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B4N4N4J0E

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Posts posted by B4N4N4J0E

  1. I am very sceptic about 3.)

     

    I might test it and make myself an opinion. Maybe I like it, maybe it's awesome.

     

    But, pls devs keep in mind:

     

    The combat mechanics are pretty good as they are.

    If it's an significant improvement, which a great majority of players is happy about - I am fine with it, too. 

    If it's too controversal and many players don't like it, pls skip it!

    Don't risk losing players, they are very sensitive when it comes to battle mechanics as previous patches have shown.

    • Like 3
  2. Approximate date of June content patch deployment is 28 June

    There might be another hotfix next week regarding several minor issues (including flag exploits)

     

    Notes

    • Provisions wont be added to ship blueprints based on overwhelming feedback, instead they will act an important role in crew recovery.
    • 7 day port battle cool down is under review and might be changed as well.

    Awesome! Have a great weekend!

  3. I have the flu so my lovelieness filter is low.

     

    This seems a bit crap. Why would you 'build' provisions in.

     

    Do it betterer !!

     

    Crafter perhaps can 'add an OPTIONAL' extra component (need more of these) such as "Additional Provision Store" or some such, advanced galley etc.

    Then you need to BUY provisions for your ship as a consumable that goes down after X days at sea, as you come close to your 'max' distance with provisions, you go to rations and start to get attrition until you eventually hit starvation where you get LOTS of attrition.

     

    Now all this assumes we want 'food' as part of the game...which in itself is an interesting thing...could be seen as 'fuel'...could be seen as non-fun-adding-realism.

     

    Of course if a provisioned ship had 'basic rations (gruel n salted pork)' versus medium rations 'gruel, fish and salted beef' versus deluxe rations 'biscuits, fish, poultry and pigs' with perhaps a 'cook' officer and this had some tangible effect on the crew's moral and performance...well NOW we are talking...

     

    IRL sailors could bring on chickens and the like to be slaughtered with their 'mess' for food.

     

    So...in my non cotton wool fluffy bunny dolphin speaks...do it properly or don't do it at all !

    +1

    One should have to think about how to equip a ship. Food, weapons, how much crew, Marines, room for cargo... to have the right or wrong setup for what one wants to do. Using all storage room and max weight should make your ship slower. Best food for high moral costs more...

    • Like 4
  4. If you wish to maximize your hull's haul (<-- see what I did there? :) ), then you're going to want a bigger trade vessel, i.e. LGV or Indiaman if it's a long trip.  But if you are going to repeat the trip without sailing back, i.e. you sell the ship at the destination port, then you need to either buy or capture several of them for the originating port.  I've found that capturing, while yes it is rewarding, is more of a chore than sailing back to that originating port.  Plus sailing the trader back you also get some minor gratuitous XP.  If I knew that the originating port had 6 LGV's for sale, then I would sell the ship at the destination port, go back to the originating port the easiest way possible, then buy a new LGV at a small overall loss in ship costs.  It rarely works out that nicely.  So at the end of the day, I think sailing back to the originating port works best in most cases, at least for me.

    As some of my supply outposts are sw I need traders snows. Capping one is done in max. 5 min. +cargo +some ship parts from breaking it up...

    • Like 1
  5. I think, it's like the polls say so far (47 votes) that over 90% of the players do not want to sail every time the want to move a ship somewhere.

    This is my opinion, too.

     

    I do a lot of trading and transportation.

    I use traders as one-way vehicles. It takes very long to sail the full cargo ships to their destination, I have no desire to sail the empty traders back almost every time...

  6. Yes. There are fundamental game differences between Outpost and Free Port. And that makes the choice and mechanics completely different.

     

    You are totally right.

    Freeports only vs. every port makes a huge difference.

     

    But I didn't want to open up this discussion now. This decision has to be made when option 2 or 3 is in favour or maybe even to tweak answer 1.

     

    I think the decision on the topic should be made like:

    1. Sailing vs. Sending. --> If it is sailing, the decision ends here.

    2. Risk (over OW) vs. No risk --> If it is decided for risk, the rest is of minor importance.

    3. Costs & Restrictions --> Final decision.

     

    So if one is for sailing but the great majority says No, he (or she) might be rather for the risk option in question 2.

    If one is for the risk but majority says no risk, he (or she) might rather speak for higher costs, stronger restrictions (like free ports only),

     

    Btw.: I personally prefer "only free ports", too. 

  7. It is a nice poll but cannot vote as the answer 2 is too vague.

    I will vote for a Delivery system to Free Ports.

     

    Question 2 should be more accurate, you are right.

    My intention was not to get a result on how the system should exactly be but to see what numbers of the fundemental positions are.

     

    Answer 2 could be splited in various systems for example: delivery to free ports, delivery to all ports... does it take time until the ship arrives, has it a cooldown...does this cost you crewmembers?

     

    Answer1: is clear. No cost, no risk, no time.

    Answer2: Some costs, some restrictions... No risk

    Answer3: Some costs & risk

    Answer4: You will have to do a lot of sailing! ;-)

    • Like 1
  8. With the announcement of the crew management changes this discussion came up because the devs think about disabling ship-teleports.

    Different opinions on that issue came up, so I thought it would be interresting to see what is favoured.

     

    Therefore I made this poll.

     

    Edit: And pls post your opinion/arguments if you want and how the poll can be improved!

     

    Edit2:

     

    Understand the answers in question 2 like that:

     

    Answer1: No cost, no risk, no time.

    Answer2: Some costs, maybe some restrictions, no risk

    Answer3: Some costs & risk

    Answer4: Sailing yourself!

  9. Instead of teleporting ships to outpost, it should simply be possible to send them there.

    The ship sails in OW to his destination.

    You have to give a crew to the ship you send and as long as it is on the way you lack this crew.

    You can send it directly out of your outpost or from OW if you just captured it.

     

    For example you send 250 men on a frigate from 1100 max. you only have 850 left to sail a ship yourself.

     

    If you have a 5 dura-ship and you send it from outpost A to B and it gets sunk or captured, you will lose 1 dura and the 4 left still be in port A.

    If it arrives at B all 5 dura are at B.

     

    If it does some damage to the attacker you get rewarded by XP and gold.

    You can decide if you send it with a minimum crew, max crew or something inbetween.

     

     

    So sending a ship is risky. You might not want to do that with a full trader or a SoL over dangerous waters. But maybe between some save ports on a relatively save route.

     

    But for sending an emtpy traders or shallow or medium water ships  this is a good option to save time and prevent boring sailing.

    It adds traffic to the OW and we can get the rid of teleporting ships.

    • Like 4
  10. Let me give you some straight facts to help your insightful analysis - maybe you will be jumping to conclusions less in the future :)

     

    The biggest drop in Steam ratings was when NPC ship capture for all ranks was disabled on 12th April land patch. The game dropped from 87 to 81 in a couple of weeks. We also know that there are users who loved their personal fleets (which were disabled in Jan) and want them back.

    Some might say that it was because of 1.5x BR limit and such but reading the negative reviews we see its not BR its removal of capture. We listened to people asking to remove npc capture and paid for that.

     

    And whatever you say about PvP and such is wrong.  All PvP games are in fact PVE. EvE is a PvE game despite what people say. 

     

    Example

    Stats for May 2016 for EvE are the following

    • 250 mln PVE kills
    • vs
    • 630 thousand PvP kills
    source: http://evemaps.dotlan.net/stats/2016-05

     

    Hope this clears for you what real pvp games are about (those numbers are from the month during which huge war was happening against goons btw)

     

    Ratio of pvp to pve is higher in naval action (no highsec). But still PVE is dominant

     

    So if you are a hardcore PvP player, I suggest you start nurturing pve players, embrace them and sometimes lose to them on purpose (like a pro-boxer, who wants to get matches) to help them learn and stay in the game. Because if you don't have them you will have no-one to fight with.

    1. Communication between the devs and the players could not be better. This is just one example. Thx for that.

    2. Fleets are ok as long as they are not really usefull besides escorting a trader or in pve.

    3. There should be an option to send a ship to a port. It should sail on ow. The crew which is sailing it, counts from your Limit. For example: Send 50 sailors away in a lgv, u have 50 less on your santi. U may lose the ship, it might be sunk or captured. No ship teleport.

    • Like 2
  11. http://forum.game-labs.net/index.php?/topic/14281-hotfix-982-patch-notes/?p=263996

     

    It's by design. When you are boarding your crew is exposed.

     

    Don't board when other enemies are near.

     

    Yep.

    And boarding an NPC is still pretty easy/predictable though they have a lot of buffs.

     

    There is always enough time to react on an NPC.

    A player can be way more tricky for example just pushing a preventive "defend" out of experience when you attack in the 0,5 secs. (or the other way round hehe)

     

    But still: Don't board an NPC that has as many or more crew as you have if you don't want to take a risk. Grape them first and everything will be fine.

  12. I do like the ideas and change.

     

     

    When capturing ships what about this?:

     

    you send a prizecrew of minimum required men. They sail the ship (invisibly) to an outpost of your choice.

    With a time needed just as we need time to ship good between free towns.

    basically copy the way deliveries work for prizes.

     

    The ship will not be on the OS.

    The crew is taken from your ship and blocked for you until the crew arrives at her destination.

    Once they are back in port they are available for hire again. (they are already hired so they are in your crew - pool)

     

     

    that way we retain the ability to port ships.

    but we have to plan the "teleport" a lot more.

     

    I like this one.

    I think, that the crews of NPC-traders should surrende relatively quickly and due to low morale. Some of the crew will join yours, so I you cap a trader you only have to sacrifice a few man for fighting and sailing it. So NPC-traders should (in most cases) not have marines on board.

    On the other hand, if a crew has marines it will be more likely they will fight until the end.

     

    I think it would be great if one would be able to fill up his crew by Allies on OW. Like one has a LGV and transfers some crewmembers to his friend who lost several...

    • Like 1
  13. It was said several times:

    Pirates should be different to nations.

    There is simply no need for another nation with just a black flag.

    Pirates still have several advantages that just kill the balance as long as they are playable as the (OP-) nation.

     

    Pirates should have certain restrictions and advantages.

    I also can understand that they should not be cut of important game content like 1st rates.

     

    Why not just let them have 1st and 2nd rates for PVP Events like Trafalgar, duells etc. but just not for OW/PB.

     

    Let's face it. Becoming a pirate should never be the first joice of a player, it should be way more challenging than belonging to a nation.

     

    That's what I think:

     

    They are not supposed to go somewhere with a strong fleet and  fight the main battlefleet of a nation.

    IMO they are supposed to hit and run. To be a danger to trading-routes. To snack players that sail alone or in very small groups. To raid ports, that lag a proper defense fleet.

    They should have more opportunities to modify ships with special upgrades.

    For example: They don't need and can't have marines, because they have their boarding- bonus allready.

     

    They should have their own "scoreboards" for their clans and individual players.

    If pirate xyz is one of the most feared pirates he gets additional bonuses on his crew-skills/ or for recruting.

    Maybe if he joins a battle the enemy crew is scared what has a negative impact on their skills. 

    They should have kind of individualized flags, more opportunities to individualize their ships.

    They should have the ability to look like traders or fishers in OW and you have get close to them to uncover them... but then you might be screwed.

     

    Maybe they should be able to create hidden S-W-harbours (hideouts) which have to be discovered before they can be attacked.

     

    Pirates should have content, that nations do not have. On the other hand pirates should not have the abilities to behave like a nation.

    A nation may be able to cooperate with pirates, giving them acces to their harbors and having them raiding the enemy nations traderoutes.  

     

    And maybe a pirate-mechanic like this can even be used to balance nations.

    So a strong/winning nation can't cooperate with pirates, but the "underdogs" can do that.  

     

    Just my thoughts on the point.

  14. Why do these people want to kill the game?!

     

    It is a great EA-Game and has so much potential!

     

    But the game is loosing players every week. The mechanic is totally broken.

    The devs need time to fix it, they need some more weeks for that. Maybe they lost some time because it took them a while to accept that it is screwed, but that doesn't matter anymore.

     

    The players who love the game should do their best to keep every player in! To keep a critical mass of players, to gain a broader player base, to get positive reviews... all of that.

     

    Instead: 

    The communication/ community is divided and highly toxic.

    Bragging in the forums & everywhere, trying to humiliate other players/nations/clans in public, behaving like 10 year olds, flaming, ganking, using exploits and finally it seems all about the epeen of some hardcore 24/7 gamers.

     

    Remember:

    It's a small company, the game is still EA and things have to be optimized... the game needs a solid player base or it will die before it's finished.

    The community should work on that, not against it!

    More players joining the pirates is making the problems even worse and giving the dev's less time to do their part. 

    • Like 3
  15. Or another game. That is basically why I found it easy to quit and play Stellaris for a time. And now Total War Warhammer is out.

     

    I keep watching the forums waiting to see a great war break out that tempts me back into playing but all I see are tales of empty port battles and a lot of hand-shaking diplomacy resulting in even less fighting.

     

    I guess I might be grossly underestimating the British but from what I saw, they weren't that much bigger than the Spanish. Certainly not enough bigger that Spain + Pirates vs British is going to be anything like a good fight.

     

     

    Just going to be 2 more weeks of empty port battles. That's my prediction. Let's see if Britain surprises everyone, I guess.

    You are right. People will not change nation but change the game. Pirates will "win" the alpha. Game will be dead.

  16. What I heared from AUSEZ, is that they mainly took the step because of the broken mechanic.

     

    I had the pleasure to be in battle in with them once or twice against spain.

    Enjoyed it very much!

    These guys are no pirates and I hope they are going to come back to GB and I am sure, they will be welcome to do so.

     

    I don't know what happened in communitcations with the council. I am not into these things...

     

    Though I won't change to the black flag whatever happens, I can understand why people do it. But it is still the wrong thing to do!

    My concern is, that the game keeps on bleeding players because of the pirate plague and that it might be too late when the patch to fix everything  hits in some months.

    • Like 2
  17. I agree with your point.

    Basicly it is a waste of time if the follower will never be able to catch up.

    He should have stopped firing.

     

    But on the other hand, this mechanic is used to keep players in a battle for reasons (screening for PBs). 

     

    Maybe a second timer would be a solution. If you are out of a certain distance, didn´t suffer a certain amount of damage in the past ~10-15 Minutes and maybe your sails are still >90% (after/before repairing the sails).

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