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Cmdr RideZ

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Everything posted by Cmdr RideZ

  1. Unlimited repairs make you last longer. You are able to take more hits from your enemies but probably wont make you to win or survive it. If we had 1 repair kit you could get one of these guys in a bad shape and he could not come back to fight again or he would risk getting sank. He would be back in fight later with unlimited repairs. 1vs3 means that you have to have higher dps than these 3 can repair. More and more ships we add means that eventually you cannot do more dps which means you cannot win simply because enemy is able to repair more. It does not matter how skillful player you are when your enemy can repair more than you can do damage. Earlier with 1 repair kit you were able to use your time to position yourself well. Today if you spent too much time positioning yourself your enemy will repair his ship obviously. A skillful captain who sails well and plays smartly is nerfed very efficiently with repair kits. 1vs3, it can be that you have to wait that your enemy makes a mistake and punish him hard when that happens. With repair kits, they can later wait 20 minutes and repair twice and back in battle. If you know you don't have skill and you will lose the 1vs3 fight anyway, repair kits make you last longer. If you are ready to fight and play smart and probably will lose the 1vs3 fight, repair kits will only harm you. Long time ago it was nice that wrecked ships that were hardly floating actually left the battle scene. Today they just wait there to get more HP. Disabling effects, rigging damage, should be low enough that it doesnt simply doom you vs ganks.
  2. 3.5 months and your second post makes more sense than what most vets or devs say. May I ask what is your in game name?
  3. Lighter repair kits or without weight would be ok. Especially for frigates like 5th rates would be really nice to have long range roaming. Frigates were used mainly in this kind of duties, not gank SOLs. 1+1+1 repair kits might be ok. Devs wanted to create a money sink, connect combat more to economy (or the opposite). Any count of repair kits in the end can be good if the rest is supporting it. Balancing rigging/hull so that it is playable can and has been done without zillion repair kits. Zillion Repair Kits make it harder for gankED fleet not for gank fleet. Gank fleet can rotate their ships. When someone gets in bad shape he takes distance and repairs. This is something the smaller fleet cannot do. Notice, I am speaking from players who actually know what they are doing. Not from gank fleets that lose ships because they forget to repair. When repair kits were limited to 1+1 and gankED fleet was able to wreck someone, that someone was out of combat permanently. This way ganked fleets were able to survive or even win. With repair kits you may survive a bit longer but you know what? Your enemy has more repair kits. If your enemy is not complete retard, he will eventually win simply because of this. If in OW you are in bad position, sure repair kits make you last longer. You win/lose fights simply by OW positioning. If in OW you are in good position, you have a change to win or at least to survive relatively hard ganks by simply sailing well. If your enemy can repair damage from all their mistakes, the game sucks. They know they have repair kit advantage, so they can take damage as much as they want. Multiple repair kits support gank fleets not ganked fleets. The current repair kit system is bad. When you don't have repair kits to take care from all your fails. You are forced to play tactically and smartly. This does not go well with devs idea that everyone has to be aggressive and spend repair kits. Granted, losing a mast and having no repairs is hard to balance but should be done. Now day and night is also changing rapidly in combat, this is because of repair kits. Battles should be open longer now as well, as those are multiply days long, right? Because the direction of development is "Naval Action for Dummies"... I am worried how this new system will come out.
  4. The game is in early access. Don't know any reason why someone would not at least test the game at launch.
  5. Chains should have a purpose and be always better vs rigging than mast sniping. Mast sniping should be a valid thing to do. Not a 5 minute "I win" but should have a purpose. 1st rates should not be able to simply wreck 5th rates rigging as this will efficiently remove 5th rates from the end game. Many repair kits forced devs to increase cannon damage. High rake damage forced them to add rum. High mast damage forced them to add rig repairs, today also sail damage is very high. Maneuvering your ship smartly, including all the factors related to it, should be more important than repair kits. Positioning your ship correctly all the time can and will take time especially when fighting vs bigger fleet. You cannot be aggressive in these situations. Hard to be skilled when others simply repair their ship all the time. When you are ganked, it is hard to be so aggressive that you are able to dps harder than they are able to repair. When we had only 1+1 repair kits, your changes to fight yourself out from these battle was easier. I mean when the gank fleet was not 100% retarded. It is more difficult to play smart with rigging damage as everyone can do it continuously and reliable. Sails and masts are simply there. High rigging damage without repair kits would be very hard for ganked fleets (Notice, not gank but ganked). Rigging damage should be set so that it gives room for smaller fleets. I said numerous times already. Decrease sail damage and repair kits. This patch will be something different but I hope it will be able to achieve the same.
  6. Why everyone has to be aggressive? Provide a possibility to play not so aggressive? Play less aggressive but smart for example? Too many repair kits simplify the game, make it one dimensional. Makes also wind less important from combat perspective as it forces you to be aggressive. This sound really good. Please don't fail with the patch. This also makes sailing profiles slightly less important. You are able to keep the wind, maybe you have invested in a ship and upgrades that make it even easier. Then the wind changes and takes your advantage. Changing a bit too often right now? ... I said earlier that the game is turning more and more SOL oriented. I hope you understand that with this change you may actually make SOLs even stronger. SOLs have now more firepower than ever before to shoot masts and SOLs have now stronger masts than ever before as well. Now we are about to reduce chain shots? Some love for 5th and 4th rates? (In general, not just with chain shots)
  7. That would be real content and I know many who would like to get exactly that.
  8. The main issue is that our end game players want to make war. They have nothing to do outside the green zone and seal clubbing pays the best. There should be content outside green zones that pays better than seal clubbing. There should be content that makes PvP players to fight other PvP players. This way PvP players would not even want to waste their time hunting green zoners as that would not really pay nor fame. When PvP players are fighting each other, equally skilled players will be losing and winning, we create a money sink. What there could be outside green zones that is better/different than anything you can get inside green zones? Content should be something that seamlessly works in OW, not some arena circle.
  9. Christendom got pretty much everything right this time.
  10. It is ok. Remember still that the main question is... How and when you make the grass greener outside the green zones?
  11. If you are attacked by max X amount of 7th rates none will come to help you Pirates were sailing mostly 7th rates. This could encourage pirate like action.
  12. Maybe this could work only for 5th rates and under? Or max 4th rate and under? Would give some reason for gankers to sail something smaller than a Bellona.
  13. It can be that the specific dead zone is too big. I meant that a small dead zones between most/some ports could be implemented. Players should be still able to do mission in safe etc. "Dead zone"/Blockade would work as an invitation for PvP.
  14. This is kinda interesting... What if green zones would be smaller in general and we had these short gaps between? Players could make "blockades" for certain paths, which would need to be then opened by PvP. No need to write additional code, simple and fast. A trader sails closer to a gap and can see enemy players there. He does not have to go out from the safe zone but he can write to nation chat and ask someone to come and clean the area. Gaps don't have to be big.
  15. The best thing would be that the wood types would be equal. Would provide more options in the end game. As devs don't seem to be too interested from it, maybe higher rng % can help here. The end game is very boring with 2 or 3 "good" wood types. I did not say that you have to give a mega bonus that will ruin everything and all will soon sail a gold ship.
  16. Maybe "worse" wood types could have increased change for rng special. Teak/White Oak/Live Oak are good, I suppose the rest are worse.
  17. There has been couple different systems and we have been complaining from each one of those. If you think about the other mechanisms and issues those caused, I would say that port timers are really good option. When and if devs create more reasons to own ports this system should get even better. It is better to fight from ports that actually mean something for owners than from "just another port". I don't like PvE hostility missions at all. Would like to see PvP oriented mechanism or if nothing better simply a flag to declare port battle at "port timer" time. Issue with PvP missions is that both sides have to wait teams to form up. If you sail to a PvP blockade ring, then you wait that other team comes out. Maybe other team does not come and you wait there an hour and get a boring victory. Then there are fake flags and only defender shows up. Many are against more arcade systems but I don't know if it really matters. If one option is to have plenty of PvP battles and another option is to create time sinks and PvE battles, well, I would vote for arcade system, even a lobby would be better than PvE hostility.
  18. Speed for sure but if you think about the rest, those changes are not benefiting SOLs? Lets actually think back on what made people choose those ships in the first place, shall we? They made a mast patch that was especially good for SOLs? Sail damage is very high, smaller ships suffering more than SOLs? Repair kits have equal use times, SOLs repairing more per pop, with less dps harder to burst? Maneuverability benefits for 5th rates are now better or worse than before? Is boarding actually now easier than before? Was upwind speed decreased? Defender perk protecting SOLs from rage boarding but not really helping 5th rates? (Rage boarding as another subject that should be fixed though) But yes, speed is a big factor here.
  19. Characteristics and damage model? Speed, weak masts, sails, repair kits, maneuverability? Many here disagree with me in about everything, and I understand that SOLs are maybe ships that most today want to sail. Personally liked it more when we were sailing 5th rates and a Bellona was a major thing in OW PvP.
  20. Combination of all changes made people to sail gank SOLs, balance turning all the way from 5th rates to SOLs. I am not saying that Surprise should autowin 1st rates but did the changes nerf smaller ships too much? Or is it just me?
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