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Niagara

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About Niagara

  • Birthday 07/01/1975

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  1. What about clans/players that helped grind hostility or did the PB ? They might not be in your clan but helped take it or defend ut.
  2. And made the perk almost useless. It was a good perk for traders but now I would assume much less use it. I know I no longer do.
  3. Actually, having more ways to set access to certain levels of items/money is a great idea. Its so good that many other MMO use that feature to avoid rouge players to be able to do stuff like this. More levels in the clan and more levels in the warehouse so a clan can give some access to minor items and money/marks to new and untrusted players and limits on how much they can withdraw in a given period. It cant stop this happening completely as a long time trusted player can decide to go rouge once being allowed access to everything or if that is in fact a players plan. If Admin wont punish a player for stealing from the clan warehouse, and a player can change his name afterwards, this kind of actions will keep occurring. Only defence is to limit access to the clan warehouse to trusted players and set limits on that access.
  4. I think that is fair just aslong as Traders Marks are introduced for those who trade and spend just as much time sailing and then face increased chance of being attacked as traders will be easy targets.
  5. No. Actually they reused what they could to save money and material. What we need is durability or integrity measurment that shows how long the ship has been active and how long since last overhaul in a drydock and determines what if any parts can be reused. Might be a way för admirality to determine value on captured ships. Instead of scuttling them you need to place a Price crew to get full PvP marks.
  6. Yeah, allowing clans more options on clan management is a good thing. More ranks and ability to determine what each clan ranks can and cannot do would be awesome. That way perhaps we can stop a few of the looting of clan warehouses that has occurred lately. Also for clans to be able to appoint a governor and aides for each captured port that can change stuff for that specific port would be a nice feature also.
  7. I think that if we are able to set how many crew we assign to different tasks it would be a great idea to enable options like boarding or DD. By set i meant that we can controll the numbers more precise then now. Either with percentages or preset numbers and not just all that is not doing anything else. But atm the penelties for being boarding fitted vs other options is unbalanced and some can be negated by stacking crew mods. But the mods overhaul might fix this.. And I still find ut funny that a single fish adds to your holdspace and affects speed but extra crew or lesser crew does not affect the ships total weight.
  8. DLC gives players the oppertunity to misbehave and get a clean slate. Not all do that but some seems to be doing it as recent post shows. But whatabout all the other players, is it not fair to them to allow a player to get away with that behaviour. As stated is the date of char creation the only thing that we can use to track a account with undesired track record.
  9. I think that we need to find a way to give purpose to all ways to play the game, Even for those who only wish to fight as fast as they can. However they tend to realise that having better ships and upgrades is a good thing and thus understand that it´s best to join a clan or get friends to make ships or all the other boring stuff they don't like. We also need to make sure that crafting and trading have a meaning/purpose for the nation and its course to prosperity. It's never easy to find a balance between all of the different ways to enjoy the game and to keep the rewards fair between them no matter what path you embark on. But more PvE content and the introduction of TRADERS MARKS should be a good addition. Sadly most PvP oriented players don't get that more PvE players sailing around is better for them as that means more ships/upgrades for sale and more targets in open waters.
  10. I am also hoping the Economy patch addresses a few issues. However in many MMO the cost of materials often are higher then the price you can charge for a finished product as the materials are often used in learning a skill/crafting thus having a higher demand then the items you can make with said materials. More common when you have materials needed for certain skill ranges and then becomes obsolete once you progress beyond them but still applies here somewhat. We don't have same effect here since many resources are needed for many kinds of ships but still its often easier to make money by hauling Trade goods then resources as you can sell trade goods to a port at a fairly fixed price and fast, and resources require you to either have a buyer lined up or fill contracts or set up a contract. This is a common problem, and one that is not easily fixed as players will pay what is needed to progress in crafting level, but our ship crafters that start out with crafting smaller ships do not have such a huge market to sell them into since DLC ships was introduced. (And it was not that big before either) But DLC ships hurt them since selling to port is not a good way to make a profit. And with the current cap of contract at 10 its hard to deal in resources unless you specialise and then players will moan that you charge to much anyway despite the time and cost required to get the products the where people want them, citing that it only cost Z to produce them in a building so why are you charging 2xZ?
  11. Well, hunted is one thing but being sitting ducks is quite another. I am not asking for safe passages for traders not should any trader hunter be asking for sitting ducks. Ofc there needs to be a balance for both play styles to be able to have fun and feel like both have a fair chance on the OW. Trader ships were for the mostly built to be able to go in more shallow waters then regular ships as that is good when unloading and loading goods and to go into rivers to get to major trade centres. Not all warships had the same design in mind when being built. And would it not be a cool feature if smaller ships could go closer to shore then a larger ship due to chance of getting stuck. Or use a shallow area to escape or try to get to circle of control in a PB. Its not all about PvP in this game but many features could benefit both sides....
  12. What about decay for ships when sailing and in docks. Ships should be less durable the more you use them and do repairs at ses. Unless you have copper plating your ship should lose speed until you can clean your hull. Crew provisions should be added and be needed for your crew to be at good morale and able to perform in battle. Be carefull what you wish for.
  13. And ships sailing or sitting in docks is not affected or becomes slower and less sturdy due to age and weather? If you wish to propose a decay mechanism then please see the logic in using it on all things in game.
  14. Well Most traders have faster ships then 8-9 knots even when loaded and some have escorts. And I am tired of pvp players suggesting changes that should not apply to traders because reasons... Any changes will affect all battles and thus need to be balanced for all possible ships and playstyles. And atm there is several things that can be changed to improve chasing and evading players on OW. More shallow areas for smaller ships to try to outrun a chaser. Traders can go closer to shore then larger warships to avoid being attacked if OW had more such areas. More straights/areas that not all ships can use for diversity in routes and PB. The main thing is to look and try to balance it for all shiptypes.
  15. Yeah but No. Its the same for a trader that gets away or uses a escortship. Once first battle is over you can be retagged at the same location from same attackers or those waiting. Its a bad mechanic atm but any changes needs to be balanced. To easy to get away after a battle is bad for the game and to hard to get away is also bad for the game.
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