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Christendom

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Posts posted by Christendom

  1. so essentially we're looking at community managers, which I think has been suggested here for years.  I'm not sure about moving over to discord, but having a group of mods vote on decisions would be a smart move.  You could even bring back global and have them monitor chats.  Maybe throw them a bone or 2 in the form of a fancy ship for their efforts.

    Couple of suggestions - 

    1 - active mods.  Our last mods were not.  
    2 - multiples as biases will always be a thing
    3 - mods vote on action taken and submit higher up if discipline beyondt their scope is needed
    4 - we need a set of rules that is not subject to change or interpetation based upon feelings for the individuals.  

     

    • Like 6
  2. Personally I think every nation essentially being turned into an impossible nation by relying on capturable player owed ports AND then doubling down on that crafting by even more extremely expensive port bonuses is and has ruined this game.  Spain lost a port, died.  Danes (1st time around) lost one, died.  Sweden lost SJ and went to sleep for a while.  VP.. and Prussia....same.  Loading all your crafting needed for RVR in a suped up port and then being able to lose said port in a matter of days is just an overall poor game design decision for repeated gameplay.  Maybe Swerg 2.0 is pulling a dick move, but they are doing exactly what the RVR system wants them to do.  Crush opponents into quitting the game OR buy the forger DLC and move ($$ wink wink).  

    Don't hate the player, hate the game.  

    Russia and the 3 other nations are "impossible" and we know that going in.  Back pre-release when We lost ports on The secret islands and bermuda it wasn't pretty.  But that's the risk of joining said nations.  Joining GB should not have the same risks as an easier and starting nation.  Imagine how utterly complex it would be to a new player joining GB or the US and trying to figure out crafting.  Can't craft in the capital and get bonuses...oh ok gotta craft in a player owned port.....gotta join a clan....gotta be on the friends list....and I can lose everything.  Just a poorly designed setup and I suspect one of the major reasons new player retention is abysmal in NA.  

     

    • Like 7
    • Thanks 2
  3. 8 hours ago, Mannow said:

    Not true, its very easy if you're in a zerg, but not impossible. France/Sweden are doing alright. 

    Sweden yes.  Swedes also lost their 55pt port, though how much that matters right now I'm not sure.  France is basically being allowed to craft because Russia didn't feel like taking Bridgetown.  The same could be said by a few nations I think.  

    The fact that weeks of work on a port can be lost in a couple of days is not a very good motivator to want to improve said port.      The clan that owns the port can straight up decide to remove a clan from the list regardless of what that clans contributions might have been.  The whole system overall is just poorly designed and not ideal for sustained and repeat gameplay. 

    A system like hammy proposes above where each clan builds up in capital ports and creates some sort of community dockyard that their friends list can access is I think the better approach.  Regular nations build up in the capital but have to haul in woods from player owned ports.  Impossible nations build up player owned ports and the special woods....but have to run the risk of losing those investments.  Seems like a happy balance.  

    Overall the type of environment this game SHOULD create is maximizing the amount of battle content each player can experience.  Easier to produce ships with easier to produce mods so one can get back into the action quickly   OR  like we had in the old days ship durabilities on harder to produce ships and mods.    

    • Like 3
  4. Port bonuses was a mistake.  Fine Woods 2.0 and 3.0 was another mistake.  These new enhanced port bonuse are perhaps the biggest mistake of them all.  

    The fact that a new player who is working on crafting and building ships can only craft basic non-port bonus ships in a capital port amazes me.  For that player to craft anything on par or better than what he could redeem with a DLC he/she would need to join a clan or get on a friendslist.  This is a mindbogglingly poor decision and probably one of the reasons why new player retention is abysmal.  

    All apsects of crafting are tied to RVR in this game and yet the price of admission is so high to enter RVR that one needs to be in a zerg to do it.  The dwindling player population is a result of the sheer amount of time needed prep the logistics of RVR is crazy and the winner take all design of the game also means that a clan/nation can lose weeks of work in the span of a day or 2.  The goal of RVR should be to take ports.  Not remove a nation's ability to compete in port battles entirely  Being in an "imposible" nation means nothing now if all the other ones are required to craft and build up player owned ports too.  Just seems absurd.  

    Once we saw what the new changes were going to be a couple weeks ago I think we just collectively as a clan said screw it.  NA is fun, but the juice just ain't worth the squeeze right now.    

    • Like 14
  5. 40 minutes ago, Salty Banana said:

    with your main being in russia ty for confirming how the system is being abused, primarily by members of the russian nation (NOT implying russians in r/l)

    the whole system now of alts being made to mess with other nations is making the political and RvR side pointless unless you are part of, or allied to the zerg

    ah the old Russia abuses everything line huh.... (insert dead horse pic).  A few of those alts from the "other side" that showed up in HAVOC/Swede battles occasionally must have been figments of my imagination I guess.  Definitely.  Only the Russians do such naughty things. 

    In a game that has 6 or 7 nations too many and a population substantially less than 1000 players at peak it's bound to happen given the necessity of built up crafting ports and the ease at taking them.  As long as they don't manipulate hostility or kill alts.....no harm no foul.  At least I'm open about my other accounts.

     

    • Like 1
  6. 47 minutes ago, Mr Kemosabe said:

    Dear sir you are badly mistaken......the only times RHB captured ports was when I led the screening fleets to get them to port battle. Now please concern yourself with Russian politics rather than trying to dabble in Pirate after you have left that nation

    I was in 3 or 4 Dane PBs vs RHB.  Not a Kemo/REBEL in sight.  The RHB players confirmed as much due to "internal struggles" aka you calling that clan a bunch of traitors.  Not to mention a multi flip where REBEL failed to show up...again.  

    Talk shit...get hit.  

    While I agree about clans holding others hostage with the current stupid in-game mechanics your situation is of your own making.  Enjoy!

    • Like 1
  7. Personally I dislike the entire clan > nation themed crafting and port ownership type of model the game uses.  We need either a full clan based system (no nations) or a complete nation oriented one.  Not this hybrid of both where it seems we get all the downsides and none of the upsides.  The doubling down on crafting ports in the most recent patch means there won't be a resolution for you in the near future.  

    Also the notion of pirates owning crafting ports and being involved in RVR seems bonkers to me....but that's a different discussion that's lonnnnnng overdue I think.

    However it's very much well known how disliked you are in pirate nation for a littany of reasons and you consistently fail to show up to RHB's port battles (owner of baracoa) or even regular defensive port battles.  Can you blame them?  They even hate you so much in nation that there was a bit of tomfoolery with personal info and such, which I think you remember. 

    It would appear that you have a few options. 
    - Make nice and play ball
     - Crafting alts
     - Leave and fight RHB from another nation.  (as an ex-pirate this option is rather satisfying) 

    Or craft in Nuevitas where you are still on the list even if we don't like you all that much.    

    • Like 5
  8. 3 hours ago, Farrago said:

    I see a chance to finally (again) have a special Pirate mechanic: a Pirate should be able to be and remain enemies with everyone except other Pirates, no matter whom you happen to help or attack on any given day.

    But admittedly this would be a big advantage for Pirates without a corresponding negative.

    But another thought...

    Perhaps this could be an opportunity to introduce letters of marque into the game. By default, everyone gets a letter for every other nation. That’s where we are now anyway. If you — a third party — enter a battle between two nations, you lose the letter. You would then have to buy another letter or marque for that nation in order to restore relations. It should be expensive, but not impossibly so. Say 5000 doubloons. Repeated necessary purchases would go up in price. Additional, higher levels of letters could be sold for higher prices which grant additional benefits with that other nation.

    A good opportunity to make pirates great again.  

    Allow them to attack and remain enemies with everyone (including other pirates IMO) and then remove their ability to RVR and give them a couple of static ports that cannot be lost.  A true reaving PVP nation as they should have always been.

    • Like 8
  9. so I mean   I kinda get where this is coming from.  Most MMORPGS have some form of reputation system that is a hard check on no limits PVP.

    I feel like this system would work if we had an alliance system in place that was only tied to RVR with Allies, Neutrals and Enemies.

    Allies would be hard coded with an RVR alliance, but OW PVP still exists with consequences.
    Neutrals would be all other nations that are not declared enemy.  Sinking them also has consquences.
    Enemies are fair game

    - nation x and nation y are allied
    - player from nation x sinks players from nation y conistently and lowers his reputation.
    - player can no longer enter nation y's ports, OW battles OR port battles.  And can't purchase goods from nation y players in the shop.

    If player continues to sink allied nations ships and traders his reputation gets removed and is automatically made into a pirate.  

    Insert the same for Neutral (non declared enemies) traders.  Players who sink them can, but will lose reputation and the ability to things in free towns like repairs, re-crew and buying from the shop.  Eventually turning pirate once his reputation is as low as it can be.  

    Basically if you want to be a reaver and sink everything, you can do that.  But the game has checks in place so you can't have your cake and eat it too

    -------

    Personally all of the above would be a game I'd very much like to play.  The karma system seems like a watered down version of a real reputation system that will ultimate stifle PVP in a game that historically has population issues.

    • Like 4
  10. 25 minutes ago, Ronald Speirs said:

    Ewww :P that system was horrible also, they could just make life much easier and get more people out there having fun, kinda like POTBS just not as much off branches on items that over complicate it.

    yet it created a need for additional crafters in the clan rather than alts + labor contracts.  Also helped new players earn cash (that's how I started out) and allowed them to learn the ropes with entry level crafting.

    • Like 8
  11. 10 hours ago, admin said:

    Often people have imaginary solutions to real problems due to lack of experience or because they seen it working somewhere else (without full understanding why it works somewhere else).. Advice based on Intellect without experience can bring more harm than good. 

    crafting is not good in 99% of MMOs and lots of pvp games somehow survive without crafting.  99% of posters who suggest vibrant dynamic economies have never implemented them anywhere and have zero clue how hard (almost impossible) it is. 100 people teams were not able to do it, demanding vibrant economies from a team with 1 programmer is more than puzzling.

    Crafting was added by player suggestions (players did not want to capture ships and wanted to build them), it was always advertised as basic (even in steam greenlight), you got what we advertised, your dreams about HMS POTENTIAL, will always break on the iron broadsides of USS REALITY.

    I think you're missing the mark here.  This is a conquest game with a winner take all mindset (old dogs like us call this full loot MMO) and has been designed to give nations an edge over others.  A crafting system is necessary to this style of game.

    Personally I've disliked all of the crafting systems post fine woods patch.  I thought that blend of modest difficulty, logistics and various bonuses for certain regions was the peak of NA crafting.  The only downside was durabilities on most of the ships.  Bringing back that system + removing duras would be a major success IMO.

    The flaw in the current system, which is why I support removing doubs, is that ships (and even more so with seasoned ships) are simply not accessible to the smaller clan/solo players with relative ease.  We currently have a blend of expensive ships, cannons and mods and NO durabilities.  We need either expensive ships + duras   or simply cheaper ships.  Having seen what goes on behind the scenes in the RVR juggernaught that is Russia, it's not all roses and daisies.  Anolytic and company put in many hours on multiple characters to get things done.  To compete you need to treat the game like a job, which I don't think is ideal for long term viability.

    • Like 5
  12. On 5/30/2020 at 7:00 PM, Urchin said:

    Entertaining watching you guys chase the latest Meta. While I'm still playing the game with no DLC ships, no alts and a captured VC built Teak/Teak Prince.  

    who are you again?

    • Like 2
  13. Winner take all system does exactly what it's supposed to do.  It makes losing not fun and losing ones investments, which take a considerable amount of time and effort to build up is even less fun.  Sure everyone plays games for the "mah immersion" and the challenge, but ultimately we play them to have fun.  This game makes losing very difficult to bounce back from and it stops being enjoyable and starts becoming a full time job....which for most of us is not fun.  Games that manage to check all the boxes...fun, rewarding, challenging and difficult.....keeps putting fans in the seats over and over.  NA is missing a few of those boxes and we keep seeing the playerbase fluctuate as a result.

    • Like 3
  14. 2 hours ago, Shocktrooper Basteyy said:

    jajaja the vassal of Russia talking 🤣 maybe next time if you brag dont brag about a war which Russia won for you and keep licking their feet jajaja

     

    edit : keep bragging that you lost every fight against A and B fleets and brag that you won against a C fleet. YOU ARE SO GOODDDDDDDDD

    Winning the war   >   giving up after 3 days.  BSTD owns San Juan.  It would appear that someone new owns SD.

    PS - By joining GB....aren't you now a vassal of Russia too?  At least Massimo was a vassal before it was cool  🙂 

    • Like 3
  15. 4 hours ago, Swedish Berserker said:

    As I said earlier we took the Port Cuse we conquered it from GB Spain had no right to trade ports they didn't earn themselves! And we didn't know about the deal they made with GB!! 

    Did Sweden really earn that port though?  Was there a great PB for it?

    • Like 1
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