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Yar Matey

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Everything posted by Yar Matey

  1. USA has been in decline for months. The greatness of our nation with all those ports was the remnants of what we accomplished before our decline and people left. It was a shell though, because, as you can see, we cant hold it.
  2. 1) Lionshaft is the exception not the norm. He does his own thing with his own clan. He likes to go rogue. 2) The few Dbags are not the norm. They are the exception 3) Baloney! I cant count the number of times I heard someone say "ohh man, its that guy, hes attacking me, thats what I get for giving him gold and ships". Someone in TS said that as SirtexasSir came by in his fleet. Speedfreak ring a bell sir texas sir? 4) We have enguaged the pirates many times in pvp our best guys and our losses were very heavy, we do not have the ships to combat you, again, we are losing ships faster than we can build them. This is why we have been avoiding front on attacks. We dont show up to port battles sometimes, because we dont have the players to do it. Half our nation went pirate remember? Anyone who left their nation to go pirate is a coward. Everyone wants to be a winner and no one wants to be a loser. Sorry, but the truth hurts. Pirate nation on PVP2 is made up of cowards who couldnt handle a little bit of heat and lost a few battles in USA.
  3. Baloney! You left because you were losing. You just admitted it in another thread, here is the quote to remind you: "US players have many time admitted to them bringing Basic unmodded ships to port battles. This is why they keep sinking and loosing. My Live Oak Strength build Mercury with Gold Turn mod and Blue Planking has yet to sink since I gone Rat. I'm on the same last two Dur's I was on when I left the US Nation. That is cause the US players don't know how to focus fire and where to shoot. While the pirates did and that is why they sunk me a few times and every time it was cause I had 2-3 Pirates pounding on me prison style in the battle. You get pounded like that your prob going to sink very fast. It's what we do and we do it well. If you ever sit in the Clan or PB's TS for the pirates you will hear we call out shots, we call out leaks, we focus our fire. We know who's going down and we pound on them hard and harder until they sink. This is is why the Pirates keep wining battles of 15 vs 25 and such with odds against them. Even if we don't win a battle we tend to sink more ships than the guys that out number us do. We don't pop escape as soon as one or two ships sink either. Most of us will fight to the last breath. We do run when it doesn't look like we can pull a win and there isn't a point of keep sinking US ships. We pick our battles and we tend to win most of them." So basically you left because you were losing just like us, and many of us are losing ships so fast as US that we have nothing but store bought ships. You coward'ed out and left your nation when your nation needed you the most, just like all the other scrubs. My victory that was sunk with 1 broadside with 28 leaks, that was one I just build and was its first battle, exceptional too. That Mercury that was sunk with only 8 shots causing 8 leaks, that was an exceptional with an exceptional pump with extra planking. You are just making up the whole "toxic environment" B.S. because it makes you feel good inside about your desertion to the pirates. You just do not want to admit it. You do not want to be a loser like all the other scrubs, when things got tough, instead of trying to help and work with the teams here, you deserted. Your no different cheesefuhrer and his scrub clan. He escaped a battle and left his own nation's people to die in a port battle that was evenly matched, now he is a pirate because we criticized him for his actions. I cannot build ships fast enough to keep up with the demand for our guild mates because we lose them so fast, and thus, we are sometimes stuck with basic ships.
  4. Pirates are a broken nation because you can push that attack button on any friendly ship in your nation and BOOM! your a pirate with no repercussion. So, over time, the pirate nation will get larger and larger until the entire server is swarmed with pirates. Why is this so hard for you to understand? I am sure British, danish, french, and Spanish players have jumped ship on the pirate bandwagon at some point. PVP1 had the right idea with all nations attacking the pirates because they should not really be considered a nation. Also, You should lose everything, your ports, your resources, and your ships when you go pirate. Then people will think twice before jumping ship. It needs to be made very painful for players to switch nations so it does not happen often. No, the reason why people are jumping over to the pirate nation is because everyone wants to be a winner and no one wants to be a loser. People jumped ship to pirates because we were losing and then complaining about it in chat and blaming other people. Your post is just a "feel good" justification for your actions if you left your nation to go pirate. You pirates are all just a bunch of scrubs made up of cowards that jumped ship when things got tough. Maybe my clan and I should all go pirate and swell the ranks until there is no one left but pirates. Then we can all feel good and tell ourselves, "well they were mean to us and said mean things." That will create a really healthy and balanced game now wouldn't it? As it stands now, the ranks of the pirates are swarming with old US players because they got but-hurt when they lost a battle or 2. If you were once a US player and jumped ship to go pirate, I have little to no respect for you. Really shows the character of many of the people in this game. You can keep all the cowards. Hopefully the US nation can build a player-base of loyal players that wont coward out to the pirates when things get tough. Eventually, when we come back strong, the true colors of the pirate player base will start to show, except they will be stuck as a pirate unless then want to lose their stuff to go back to a nation.
  5. May I suggest that if a nation is wiped out, you can start as that nation from a free port and pull the flag from that free port to try and re-take the nations capital. This will allow people who want a challenge of rebuilding a nation the option to go that nation and try and recreate that nations foothold. Example: Spain is wiped off the map, anyone who starts as Spain will start at Key West with the option to pull the flag from Key West for La Habana (Spain's capital). No other flags can be pulled from the free port and the flag can only be pulled if La Habana is occupied from a nation other than Spain.
  6. You guys are missing the point entirely. I understand that the 3rd rate is just a placeholder, but it is what is in the game now to play with, and as it stands, there is no circumstance where anyone would ever want to pilot this ship because it is strictly worse than the Bellona. Same thing is going to happen to the St. Pavel. No one will ever want one of these now that we have the Bucentaure. The St. Pavel has no redeeming quality over the Bucentaure because it is strictly worse then the Bucentaure in every way, and thus, the St. Pavel will never get built by players because no one is going to want this ship. Since the Bucentaure has more side armor, thickness, and more guns at the very least, make the St. Pavel a faster ship with a faster turn rate.
  7. I respectful disagree and here is why: Ships should be uniquely different, but they should be different in ways that make sense. Lets look at the Bellona and the 3rd rate and compare them side by side: The Bellona gets more side structure, 1000 more hit points, and has thicker structure at 73 cm vs 71 cm. The Bellona also gets bigger guns on the 2 lower decks. So let me ask you this, does it make sence that the Bellona has the same max speed and the same turning rate as a 3rd rate? No it absolutely makes no sense whatsoever. The Bellona is a heavier ship which would effect its max speed and its turn rate considering that the ships are identical shape wise. It would make sense that a 3rd rate would be more maneuverable and faster, so why not give the 3rd rate a turning buff and a speed buff? Instead of having a max speed of 11.18 KN, it could be given a top speed of 11.25 Kn and instead of having a turn rate of 2.31 seconds, make it 2.15 seconds. This is a change that makes sense. I believe a similar thing should be done for the Pavel and the Bucentaure. A ship with more side structure and thicker armor with bigger and more guns should have lower maneuverability and speed compared to similar ships of its rate.
  8. Srsly devs? I was looking at the stats of the St. Pavel compared to the new Bucantaure, and it is superior in every way. It has more side thickness, more hull strength, its faster, gets better guns on the top deck and gets more guns overall, and has the same turn rate! Could you at the very least make the Pavel faster and have better turning? No one is going to build Pavels and 3rd rates once they unlock the Bucanture and Bellona. At least give the Pavel and 3rd rate some redeeming quality, like more speed and turn rate.
  9. Well, hello there, I am someone who is in a similar situation as you. On weekdays where I work my 9-5:30 job, and bring my kids to and from school, I feel your pain. My best advice to you is to take advantage of the teleport system. On the weekend I ask my guild leader and other players who are way more active than me where the action will be or where the best place to setup an outpost will be and I make the sail on a Saturday or Sunday to the closest free port in my super fast traders lynx. Then, when the action begins and I am on, I can easily cap a trader and teleport my battle ships to that free port. I can usually get into the battles quite quickly and I am usually never more than a 10 min sail from the action. Obviously this does not always work out and sometimes plans change. I do end up missing out on many port battles, but when I log on at the end of the day to play, I am able to get into the fray quickly when the action is near that outpost.
  10. Morale needs to be incorporated into this game at some point. The more crew lost, the lower the morale of the crew, the slower they load cannons and operate the sails. Also, what about musket men shooting at the enemy when your ship is close to the enemy ship? I would really like to see these things added to the game. Morale should work similar to when you are being boarded, but the morale should be a global thing where if the morale of your crew reaches zero, your ship automatically surrenders. If a friendly ship is nearby, you should get a moral bonus, if a friendly ship is sunk, captured, or surrenders, you should take a morale loss. If your ship takes leaks, you should take a morale penalty until the leaks are fixed. I would also like to see flag ships added where the flag ship gives a morale boost to all other ships and if it is sunk, all ships take a morale penalty. Just some ideas to making combat more engaging and realistic, as that seems to be the way the developers are going with the crew loss mechanics from cannon balls.
  11. Says the guy who posts on the forums all the time to boost his ego.
  12. Nyurtle and YAR Matey from the guild WATCH are level 50 crafters. My in game name is different from my forum name (ultravis = YAR Matey)
  13. There are a few things ruining the gaming experience, at least from my perspective from the pirate nation. 1) It is way too easy to go pirate in this game, which I have tried to bring up under suggestions but was locked. My biggest issue is cowards like Cheesefurher and his group strait up abandoned USA after cowarding out of a battle. He was shunned for his actions and his excuse was "we didn't bring our big ships to the battle”, but the problem is, we don't have many people high enough level to pilot those ships, and high level crafters are now becoming a rarity in the US nation. Him and his crew along with my group were the big ship owners. We brought our bellona's, pavel's, and him and his group were also in similar ships, he saw that the enemy joining the battle had 2 or 3 first rates and he escaped the battle leaving us hanging and grossly lop-siding the balance of the battle (a 25 vs 25 mostly constitutions and ingermanlands with 5 or so Bellonas and higher). Now he's in your clan [black], you took a coward, who is high level into your clan and outfitted him with a big ship, thats great another group of players lost!. But that is not all, we also lost Cheetos, who was also a high ranking player who went and joined the pirates, and several other players. I don't know how many other nations have lost players to the pirates, but I can clearly see this becoming a problem. 2) It doesnt seem to matter what I do, I have been sunk by you several times now, if I depower before you broadside, I sink, if I go to battle sails, you still sink me, if I put planking on my ship with an extra pump, you still sink me. This has been going on and on for months. For some reason, I can never seem to get more than 3 or 4 leaks in similar situations where you somehow manage to get so many leaks, I cannot recover from. There have even been situations where, I received more leaks than you have cannons to shoot which is when I started to suspect foul play. It has gotten to the point where I really have little interest in playing the game, it's like "ohh its zep the black, ohh hes chasing me, theirs nothing I can do, I am just going to sink, op theirs the leaks, GG." I am just sick and tired of it. If its not cheating, then it is obviosly an exploit in the game mechanics. Full health ships have been lost due to ridiculous sinking mechanics. The victory loss last night was straight up ridiculous! I am sorry, I even saw your broadside coming, I depowed and stopped turning my ship. I was almost dead into the wind, and you still somehow managed to get 25 leaks into my ship and sink me. 3) The pirate nation continues to grow, and not just grow from players joining, but from high ranking players able to pilot ships of the line. Our nation is in decline, and the pirate nation is now in a position to take whatever they want. You "claim" to be the underdogs in your posts, but it is quite clear, especially after last nights battle, that the pirate nation is now the biggest and strongest nation with what seems to be most of your players outfitted in first rate ships. 4) Your ganking squads on the east coast have been crippling for new players. I remember back when I had a 3rd rate, a ship I simply could not afford to lose because I had no way to replace it lost due to a ganking squad at sunbury. These ganking squads are very crippling and have cost players huge. This is also something I have brought up in the suggestion forums, the 2 minute battle timers being a very bad thing for this game, but I appear to be in the minority in allowing rampant 5v1 ganks along the coast near nation's capital. When I lost my 3rd rate to your little gank squad, it took me 2 weeks to recover from that. I had no ship to do missions with for a while. I can see how it is very enticing for players to just simply go pirate.
  14. Its just a matter of time before the rats win. We have lost too many players to the pirates and they now outnumber the USA, not only outnumber, but all have bigger ships than us. I wonder how many people from other nations went pirate. The pirates are all rocking first rates. It is just a matter of time before they encroach onto US soil and the gulf. The pirates have way more first rates than us. I also lost my victory to bullshit leaking mechanics that Zep the Black keeps abusing. May as well not even show up anymore to fight. I am always being sunk by leaks, doesnt seem to matter if my ship is heeling or not, get next to zep, I sink. doesnt matter wind direction, or whether I depower or not. 25 leaks when I was depowered and sailing into the wind. Even with Master Craft survival handbooks and an extra pump, I couldn't recover. This abuse of game mechanics, or strait up cheating makes me really really want to quit the game.
  15. PvE is not a bad thing. With 1 durability, we will have much more demand for resources, so the economy will pick up. I know older guys who like to sail around and do trading, so 1 durability ships will help them as demand picks up. Ports will definitely need a replenishment rate buff, I don't necessarily see this as a bad thing. I am flush with resources and I build ships for my clan mates all the time. Not a crafting hour gets wasted. I have a steady inflow every day of resources I need from setting up contracts in ports that produce the goods I need.
  16. Yes I saw that, but, you simply cannot remove durability from the game without changing the crafting system to make it easier to build ships and modules. Ships need to be replaced and modules need to be replaced. I am on the side of wanting durability removed because it makes combat more exciting, and the risk associated with permanent loss of your ship gives me that adrenaline rush, but, as it is now, getting a pair of exceptional powder monkeys and marines can take month of playing the game.
  17. Well, there is always the option to buy a basic ship from port. The grind can also be reduced by making materials in ports more available to people by increasing the replenish rate and also making them cheaper to purchase, perhaps making iron cost 40 gold instead of 149 gold per 1 ore. I also do not think the game should be grindy, but I also do not think being able to build an exceptional constitution or ingermanland every 3 days to be that grindy. The real grindy part of the game is getting exceptional modules for your ship, not replacing the ship itself, which is why note labor hour costs should be drastically reduced and all modules craftable.
  18. did you even read anything that I wrote, or did you just post no because you think it wont work? I am a level 50 crafter and I am aware of how much it cost to replace a ship. I have built many a ships from shallow water ships to victories and Santies. My proposal would make a Santisima cost ~1500 less labor hours. An ingermanland, ~300 less hours. But the modules is where the real cost in labor hours would be drastically reduced, ~1/4 if a mid grade note cost 50 labor hours instead of 200.
  19. I personally would like to see all ships have 1 durability just like a victory or Santisima because I strive for realism, and it is one of the reasons why I love this game so much. My proposal is this, remove durability from the game but make ships cost less labor hours to build. This can easily be achieved by making carriages cost way less labor hours as they currently are the largest bottleneck in building ships. Also, make every module in the game craft able. This way, it would take about 250 labor hours to build an exceptional upgrade for your ship assuming you have the coins, which are abundant now that we have sealed bottles. For modules like powder monkeys, marines, and boarding parties, make them cost crew to make now that we have crew implemented into the game. For example, exceptional marines cost 400 crew to make, 300 for master craft, 200 for fine, 100 for common, and 50 for basic. Boarding parties, and powder monkeys can have similar costs in crew. I am aware that many of these modules are subject to change as of now, but I feel like going to a 1 durability system will make the game so much more enjoyable and exciting for everyone who plays. I do not, however, want the game to be ultra hard core, where the loss of a ship can set you back weeks, even months. This is why replacing ships and modules should be made way easier. If you lose a Santisima or a victory, it should take about 5 days to replace the ship (5000 labor hours). For smaller ships like ingermanlands and constitutions, I would like to see it take maybe 3 days to replace the ship, or 3000 labor hours Maybe 1 day or less to replace a shallow water ship (I am assuming that the ships you are losing are exceptional ships). To replace lost modules on ships (assuming they are exceptional upgrades) it would take you about 2 days in labor hours to replace them (~2000 labor hours), assuming you have a 3/5 exceptional ship. The breakdown in replacing a ship lost in battle would look something like this: Total cost in labor hours to replace a first rate ship plus 8 exceptional modules, 7 days (5000 labor hours for the ship and 2000 labor hours for the modules). Total cost in labor hours to replace a 4 rate deep water ship plus 8 exceptional modules, 5 days (3000 labor hours for the ship and 2000 labor hours for the modules). Edited 3000 not 7000 labor hours to build the ship. Total cost in labor hours to replace a shallow water ship plus 8 exceptional modules, 3 days (1000 labor hours for the ship and 2000 labor hours for the modules). Obviously, this is going to vary from ship to ship, and a Santisima should cost more than a Victory, but 5000 labor hours is the approximate amount to build the components for the ship and assemble the ship. With sealed bottles added to the game giving us labor contracts and exceptional upgrades plus piles of silver and gold coins, do not see any reason to keep the durability system in the game. Also, to make ship replacement easier due to loss in battle, I believe that port battles should be way more rewarding for the victors AND the losers. If you are in a port battle and your side wins, you get a random chance for 1-2 labor contracts OR 1-2 master craft or exceptional modules along with 2 random notes (low, mid, or high). If you are on the losing side of the battle, you are guaranteed 1 fine module and 1 random note with a 50% chance to get 1 labor contract. This would greatly encourage players to go to port battles and participate and make the replacement of lost ships much better. This way people do not get discouraged by losing their ships. Thoughts? TLDR: Remove durability from the game, but make ships cost less in labor hours to replace, make modules cost ~1/4 what they cost now to craft, make all modules craftable, and greatly increase the rewards for participating in port battles for both the winners and losers.
  20. Something needs to be done about the pirate nation in this game. Our nation has lost so many players because of drama and the decide they will just go pirate. This needs to be stopped somehow. Our nation is now outnumbered by the Pirates because it's so easy to just go pirate. We also lose a lot of new players because they get ganked by pirates going up and down the coast of Charleston or some other nations capital and then then the new player says "I want to go up and down the coast ganking people" and so they switch to pirate by simply attacking a friendly ship. Something seriously needs to change with the pirate nation. My recommendation is to remove the ability to craft 3rd rate ships and higher as the pirate nation but give them access to some new frigate type ships that pirates would historically use. Also, Pirates should not be able to capture ports but instead join battles on either side of a nation battle. If the Brits and Americans are doing a port battle, pirate players can join either side. Also, Pirates should have access to any port in the game no matter who owns the port.
  21. How about all ships have 1 durability, but you can take out an insurance policy on your ship? As far as what to do about Surrendering ships, how about as soon as you surrender, the crew of the ship that surrendered is forced to go into full survival mode to keep the ship afloat. Pump works 2x as fast, the crew starts to repair the ships hull for 2 minutes, and you cannot leave the battle for 2 minutes after surrendering. This way the prize of the ship and all its contents is kept in tact for the victors. People should not be blocked from surrendering because the ship is sinking or on fire. If you were on a ship that was sinking in real life, the captain would surrender before letting his ship sink. Also, another thing you can do is add 20% of the crew from the surrendered ship to the winning side split between all the winners. The guy who surrenders loses 20% of his crew (losing 20% of your crew is better than losing 100% of your crew if the ship sinks).
  22. I am ok with bottles as they are right now, except the chance of getting a labor contract is way too high and the amount of hours given is way too high. Getting 2 labor contracts from a shipwreck is crazy, that's 24 real life hours. I really think that the max you can get is 1 labor contract per shipwreck, and it should be a 50/50 chance of getting one. Also, I think the amount of hours you get from them needs to be drastically nerfed to 100 labor hours per contract. 500 is insane. I crafted 2 exceptional Ingermanlands and 1 exceptional victory in 2 days of playing all made possible by labor contracts. The only parts that were not crafted were the mid and high grade notes, which I usually buy from other players for 100,000-120,000 gold per contract. The labor contracts are ridiculously overpowered if you ask me and make ship building way too fast. If they are not nerfed soon, its going to be Santi fest 2016 this summer.
  23. After this last patch, boarding has become even more important than ever in maintaining the required money to keep your ships going. This means that anyone who is without Marines is pretty much screwed and will not be able to board ships in missions for that very badly needed extra income bonus. Proposal 1: Upgrades such as Marines should take away from your reserve crew, when you craft the marines upgrade, it should require crew to craft. So, 4 mid grade notes, and 400 crew. Boarding parties, powder monkey's, or any other module that is crew related should require crew to actually create the module. Proposal 2: You should be required to build a barracks outpost. Marines should take time to train, 10 marines per hour accumulated from your barracks, and you required the Marines upgrade to your ship. Marines out of your barracks are hired just like normal crew, maybe slightly more expensive (600 gold per marine) Marines can also be used to create boarding parties by assigning Marines to this task, and again your ship will need the boarding parties module upgrade on your ship. Boarding parties should be required to gain more than 10 preparation per turn in boarding. Boarding prep will be accumulated at a rate of 1 extra boarding prep per 10 boarding parties crew for a maximum of 4 for 40 boarding parties members (obviously these numbers will need to be adjusted based on the amount of crew the ship can hold). The difference is, boarding parties can be lost in combat and will effect the amount of preparation you accumulate per round. Powder Monkeys should also need to be recruited and the module upgrade will need to be put on your ship. The powder monkeys stay assigned to cannons no matter what, and give a reload bonus based on the percentage of monkeys to cannons on the ship and can also be lost when your ship is boarded or taking fire, thus effecting your reload time negatively as powder monkey's are lost. All crew members (powder monkeys, Marines, boarding parties) should all need to be recruited and will take up crew space on the ship and should all be required to replace if they are lost in combat. I also think that upgrades such as rum rations and grog rations should require Rum or grog on the ship that is consumed at a slow rate and will need to be placed in the hold of the ship and again the module upgrade required on the ship as well. I also think that all module upgrades on your ship should be craftable. Why are so many modules un-craftable and require RNG to replace?
  24. Those hundreds/thousands you are talking about are people who are simply not coming back. Nobody is sitting on the sidelines waiting for this magical merger to play the game. They are all playing different games by now.
  25. I want to play where my ping is less than 20 ms, which is PvP2, and I want to play where we do not have such a toxic community, which is PvP2. There is still plenty of action between the British, Pirates, and United States on PvP2, and we still manage to get full port battles regularly when they happen, so why would I leave? So I can get stuck in a 10v1 and lose my ship to gankers on PvP1? I do not enjoy that type of game play. All the ganker whiners complained about battle timers being too long, and now you got your toxic lopsided closed battles (after 2 minutes of course) so you can take all the new players ships in your little 5-10 v 1s. Now you wonder why your server pop is in decline. PvP2 is way less toxic of a community, and I rather stay there then join PvP1. We even work together to try and organize battles to have fun on PvP2.
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