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Obi-Heed Kenobi

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About Obi-Heed Kenobi

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  1. I like selling them for a ridiculous amount of money that I'm not willing to earn from AFK trading....
  2. Hehe, I learned that, and then got Loki'd while in the midst of boarding the elite ship. I won, but was down to something like 50 crew. With a USS against a belle poule or something. Never again!
  3. A couple suggestions: 1. Real-world shipwrecks To encourage active cruising of the OW in areas where other players are, increase bottle-drops in areas where other players have been sunk in battle (perhaps only PvP) for ## mins/hours after the battle. The bottle then drops to a wreck from the battle, and you get both the normal shipwreck reward, plus something that was on the actual ship (say, an activated book or upgrade). This would in essence be a variation of the fishing perk, couple with a logbook. That would encourage another use of the logbook, as well as require sailing in the OW in proximity to other players. It could be a book, and the ingredients for the book itself could be: 10xlogbooks (need to encourage accumulating something through playing the game), plus a carpentry/repair book, and the addition of something like a "navigation" book. To actually use the book, you'd have to have the book active, along with a logbook in use. 2. OW Book Changes Create a perk that allows changing of books while in the OW. I'd suggest this be a perk rather than something else - something along the lines of having a clerk or librarian on board your ship. I'd include a cooldown period on use of the perk. 3. Longboats With looted dubloons now being an important aspect of econ, why not introduce an "away boats" upgrade that allows a player to dispatch longboats to loot the enemy ship. This would cut down on a lot of frustration, add some realism along with some risk. I'd suggest something along the lines of the following. Each longboat temporarily costs you 20 crew. Number of longboats required is dependent on ship class (1 longboat for a 7th rate, 2 for a 6th rate, and so on). Longboats can't be launched if another enemy is within ### yards, and will be lost if an enemy later sails within that distance. Sailors assigned to longboats are lost for the rest of the battle. For materials, I'd say make it roughly equivalent to what building a cutter takes. I'd also make these an upgrade rather than a book, because in real life, each ship would require its own boats. I wouldn't bother trying to visually include the boats. Just a nod in that direction would be helpful, *especially* to those who grinding AI.
  4. Thanks for the gift, and Merry Christmas to you all.
  5. Like I said, I don't see a problem with the idea. Seasoned/aged/cured wood is a real thing. And, an earlier post was absolutely right - a significant portion of the wood set aside would end up warped or damaged. With that being said, isn't there a better mechanism for implementation? Why not have a simulated timer on the woods in your warehouse, where you can tag it for seasoning, and wait for a "real world" month (or whatever) before using it? Or a timer on a ship built out of it? What I'm saying is - anything to reduce the grind. Anything to reduce the potential that this elite upgrade is only for elite players/clans/nations. But...the idea is sound in theory and in history.
  6. I don't have a huge problem with the concept, at least in theory. It's well-known that some ships were purposefully built from green wood, in the name of building them fast, and knowing they wouldn't last as long. With that being said, does the implementation here add anything meaningful to the game? After all, it's not like there's anything particularly special to curing wood in real life - it's a matter of time more than anything else (look it up). If this is definitely a permanent addition, s there a better way to implement this? For instance, let's say there's a PB scheduled in 2 hours, and I want/need a big boat. As in the 18yh century, if I build that ship fast, it will probably have to be from green wood. So, instead of this additional building that seems difficult to obtain, why not tweak the idea a little. If I craft a ship for immediate use, it pops out as ordinary wood. But, if I click the box for "seasoned wood," maybe I have to wait 24 hours (or whatever time is deemed appropriate) to take possession? That way, there's a meaningful cost attached, just as in the 18th century, it will limit proliferation of seasoned ships (instant gratification being what it is), and you do away with a meaningless grind.
  7. Yep. That's the disadvantage. Just depends on how realistic you want the game to be - that might be pushing it too far.
  8. When I used to have Microsoft Flight Simulator, there was a downloadable program that would pull data from aviation weather stations across the world, and then plug that into the simulator. It included winds and precipitation. So, if it was windy and raining at Miami, you would land in wind and rain. If there were headwinds in the real world, you'd have a headwind in the simulator. Now something like that would be pretty cool in this game. Could be some drawbacks (storms can last for days without moving much), but still, I think that would be neat.
  9. I think most of the criticism is well-intended, from players with good intentions. Yes, there are some who don't mean well, but I do think most of us would like to see the game succeed.That's certainly true for me. This isn't your typical "shoot-em-up, with lasers" game. Instead, these are ships from centuries ago. That's a niche market, and I suspect most of us, along with the devs, have some kind of appreciation for history, tradition, the sea, etc. Maybe that's not true, but it is for me - and I don't think you make a game about warships from the 18th century unless you've got some kind of love for it. It's also worth remembering that there are a lot of different languages, and there are a lot of different cultural values. What might seem like constructive criticism to me might not be received the same way in, I don't know, Russia. Or, maybe my words aren't well-chosen, or any of a lot of other issues that pop up with different languages and cultures. Anyway, I do appreciate the effort the devs have put into this game. It's a game I enjoy. I certainly don't agree with every decision that has been made, but that doesn't mean I need to stomp my feet and be a jerk (and I've been tempted, that's for sure). So, yes, I believe a "thank you" is in order.
  10. Potentially dumb question - what the heck does "hello kittying" someone mean? Just to generally screw them over? I mean, everytime I see it written, I laugh, because it makes me think of a 3 year old's lunchbox. But I don't actually know what it means.
  11. That's fine, too. What I was thinking was more along the lines of completely certain tasks, which would also teach game mechanics that you're otherwise stuck learning by trial and error. For instance, for a gunnery officer, the requirements could be something like AB% accuracy, C% of crew killed through stern taking, and D% of enemy shots deflected through proper positioning. Those are all things you don't really know about just starting the game, and you don't really learn the importance of tactics like hull deflections until you either randomly see it in battle or someone happens to mention it. Something along those lines might be a fun way to introduce you to game mechanics, and also be a quasi-realitic way of getting ships officers.
  12. Maybe, instead of the knowledge slots, there could be officer slots that give bonuses, and you have to earn officers through meaningful accomplishments. For instance, to get a gunnery officer, you have to beat an elite AI by sinking with 100% accuracy for each class of ship. Maybe, to get a staysails bonus, you have to board an enemy using nothing but staysails for each class. And so forth. Kind of like the tutorials. Maybe just add a few tutorial missions with those kind of requirements as you advance in rank. I don't know. Seems like that might be more "fun" than just grinding out XP.
  13. I wouldn't go that far. I think what a lot of us would like to see is system where it's PvP when you want, or when you've assumed the risk of it (sailing in the OW, traders are fair game - see any tonnage war in history). Speaking strictly for myself, what I don't want to see is PvP crammed down our throats. Again, speaking personally, I don't always have the time requirement for a good PvP fight, for instance if the kiddo is about to wake up. If you catch me, fair is fair, and if I've really got to go I'll just surrender and apologize for it, but still...if I'm out tagging AI just for the fun of it, don't force me into it every single time. Plus, to be competitive at PvP as the game currently stands, you've got to have unboxed your ship. That pretty much requires PvE, and forcing PvP on people who haven't unboxed ships yet is pretty discouraging for all but the most dedicated.
  14. A few more thoughts on Loki: 1. Why not make it so it disguises a warship as a trader? Or makes a player appear to be AI in the OW? Or makes an Enemy Player appear to be friendly (the "giveaway" could be that the name displayed is not in your nation)? That kind of false flag has at least a basis in some kind of reality, and in history (Q-ships have been used since, what, at least the 1700's). I think something along those lines would vastly improve both the concept and the game as a whole. 2. I'm not sure a player's perks should apply when using Loki. For instance, if I'm fighting AI, in 50% of instances it's because I don't have the time to do PvP (kid about to wake up, work obligations, etc.). AI is a quick battle for some quick fun/dubs/XP/etc. If some jackwagon jumps into a battle using control, I can't leave quickly, and I'm stuck doing the PvP I was trying to avoid in the first place. Now, if that's the intent, so be it - but I think it might be an improvement to disable a player's perks on entering a battle using Loki. Anyway, that's my two cents on the latest patch. It's got some good features, that need to be polished. Keep at it.
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