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Christendom

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Christendom last won the day on August 14 2020

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  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.
  2. Last I looked over there I was banned, not even sure why. I think that's the idea though right? Ban someone they simply just can't create another persona.
  3. Solution is fairly simple. Have flags given as rewards for hunt missions. Kill x amount of HDF 1st rates and you turn the mission in for a flag. Would also increase the amount of flags given out and hopefully increaset he amount of port battles.
  4. You should have figured out this flag exploit before 30 of us got a couple week forum siesta IMO
  5. Was that before or after sweden was screening Spain into their port battles? Surely if Spain's ally can join in, GBs was welcome also right?
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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!
  11. 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.
  12. 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.
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