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Yar Matey

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Everything posted by Yar Matey

  1. Send to outpost is the only way we have to get ships to where we need them. You already have to go through the trouble of finding a enemy ship to cap or friendly trader with contraband goods, then cap the ship. It already puts you out of the action of where you want to be for quite a long time. Also, changing the teleport system to a delivery system would suck for people who are not flush with ships all over the map. If you are a newer player or a casual player you probably have 1-2 ships to do combat with. Moving to a delivery system will hurt these players that just want to get into PvP out in open world. Lets assume that you just bought your first 3rd or 2nd rate SoL out of your capital, and now you want to go with your friends to PvP with and they are operating out of a free port 500 km away form your capital. If we move to a delivery system, you will have to sail your ship to a free-port, then send your ship via delivery, and wait ~5 hours for your ship to be delivered. So you essentially have nothing to do and just log out for the day as your ship is being delivered. Next day you log in to play some NA, and your friends are now going to a Port Battle that is far away from the port you just sent your new ship, and thus you still do not get to play any NA because your ship is not where it needs to be on that day. If the game moves to a 1 durability system and makes ships in the 4th, 5th, and 6th rate categories much cheaper in terms of resources and labor hours, than a delivery system for ships is fine, but until that happens I am strongly opposed to removing the teleport system.
  2. I am ok with 1 dura ships, I actually would love to move to 1 dura ships, but he is right. If the move to 1 dura ships is made, then ships will need to be made easier to craft and the notes to make modules will need to be much cheaper. All note costs will need to be 1/4 of the labor hour cost that they cost now. People will need to be able to replace lost ships much faster if the change to 1 dura is made.
  3. Something needs to be done about fleets. Currently, they are ruining what I would consider decent pvp matches. They either need to be removed from the game entirely, or they need to be tweaked somehow. The developers seem to like PvP fleets so my recommendation, if we are forced to play with them, is to tie them to perks (and they would have to be expensive, I would say 8 points) and a BR limit of 1/2 of the BR of your ship. So if you are piloting a Constitution with a 300 BR, your total fleet BR can be no more than 150 BR. So you could have say 2 mercury's in your fleet. Fleets need to be balanced so that a person who takes other perks to improve the manning of his ship is not at a disadvantage against a player who has taken the fleet perk. If I am in a constitution and used 10 points to improve my ship and another player has a constitution and the fleet perk and he has used 10 points, the battle should be equal if we were to fight. Developers please do something about fleets!
  4. This, grape shot was not very effective for killing crew on a naval vessel during the age of sails, but was, in fact, used against rigging. It was, however, used as anti personnel against close range targets on land. I would be ok with grape becoming effective against sides of ships once the armor is stripped down to ~1/4 of its total side structure, but as it stands now, 1 broadside of grape against my barley scratched ship at close range is devastating to my crew.
  5. Well, after reading this and actually looking through the reviews, I feel somewhat irritated as it seems that people are just steam review bombing this game. Anyway, here is my positive review of your game, and I hope it makes you developers feel better. Maybe we can drowned out the negative reviews of this game by voting yes to "is this review helpful" on positive reviews. It appears that some of these negative posts, after reading many of them, just have some sort of gripe with the staff and not with the actual game itself. http://steamcommunity.com/profiles/76561197980082424/recommended/311310
  6. I don't mind the abundance of exceptional ships, it levels the playing field. If we have a battle and we are in fine ships and our enemy is in exceptional ships, then we feel like we are at a disadvantage and there is no way we can win anyway. What I do mind though is port battles being filled with 25 vs 25 first rate ships. I want to see port battles, ideally, with 1-2 first rates, 2-3 second rates, and the rest 3rd rate ships. At this point the only way I ever see this happening is if first rates maneuverability is significantly reduced to make them basically floating point defenses. In real life, it took a very long time to turn these behemoths and it makes little sense to me that these ships can turn so easily on a dime. Both first rates and second rates.
  7. I remember somewhere the devs saying it, but it was a while ago.
  8. They do it because 60% of the server is pirate and its the only way to beat the pirates back.
  9. I read their concerns and I still say no. Bermuda Cedar, although excellent for making fast ships, is not game breaking in any way. You still have fir to craft your trade ships. Is Bermuda Cedar better than fir? Slightly, but not game breakingly better. If you want a warship, people will still be using Live Oak, Mahogany, or teak because these are simply better woods to use to construct your warships. If you want a fast chaser ship to catch a trader, fir will still make for a good wood to do this. Most will settle for fir over Bermuda Cedar, but the people who really get into this game for the best of the best have something to strive for, and that is Bermuda Cedar.
  10. Maintenance cost should require labor hours and resources not gold. If you have a live oak build strength SOL with copper plating, then it should require X amount of labor hours, plus live oak frame parts, copper ingots, and planks. Also, I like the new fine wood requirement because now people are forced to trade for fine wood types they want. If I produce fine mahogany, and you produce fine Bermuda cedar, and I want Bermuda cedar to make a fast trading ship, and you want my mahogany to produce a line ship, we trade. The fine wood output from wood production just needs to be increased slightly and the RNG removed so compass wood is not dropped in place of fine woods and it will be fine.
  11. As of the new patch: RNG on harvesting wood resulting in compass wood = not fun. Sorry, I just get really upset when I harvest 5 wood farms and get 3-4 compass wood and 1-2 fine wood drops. I should be guaranteed some fine wood on every harvest.
  12. Your not accounting for crew loss. If your getting more broadsides off, your killing more crew (splinter patch). British were known for having some of the fastest cannon reloaders and faster reloading won many battles for the British.
  13. Are you complaining? Stacking this bonus with exceptional powder monkeys, and improved magazine access shaves off 4.5 seconds. So you can take your shot, then turn your ship to deflect shots before you enemy takes his shot. Also, 4.5 seconds over several reloads adds up to an extra broadside every 13th shot and considering that battles can last for over an hour, it can be a substantial advantage. The real question is do we want this game to be more skill based or more MMORPG based where he who has the better ship with the best mods wins. I personally would rather see the game more skill based and I am glad the developers took the nerfbat to these modules. The only 2 that seem a little too strong to me are the strong hull and the northern carpenters. I will be crafting my first Santisima this week with live oak build strength with a strong hull. I am curious to see how it will turn out compared to my other Santisimas I have built.
  14. I was thinking about making a post on this, but was afraid of receiving backlash. I agree 100% that we need an asset wipe. Thank you for making this thread so we can discuss it, and this is coming from someone who has 2 first rates, 2 second rates, 2-3 4th rates, on PvP2 with tuns of modulus to choose from, and 1 first rate, and several 4th rates on PvP1 also with tuns of resources to build the ships I want with access to lots of exceptional modules, including uncraftable ones like powder monkeys. The reason why an asset wipe is needed is because everyone who crafts ships and modules has become complacent with easy access to exceptional ships. The developers want to scale access to exceptional ships back, but the game world is filled with tuns of exceptional ships right now and now that it is harder to craft these ships, no one wants to risk their ships that were built prior to the patch. If you truly want to test the new economic and crafting changes, we really do need an asset wipe, as unfortunate as that may be. You have my vote, for an asset wipe. Also, there is always going to be backlash from people who do not want to lose their stuff, but after this latest patch, drastic changes were made to the economy and to crafting so much so, that I believe the game right now is broken due to how things were before the patch. Devs, please do not let the fear of backlash from the community stop you from doing an asset wipe, people should have known what they were getting into when they bought this game in early access.
  15. 1) changes to ships based on quality. It was mentioned that Basic ships never give a negative to any of the trim options and only positives. I would like to know the differences between crafting a basic ship vs an exceptional ship. Example) If build strength gives you a 5% bonus to hull hit points at exceptional quality, what will Master craft, fine, common, and basic give us?
  16. I wanted to ask the admin a question about a situation that developed over the weekend. I player on PvP2 has at least 1 alt account, and the name on the accounts are all very similar. I was having fun in enemy waters over the weekend and I decided to follow a fleet of SoL in my 4th rate as they were headed to a mission to, I believe, generate hostility against France. They turn to engage me, but alas, my ship is much faster than theirs. This particular person used his alt account and sailed out of the free port I was trying to get to so he could pull me and the rest of the fleet into battle while at the same time being in the chasing fleet behind me. I told the person that what he did was a ban-able offense and that if it happened again I would report them, but I am really not sure, so I decided to ask. Is this a ban-able offense?
  17. WATCH still alive, but on life support. I was made clan creator and I did pay for a TS server for WATCH, but I am probably not going to renew the subscription when the time runs out. Zim and I are the most active players, and every once in a while another member logs in, so its usually just Zim and I and one other member. I did consider disbanding the guild and joining NPG, but the clan warehouse is still loaded with tuns of supplies to build ships and modules and I do not want the people who contributed to the Clan warehouse to feel cheated in any way, so WATCH stays as is for now. If Nyurtle ever decides to come back to the good ol' US of A, he can have his clan back. Yar Also, whatever happened to Sweden on PvP2? I thought they were up and coming?
  18. To all of you that say "no I want rare ships". The ships will still be rare. Relying on breaking down a ship to obtain the blueprint is a massive investment in time. If a player in a clan has the L'Ocean BP and another player in the guild wants the BP, they would have to break down, 10-15 L'Oceans. That amount of investment and labor hours is huge, and most players will just settle for Vic's and santi's. The people that say they will just buy all the ones in port and break them down, good luck with that, your going to be spending 10s of millions of gold just for a chance to get the BP and I doubt there will be 10 L'Oceans sitting in dock to buy assuming you can even afford to buy them all out. Most who build them will be using them and most buying them will be using them also, not breaking it down. Also, if your good enough to take a L'Ocean from the people that have them, which will most likely be some of the fiercest and most battle hardened players, you deserve a chance to get the BP if you break it down.
  19. you can just increase/decrease the percentage chance of drop based on durability so you get no inherit advantage for doing this. I see this as a non-issue, as they already do this with materials obtained for breaking down ships. You get way less materials from a 1 dur ship than you would a 4 or 5 dur ship. I already tested this.
  20. I am ok with rare exclusive ships being in the game, but if the blueprints exists, it needs to be more accessible to all. Limiting blueprints to just a select few for winning tournaments and participating in your events is just going to make players angry especially those of us who have dedicated so much to crafting and reached level 50. Exhibit a: http://forum.game-labs.net/index.php?/topic/16898-tournament-price-changes/ This person is salty because he wants access to blueprints that he does not have. Give him a way to get them. If he captures one of these rare ships, and he breaks it down, give him a 5% chance of obtaining the blueprint. Breaking down a ship like the L'Ocean to try and obtain the blueprint is a huge investment with no grantee of obtaining it. He would either need someone who already has the BP to continually craft the ship so he could break it down or capture the ship from an enemy and break it down. It would become a risk between breaking down the ship for a chance to receive a BP to craft or using the ship and risking it in battle. The ship will still be rare as only your most dedicated players would ever risk breaking down the ship to receive the BP. I believe this is a fair trade off.
  21. The perk cost of a fleet would have to be very steep, and I would only allow it for traders. 6 points to have 1 escort ship and you must be using either a trader vessel or the fleet ship must be a trader vessel. This would give people just looking to do trade runs a small chance of getting away and defending their cargo without hurting the balance of the game much. The 6 point cost would limit you to either a fast trader with the light ship master perk, or a slower trader with a warship to help protect you.
  22. In order from what I think is the worst/game breaking to minor annoyance. 1) Hiding in battle or battle screen after a battle has ended! Solution: After a battle has ended, you have 1 minute to exit the battle or be automatically forced into battle results screen. Once you are in the battle results screen, you have 5 minutes to make 1 of 2 choices: 1) Teleport to nearest friendly port 2) Drop back out into open world with a 2 minute cannot be attacked/no attack timer This gives players a maximum of 6 minutes after a battle has ended to make a decision. I understand that battle can be quite long, so giving players the option to teleport to the nearest friendly port is necessary for people who need to log off for the day/night. Make the teleport option only usable once every hour to prevent abuse of teleporting mechanics. 2) Lack of developer created PvP interaction Solution: This is a sandbox game that requires the players to go out into open world and find/make their own action. Your more hardcore/dedicated players are very good at doing this. However, I believe the developers need to add open world instances/Missions for players to join and PvP eachother with objectives/goals for each team to accomplish such as escort NPC trade ships from point A to B or Sink NPC/capture NPC trade ships. Blockade/destroy Blockade right outside of ports. This would help create a more dynamic pvp environment where it is not all about chasing down the weaker fleet or running from the stronger fleet type battles. Forum topic I made about this idea: http://forum.game-labs.net/index.php?/topic/16021-an-idea-for-pvp-based-events/#entry301947 3) Broken Perks and Broken/Uncraftable modules: Firstly, all modules should be obtainable through crafting. Relying on RNG to get exceptional powder monkeys, boarding parties, marines, ect.. imbalance the game in favor of those who have been playing longer and make the game less skill based. Also, the quality of the module should have diminishing returns to lower the imbalance between people with the best and people with average/low quality mods. ex. Copper plating from basic to exceptional should increase ship speed by: 2%, 2.20%, 2.30%, 2.35%, 2.40% ex 2. Powder Monkeys from basic to exceptional should increase reload speed by: 3%, 3.25%, 3.35%, 3.5%, 3.55% Perks like frigate, line ship, and light ship master giving speed bonus and reloading bonus need to be removed from the game. It gives the player with these perks way too much of an edge over players without these bonuses. Perks like determined defender should not prevent players from being boarded, but give boarded players a morale bonus and a defend bonus when being boarded. Minor (somewhat ruins game immersiveness): Durability of ships. All ships should have 1 durability. This would make combat way more exciting if your precious ship is on the line and could be lost. With durability you get that, "meh, I got 3 more durrabilities on this ship so I dont really care." type mentality. easy fix for this is to make ships much less labor hour/recourse intensive to craft. If a ship has 5 durability, it should cost 1/5 the labor hours and 1/5 the materials to build. Also, increase available space in ports to hold ships.
  23. A picture is worth a thousand words my friend.
  24. I brought this up quite a while ago here: http://forum.game-labs.net/index.php?/topic/15332-suggestion-for-removing-ship-durability-from-the-game/ Seems that most people like their multi-durability ships and I was in the minority in wanting to move to a 1 dura system.
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