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Cmdr RideZ

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Everything posted by Cmdr RideZ

  1. Damage has been scaled up because we can repair so much. If repair kits are limited to for example 1 of each, they have to of course scale damage down as well. Massive chain damage wont be a "stopper". Lets simplify your options: 1. You want gank pvp, bigger fleets, long battles, less tactical option (aggressive), skill means less, fast or very fast ships, depend on gear, limited build options for ow pvp -> Multireps please 2. You want competitive pvp, more tactical options, skill means more, better survivability for non-gank oriented fleets, more build options than fast or very fast, less gear oriented -> No Multireps please Multireps is the worst feature in NA. Nothing good came out of it, expect maybe a money sink if that was needed. It is not even more realistic, which way you ever put it, it simply is not realistic to repair your ship in perfect shape in midcombat. It is realism killer.
  2. Solo hunter who likes more multireps? Notice that it is pretty much only rewarding aggressive play. All other tactics have been removed. Multireps only supporting ganking. You wanted more even fights, some other builds to be valid than fast or very fast? Versatility maybe? If you love ganks then multireps are good for you, if you want competitive pvp multireps are bad.
  3. Back to the old repair kits please. I have already made countless posts why multireps destroy combat so am not going to repeat it here. Kits also bind you to port and turned ow pvp to gank. A hard fight, your enemy has more BR or players are equally skilled. Both sides use all repair kits. You are victorious and have 0 repair kits. You pop or timer pops you back to OW and be ganked to another fight with 0 repair kits. It is a terrible system that we have now. Have no idea why this has not been fixed already. Worst feature the game has right now.
  4. Lets hope they fix the whole system to something better. If not, then yes they should decrease 1% and/or remove very fast from the game as 2% with the current values is very good.
  5. This is actually the first time I read why you don't give reward for losers. Many times asked feature to give something for losers? Maybe some FAQ for your decisions, as this makes much more sense now. I like the phrase as well but yeah, many players, even many winners feel like that it is sad if losers are not motivated to come back. If you have ever read any game development theories, you will notice that one big question is how to motivate losers to play more. Everyone cannot win but you need them playing. Winners will always come back as winning and having fun is simply winning and having fun. A player who is sinking nubs now, may demotivate nubs. They leave the game after trying some time, this is bad. When all nubs are gone there are "no prey no pay". At the same time the player who has been having fun sinking nubs may actually be the most nub player. He starts to lose his fights as he is now the most nub player and this demotivates him and he leaves the game. Lighter economy could help here. The most common reason to quit I know is, "Really good PvP game but has now too much craft and trade". You can say "RideZ once again with shitty ideas" but I am sure you can google plenty from the subject. The phrase is good but it is a game your are making.
  6. I would risk. I have to admit that economy is harsh for PvP players right now but I would risk. Sure this economy makes me to not play or play very minimal amount but I would risk. I admit that I have been asking many-many-many-many-F*ing-times that they should make the economy lighter.
  7. Funny thing is that so many hunters hunt sheeps but they don't fight each other. I don't know if it is NA PvP player mentality to just take easy targets. Another option is that as reward system is rewarding fast-easy-ganks, hunters stay with sheeps. You cannot see player names in OW.. Was this enough to change the game?
  8. I don't know if you do it but I have understood that many do trade in Free Ports. They teleport to check ships or upgrades or whatever. Smaller the nation, harder to find from "local" market. Notice that I said - "Crew prices WERE really high at some point"
  9. Teleport taxes. International trade will suffer, especially important for smaller nations. Maybe 2-3 free or very cheap TPs per day? Crew prices were really high at some point. There were many, not new - not veteran, who could not handle it and quit the game. To me it seemed like that only after wipe veterans noticed that crew price is a very high economic burden and started to cry about it, as it was now their issues as well. Then you changed it? New players don't know if it was better before so they test the game as it is, not that easy to complain.
  10. I like that you actually try to reason. One thing, raking is something that everyone can do and when situation comes to actually take it. Raking needs a lot more skill than boarding. I think sterncamping is ok. DD is the only more difficult part of boarding today, the rest I believe is easier than before. This is because you at least have to rake before you get in gear based RPS game. I don't know many that like or think there is skill in Rock-Paper-Scissors boarding, actually I know none. What is the skill cap of repair mods, what is the skill cap of multiple repair kits? I think there is 0 skill included here. Multireps was a bad idea. They should remove ASAP. If someone has Barricades that means that you have to board multiple times before you succeed with boarding setup? If someone stays on brace it means that with your boarding setup you cannot win it, board multiple times? There is no rage board anymore? Sailing physics, have you noticed that ships are pretty slow to tack now? Have you ever boarded a ship in this position? Have you ever turned your opponent against the wind? What changes you would give players without boarding gear? Should it be possible to make builds for other purposes or mandatory to have boarding upgrades? If you think that DD is crap, that means that you have been actually trusting many times that you are able to win boarding with smaller crew advantage or maybe even disadvantage? How hard that is? As tacking is so slow now DD is a very good perk. It should not be so easy to just board from there if we want to keep tacking as an option. I would not be surprised if your DD crap moments are exactly these moments when someone is tacking. You have full boarding setup and another player has none. How big is the gear advantage? Can the player without upgrades win you because he just has skills to do so? Realistic to assume so? Something similar as if you had Elite French Rig and your enemy starts to dismast and does not know he cannot penetrate. The same ships, one has full boarding and another has Barricades. For him to be able to disengage so that he still has decent crew to continue, how many men he would need to have at the beginning of boarding? Have you been in situation that your target, very skilled boarder is able to just disengage one attempt after another? Have you been in situation with your full boarding gear like, "That guy does not have gear but he is so good boarder that I am losing this fight"?
  11. Ok guys, as I am so nub can you please explain me how this works? One more thing Veteran players. Can you tell me which part of boarding has very high skill cap? Also how big role gear has? Compare these too. Tell me also what is making it a breeze now to defend against boarding.
  12. Before multireps you were able to force your enemy to surrender other means as well. Or lets say, it made no sense to sit there without masts while getting raked. So in one way taking ships back to admiralty would be a good feature but would force us to board to get marks. This would be bad. Multireps is creating other issue as well so in general they should just remove it already.
  13. Boarding is like the worst part of this game. Really hard to understand how anyone would feel like buff it. Boarding is nub way to play. If your enemy does not have DD, ram and board + boarding mods that give your superior advantage -> "I win" button. If I see anyone boarding I know directly that he is a nub.
  14. It would be boring to force you to board always. Now with multireps there is no other way to make your enemy surrender.
  15. Tested today and noticed that this bug is still in the game, years old and I would assume that heavily exploited. Especially now when there are insane XP requirements for ship knowledge slots. If you are close to enemy it does not shoot. You can sail towards and sail from right next to and it does not shoot back either.
  16. Should be a map layer that you can activate. Show active regions in colors.
  17. I like this idea. Fleet perk will be more useful, very good. Encouraging people to defend their noobs at their capital/national port. Not just sailing to enemy capital to sink noobs. Returning enemy ship to capital should be worth even more. Could be done even so that from reinforcement zone, defender gets automatically increased PvP mark reward. There is a change that veteran PvP players actually start to fight each other to get more PvP marks. Very tiny change but it is there.
  18. The map is huge and it is hard to find players. Like Banished said there, it is a compass to help you find other players. Are you sure they all came to the area because couple ships you sank? Or did they have already outpost + ships nearby?
  19. Economy has always been too heavy. Lets hope lessons finally learned and the next economy is there for... "In the grim darkness of the age of sail, there is only war."
  20. Mods should stay but those should be balanced. Much more interesting game when you can slightly tune your ship, make builds and have chats with you friends how to build your next ship. The game changed at some point completely to progress oriented game. We had ship knowledge tree, which was a mad grind. In a tree form it made much more sense to have Renommee as you first ship and as you progress you later get an Endymion. The same thing happened with mods, progress, you find all 5 books and you get a far superior book. They can leave the game as it is but then it is from "Best In Slot" gear which is, imho, inferior vs 20 good ships + 20 good builds per ship, 400 different options you can take. Sure they wont be able to balance it for 400 but still better than BIS, 1 build to rule them all. Probably they should have upgrade size as well, big ships need more expensive upgrades than small. Yes, the game has changed a lot and it did not get better. Now we just wait that admin figures this out.
  21. I don't know if it is realistic or not but it is good for the game. Keep smaller ships in the game, versatility, optional playstyle, etc.
  22. The cargo is often not profitable enough and needs much more hassle than just taking PvP marks. Your playstyle, I know many will disagree with this, but I think it should be strongly in the game. The cargo you capture should be a lot more rewarding than taking PvP marks. I am actually on your side Sir Texas Sir. Could also be so that you cannot dump cargo instantly but instead a certain percentage of weight is dumped per second. Traders could be worth 1 PvP mark but not sure. In the end PvP marks have really high value anyway. PvP marks have high value because those are rare enough vs goods you can buy. I know people who rather spend 50 PvP marks to buy a new Bellona than trade/craft it. Rather pay 5m from a ship than trade and craft? This should be pretty damn clear indicator that economy is super heavy. Plus the fact that players love DLC ships, made Naval ACTION and fun. If economy is made lighter people start to craft more ships. This in theory should make PvP marks cheaper and crafting goods to be more wanted and so more valuable. PvP marks also directly skip; capture a port and build your ship yard, transporting goods, etc. They could try it so that all PvP mark ships are always standard 3/5. This way crafting, RvR, capturing port, trading, etc. will stay very competitive vs PvP marks. Economy could also be a bit lighter, more playable.
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