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Cmdr RideZ

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Everything posted by Cmdr RideZ

  1. Sorry, this turned out to be long and also off topic from some parts. I have a bad memory and I often forget things and I am too lazy to read everything again, but... If I remember correctly, you said something that nerfing Fir wont fix anything. I said that if a wood type is used a lot you nerf it and it wont be used a lot soon. I made you extreme example, I think at some point I even mentioned that it is an extreme example made to be an example to make a point. I mentioned that enough negative traits will make people go away from specific wood type, does not have to be hull hp. Can we agree that yes nerfing a wood type can change balance. I even said that I did not probably understand everything what you meant, because this is too simple concept to not understand. My personal opinion how to decrease ganking would be something like... Remove multiple repair kits. Give signaling perk for everyone. Also test how it would work with signaling perk if combat marker would follow the ships in the instance. Make it so that if you come with signaling, you spawn relatively close so that you can participate still. Most OW PvP games are suffering from gank issues, there are plenty who don't play these games because PvP is like that. NA maybe could try to fix this, but they don't seem to like the idea. There is a specific player group that likes ganking games, which I believe is way smaller than the one that does not. No idea why not to even test "anti-gank" features. When a realism fan tells me that he wants to have all protecting hull sides and realistic stern and mast damage. This is cherry picking, something that this specific person likes to have, his/her way to play. To make it stay some how realistic with all protecting hull sides, they have to scale stern, sail and masts damage at the ~same rate. Community here wanted all protecting hull sides and critical hit locations. Fix me if I am wrong. First of all I would like to see some real naval tactics in this game, just to get a realistic feel in it. Big part of our playerbase wants to just stern rake and snipe masts I have been crying and laughing. Then the same guys come here to ask more realistic stern rake damage when it is not high enough Cherry picking realistic features, using those as an argument to support your own playstyle. What you want me to say about "tries to be realistic"? Now was it so that war winning tactic was to reload fast and sail broadside to broadside and rapid fire? I have understood this was something that GB trained hard for? I understood GB won the war. Now people asking hull sides to be all protective, which pretty much makes GB to look fools in NA. Instead French who actually lost the war had the winning tactic, to shoot rigging. People are using term realistic to support their own point of view. That is all. Fir ship tactic like it was told there was Rigging, stern rake, boarding or sinking. This has been often the tactic in NA. They did add crew damage from hull side hits as well, at some point. It was a massacre. It did not matter if you were stern raking or just blasted hull sides. All mutilated crew pretty damn well. This damage model was probably the most realistic so far. It was not just fun that all your crew died immediately. So they decided to remove hull side crew damage, but leave the rest? They even left us with worst case scenario stern rake damage. We have a twisted damage model, asked by our "pr0 gamers". Then we can add accurate cannons and very maneuvarable ships in this equation. Getting a clean hull side hit should be rewarding. If it does not kill crew, maybe decrease hull hp so that it hurts when hit. They could also decrease stern, rigging and masts damage so low that it makes realistic damage model with all protecting hull sides. That would also mean that we nerf speed meta ships, including Fir ships. So Fargo, I understand, it is way more complicated than just nerfing Fir.
  2. There are probably many ways but the simplest way would be to simply nerf and buff different wood types, upgrades, books, ships. This has to follow the current combat mechanism. Simple example: Two wood types, other one has resistance vs leaks and another one has resistance vs fire. Very hard to balance but in theory doable. Combat mechanism has to make both tactics valid. We have complex wood types and we have more than enough of those. Will be hard to balance. Another example: Rock-Paper-Scissors like in so many other games. 3rd for example: Role based mechanism. 4th example: ...
  3. Top players know the meta. Instead of being good, it is simply OP. If your #1 option to sail now is a Fir ship and you think you know the meta, then that ship is probably indeed OP. NA playerbase is small, if we had more players, maybe in the future, there will be plenty who know how to play. In game development, I would say that it may not be the correct way to think that the rest cannot do what I can. Eventually many will learn and we will be all in Fir ships. Now while the game is in development, we should try to balance it so that top players see multiple really good builds. If you think you are a top player and your wood type is Fir, then we unfortunately should nerf that playstyle and/or that wood type. All wood types, upgrades, books, ships should have a purpose and be balanced. It wont ever be perfectly so, but that is where we should aim.
  4. I have understood many are doing this at the moment. If you ever decide to make a video, send me a link.
  5. Damaging sales and stern raking. Mast/Stern raking, mast sniping. Chain shots are too "easy" for pro gamers so those should be nerfed. This is the core idea of being pro in Naval Action. + Having that fast ship.Question is why they don't nerf this? They removed side hull crew damage (This is good). What if they would scale stern rake damage the same way? What if they made similar level of unrealism for sails and masts? Thrilling part... Is this what makes people to think this playstyle is not OP? I am just saying that most seem to have the same playstyle right? Most seem to win with this? For pro gamers it has been also too difficult to change ammunition. So chains and grapes should be useless. It is also better to have 2nd dimension healing potions to make their mistakes to look mad healing potion skills edit. I said it maybe to complicatedly there. Nerfing stern rake damage and having stronger masts and sails, would that improve it for other builds?
  6. I have to agree here. One question. What makes speed so dominant in battles? If speed dominant features are nerfed, other builds get better, right? This should clearly indicate what is OP in combat system and what is not? So what is the main "tactic" Fir ships use?
  7. At some point we had trader vs pirate vs pirate hunter. Not so clearly, but we had it. Yes, with realism we have now slow ships. Not sure if that made game to be more rich, but probably more realistic. If Fir is unusable for combat, it will be used as a scout. Having a woodtype that is faster than average gank ship, why that is not good? Fast combat ships are not for everyone. Those need time to get, right? Making HC PvE grinders to get a benefit. As a PvP player, you got it, I am not great fan of this. + The real reason, this is giving an advantage for veterans vs new players. From PvP point of view "gear > skill" has no purpose. Small % upgrades were better than todays huge % upgrades. This is a bit off topic, but in case you like realism. One of the most unrealistic features and still accepted and wanted by all "pro" gamers. Side hull hits don't cause ~any crew damage. It was removed for playability. I am fine with that, but then they ask that stern rake damage should be realistic. They want that mast damage is realistic. If crew damage would have been scaled down from every hit location, we would have more realistic gameplay. Try to explain this here and you have no luck. People on this forum are cherry picking realistic features as they like. In general gear is balanced if every piece has its purpose. I would also like to see that OW would be balanced for multiple different builds. Meaning, not only so that there is one build for PB and another for OW. I have actually started to think that devs actually love gank based PvP themselves. Multiple/Unlimited Repair Kits, this is interesting case because there are plenty of players who have been playing long and don't understand why this is bad. I really would like to know who devs listen first to do their decisions. While we speak here only from speed, I am not trying to say that is the way to fix speed meta. Still, creating versatility to builds should be good.
  8. Lets make an extreme scenario. If we could sink a fast ship with one broadside -> Would be very hard to gank with these ships. Or you and Jodgi don't agree here either? You understand that having fast trader, pirates, pirate hunters will create one type of PvP in OW? They will have the fast ships and will be fighting against each other. This creates a possibility for other builds to be sailed in OW as well. This game is not pure combat game. This game has many unrealistic things, no reason to start cherry picking here. Try to understand that if something is used a lot, that is not because of SKILL. In every game that is because it is OP, it is not in balance. Just don't please tell me that you and Jodgi and friends are sailing fast Fir ships. Please tell me that you don't even sail speed meta ships in OW. ... edit. I have to say that I really don't see your point there. Maybe you can clarify it? As how I understand what you say now, it makes absolutely 0 sense. If you have to use slower ship to gank combat ships, you cannot catch fast traders anymore. So how much this will piss them off? Would this create multiple OW capable builds? Sure this is not the only thing broken. There are probably multiple different ways to start fixing this. But to say that this does not work at all, I really cannot see the point in that.
  9. They have to also remove multiple repair kits. If a gank ship gets hit bad, it should go down. Speed meta is nerfed when those ships have enough negative traits. We could have a ship that none wants to use for ganking but can always escape. Gankers could not catch fast traders. Weak speed boats have to run from combat ships, but can catch traders. It would not make it worse. Just make sure that if you highly optimize your ship for speed, it is utter crap in combat. You can have 10 gank ships vs 3 combat ships and they can do absolutely nothing. I am giving extreme examples here, don't know which would be the balanced spot. You can have a Fir/Fir scout, but whoever sails that knows to avoid combat. Another issue is that we have players who want very high rake/mast damage. This is hard to balance when not in balance with hulls. In one way I have to say it is very hard to balance when people want so much features that are out of balance.
  10. Balancing ships like this is a bad idea hombre. You have to make other kind of builds sailable in OW as well. You have to remove speed meta as well as you can. I am not saying you have to do exactly this but as an example. If speed meta ships have -75% hull hp, not sure if everyone would be so damn interested from those. You should be doing this balancing work all the time. Not sure why you are not actually doing this all the time. Have you ever thought that while you make fast ships weaker, it makes other builds more interesting options. This will also decrease ganking. As if you attack with 6xSpeedBoat and 3xStandardBuild can sink those with ease, it is not so easy to gank. SpeedBoats should be left for traders, pirates and pirate hunters. Pirates as Trader Hunters. Gankers and the rest should never sail speed boats. Instead they should have something more combat oriented. Last group should be the port battle ships that are very strong. These ships should be slow and gankable in OW if sailed alone.
  11. Reinforced zones are ok for all ranks. Maybe the size is too big. There are multiple reasons why there is no PvP or it is hard to find. If multiple other reasons are fixed, we don't have to sail to PvE areas. After that Reinforced zones don't really feel that bad. The question is can devs actually make it happen that players sail out from these zones.
  12. What would be the point of having faster ship then? In the end you have nothing against circles, but in your opinion rewards are not in balance?
  13. 2 things, circle and wang. I really don't understand why you even care about Wang? They removed "Ignore" from NAL? If not, then just ignore ffs. To be great you have to understand different kind of people and cultures or use ignore Circle is good. Why? Ask from yourself, why you have to sail out? Why people sail out? What is so hard that people don't stay in the circle? Why and how that circle can be so small that people cannot fit in? The answer is that they don't understand that those are sailing ships and there is something called wind. They cannot manage wind, why they just sail downwind. While they sail continuously downwind -> They naturally in the end are out. In a sailing game, basic concept called wind should have it's purpose. If you don't understand it, you lose. It is not much to learn so what is the issue? You should get more points from circle cap, this is true.
  14. Battle is closed only after balance has been reached. Combat marker in OW follows the battle location in instance. When new players join to balance, they spawn to relative position in the instance. Follows, meaning that when combatants are moving in the instance, those crossed sword move in OW as well.
  15. We had it at some point, what were the problems?
  16. XP should be shared between servers. No reason to have separated Rank on different servers. It is probably even harming the game. If someone wants to grind his rank on a PvE server and later start playing on a PvP server, personally I have nothing against it. The only benefit is that after players have got used to the game and maybe are planning to do some PvP as well, at least some times, they can jump from PvE to PvP server without losing their rank. If devs are planning to create a mega server, it could be done so that we have PvE mode. You cannot transports good between modes but experience would be the same. If there is going to be more PvE content later, people can grind that content without being attacked by other players. Their leveling experience without PvP will be better. Every MMO that has PvE content to level and PvP end game, everyone grinds their characters in PvE. Most skip PvP until they have max rank. If PvP servers are not merged, it will help players to play on both servers if they at least can have their rank. We should return to account based XP system.
  17. Chain has high damage so that chain would have a purpose vs firing masts. When balancing chains you have to think also masts.
  18. If rum does not fix the crew back to 100%, why repair kits should repair the ship back to 100% ? Maybe none has to fully repair? Repair crew requirement based on % to be fixed vs repair efficiency. When hit with full sails, there could be a high change that sails start to burn. Or hitting the hull could send wooden pieces to fly all over and harm your lower sails as well. Or firing your own cannons, especially on the weather deck, could increase sail fire change. Faster you go, less accurate your cannons are.
  19. No additional reward is needed. It is alt abusable anyway. Reward reduction is a good idea. Gank reduction features in general has been asked many times. Why we don't get these? @admin You have a good reason?
  20. I like the moral idea but how would you implement it? The game is about ganking at the moment, very few good battles in OW or none, which is sad. For example 2vs4 battle, fatigue would make it more difficult for these 2 to win the battle. Personally I would not introduce features that make it even easier to gank people. Devs though seem to love ganking so maybe fatigue/moral has its place as it is improving it. Fatigue will also make battles to last longer as it decreases damage output. Do we want longer battles?
  21. @victor Right now you have to either trade/craft/PvE to get new ships OR CM/PvPMark. CM and PvPM are a good idea if the only other option is to trade/craft/PvE. CM And PvPM are decreasing player driven economy so it is a bad thing in the end. What if they remove CM/PvPM ships and add conversion from CM to Gold and PvPM to Gold. Give enough PvPM from PvP and they will come to buy their ships from you. If you are in the same nation with me, my clan will buy every ship, cannon and upgrade from you. 1st I have to be able to afford that -> Higher PvP rewards.
  22. You as a trader would be the final deposit for all that gold that PvP players earn in their battles. How is that so bad thing? In the end of the day you are the only one that is benefiting. edit. In the end PvE players, traders/crafters would rule in NA by using PvP players to fight their wars. You are still complaining?
  23. 1. PvE is important at the moment. I have understood that most play PvE at the moment. PvE is also the area where people grind their ranks and ship knowledge. (I am not strong supporter of ship knowledge grind either, mainly increases PvE) 2. Have I understood correctly that right now PvP players basically take all the risk but get no reward? They don't have money to buy from you + now you can buy directly with marks if you need. You could be still right, we have not tested PvP with good rewards. What you think would happen if they actually could afford to buy your ships? Could it be possible that they also would do that? Could they even order ships from you? Sure, with the current rewards there is no change that they can afford your services. 3. Big clans will probably always have clan crafters. But in the end, if your clan is good in PvP your clan does not need a clan trader/crafter. 4. You have to understand that an average player is losing more money than gaining from PvP. At the moment they simply cannot afford to buy from you. An average player, KD 1. He sinks one enemy and sinks himself. He lost plenty here. He simply cannot afford to buy a new ship from you. He is back in PvE and has to craft his own ship. Player driven economy does not work for Average Joe. What has to be your KD to actually be able to buy the next ship from you with cannons and upgrades?
  24. Does not matter if they can, because they won't if they don't have to.
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