Jump to content
Game-Labs Forum

Anymn

Ensign
  • Posts

    38
  • Joined

  • Last visited

Recent Profile Visitors

488 profile views

Anymn's Achievements

Landsmen

Landsmen (1/13)

80

Reputation

  1. I'm late to the party, but I really despise any wipe of xp. It's true, I grinded completely up in 1 month, but I also did that with the promise in mind that xp were here to stay. It makes no sense for a PvE server to force people to grind again. But what should I say? Let me quote these old, wise words, and live on.
  2. While I can see that fast SOL's can be abused on the PvP server, teak was used for constructing the following second and thrid rates: HMS Ganges (1821), 84 guns HMS Asia (1824), 84 guns HMS Bombay (1828), 84 guns HMS Cornwallis (1813), 74 guns HMS Wellesley (1815), 74 guns HMS Carnatic (1823), 74 guns That is, if the Wikipedia is correct.
  3. Thanks for the great work, it's very useful. However I encountered a bug that I can no longer see the different wood type effects.
  4. I love how the system works currently. Reals are mainly obtainable by trading/crafting. Doubloons are mainly obtainable by combat. You'll need to do either both, or find someone who does the other thing and exchange. What might need to change, is giving new accounts some starting capital (25.000?), so they can start with some trading/crafting immediately instead of painfully grinding those starter credits.
  5. To help (new) players with making long term goals, I suggest a Captain's Diary, which contains: Collectible pages in which you can track: which kind of fish you caught at least once; how many of each kind of ship you've sunk; which skill books you've learned and which not; which harbors you've visited; which ships you've fought with at least once, as well as compare their stats; Achievement pages, in which you can earn (Steam) achievements for goals like: earn 50.000, 500.000 and 5.000.000 by trading sink 10, 100, 1000 7th rank ships sink 4, 6, 8 first rates in one battle win a 1 vs 2 without using repairs etc. Statistics pages, in which you can check: how often you've sunk how accurate you are at firing how many (port) battles you've did A nice twist could be, that when you sink someone, you can read that captain's diary.
  6. So, you suggest that a port stays effectively neutral after a win. That's exactly what I suggested with port raids, but instead of that you have to defend the port after capturing, you'll get the benefits paid out at once.
  7. First to counter some points: We think the Map is perfectly sized for the peace server. There is enough space for solo gameplay, but also some busier ports in which you can interact with other players. I've never seen people complaining about the map size on the Peace server. A smaller map is not needed and takes more development work instead of less. It costs no power whatsoever to have two servers online at the same time. It requires an exact copy of the war server with a few flags edited on 'off' like port battles and player battles. The above suggestions are rather easy to implement, as all 99% of the code is already in the game. They only have to make a accept/ignore player battle button, and the solution about duals is implemented. What I taste in your comment, is that you love the war server. I think you're completely right to do what you think is fun. What I don't like, is that you deny others to have fun on the way they do like it. The peace server has it own right of existence, because the play-style is so much different. It's not fun for either party to merge both servers, as we both have to give things up. Not everyone likes to be full-time on high alert, and the peace server is a perfect place for that. What I'm asking for, is additional content that would add to the experience of the Peace Server, which doesn't cost a lot of coding work but still retains the feeling of peace.
  8. The problem with claiming ports for your nation, is that it caters first comes, first serves. Once taken, it can't be taken back as there is no PvP combat. I gently disagree. The main idea about the PvP/war server is that you are in a constant fight around ports (RvR) and that you are always sailing in a fear to be attacked, taking calculated risks. Killing enemy ships is therefore a necessity to also gain an economical benefit against other nations. The PvE/peace server on the other hand is for a relaxing, safe experience, and having a mutual agreed duals does only add content for those players. It doesn't take away any content from the PvP server. On a broader perspective: I think decisions about content should not be made based on the fact that some people might change servers, nor that either of the 2 servers have any reason for exclusivity of content. Decisions about content should be made by: Does the new content adds valuable gameplay? Does this content fits in the nature of the game / server? In case of the War server, mutual agreed PvP would make no sense, because of the RvR nature of the game. On the peace server, I think it could benefit the game experience for players.
  9. But why is an equal start necessary on a PvE server? It doesn't matter if someone has 30 first rates, all golden. They worked hard for it, let them have their fun.
  10. I would love to suggest some Co-op options for the PvE server, as there are currently no port battles. These co-op activities would be optional, so the peaceful, relaxing nature of the PvE server would not be changed. Port raids. Essentially just port battles against an AI fleet, raids will allow players to group up and fight for a port. Once captured, doubloons will be handed out based on battle performance. Duals. Players are able to challenge each other in the OW, and with mutual agreement a PvP battle is started. NPC Blockades. A group of 5 - 10 NPC's will blockade a random port. This will initiate a 6 hours long lasting battle, which all players can join. When a port is blockaded, you cannot enter this port directly. You'll have to join the blockade instance and sail your way through the enemy lines into safety of the coastal defenses, if you want to move into the port. A coordinated player fleet however can also kill all NPC's, after which the port is free to enter again. Can be BR limited to create a challenge. I don't know how this would work out on the PvP server (option 1 and 2 would be redundant), but I think option 3 could also be fun on the PvP server.
  11. I'm wondering what purpose a PvE server wipe would serve. The only thing I can imagine, is that there would be a fair starting point for everyone. But considering there is not competition on PvE anyways, that really isn't a big deal. The drawbacks however are not good. Players will lose a lot of progress in their ship/upgrade collection without any benefits.
  12. As an PvE player, I think that NPC aggression could be a good addition, if it's done right. For me, that means: Only warships will be attacked and traders with the smuggling flag on. No tagging at (in-game) night time, allowing smugglers to get into an enemy harbor safely. Relatively fair odds, with a max difference of 33% Battle Rating. Player should be able to join a NPC fleet of their own nation by paying protection money, meaning only other large fleets will be able to attack. Drawback is that you'll be slowed down in comparison to manual OW sailing because of wind directions.
  13. For the quote: I've made a mistake in editing my own post. Most likely a lack of coffee. I understand the modding idea, but I'm not sure how that would work out in an MMO. What I could foresee however, is e.g. a monthly contest to submit quest scripts, which could be implemented in the next patch. I'm sure there is enough creativity within the community to come-up with realistic scripts. Once the system is in place, adding new quests shouldn't be too much work, as it doesn't change current game systems; it only chains them into a logical and challenging order.
  14. Yes indeed, I'm that one! Well, you don't really need fully 3D modelled figurines. A 2D portret in the new UI styles with the quest plot in text would already defintely do it. The best thing would definitely be that it is optional content. That never hurts, but retains players who like that content. It adds additional sand to what already is a great sandbox.
×
×
  • Create New...