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vazco

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Posts posted by vazco

  1. 4 hours ago, Sir Max Magic said:

    I am pretty sure when agressive AI will make a comeback soon, your mentionend "AFK sailing" will be a thing of the past !

    Boring AFK sailing will be replaced with boring and extremely annoying sailing and defence tagging, followed by me quitting trading altogether. Like many others, I don't enjoy fighting AI. This change is so controversial it's safe to assume it won't stay - people will hate it. EDIT: people already hated it when it was here.

     

    Creating trade routes on which players would interact is a way to go, as it creates a real content. Not some pointless fight with AI.

    • Like 3
  2. 22 hours ago, Released Privateer said:

    What if... we create a zone around PB that has a BR limit the same as port BR? This way a 10k BR can't bully a PB fleet of 3k BR as an example. You can simply attack them and screen with same 3k BR instead of zerging them with 25 lineships in a screening of port that has low BR.

    That's a great idea. (I'll refrain from pesimism and allusions to PvP zone BR limit here). I'm genuinely interested if it'll be implemented :)

  3. 8 hours ago, Slim McSauce said:

    Mods and books matter just as much if not more skill.

    Noone mentioned mods, maybe it's not the best time and place for your ill aimed crusade. Wow, you're annoying. 

    • Like 2
  4. 45 minutes ago, Custard said:

    I was under the impression Teak/WO was the only build acceptable?

    Definitely not :) T/WO and LO/WO are most popular, but clans like HAVOC sailed all the time on other builds. Builds don't matter that much, skill does.

    • Like 1
  5. 1 hour ago, Custard said:

    Dubloons are not a problem for me but getting hold of teak is a pain

    Great! How many 1st rates per week do you craft? :) 

    In active RvR clan we often used 2-3 1st rates per week per person on average during war times. That's an expected limit for a real war requirement and thus war demand.

    ps. don't use teak and your problem is solved. Many most active RvR clans did this.

  6. 4 hours ago, Tom Farseer said:

    but if the economy does not then maybe people will just have to resort to more varied fleet setups, wherin 3rd rates make up the backbone of the fleet (as it should be IMO).

    Anyone who will fill a fleet with 1st rates will have a huge advantage with enemy who will fill it with 3rd rates. That's however not the real problem.

    Real problem is that for a 3rd rate fleet you will need 190k of doubloons. That's a month of grinding according to Hemp Amore. It's quite a lot.

    My theory is that doubloons won't have a low price, as once we have critical mass for RvR, people will start fighting, pushing economy to the limit. The fact that there's no critical mass for RvR to work, lowers the price of doubloons. People can still get them, but can't spend them. My advice is to buy them now :P

  7. On 12/28/2018 at 3:48 PM, Hemp Amore said:

    over the course of a month and you could amass around 200k

    This means that as a clan you can build a single not full 1st rate fleet. To attack Cartagena you may need 23 1st rates for PB and at least 15 to screen. That's 380k doublons, according to your calculations 2 months of grinding. It's just a single battle, for a war you will need much more. 

    Right now doublons work only because population is low and rvr is dead. I still rarely see 1st rates on OW. 

    I don't think it's bad for 1st rates, as long as other ships are cheaper and when hostility on 2nd rate will take same time as on 1st. When sailing on 1st rate will give you a sense of might, but is not required for RvR due to strategic reasons. 

  8. It's good the way it is IMO. Communication brings mutual understanding, compromises and cooperation. We wouldn't want this in a war game, would we? It's bad when everyone loves each other ;)

    I'd even go as far as support for people to be able to send their enemies a random curse of the day, eg:
    "My cabin boy is a better captain than you, Sir!" or "You Sir should mount some stern reinforcement on your ship, as I plan to rake her hard"

    Maybe not as important as localization, but creates a nice fostering atmosphere for a wargame ;) 

  9. 1 hour ago, Archaos said:

    The problem with this suggestion is that such routes would be easy to monopolize by the big clans who would just sail large Indiamen fleet with lots of protection. The small lone trader would have no chance to compete in such a system. Having a few such routes may be viable as long as there were other options for making best profit that had to be discovered.

    Another problem with such a system is that raiders would tend to concentrate around the start port and end port of the route rather than rest of the OW and these ports would literally be blockaded. 

    Good points about monopolizing routes. A single person who outbids buy contracts can do this. It could be overcome by  implementing those trade routes in trade missions, limited per-player in time.

    It's ok if those ports are blockaded - it's great for PvP. It generates more action, which is more natural than eg. patrol zones. If you want to use this route, you have to organize escort, or try your luck. 

    Such routes would be high-risk, high-reward. Like you mentioned, we would still need some mid-risk, mid-reward routes, or mid-research, mid-reward routes.

     

    There's just no point in having low-risk, high-workload, high-reward trade runs. It's simply boring and doesn't serve to make OW more alive. Instead of promoting AFK sailing for 3 hours to get profit, it's better to promote an exciting 30 minute risky trade runs, which keep you constantly engaged, or a dynamic system which allows you to search for trade opportunities by outsmarting others.

    • Like 4
  10. 2 minutes ago, Sovereign said:

    I have the strong suspicion that "labour contracts" represent those. I doubt many free workers were employed on the plantations in the caribbean back then and even if so, would you be able to sell them to others with a few papers?

    I'm pretty sure your labour hours represent slaves - after all, you get free work without paying for it :) For labour contracts at least you have to pay for the work which is performed ;)

    • Like 1
  11. 9 minutes ago, qw569 said:

    Why are you use Ask price? Almost sure Bid price is more correct.

    Ask price is 100, which gives the same result - for 1 mil you can buy craft materials for multiple 1st rates.

    Personally I'm pretty sure sell price is more correct as there are more ask offers than sell offers, however both give the same conclusion.

    ps. Everyone can have his own opinion, but luckily it's impossible to argue with data :) 

  12. 39 minutes ago, SnovaZdorowa said:

    "right now reals mean nothing" - for you, may be. not for me for example.

    "Right now only doubloons are a true limitation" - lie. You can grind them as much as you needs. And you can do it fast now, 2-3K per hour - easy, more if you ale lucky.
    But trading, trading is limited by drop factor, plus competition, plus port overflow.

    Last time I checked sell price for doubloons was 200 reals per one. For 2mil reals you can buy materials to craft multiple 1st rates, which gives you doubloons for one. Doubloons are still a limiting factor :)

  13. @admin those are possibly nice changes, however two things are missing:

    1. if you link profit to length of sailing, you will promote boring AFK sailing. It would be better to create a few very lucrative trade routes, which everyone knows about, which can be raided. Then risk = reward, not work = reward. It's better setup for the game

    2. right now reals mean nothing. Doing 4h of trading set me up for 6 months of crafting from my calculation. I bet I'll find new ways to hack new system as well. We need more meaningful things (ships, or population-limited mods) to buy with money instead of doubloons. Right now only doubloons are a true limitation. This means that reals will always keep loosing value to doubloons, which makes trading a pointless activity.

    • Like 2
  14. 9 minutes ago, admin said:

     

    • Patrol exit option will be removed (one side must always die) but in this case people will be griefed for 1.5 hours until the end. (it happened before thus we allowed exit from patrols)
    • Entry to battles that do not belong to enemy nations will be removed across whole caribbean. Drastically reducing pvp options (especially for solo players)

    I believe all 3 options are bad for the game (third being do nothing). People will be exploiting to get content*. In my understanding the only reasonable solution is to give them a way to get it. Non-gank RoE for patrol is the only solution I know, but any solution that gives it would work.

    *content - in this case non-gank meaningful battles which are quickly available to groups of 2-6 people.

     

    [edit] thanks for at least  trying to discourage people from doing this. I'm still pesimistic about it though.

    • Like 2
  15. If it's allowed to fight only a selected enemy targets and avoid others, that's what I will do in patrol zones. It can give me a non-gank environment. If this is not prohibited, I'm in!

    It's very shitty for those that I'll sink or those that will sink since I won't help them, but hey, who cares. It's content! :)

    @Caramon Mayer / Yordii, are you up for this? We'll set up staged battles. We'll fight each other, but as soon as someone joins, we'll avoid each other and focus on newcomers.

    • Like 2
  16. 4 minutes ago, staun said:

    In a case like this it would actually make ganking easier with a limited br. I see most of the guys is friends on the other side, so we dont fight them, But because of limited BR, he cant get extra player in. So He gets ganked.

    Not fighting part of enemy in patrol zones should be simply prohibited. It's an exploit now as well and will lead to issues. We can prohibit this now, or wait a week or two until it becomes a cancer of patrol zones :)

    Lower BR would at least allow you to not to be forced to gank others.

  17. The issue of this battle is that if no consequences are taken or new rules introduced, next we'll see a lot of bait battles in patrol zones.

    One side will tag another and will wait for others to join in. First-joiners will keep killing newcomers, avoiding fighting other first-joiners. This is not fun, not sporty, gamey and bad for the game, yet  the same as this battle, as no rules were broken.

    • Like 2
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