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Arctander

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Posts posted by Arctander

  1. 22 hours ago, Bach said:

    So I binge tested this patch all weekend. I'll keep this review short as I can.  

    NPC grinding without ship capture ability.  I noted almost no real difference except the loss of the break up items which are minimal anyway.  Time spent and money gained is almost the same as it has ever been. Possibly better with free crew.

    Are you looking at this from a brand new player perspective? I think the leg up many of already have compared to how lost a new player will be is a HUGE difference. 

  2. 7 minutes ago, Dharus said:

    Then the feel of the Age of Sail game is there without the game breaking capping of ships to have 1st rate fleets more common site.

    I would suggest the cut off line of 4th or 5th rate being the limit of what can be captured and kept. Everything else goes to the admiralty. That at least gives players a lower level ship access starting point.

    FWIW, I definitely think getting to a high level or quality ship should take some effort. Folks appreciate what they have more when they have to earn it... but there is a lot of research out there which shows a huge part of why people like video games is the feeling of being rewarded regularly. If there is no feeling of reward, folks don't play the game. Real life work for the reward can be hard enough, no need to add that much work to your play time too.

  3. I don't have the time or energy to read all these replies (I got through page 4)

    But I'll be blunt and short. I've gotten my money worth out of the game, so I'm ok with that. No complaints there. And the game is beautiful with awesome potential for fun times. PvE has gotten old, but that's ok... that always happens.

    However, the developers are going in the wrong direction and are creating a place which will be an empty world. In short... you're doing it wrong. It is plain and simple. There is too much work, and not enough fun.

    If you make it as hard for a casual or even semi-casual player to get involved in the game as you are setting it up to be, you won't have enough bait on the hook to lure in someone to the point where they'll become a serious gamer. With the current setup, anyone who doesn't invest 40+ hrs a week is going to be nothing more than an easy to catch chew toy. And while there will always be those with and those without, if you set the bar too high, folks won't even try, because it just isn't fun.

    • Like 5
  4. 2 hours ago, hoarmurath said:

    I have more than 1k hours on this game, and switched from positive to negative review... Why... <snip> What help game development, is being an honest tester, saying the truth about the game state and how we feel about it.

    I think the difference here is you think your review is about the "state" of the game, but the review is actually about the "game" overall. I do know that negative reviews hurt the sales, I tried to encourage a handful of friends, but the negative reviews turned them all off. And that hurts the population, which decreases the fun for those who want more action, and... you've got that slippery slope problem where the complaints about the problem make the problem worse.

    The OP and many of us (myself included) think that if you get your money's worth for a game (and how much your time & money are worth can obviously vary) then to review the overall game negatively is short sighted, or worse. I personally think if I get 2 hrs of fun for everyone $1 I invest, then its a fine deal. More than that, even better. The game definitely has turned more away from "action" than it was prior to the last patch. And that has definitely hurt attendance. It is a lot more like Eve now, with more work to get your action, but does that mean that overall the review is negative? In my opinion, nope. But I'm just one voice in the crowd. We're all entitled to our opinion.

    Even if we think that the person making the opinion is just being short-sighted and selfish, that's just another opinion too.

     

    • Like 3
  5. Its been almost a month w/o any posts in this thread, but people keep liking it and taking he poll - presently 98% of people think that a change to the wind system would be good... but no reply from a dev or moderator about this (at least that I've seen)

    My suggestion to tweak the system would be a VERY simple modification to it - some of the other ideas I think are also very interesting, though to implement, more complicated and would have a greater impact on game play. Either way, could we maybe get a single official person to say something here? Even just a "no" would be at least let us know that they're reading the forums.

    • Like 2
  6. Huge mistake. Really disappointed. The reason that the middle upgrades are infrequently used is that the investment in building them is not rewarded (because of the limited spaces in shop slots.) And there are definitely some upgrades that are good for different ships too.

    If you set it so that each level took something like 2x as many notes to produce, the exceptional would be much more expensive and only the wealthiest players would use them. Then you would get a lot more if the middle quality having a value.

    Please rethink this devs.

     

    As to the rest of the stuff, I think it is very pre-mature, since we have hardly had enough time to test things out since the last big patch which as made resource gathering a MUCH tougher experience.

    • Like 1
  7. First, if this had been a free beta I would agree with you. But I paid this the price of a full game (not 10 or 20 bucks ... but 40) while I helped - with test and feedback - to develop it. So the old story of the "beta" ... Second, I simply would not be disposed to play other 1500 hours to reach the XP and craft level in which the game is enjoyable for me

     

    I have participated in a lot of alphas/betas over the years, most of them requiring pre-orders of the game. Almost all of them did a full content wipe on release. It can be disappointing to watch your hours that you invested in a game disappear with a release, but I fully expected that was what would happen here. I was stunned the other day to hear that was not the plan. I expected something like a nice little reward ship - like a Frig or a Brig... but other than that, a clean slate.

     

    Either way, if not playing "another 1500 hours to reach XP is not enjoyable for you" - well that says a lot about if you're enjoying the full game experience or not. If you're not, then chances are good you're going to be bored and quit out soon anyway.

     

    As to the "empty server warnings" - anytime a game releases, if they do their marketing right... the server populations increase 10 fold. Relying on those of us from alpha/beta to be their main population would mean that the game has been a major failure - and I'm sure it wouldn't continue to be supported by the developers for long if that was the case.

    • Like 2
  8. I love the idea, though my thought would be the number of officers you have will vary by ship size. Large ships needed more officers and more crew. Higher ranking officers appear on larger ships, and have a MUCH greater value - though the highest ranking officers would not be any better (and perhaps a little weaker) than the current single officers we have. I would also wish that only the top ranked officer on any ship is allowed to be moved, the lower officers all stay with the ship. That way the captain can bring his best friend, however you can't just pull all the officers around.

     

    So, a 1st or 2nd rate would have 5 officers, a 3rd rate 4, a 4th 3, 5th 2 and a 6th 1.

     

    Either way, I do love the idea. I also wish we could see a captain on the deck moving around. Just one character in a silly hat and a colorful uniform :)

    • Like 1
  9. While I would love to see some real depth to the wind system. Things like off shore wind, or wind speed are really cool ideas. And realistic wind definitely has an interesting appeal too (hurricane season anyone?)

     

    However, my original suggestion should be a very easy thing to implement - and though it wouldn't include nearly the variety that all the other suggestions have, at least it would include SOME variety. Which would be a great addition IMO.

  10. Proportionally few people may be concerned about the topic. Players are more interested in game politics, combat mechanics/rules and crafting.

     

    Perhaps, but the changes to game politics, combat mechanics, etc... will take a LOT more work to implement, tweak and balance out. My suggestion is something that would be a relatively easy thing to code into the game. Making it as complicated as you suggest with current & storm damage is a significant change from simply adding in some variation to wind direction rather than the static system in place now.

  11. I'm always puzzled by the idea that 'predictable, simplistic and samey' are the ideal conditions for fun.

    I'm not clear if your sarcasm is aimed at my suggested changes, or our the current steady wind, but all games are a balance of realism and playability. In the real world sometimes the wind speed varies too, even dies off completely. And all ship durability values are 1. Only a rare bird might want that in a game.

  12. I like the idea to RNG wind direction, but it should take into account that the trade winds are prevalently easterlies -- frankly, I'm tired of the "must be balanced for game purposes" mind set.

    I just want variety, and too much realism definitely can sap the fun out of things, I would be opposed to playing it as historically as you are suggesting.

  13. This has had a fair bit of discussion since OW was introduced. If I recall the issue is that having it left in one direction for a long period of time would make journeys for players a lot longer, if their route would mean they'd have to sail into the wind at that time. Opinions are divided on the matter, with those wouldn't mind that wind changing every once in a while, and those that are worried that the little time they do have to play would be consumed just trying to get somewhere. The current system strikes some sort of balance until a better solution appears.

     

    My suggestion is not to keep it in one direction for any length at all. I would have the current, slow and steady clockwise rotation, but it would simply to give it some chance of being unpredictable occasionally. Definitely not static!  And the devs could set it so that if the "random shift" happened, then it can't happen for a half, or full hour, whatever is needed, so it isn't always wildly shifting.

     

    I fully understand that there needs to be a balance to fun vs realism, I just find the predictable nature of the current system to be very boring and very unrealistic. A occasional variation (that isn't too impactful) would be a welcomed change IMO.

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