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Yar Matey

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Everything posted by Yar Matey

  1. I am glad you asked. Also, I kept it simple and void of specific details because most people will look at a wall of text and simply not read my post, as I fear has happened with many of my posts in the past. Basically, to answer your first question, yes. You buy a flag from port y and plant it at port x just like the old system. Flags can be bought at any time to form a raid or a blockade on any port, or if people feel like this is simply too good, we could go back to the old system with port timers, although I really want to avoid port timers. When you plant the flag, you join a instanced battle just like you normally would for a regular port battle. If its a blockade, then I envision the ships would form a line, or 2 lines just out of range of the land defenses and the battle would stay open for 30 minutes. Blockades were designed to keep ships from coming in and out of the port so sitting outside of the ports defenses makes sense in this aspect. If no ships show up on the opposing team and join the battle in 30 minutes, the attacking team generates 50% hostility and the battle is won by the attackers. If someone does show up, even if its 1 ship vs a big group of attacking blockaders, the most the attackers can gain is 30% hostility. Basically all you need to do is get 1 ship in to defend the port and you will stop the 50% hostility gain. If a defending fleet shows up and wins then the attackers gain no hostility for the battle. In order for the attacking team to win, they have to stay within a specified area around the port, if they leave that area, then they are no longer part of the blockade and their BR no longer counts towards winning the battle. The defending team must destroy or make the attacking team leave the region by 50% or more of the ships based on BR, so if the starting attacking BR is 5000, then the defending team needs to reduce the BR to 2500. Attacking team has to maintain 50% of the original Battle Ratting for 1 hour 30 minutes or destroy all defending ships to win. I would like to mention again that the 50% and 30% hostility numbers are just arbitrary numbers, and if they are too high, can be adjusted by what is determined reasonable by the developers and player community. Please excuse my crude windows paint modified image, but this is how I envision a blockade pvp event would look like in the instance. If the attacking ships go beyond the white area, then their BR is no longer counted towards winning the battle. As for raiding a port? I haven't really thought about victory conditions for both sides or how it would work. If you have any ideas, please share them.
  2. Back before the big patch that changed port battles forever, all PvP events (which were port battles) were triggered by players buying a flag and sailing to a port and planting it. My suggestion is to bring back player triggered PvP events, where someone buys a flag and sails to a port and plants the flag. If the nation (and its allies) that own the port does not show up to defend it, then a large amount of hostility is generated possibly triggering a port battle the way hostility generation triggers one now. 2 different types of flags can be purchased, a blockade flag and a raiding flag. Raiding will include taking the resources from the port but generate less hostility, a blockade will generate more hostility but no recourse from the port will be acquired, but simply stop the port from producing/generating resources for a duration of time if the attacking team wins the battle. Any port in the game can have a flag purchased to do a raid or blockade. Buying a flag and sailing to a port and planting the flag creates a blockade (or a raid) at the specific port and hostility is generated over time until the nation that owns the port shows up to beat back the warships blockading the port. If the attacking team wins the battle, they generate 30% hostility for a blockade and the port stops producing resources for 24 hours, if a raid is won, 20% hostility is generated, and players will be rewarded with resources that the port generates in battle screen. If no one shows up to defend the port being blockaded or raided, then a maximum of 50% hostility is generated for a blockade and 40% for a raid. War supplies can then be used on top of that to generate a port battle. These numbers are subject to change based on what players feel is best and/or what the developers of the game feel is reasonable. People like huge pvp events and it is what brought most people into this game in the beginning, so my suggestion/solution is to make a multilayered approach to generating port battles. TLDR: Bring back flag buying for ports, except flag purchases are for raiding and/or Blockading ports and will generate hostility that can possibly trigger a port battle. Any Port in the game can have a flag purchased to do a raid or a blockade.
  3. looks great! I look forward to testing this new boarding system, especially as someone who does a lot of boarding in this game. One thing I would like to see is the initiator of boarding being at a disadvantage. It should be more difficult to take a ship than to defend a ship from being boarded. Defenders should always have an advantage over the attackers when it comes to boarding assuming equal crew and deck height. Also, it will be interesting to see how using grape shot on an enemy ship that is being boarded will work with the new boarding mechanics.
  4. Fine woods would be fine, but ONLY for special trim options. Keep the normal ones with no fine wood requirement and add some new ones that require a specific fine wood to craft.
  5. I must have missed it. I usually go through the forums regularly. Anyway, better chance that the developers will see it then.
  6. Just make all ships 1 durability, and make all modules craft-able at 1/4 the cost of what they are now with regards to mid grade notes. 50 labor hours and 10 silver coins per note. Make ships like the Connie cost 1/4 the labor hours and materials to build (including the mid grade notes to make them exceptional), surprise 1/5, 3rd rate and Bellona 1/3, 2nd rate 1/2. Ships will be plentiful then and losing your Connie will be no big deal because it will be really easy to replace. Also, remove fine woods, its not needed.
  7. Here is my suggestion over the idea that suddenly all your crew become magically invincible once you are brought down to 10% crew: When crew on your ship are hit in battle, there would be a 1/3 chance that each crew member that was hit is killed. If the crew member is not killed, then the crew member should be suppressed, and will be unable to do anything for 2 minutes. After 2 minutes he will go back to being regular crew again, but if his hit box is hit a second time then there is a 2/3 chance that he will be killed. If the crew member is ever so lucky to survive (not be killed from that hit) then if his hit box is hit a 3 time there is a 100% chance the crew member is killed. Also, a heal crew option should be available 1 time use, all suppressed crew are recovered on use, and over the next 2-3 minutes 10% of crew that were killed are recovered, AKA, not all killed crew are really dead, just need to be attended to by a doctor to get them back in the fight. If crew are suppressed during boarding then they dont count towards your actions in boarding for 2 minutes and lowers your moral just as if the crew was killed but recover your moral once they are unsuppressed.
  8. That's just not the reality right now. It's all speed or all tank with no variety, tank for port battles and speed for OW, especially with the buff to stern raking. Side armor matters little in a world where raking and demasting are easy and effective ways if crippling ships.
  9. Stacking the frigate master perk with speed trim, and another speed trim regional bonus, with fir or Bermuda cedar, then putting on speed trim and copper plating makes ships go way too fast in this game. May I suggest adding diminishing returns for speed stacking so if someone wants to make a super fast ship, they can, but every extra stack gives you less of a return. Not saying some ships should not be faster than others, but, I do not like the trim stacking right now in this game. Or perhaps limiting a ship to 1 speed trim option. So if you choose built in speed, you cannot get a regional speed bonus on top of that. If you take say pirate refit, you wont get the extra speed bonus from from the pirate refit. Same goes for stacking armor thickness. 89 cm thick armor on a first rate is just simply too much. If you stack stiffness with strong hull, strong hull should not give you the extra thickness. This will also make people build ships with more diversity instead of just stacking trims of the same type to get a double bonus.
  10. Its simple really, you sail with a group of friends to where the event is, join the event, wait patiently for an enemy team to show up to challenge you, event begins. People will show up for rewards such as the deadman's chest. Let me ask you this, in the original World of Warcraft, why did I have to travel through blackrock depths to get into molten core for the 40 man raid? Why didn't Blizzard just eliminate open world and just instance everything? Same reason why Naval Action developers don't either, traveling to where you need to be adds immersion into the game. Having to actually travel to Molten core also generated much PvP outside of the instance as players tried to attack you going into the instance. Same with Naval Action, people traveling to events will create pvp hot spots. Pirates will be waiting in the area to try and attack you, other enemy nations will be as well. Having to actually travel in Open world adds a dynamic layer of immersion that is extremely important in any video game.
  11. +1 on Tommy's recommendation. Also, I want to see more team vs team events also, not just events where you show up and smash as many players as you can. I want to see events where you show up to the region with a group, and you are put on a team vs another enemy nation team and there is an objective for both teams, destroy or capture the trader ships for one side, and escort/defend the trader ships for the other, 50% of the trader ships must survive or the escort team loses and the attacking team wins. Or it can just be strait up PvP for 45 minutes, the team with the higher BR after 45 minutes wins. Each player on the winning team gets a deadman's chest delivered to a port where they have an outpost.
  12. Firstly, asking the developers to fire whoever came up with the idea of fine woods pretty brash, and it is not your place to have any say on the matter. Please try and be more civil with your suggestion and the developers will respond more favorably to your criticism. Secondly, I agree, that relying on RNG to get wood drops sucks, and I believe it needs to be changed. But what I do like about the new economy is the forced trading for specific resources you need. For example, I harvest mahogany and Oak, and I need to trade for other fine woods I want such as teak, and fir. We also have people opening up silver mines again because we have a desperate need for silver. These are good changes. Also, I like your idea of using Spanish gold coins to get a specific regional bonus. This could be applied to all regional trims and where you craft the ship wont matter, but the resources you use will matter. If you want northern carpenters bonus, you need Swedish gold or silver coins. If you want British refit, you need British coins ect.. But these coins can only be crafted in a region specific area and the port must either by owned by your nation or an ally nation.
  13. The Agamemnon completely outclasses the other 4th rate ships, such as the constitution and the Ingermanland. Since only a select few people can craft this ship, and the fact that it has an extra 9% more hull, and an extra 3 cm thickness to its hull on top of the 600 lb broadside weight with cannons over the 500 the constitution has, it should not be allowed into 4th rate port battles. At least the L'Ocean and Stantisima are close enough when comparing their overall stats so that player skill will more likely dictate the outcome, a fleet of Connies and Ingermanlands vs a fleet of Agamemnons would not be even close to a fair fight. 4th rate port battles consist of Agamemnon stacking, and if your nation cant craft the ship because of the lack of anyone having the Blueprint, your SOL.
  14. It can be tweaked, its just an idea to get people out and encouraging pvp, and also, with a hard cap of 10% every 5 minutes, like I suggested, it would take 10 first rates 50 minutes to generate enough hostility for a port battle to be scheduled. The percentages can be reduced and the max hostility generated every 5 min can be reduced if its too fast. Also, the idea with the ships needing to be close enough to the towers, is to give the defending nation an advantage if they decide to form a defensive fleet and engage the enemy. Hostility can be reduced by sinking enemy ships. You could also make it more intricate by requiring each ship to use war supplies and then sit in the enemy waters.
  15. How about just sitting in enemy waters near an enemy port generates hostility over time. Yup, that's it, all you need to do is sit in enemy waters, and every 5 mins you gain a small percentage of hostility every 5 minutes. Traders give no hostility, shallow water ships give 0.15% ever 5 min, 4th rates, give 0.35%, 3rd rates give 0.5%, 2nd rates 0.75%, and 1% for first rates. The more ships sitting in enemy waters the faster hostility increases. A hard cap of 10% hostility every 5 minutes could be implemented and the ships generating hostility must be close enough to the towers so if they are pulled into battle they would be in range of the towers near the port. People will be able to go to the conquest tab and see that hostility is being generated and at what port it is being generated at that way people know where to go and find the pvp hot spots.
  16. The problem with fine woods is it makes it way too hard to be competitive. Everyone can agree that an exceptional ship is better than a master craft ship which is better than fine ect... The extra module slots improves your ships performance significantly, even after the module nerfs. Let me put this in perspective for you. On PvP1, I have 3 level 3 Mahogany Wood Farms at Pedernales, I have to harvest my mahogany to get fine mahogany, and rely on RNG to not get compass wood in place of fine mahogany. I then have to ship this fine mahogany to guayaguayare on a trader ship, from there I have to deliver the fine mahogany to Hat Island from there I have to deliver it to Marigot in open world in a trader ship. At Gustavia, I have 2 level 3 Oak wood farms. Again, I have to harvest Oak Logs for a chance to get Fine Oak. I then have to ship this fine Oak on a trader to Marigot. This is on top of all the other resources I need such as coal, iron, fir, ect... They all go to Marigot. Then after doing all these trade runs I can craft my ship at Margot out of mahogany with build strength and get the northern carpenters bonus. Every time I harvest mahogany and oak, I am getting a small amount of fine mahogany and fine oak, maybe 20 or so fine oak/mahogany logs, but it is never guaranteed. There have been times I got all compass wood and no fine logs at all. Since I am at risk due to piracy in the open world when I do my trade runs, I ship the fine logs in small amounts on a traders lynx. Every once in a while, an enemy pulls me into combat further increasing my travel time in a trade ship. What this all means is I am spending way more time sailing in my trader ship than actually being out in the open world looking for pvp and this may be the reason why your not getting good pvp, because people like me who just want to build ships are spending way too much time sailing our trade ships around with fine woods to craft ships. On top of all this sailing around trading, I now have to dedicate 5 outposts to fine wood production and shipment, which means, that my outposts that I used to ship my warships to actively look for pvp are gone and this is why I believe that the fine woods need to go ASAP. Also, the introduction of fine woods is going to cause the price of good warships to increase significantly. So people like you who just want to buy a warship and go look for pvp, are going to be out of luck trying to afford a good ship to go pvp with. If you wanted to buy the 400 fine wood to craft say a victory or santisima, you going to be spending 4 million gold on the fine wood alone assuming the going rate is 10k per log. Never mind the cost of high grade notes which would set you back 600k gold.
  17. I finally decided to join the #NoFleets movement. Make PvP great again! Players should not be allowed to create fleets, they simply ruin OW PvP. I have had too many good PvP engagements ruined because 2 or 3 players have a fleet of ships. Only exception should be traders. If you are in a trade ship, you can have a fleet.
  18. Now that I have had the opportunity to craft a few ships with the new fine wood requirements, I have come to the conclusion that fine wood requirements are bad for the game. Firstly, the fine wood requirements have not stopped me from crafting all exceptional ships. My Bellona is exceptional, my surprise is exceptional, and my soon to be Santisima, will also be exceptional. The intended purpose of fine woods has only slowed me down slightly in how fast I can build these ships. But more importantly, the average player just wants to log on, maybe build or buy a ship and then go pvp or pve. All fine woods have done is cause ships to become more expensive, which means less players can afford to go into their capital and just buy a ship to go pvp/pve with. To craft ships pre fine wood patch, I had to sail around in a trader and accumulate resources, ship them all to 1 port (usually a free port) and start construction of my ship using labor hours. With the introduction of fine woods, I now have to sail around looking for fine woods to purchase, and construct level 3 wood farms, then harvest the wood and ship these woods to the specific port where I want a regional bonus. The amount of sailing around to do trading to get my fine woods is enough to drive most people mad. Now that I have my fine wood production going at full capacity, I am still forced to sail to and from ports on my trader ships to get these woods to where I need them for crafting. This means I am spending significantly less time in my warship in open world actively engaging in pvp. My time is limited, and when I log on to play, I do not mind a little sailing around to accumulate resources to build ships, but with the introduction of fine woods, I need to sail around almost every day to ship them to where I need them to build ships. I used to spend maybe 1-2 days a week for a 1/2 hour to an 1 hour going around trading to craft my ships. Now, it has become an every day thing. I recommend removing fine woods from the game. Just my opinion.
  19. This is a bad idea because it forces people who may want to or need to log off after a big battle to stay in the game or risk losing their ship. My battles take up to an hour or more to finish and if I am dumped back into open world with no choice, I may be forced to continue fighting in battle after battle that I do not want to participate in. If I am forced to be dumped back into OW after say 5 minutes, then I want a "teleport to nearest friendly or free port" option so I am not forced to fight in another battle that may take as long as 1 hour 30 minutes.
  20. But the L'Ocean is no better than a Santisima and in fact is probably inferior, which I just pointed out. People just want access to it because its rare and they cant get one. Go capture one in a port battle or in open world, and then you have one.
  21. The amount of salt over the L'Ocean blueprint is ridiculous to me. I do not have access to the L'Ocean, but I have access to the Santisima, which, stat wise appears to be a superior ship to the L'Ocean. L'Ocean vs. Santisima: Speed: 10.89 kn vs. 10.97 kn Turn Rate: 2.08 vs. 2.06 Structure: 12000 vs. 11400 Broadside Weight: 1662 vs 2052 Both have the same thickness for their hulls. I also want to mention that the Santisima gets 2 more 42 pounders on the bottom deck and a whopping 16 more 42 lb cannonades on the weather deck and is faster by 0.08 kn. What this all means is if a Santisima was to go full on broadside vs broadside against an L'Ocean at very close range, in 3 broadsides the Santi will have done 13896 damage, to the L'Ocean, while the L'Ocean will have done 11502 damage at close range and this is not including the fact that the Santi's 34x42lb carronades reload faster than the long cannons on the bottom decks. This means that a Santi can easily sink an L'Ocean. It has 2 more guns on the bottom deck, and way more cannonades on the top deck and is a slightly faster ship. The Santisima appears to be a superior ship over the L'Ocean as far as raw fire power, but 2 equally skilled players using these ships will most likely result in a draw, but the Santisima has a slight advantage over the L'Ocean; so please for the love of god stop complaining about not having access to the L'Ocean. As long as an equally matched ship is available to me, I don't care, and neither should you. Just use the Santisima for your 1st rate.
  22. Sweden's counter attack against the British at El Toco.
  23. Doesn't matter what you think, what matters is the reality. Your shoulda woulda coulda, means nothing if you are in a big empty world by yourself because everyone else left the game. The reality is new and casual players do not have a lot of ships to play the game. Take away the teleporting, and you take away their ability to play the game; its that simple. Just because you are willing to sit and sail in OW for 45 minutes does not mean that the majority of players are willing to, and according to all the negative feedback this game is getting in steam reviews, one of the biggest complaints I see is the long sailing time to actually do anything in this game.
  24. I don't know who you are directing all this anger towards, but just to inform you, I have been playing on PvP1 (Sweden) mostly and only log in to PvP2 so see how things are going politically and maybe go out and find a fight outside of La Tortue once in a while. Until Pirate is made NOT a nation that cannot sail SoL unless it is captured and players are forced to choose an actual nation if they want to pilot these ships, I am done with PvP2. On PvP1, the pirates have a really hard time getting off the ground because if they raise hostility in a region and go to the port battle, 3 nations show up in big ships to stomp them (usually allies). On PvP2, they act just like another nation that are nearly unstoppable because all of the most experienced veterans all decided to go pirate.
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