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Cmdr RideZ

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Everything posted by Cmdr RideZ

  1. And removing CM would make them sail out Giving them competitive gear will definitely give you more fights.
  2. If they had better gear, there would be higher change them to actually sail out from the green. You would get more fights, everyone would win? If you decrease the gear, they will be in disadvantage and they don't sail out -> Less fights.
  3. This is related to things that I said? Or is this your way to brag? I am speaking from the game, not from you, right? You also did not mention anything about upgrades you use? Are you sailing in a fleet? Are you sailing vs new guys, for example camping near MT? How much time you have spent with the game? You don't have to answer. I am just saying that I am speaking in general from the game. Would be hard to speak from a game if I had to take on account every possible individual. The game is like I said there.
  4. What if we would add port properties like "Mine", "Plantation", "Forest", etc. Clan captures a port that says "Mine". Your clan can build a mine, for example a copper mine here. You have to transport resources to build it and pay for labor. After this your clan members can build copper ore mines like if this would be a Copper ore port. If port can be opened for plantation, you can make it to produce Cotton for example. Forest.. Either some rare material that upgrades need or should we allow player planted woods? Like for example White Oak? Ports would still have those 2 resources built in. If port is lost, all clan buildings and resource facilities are destroyed.
  5. Gear means a lot now. Gear difference can simply be huge now. Some players have +4k, even +7k? hours behind. Others have 100 hours. Veteran players with good gear crying that they cannot sink new guys without gear in the green zone. New guys without gear would be simply stupid to take a fair fight out side green zones. Many from these veteran players are still expecting to find a fair fight or they rather gank. Veteran players often want to have BR equality but not the gear equality. I highly recommend that you at least remove gear advantage from the game. This makes it easier for new guys to sail out from safe zones. Veteran players get better and more fights if gear advantage is been removed. I would call this win-win. All serious PvP focused games that are actually good have minimal gear benefits. Don't know how NA PvP would be any different.
  6. Gear makes a huge difference now. Show us gear scores if you want to keep it like this. New guy with a gear score of 10 should understand that his enemy had a gear score of 220. I see myself as a PvP player. I don't see why gear should make me better. If I have 220 gear score and my enemy has 10, I want to see that I am raping a noob. If I have 10 and my enemy has 220, I want to make him feel bad that he lost that fight. Without gear score we simply make new guys to feel bad, which is not good for the game. ... Another could be that you add upgrade locations. Sails, Rudder, Masts, Planking, etc. each one has its own slot. You can have only one upgrade per location. No stacking basically. This way may not need even better or worse upgrades. You can have multiple upgrades that have +10% HP but each one has different penalty.
  7. I know. The issue is that there are no reasons, not much content to sail out from safe zones. Maybe one day we have. Safe zones should be newbie areas, end game shame zones for people who lost all. They should easy money from PvE to get back to PvP but the main end game content should be outside. Easy thing would be to give for example 1.2x multiplier of gold/xp/cm from missions done outside capital safe zones. Maybe all would not go after +20% reward but some probably would. Some would be better than none, right? Sure would not fix it all but might improve the situation. Another easy thing could be to make resource production 20% more expensive in safe ports. Once again wont fix it all but would be a small bonus.
  8. Clans that base their PvP mark income on farming guys without gear. Clans that gank like no tomorrow. Clans that try to make new guys to attack them on green zone. Clans that try to use any trick there is to get a new guy on green zone. Safe zones probably do make it harder for them, agreed. Clans/Players who want good fights. They could not care an F from safe zones.
  9. Max rank does not really mean that someone is not a newbie or that he has not lost all his stuff in recent PvP activities. Think safe zones as end game zones to make money to buy/craft a ship for PvP.
  10. I think they will. If a guy cannot lose his last ship it can be that he will be grinding in green zone. Clans would definitely risk to get something for their clan/port or that some additional personal reward. Your clan captures a port and you want to build forts. It could be a clan event to defend traders who transport materials to port. Quest are content for PvE and PvP server. You could have PvP quests as well. PvE and PvP missions can both lure you out from safe zones. What do I know... Maybe it is then better to stick with our s.hitty missions to grind bots and camp and gank around safe zones. GG ... We could also add German 88mm gun. Just to F up the balance a bit more. None seems to care about it anyway, right?
  11. There could be also a "Quest" system. Quest you get from different ports but once done there may not be new quests from the same port immediately. You would not get these from green zone. Quest could be like a mission but random location etc. Combat quest could be that Governor asks you to get rid from local pirate problem -> Which would turn to normal mission, but you can do it only once and get additional reward. Trade quest could be that part of port housing got burned and they need new materials asap. Then you get some lumber for these guys. Eventually you could make different contacts that give quests. Later give them faces. etc. Reasons for people to sail out from the green zone.
  12. Nothing bad in safe zones in general. It can be that those are slightly too big but in general idea there is nothing wrong. I like the idea that people are able to farm bots to get xp and gold for their future PvP actions. The game needs content that is rewarding enough to make players to sail out from the green zone. A very simple idea: A clan captures a port. If they do missions in this region/port they get something extra. Either clan gets or players get. People wont be doing missions in capital green zone as they want to support their clan port. Why don't we have this already?
  13. Admin said that the game will be balanced so that 1 good player can win 4-5 new guys. Add there the gear advantage and we have something called Naval Action.
  14. They should definitely increase mast hp. Not sure if that increase is even enough but would be a good start. Chain damage should be decreased as well. Balance so that #1 Rig damage dealer are chains, #2 are balls. When people use mainly chains to shoot rigging, we have balance. I tested couple mast rakes some time ago. I got 18 hits with 32 cannons and it can be that I actually fired only 26 cannons. There are probably others who can rake even better but I don't think this kind of rakes should be possible. Especially from a nub like me. Are simply stupid. They could check how big are mast and ball hitboxes. Or add something like - if (masthits > x) noMore(seconds);
  15. Like earlier said it is too easy for big clans to gather huge fleet to start or block the "presence circle". Another good point was that if one side is now going to show up, the other side may have slightly boring time waiting someone to come. Maybe we should simply remove hostility? Lord Protector sets specific time window . At this time port is open for attacks. Defender can decide how they want to defend.
  16. This one sounds good. Definitely worth testing. (Has to be done so that small clans can survive)
  17. Examples... When lord protector clan is changed, all forts are remove. If you do a friendly change to another clan, all forts will be removed. You as a lord protector can organize your clan to build forts. This means that you have to transport goods from other ports. Once finished Lord protector gets X amount of victory marks to share or every player participating gets their share of victory points. Points used later to buy VMs. If you have not build your forts, you wont have those in port battles. ... The port you own has daily missions. One example could be that you have to escort 2x Indiamans from your port to capital. Other players in OW can see that those are VM mark mission ships. Other players can stop your indiamans, earn something, PvP maybe. ... etc. duties a lord protector has to earn marks for his clan.
  18. The same patch was there before, there were farms, ok? If you were not playing that time I can understand your reasoning. If you were.. We tested it and it did not really work, right? Why to make so similar system? Time to learn from things that did not work and important to not test it again.
  19. You were playing the last time we had similar system? Clans divided the map? None was fighting. Important thing is that players have to still play the game to earn more. In military, you get promoted. Do you get a new promotion after that by just doing absolutely nothing at all? You have to earn your next VM. A port could be used as a platform to earn more. This way devs create content, things for players to do. I would recommend PvP content but PvE content is 1000 times better than nothing at all.
  20. It is very important that small nations can participate in RvR as well. Devs are correct in this for sure. Giving marks for players that do nothing? This is what is failing here.
  21. That removes farms or simply makes VMs to be expensive? I don't recommend that you make it possible for people to earn marks by doing nothing. Players will probably wait marks and they don't fight at all. Also a risk that big ships get so expensive that none dares to use. At some point attacking, risking your fleet to be screened and lose a port battle, then other fleet outside waiting to annihilate the survivors. This was so expensive that clans made even more agreements. If you reward players, make it so that they have to do something. Not just that they were once in a port battle and after waited 3 months by doing nothing got 12 marks. If you don't fix it, you can write this down somewhere in case I am wrong -> This patch wont fly. Make players do something. Maybe they get one mark because they captured it and the next week mark after they have served their port. Make missions worth X amount in that port. Build something in it. Working for their nation and port they get a possibility to buy next weeks mark, or are rewarded by it. You can innovate your own idea but important is that players have to do something to earn it. If you want you can make that PvP content. You have to do a PvP mission, escort traders, other players get a change to interrupt. PvP content is much preferred as this is a PvP game (As far as I have understood). Do whatever but make players work for their marks.
  22. But they agree the ports, make a split, none is fighting? End game? Where is the reward from attacking and losing ships in battle? You get rewarded from not playing the game?
  23. Farming means that clans and nations agree which ports belong and for who. They setup farms, agree ports that none shall attack. Everyone earning marks, none doing anything. edit. Or if you have to attack, they make some fake attack so that each side is still getting marks. This happened the last time, you remember, right?
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