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mikawa

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Everything posted by mikawa

  1. Es macht einen Großteil aus, denke ich. Die Änderungen durch Upgrades bewegen sich ja nur im niedigen Prozentbereich.
  2. I have nothing against putting them in unconquerable ports. I think every nation should bring some personal flavour into shipbuilding, so why not put some of the woods in capitals? They can be sold in free ports, they can be captured by chasing traders, and not everyone must have access to "all" woods ingame. It's a special happy day if you get access to a wood you have not used so far and it should remain rare. The mixture is what makes the game interesting, so lets test it throughly before spreading things in different directions.
  3. Ich hoffe, das wird noch etwas ausbalanciert. Wie gesagt, momentan fühlt sich diese Panzerung unnatürlich an. Ist ja schließlich auch nur Holz, kein Metall....
  4. 10 new additional slots for materials (upgrade warehouse) plus 5 new additional slots for ships We have since release quite a few new ships 16 new wood types; we need space to deal with them.
  5. What if 25 Indiamen shoot at one Victory? How long will it take to sink her? Interesting concept.
  6. PVE Farmer Schiffe, reduziert den Aufwand an Repairs. In Patrol Zone ein starker Boost für eine ausgewogene Truppe. Generell mag ich Lo/Wo gar nicht. Als Gegenüber hat man das Gefühl, auf einen Panzerkreuzer mit Holzpellets zu schießen.
  7. RVR Event "Hidden Island" - Make a neutral Port "Hidden Island" in the middle of the map (big open sea) Once per week an event is scheduled, where every clan can participate with 5 ships (BR fixed so they cannot bring only 1st rates) The clans fight in tournament mode so every round there are 2 clans fighting 10 mins. The clan which makes most damage (sunk ships count much plus hull / sail damage) wins and gets into next round. So you have to coordiante your team best as possible to corner opponents and concetrate fire on them. The winner gets control over the Port for one week. All (S) woods spawn in this port.
  8. Eagle's eye reports: lets you see a bit further than normal in OW, about 10% more. So you can spot enemy ships before they can see you. Costs 500 CM in Admiralty shop and must be fitted on ship in an upgrade slot.
  9. Signal Expert Perk: after being tagged, you automatically send information about battle to other players in nation. It works like logbook, so it marks the battle with a blue crossed sword showing BR and location of battle to all other players in nation for 20 mins (join timer) then it vanishes. Cost 4 points.
  10. This is just an error: you cant compare them, because in WOW you have the item for your lifetime once you aquired it, in NA only as long as the next PVPer sinks you.
  11. Display combat reports in clan log when a clan player had sunk an enemy. So all clan members can see who was active in PVP today.
  12. Losers Chest: Give all players in the nation that got sunk most of all nations, a losers chest which contains a note for a random free ship
  13. I'll do this evening, but I had no issues in other games so far. I'll report.
  14. Ich kenne mich bei den Piraten nicht aus aber ich glaube es ist schwierig einen rein deutschsprachigen Clan zu finden. Aber in ganz vielen Clans gibt es deutsche Spieler.
  15. I have also a strange issue with sound: sometimes when I start the game there is no sound. Sometimes it starts after starting a battle sometimes not. If not I have to manually correct the volume in windows system options (e.g. click on speaker symbol at right lower edge of screen) turn it up or down a bit then it works.
  16. Mir geht das mit den Flaggen derzeit auch zu schnell. Ein Kreis wird nachgerüstet, das ist sehr wichtig. Trotzdem ist das System derzeit kaum zu verteidigen. Wenn da 5 Linienschiffe den Flaggenhalter abschirmen ist das schwer zu schaffen. Der Angreifer hat alle Zeit der Welt, sich aufzustellen und loszuschlagen, beim Verteidiger sind ja alle "unterwegs" sprich entweder beim PVP oder beim Grinden oder Handeln die müssen dann erst mal einen Hafen ansteuern, teleportieren, zufällig ein brauchbares Schiff im Hafen haben und sich dann formieren. Früher war das besser gelöst, mit dem Hostility farmen, das hat einfach viel länger gedauert.
  17. What about thickness? If a crafter could slighty adjust it, he could balance speed / durability a bit. Thicker Fir boards may sustain more cannonball hits but slower the ship.
  18. That is exactly the point. Player skill does not matter in a way I would wish for. It is only a part of the way to win a battle. The other parts are pure RNG of crafter (shipcrafting bonuses, upgrades, woods) and the "virtual" skills of the character (books, ship knowledge, ship woods). The most thrilling battles I had were with equal virtual preconditions but these happened a long time ago, in times before the wipe.
  19. Then the performance in battle should vary too. Maybe the captain estimated the wind wrong? Maybe he pulled the ropes too tight? Maybe the wind suddenly changes to the opposite direction? The lessons learnt from one ship could not be transformed on another of the same type I guess. Then knowledge slots are not necessary and should be removed from game. Stop. Generally speaking I'm not a friend of too much randomness. Randomness generates a feeling that grinding is senseless because all what matters is personal luck. I don't believe this should be the main principle of a game settling on high virtues of past centuries.
  20. Transpose this onto ship builders: two different shipbuilders, two different knowledge. So a builder who knows to build a fast ship could apply his knowledge on new ships. Would welcome that, but it's a different topic. We already have upgrades for speed affecting turn rate and vice versa.
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