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Niagara

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Posts posted by Niagara

  1. 5 hours ago, Slim McSauce said:

    that's the stupidest idea I've ever heard in my life. You should be ashamed that this filth is near-permanently plastered on this cesspool of a forum. Just play the game as it is and stop complaining you big nerds.

    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.

  2. On 9/5/2018 at 5:40 PM, King of Crowns said:

    as long as you had to get out of the safe zones for it to be counted im okay with that. oh and it couldn't count VS ai anymore. 

    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. 

  3. On 9/6/2018 at 3:25 AM, Rabman said:

    It was and still is tied to durability and should probably change, but I imagine it's a wasted feature these.

    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. 

  4. 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.

    • Like 1
  5. 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. 

  6. 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.

  7. On 9/18/2018 at 8:34 AM, Sovereign said:

    However I do see a lot more potential in NA beyond some arcadey arena shooter and I hope the devs do too...

    I strongly believe with some meaningful content, finetuning and balance NA could be very successful for years to come and I think the devs have the right vision, we are just getting there very, very slowly which is somewhat understandable considering the size of their company. The only thing I dislike is how they have some people work on other games instead of focusing all resources into NA until there is a solid base to expand upon.

    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.

  8. 2 hours ago, John Jacob Astor said:

    I am hoping the economy re-balance addresses one or more of these.

    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?

     

     

  9. On 9/20/2018 at 11:52 PM, Angus MacDuff said:

    I hope we don't re-draw the Caribbean in order to let some traders escape.  They are supposed to be hunted

     

    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....

    • Like 1
  10. 14 hours ago, Vernon Merrill said:

    DECAY of goods and Max. warehouse WEIGHT

    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. 

  11. 13 hours ago, Hethwill the Harmless said:

    Victuals will spoil, wood will rot, metal will rust, ropes will get brittle, salt will get rock, ... given enough time sitting forgotten in a corner of a warehouse...

    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.

     

  12. 5 minutes ago, Sir Malachy Karrde said:

    A loaded trader is going nowhere fast in this game, unless they fixed the massive speed drop from being loaded? A trader sailing at 8 or 9 knots is not going to get away from a 14 or 15 knot raider. 

    I haven't hunted traders since I've been back or bothered to use one myself as I have plenty of raw materials stockpiled. 

    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.

    • Like 1
  13. 7 hours ago, Sir Malachy Karrde said:

    It is a little different. Traders aren't goijng to escape a raider.

    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.

  14. On 9/17/2018 at 10:32 AM, admin said:

    We are very conflicted about this feature. 

    After reading 4 pages I understand that its not a easy call. On one side is the learning curve vs fun and in the other side is realism vs fun. 

    I for one started playing with no map aid and thus has learned sailing without tools but use them on longer voyages to check my headings. Perhaps we can find a middle way that allows players the experience to get lost and learn how to navigate and also get help from a feature that is aiding those that need help. A part of the tutorial perhaps?

    • Like 1
  15. 6 hours ago, Macjimm said:

    Sounds good.  Capturing nation could seize all goods.  Paid for or not. Or the capturing nation could just leave the contracts unchanged.  It could be a choice.  But regardless, changing it won't stop Alts from setting prices.

    Although I disagree that contacts are too long 

    Great . Then a action like that would result in a negative effect on trade and commerce for a captured port reducing income by quite alot as merchants tends to avoid in dealing in such areas. There is a reason that the conqurers tend to leave such civil matters unchanged to avoid turmoil and unrest.

    But I am all for clans getting more options but take the bad with the good in that case. 

  16. 1 hour ago, Sven Silberbart said:

    ..yes, but make them smaller and bring the traders out of the zones to give the hunters an alternative hunting ground. Don't do that..the hunters will leave (maybe what much traders wanna see)

     

    I think its funny that "hunters" wants to reduce the safe zones so they can hunt there prey=traders easier but most "hunters" have no ideas to make it better for traders or make it a fair fight. If you change the balance towards the Pvp players even further you will have traders leaving and no one wants that right? I am tired off the focus spent on pleasing the PvP oriented players at the cost over Traders and PvE oriented players. If you have more content for traders and PvE oriented players you will have more targets to hunt so why not find ways to please them but with a balance.

    I do not as a trader want large zones where a player can sail afk or be unattackable but I also do not want to be helpless when attacked. There needs to be a balance and that will increase content for both sides. A reason to leave safe zones but it should not be suicide if attacked in unsafe waters.

    Atm, trader ships have less skill slots then a warship which I assume was introduced to stop people to have boarding fitted super traders hunting other traders, but it makes it unfair as a raider/hunter can be boarding fitted and speed fitted and most traders have to choose.

    Also, hold weight have a large impact in ship speed. A fully loaded trading ship is much slower, which is ok and fair. However most warships was also fully stored for long voyages and thus should not be able to have so much repairs in hold and still only take a small penalty max speed.If you increase your crew for example it should require more stores to have them onboard thus decrease your free hold and decrease your speed.

    We need to somehow find a way to balance the speed as its very hard to get away even if your unloaded with speed mods on your trading ship.

    If you want a raider, you should be forced to sacrifice crew/or guns to save weight and thus increase speed, but atm raiders can have both as speed is king atm.

     

    Also, I want to again ask when is TRADERS marks incoming and when can I buy speed upgrades that allows me to sail away from hunters or load insane amounts of goods with no speed penalties.... Just asking cause I would love to be able to get great modules/skills that can only be obtained with TRADING marks and since many PvP oriented players on these forums whine about not wanting to do any trading or PvE yet think that PvP marks is the best choice for anything that you should be able to buy ingame...

     

  17. 54 minutes ago, z4ys said:

    Suggestion:

    • Give access to all pve drops (except chests) for pve and pvp currency in the admiralty shop

    Details:

    • AI battles inside the carezone just give xp and cash
    • AI battles outside the carezone give in addtion to xp and cash pve currency

    Pros:

    • reduce impact of rng
    • reduce pice of items
    • easy access
    • less fear of loss
    • less grind

    Cons:

    • reduced pve content

     

    I understand the reasoning to lessen the grinding, however most players will tell you that often in games the path to reach the top level is the fun part they share with friends. Once you reach the peak you start another grind that can also be rewarding in gathering top end eq (ships/skill books/etc) in our case. But there is a fine balance to finetune with grinding.

    This is why so many areas is MMOs are empty areas once people have levelled or grinded past it. There is simply no reason to be there once you gained reputation with a group/area or collected all the oddly shaped leafs you needed to get that special thingy you just wanted.

    However much it sucks that randomness is a part of the game , its also a reason to keep doing stuff. If you could grind something to trade it in people will do that and then never repeat that again.

    It would be better if you could trade in 2 rare books for the special book you need to complete your set but we can trade with other humans to do that but it takes more time then a automated admiralty clerk.

    Reducing rewards inside safe zone for higher ranked captains is ok, but it needs to be done to keep it fun for the casuals without punishing them.

    However, I am all for a rework of anything that adds more content to not only PvP players.

    Where is my Trading marks that I can spend to buy a skillbook that gives +speed only in OW ?

    But removing content is not needed as there is not exactly to much choices what to do at present time.

     

     

    • Like 1
  18. 8 hours ago, admin said:

     

    • New building will be introduced - mint. Mint will be required to make coins and will require victory marks to build
    • Crafting blueprints updated for ships and shipbuilding materials
    • Mission rewards/pve rewards/pvp rewards changed 

     

    Care to add any more info to how blueprints will change?

    And why not have MINT added as a clan building instead. make it so clans can pool resources and a clan officer can use those to build it and clan members can then in the port where the Clan Warehouse is located use it.

  19. 2 hours ago, admin said:

    Please keep in mind that this is a game. 

    Clan warehouse will act as a bank and will pay for all the ports. 
    When we talk about the idea of the physical currency transporting need we only talk about the trading and pvp rewards. Once you get it to clan warehouse it will not require additional travel.

    What is being discussed: We want to consider the possibility to remove the magic electronic wallet for battle rewards and marks and from trading. 
    The interesting outcome from this feature would be actually increased PVP risks especially risks in hunting around capitals: Right now it is still safe to hunt around capitals. It does not feel like a raid; pvp players wins 2-3 battles sinks in the 4th one - but still keeps all the rewards. This feature might actually give some ability for the defenders to deny all rewards from the hunter by counter ganking him. which will bring the balance to the force universe

    Also keep in mind that it is just an idea for discussion: Thus no need to get defensive and negative. Lets talk constructively about benefits and negatives of additional risk in pvp and trading. 

     

    I think this is a interesting option.

    May I add that perhaps this is a golden opportunity to look into expanding the outpost system.

    Currently they all provide the same service and the only cost is to add another one or to close and reopen them.

    But what if there where levels for outposts just like when you increase the size of your warehouse size. Ofc Larger warehouses means that you pay more tax/upkeep

    • Level 1. Basic facilities. Allows you to teleport to and from this outpost and store minimum of goods and ships Say Max 2 ships and no Large Vessels and/or dock fee for your ships after the 3th in dock.
    • Level 2 Improved facilities. Same as Basic but larger warehouse and option to issue and use notes of credits if in good standing with the port / nation. Max 3 Ships and 1 large vessel can be left in dock. Decreased dock fee.
    • Level 3 Medium Docks and Warehouse. Same as previous but increased docking space and the ability to use the outpost as a bank for trades in the near area.
    • Level 4 Large Docks and Warehouse. Same as previous but increases the area in which you can issue notes of credits and can also aid clan members in issuing Notes for players in good standing.
    • Level 5 Huge warehouse. Can store huge amounts of goods and ships. Acts as a branch of a bank. May Issue notes for all players for a fee. Can store other players ships for a fee? Gives good connection to local customs and governing system providing swift and speedy help when needed. Decreased tax due to large investments in the local port.

    Perhaps there is a max amount off how many warehouse of larger size a port may sustain due to the space they require.

    Note this is just a quick suggestion on what improved outposts could provide and by no means a balanced and full suggestion. But I feel that for those Traders / Crafters this would be a good way to increase content for them.

    • Like 2
  20. 6 minutes ago, Dibbler said:

    Just a thought, have you considered escort missions perhaps where a trade ship is placed in fleet with the player/group and they are tasked to take ship from A to B?  This would get people out of safezone and create more interesting mission type.

    This is a good way to get lower level players to leave the starting area.

    Most other mmo have a red thread moving you from area to area by using storyline or by reducing your gains so you are forced to seek harder opponents elsewhere.

  21. 3 minutes ago, admin said:

    I agree and i said it multiple times. I dont like missions effect on general game and experience.. Missions might not survive by release. Perhaps we should stop cutting the mission "tail" step by step.  

    Hopefully we can replace missions with better content. Task a player with the transport of a member of the governors staff that needs to inspect a port or deliver despatches to outlying forts to check on suspected ships that might have been sighted. In short missions that dont always require battle. Or intercept a suspected smuggler that might surrender when fired upon or might try to fight you.

    But I agree that there is plenty of targets for high level players.

     

    • Like 1
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