" and sails out of there way to make a ton of money.

     

    With production buildings, the distances aren't even that great.  If you create a system which creates an incentive for the merchant style of game play, there will be people willing to fill that void and players who find that sort of thing "fun".

     

    That's the long and short of it from my perspective.

     

    Preventing TPing of goods across the map won't break this game; it will make this game.  Prices will fluctuate, players will adjust, and that is half the fun for some people.

     

    Edit: Ahah! I see your second point was turned into a smile emoji.  So you say that some ass can steal your cargo without doing any work?  I would argue that their determined piracy efforts involve a separate kind of work in and of itself.  It is what this game is missing.  We pvp for bragging rights and ports that don't mean anything.  There is no piracy.. and anyone who patrols the high seas for trade vessels and finds an open to pursue deserves to be rewarded for that style of game play.  Don't like the risk? trade closer to home, ask for an escort, build a fast ship, change up your trade routes.... you know... play the game!  Get strategic!

    • Like 1
  2. As a crafter, I love these ideas.  If I was too lazy to do the work of moving the goods then I will simply pay others to transport goods for me.  If I am too poor to afford that, then I will do the transporting myself.  It will drive the economy and create new roles for players to fill as merchant vessels.  I would love to see that sort of player interaction!

    • Like 1
  3. I love the idea!  I would ask for an ability to move crew around and manage them better.

     

    I think this is a great way to bring out some more RPG aspects of the game and give the player a sense of crew preservation.  It will tie in well with the upcoming limited crew as a resource.

     

    I would ask for crew management so I could do things like train a crew all the way to veterans and then stick them back on shore and take out a new green crew for grinding.  I would use my more experienced crew for important PVP or port battles and the green "standby" crew would be the ones that I was grinding thru the ranks.

     

    To prevent people from farming all the nations crew allocations, I think crews should cost money overtime, and possible cost more as they gain their experience. 

     

    This doesn't stop me from having 10-20 separate crews, it just makes is so expensive that I may not be able to afford it.  If you stop playing, it should detect your inactivity and stop draining your funds, instead it would drain your crews experience and dwindle it back down to 0 (green).  If you returned after a year of not playing, you would still have some gold, but your crew would have deteriorated skills that need to be rebuilt.  

  4. Did I say it is easy?

    And do you think it will be easy to defeat 2 Santi with yours?

     

    Also, if fleet orders are meant for groups why do they give you NPC support?

    My point was they are not restricted to groups, therefore they are not meant as group content. Events on the other hand are meant for groups since it says 6+ players.

     

    Fleet orders are meant for groups of that level.  A solo player of higher level in a much larger ship can solo them with the NPC support.

     

    I would contend that not one single player in this game, with the best ship and the best upgrades, can manage a fleet rear admiralty order on their own despite the NPC support.

     

    Solo orders are meant for a single player.  They have always had the options through the ranks to fight two ships of the same class that you were in.  a Constitution could fight two constitutions.  A navy brig could fight two navy brigs.

     

    Santisimas do not have the option to fight two santisimas.  They should, and the voters have indicated the same.

     

    It is also way too easy and a bit ridiculous to spawn two third rates in an order designed as highest level solo order.  We want this to be addressed.

  5. Unfortunately that is NOT my opinion, sir.

     

    I just started this game over a month ago, and sadly, I do NOT have massive stockpiles. But what I do have I have worked diligently to get.

     

    The game may be BORING to you at this point, if all you have to do is sit around, and ponder what to do with your MASSIVE abundance ... I am, however, gaming my A** off just to craft 1 freaking boat every 2-3 days! (<Frigate)

     

    To me, if you are that bored.. just uninstall your account.. and start over! WHAT a concept! Why make everyone ELSE start "over"? 

     

    Or, I would gladly welcome any contributions to my humble and nearly DEPLETED warehouse/gold account, so that I do not have to lash my workers so often! :D

     

    I think you may be a little too attached to the items you've "worked diligently for".

     

    If you aren't expecting them to be wiped eventually, you are setting yourself up for probable disappointment.

     

    Looking at it objectively, as the developers introduce massive economic or game mechanic changes, they are going to have incentives to wipe things so they can collect more reliable data.

     

    This game is in ALPHA... and I can unnecessarily capitalize random words too.

  6. During poor visibility it can be exploited by projecting your point of view beyond that of your actual position.  This allows you to scout ahead.

     

    Also, you can hide behind land features and watch a shipping lane without exposing yourself. 

     

    If used correctly, it is easily exploitable, and allows for a lot of trolling.

     

    I know this is a beautiful game with plenty of potential for screenshots.  I imagine that is why the home camera exists.

     

    I am just pointing out that it can, and is being exploited.  I exploit that feature all the time to my own advantage, I'm sure many others do the same.  They have no reason to stop so long as the feature is available.  It's simply unrealistic.  I have a friend who literally says

     

    "I am sending out the drone"

     

    to suggest that the camera angle is like a little remote control helicopter that he is using to scout a massive area around us within a few short moments at lightning fast speeds.

    • Like 1
  7. Vote is self explanitory.  If you have additional comments or require a choice that isn't available... please add it in your reply and I will add it to the voting options as best I can.  Thanks for your feedback!

     

    1st Edit: Typo on third option for second question, changed double pavel to read double santisima.

  8. wiping the server wouldnt break my morale or dedication to the game.

     

    wiping the server and removing my massive stockpiles of materials would be a great way to test new economic changes and production values more reliably.

     

    It would be smart, if any major economic change occured, to start with a fresh slate.
     

    If we keep our levels, we aren't "starting over", just simply having our massive fortunes taken away.

     

    I would have no problem with a wipe of assets.  Gold, ships, blue prints, notes, outposts, ports, and buildings.

  9. I think we should use low level notes at all levels of crafting.  At high levels of crafting, all notes should be used.

     

    low level ships require low grade

     

    mid level ships require mid grade and low grade

     

    high level ships require high grade mid grade and low grade

     

    for example,

     

    upgrade could use 1 high note, 2 mid notes, and 3 low notes.

     

    a santisima could use 4 high notes, 3 mid notes, and 2 low notes.

     

    I think it would be a great way to give new players a meaningful way to earn money and contribute to the economy in a meaningful way.  This could help a lot of people get over the initial economic hump, help them break into crafting, and encourage player retention.

    • Like 1
  10. You are spot on with your comment, admin. However, since this is an alpha project ATM, in lieu of being argumentative, the forum is best served by you just moderating to close the repeat topics instead of squashing input, because I haven't seen any posts other on this subject that been anything but positive and helpful comments. If you want to consolidate, my recommendation is close the "extra" topics and point to the one you wish to keep active. It's a very good discussion, I'd be for one location to have it.

    I replied to six posts that had teleporting as some sort of main subject because I thought my opinion was relevant to their topics. About a month ago I created a topic about teleporting ships after capture and changing it to a system of vulnerable towing. That post produced a lot of negative feedback.

    After replying to the six posts about teleporting and offering my feedback there, I considered all the information for about eight hours then I created this topic to address the idea I had been developing in that time.

    I did not create 20 topics, nor did I intentionally spam the forums, I replied to six other posts with similar but less well developed feedback then I condensed all of it to this post for it to be addressed under its own merit.

    I feel strongly about the teleporting issue and I thought this was the place to discuss it and propose ways to handle it to appease the largest group of players.

    It is now obvious to me that the majority of players like teleportation the way that it is and are not interested in altering it.

    It's also obvious that the administrator likes the teleportation system and is not interested in hearing about it further. So I will not provide any more feedback about teleportation.

    I'm going to continue enjoying the game as best I know how and I will continue to exploit teleportation mechanics as much as the game will allow.

    • Like 1
  11. My thoughts on teleporting:

    If left as is, it severely hurts the game. Why? Because it is very easy for a ship or group of ships to raid enemy territory and if put in a bad spot, use the teleport to capital as a get out of jail card. That possibility should not exist.

    Tradewise, using teleport to move supplies artifically and unrealistically alters the economy.

    What to do?

    For starters, remove the ability to teleport to capital. Keep teleport simply as an outpost to outpost ability so you can quickly get to a ship harbored at a distant port. Want to move supplies without the drudgery of the trip? Allow every ship the ability to hire a one trip only npc captain to sail to another outpost. Cost is dependent on ship size and distance travelled. The ship becomes an NPC trader for the journey, but retains whatever mods you have placed on board. An option to select coastal or offshore travel would be nice too - with offshore travel costing more.

    Simple changes like this would allow people to teleport quickly to other outposts to use other ships but would eliminate the exploits created by the current system.

    I can't begin to describe how much I agree with you; however, it seems as though we will not see anything like what you've described per the following admin response:

    Stop creating 20 topics about telepor (temp title)

    Tow permits (fast travel) is not going away because I like it. Some things might change about it but its not going away

    Unfortunately, that seems pretty clear and final regarding any feedback on teleportation. I was expecting this post to be closed shortly after the admin response. I am sad to say that the exploitation of teleporting seems like it is here to stay.

  12. ok.  Then I (and I believe more crafters) will join BYOM rule ;)  And we'll see how you enjoy collecting and bringing materials to the capitals - all by yourself.

     

    If you stop bringing materials, then the prices will go up.  When they go up there will be more margin for profit.  When there is more profit available people will consider it worth the time investment.  When people consider it worth the investment of time, they will fill the void you left. 

     

    We have production buildings, and would have AI pathing to allow me to sail up and down the coast.  I would be more than happy to take your profits and provide trade goods to my countries ship building ports.

     

    There will always be players who aren't interested in crafting.  Some of those players will use production buildings and will profit greatly if you decide that it isn't worth your time.  It would be even less restrictive than the current teleportation system which puts you on a four hour timer.

  13. Some biased poll choices there....

     

     

    As for your suggestion to let the AI control your ship, are you mad? You would willingly let the (smart compared to other games) compareitivly dumb AI control your ship? No to that.

     

    Good point, the wording was unnecessary.  Removed "it is the only way I can stand to play this game"

     

    Yes, let AI control your ship for long voyages to keep players from having to complete mundane back and forth sails over and over again.  Give players the tools to do it realistically without the exploitable teleportation.

     

    You take the risk by allowing the AI to move your supplies or boats.  If the journey is particularly perilous then you may opt to complete it yourself.  However; everyday run of the mill supply runs from one safe port to another can be completed via automation without ships being warped across the open world.  Removing teleportation will concentrate PvP on the front lines and make those areas dangerous.  People might avoid those dangerous areas but feel safer near their capitol where they should.  Removing teleportation prevents you from being able to warp an entire fleet 200 miles behind enemy lines to a free port that allows you to attack random illogical places.  You can still attack those random ports, you just have to sail your fleet there in the open world and hope you aren't intercepted on the way to it. 

    This "your" idea was proposed at least a dozen times already... at least half of that in the topics you mentioned.

     

    Where are the dozen posts which topics have this exact solution as the main subject, please?  If you find one that has the exact idea as the main proposal and subject, I will delete this post and start bumping the one you find for me.  I used search, you saw all of my posts on other teleportation topics.  I did not find a single one that proposed this idea in the main body of the post.

     

    This topic: http://forum.game-labs.net/index.php?/topic/13389-auto-pilot-convenient-practical-dangerous/?hl=teleport#entry247604

     

    is the closest thing, and says nothing about removing teleportation which is my main goal.  It also doesn't address offline or online features, notifications, or movement among outposts.  It is similar to mine in that it wants some type of AI navigation.  Please, if you feel my post is spam, report it and move on.  Otherwise, cast your vote, and voice your opinion on the idea so that I can address your thoughts on the game mechanic not your thoughts on my forum etiquette.

  14. Well twelve posts all concerning TP is a little spammish and there is already a Poll that deals with the TP + cargo problem (or not).

    I don't like your idea or want to be turned into a lazycaptain npcbot.

     

    I've already casted my vote...

    http://forum.game-labs.net/index.php?/topic/9392-teleporting-with-cargo-solving-the-issue/

     

    If you feel that it is spam, report it and let the moderator decide.  I have no issue with that.  Forums have lots of posts and people aren't very likely to read the one reply on page 87 buried among the flaming and derailed topics.

     

    I replied to all the teleport search posts I could find.  Then I considered all the information I had read, developed my own idea of how I would like to see it addressed and made a new post that can address my idea in particular.  The teleporting issue has been discussed 1000 times and will continue to be a hot button topic. 

     

    I will continue to share my opinions on it whenever those posts show updates.  This post is for my idea in particular and the way I would like to see it addressed.  People can agree that teleport needs to be changed but disagree with my method for accomplishing that.  Here they can discuss their issues with my solutions without hijacking another persons post.

    • Like 1
  15. Sure there is, my reply to another's post is my opinion on that post but is buried amongst a pile of other comments and debates. 

     

    My idea is in agreement or disagreement with what others posted and was a valid response to that topic; however,it is also its own independent idea which warrants a post that explains it in greater detail.

     

    I will continue to post in topics that have a subject of teleportation because I feel strongly about it.  Any post that is asking for opinions on teleportation would be a valid place to share my thoughts.

     

    You have already posted about this in 2 or 3 topics about teleportation, one of them with this exact idea. There is literally no excuse for posting another topic like that!

  16. Teleporting is going to kill this game.  It is far too easy to exploit and makes PvP illogically centered around random free ports.  It should be removed and replaced by a system that makes more sense.

     

    I propose we use the in place AI pathing from port to port to allow players to travel via AI control while online or offline.  This turns your vessel into a NPC which leap frogs from one port to the next to your selected destination and takes real time.  It makes sense because a captain of a ship (the player) could not be awake 24/7 and had to allow his crew to perform basic ship functions in his absence.  You can select pre defined behavior for the AI to run from sighted enemies, defend, or pursue.  It would even better if there was an offline notification system such as an email notification if sails enemy sails were to be sighted.  This would be akin to waking up the captain.

     

    Remove teleporting of ships, and cargo completely.  Players can still teleport to and from outposts, but it would just be known as "booking passage" but it could happen instantly for the sake of fun gameplay and meeting up with friends.  Get rid of being able to warp ships behind enemy lines or carry valuable cargo to your capitol with impunity.

     

    This will concentrate PvP on the front lines of your nations territory where it should be.  Port battles would occur in sensible locations and not strewn about randomly around free towns.  Players would be concentrated on the front lines wherever their nation's ports butted up next to enemy ports. Battles would rage all day long with the occasional flag carrier running the gauntlet trying to break through lines to get into a port.  Trading would happen safely in friendly territory for the most part unless people decided to risk a long haul where they know they could get a cheap resource and risk themselves to piracy.

     

    Removing teleportation will improve the gameplay experience for all levels of players for all countries.  It will lead to a more balanced, realistic, and enjoyable game overall.

     

     

    • Like 1
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