Jump to content
Game-Labs Forum

Obi-Heed Kenobi

  • Content Count

  • Joined

  • Last visited

Everything posted by Obi-Heed Kenobi

  1. Winning. And yes, that was a tragedy of the highest order.
  2. That makes sense. Thanks for the explanation.
  3. I like the proposal for a "prize crew" perk, that would convert the capped trader to AI. I think that would add a lot to the game, from a variety of angles - and it's got a basis in history. But, you've raised a good point. So, maybe the following two additions: 1. The capped AI automatically goes to your closest OP. So, using the VC example, if your primary account is using Tumbado as a base, that's where your captured trader goes. Or, if you've actually sailed all the way to VC from Mortimer's, so be it - you invested the time in doing that. 2. Maybe limit the prize crew to what you have on your primary ship, and code in an additional restriction not allowing you to replenish crew at sea. Meaning, once you've gotten your primary ship down to a minimum crew, no more prize crews until you visit an open port and get more sailors. 3. Obviously, the time for your capped AI ship to reach port would be whatever it would take in the OW. Personally, I think something along these lines would be great.
  4. I like selling them for a ridiculous amount of money that I'm not willing to earn from AFK trading....
  5. 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!
  6. 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.
  7. Thanks for the gift, and Merry Christmas to you all.
  8. 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.
  9. 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.
  10. Yep. That's the disadvantage. Just depends on how realistic you want the game to be - that might be pushing it too far.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. After 6 hours or so on the new patch, here's my feedback. 1. You now have to get dubloons from PvE. Yes, you can get some 500-dub missions, but the reality is that for coastal trading (which is all most of us really do), the wind gusts locations don't help. I don't really have a problem with the concept of getting dubloons from PvE, but there are a few issues with the implementation. 2. As you can only realistically get dubloons from PvE, you have to do PvE. Again, no big deal, but now you've got Loki. In numerous instances, I've had opponents jump in via Loki. A few times I've been half-sunk at the time of joining, because I've been fighting a fleet of larger ships by myself. No big deal - until you see the Loki player start to loot the ships you just sank. 3. Loki feels dirty, at least to me. I've got one sitting my warehouse, but I can't bring myself to use it. I haven't enjoyed when other players have jumped without notice into my PvE, and I won't pay that forward to other players. So, although I've yet to lose to a Loki player, I'd say it's diminished my enjoyment of the game. 4. Additionally, since there's now a substantial risk of fighting both another player and AI when engaging in PvE (because, to reduce the battle timers, I'll only attack AI with a higher BR than me, which usually means fleets), there's an increased chance of losing a ship, that requires dubs to build, in the quest to find dubs. Again, this isn't a huge deal, but it's worth thinking about - why should I risk a dubs-required ship (Aggie or bigger) to make dubs, which are likely to be a lesser amount than required to build the ship? 5. The Loki players don't risk anything (I don't think?). Granted, I don't think they gain anything either (do they?), but if there's nothing to lose by jumping into someone else's battle, well...lame. 6. Steam says I've got 1200 hours in game. For me, that's almost entirely actual playing time - I don't do AFK. So, with those observations in mind, here are my critiques and suggestions: A. The changes aren't all bad. The wind gusts and Loki are good ideas, but I think the implementation needs to change. B. For the wind gusts, change it to wind zones as has been mentioned elsewhere. If you can tie it into weather-type events, that will be great. It really will. C. For the wind gusts, make them a mechanism for travel and finding action - but *not* actually engaging the opponent. That doesn't "feel" right to me. D. For Loki, again, it's not a bad idea. But, change the implementation a little. For instance, don't allow Loki joins into PVE battles more than X minutes old. Don't allow Loki joins into battles where it's 1 player against a fleet with a higher BR. Announce when it's a Loki join, and let us know who the other player is. Maybe even make it an "ask to join" kind of system. Assign some kind of cost to the Loki player, so it's an actual contest rather than it feeling like someone just trying to be a pain in the rear end. E. I'm not quite at the point others are. But, when I write "it's diminished my enjoyment of the game," well, that sucks. Because this is a game I like. Please listen to our feedback. You don't have to change anything, but at least take it into account.
  19. Awesome. Thank you for the reference. I'll be ordering that at the next paycheck. Reading the first-hand reports, and/or sources based directly on them, is great. Naval history is something I've got an...interest in. One of the most informative things I've done is to read the actual reports of war patrols from US submarines in the Pacific War. It doesn't put you on the boat, but you can almost imagine cruising back at 10 knots in a submarine stinking of diesel and BO, trying to type those out on a typewriter.
  20. I had forgotten this! That was great. What was it - tobacco was used for medkits or something, and was both in high demand and also fairly difficult to process so not everyone wanted to do it? Something like that. Anyway, that was a real economy, and it's something missing from the game now - and something that would add a great dynamic to have back.
  21. But isn't that: 1) the inherent risk of being a pirate; and 2) the inherent risk of trading?
  22. This sounds like a pretty cool idea. If you could tie a barometer to "wind bonus zones," I think you'd have a pretty solid system. What I mean is, rather than a pinpoint spot where you push a button, you see the Hg start dropping and, if you sail through a spot of some particular size, you get the bonus. Maybe the closer you get to the center, the greater the bonus, like a hurricane. And, if you added in the possibility of damage from the hurricane...made some dynamic OW storm graphics.... I think that would be pretty good, pretty immersive, and an all-around good addition to the game.
  23. With some slight modifications, this would be fine. For instance, change the battle timers to something much shorter. Rather than 20 minutes, why not 5? That's still a LOT of time to jump in, and would also prohibit players sailing from some ridiculous distance away. Other than that, I really don't have too many gripes about the wind bonuses. Maybe change the implementation a little bit (maybe something other than a button, perhaps a "zone" where everyone passing through automatically gets it?"), but overall I just don't see a problem. Good defensive tagging seems like it would be fairly easy in a t-lynx against a boosted Victory. The Vic would be lucky to stay within the circle at Ludicrous Speed. "Spaceball One! They've gone to...plaid!"
  24. Another way to address this would be to have the speed bonus disengage automatically whenever another player comes into sight. I think that would fairly address the concerns everyone has expressed.
  • Create New...