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Daguse

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Posts posted by Daguse

  1. 3 minutes ago, Liquicity said:

    So basically you want to reduce the silly 5v1 ganks close to a national port, which is fine with me. I dislike fights where one side has 5x the BR and is going to win most likely. So I like the idea. 

    But why do we have to rely on AI? I Think we all know that AI in this game are not the smartest and very easily counterable. Also, only as much reinforcement until BR is matched doesnt seem enough. 5 surprises will still wreck a brig, even if it gets 5 npc surps backup.

    Solution:

    Why not let battles where the side being attacked and close to a national port in his nations waters be open to join for actual players, until the total BR reached 1.25 - 1.5 times the BR of the attackers? This should help a lot more, as you are trying to prevent those 5v1 ganks outside another nations port. I donz really like the idea of having to rely on AI to save you .

    Maybe make it so you have the choice. One or two minutes time to call for AI reinforcement, and if you dont do thaf during the time, the battle will stay open for players to join your side until the BR factor (1.25 - 1.5x the BR of attackers) is reached.

    14

    Personally, I think it's all valid, however, I don't believe execution will be as easy.

    If players are not aware that a noob is being attacked, they won't reinforce the battle, the noob dies. 

    If players are aware and rush to the noobs aid, it can take them a good 5-10 minutes to the battle and if they are running, another 5-10 for them to get shots on the enemy. In that 10-20 minutes, the noob will be dead. 

    "Reinforcement Missions" IE noob got tagged inside the reinforcement zones, need to have a way for players to know where they are, sailing around for 10 minutes trying to find a white X against a blueish white sky, its hello kittying annoying and means the noob dies.

     

    However, I believe there are a few options. 

    1. AI reinforcements primarily focus on de-masting/de-sailing enemy ships. Most AI does not follow the game meta and is then easy to deal with. If they are constantly picking away at your sails, you'll have a hard time dealing with that player trying to make a run for it. 
    2. AI supports the defending fleet at a higher BR, as you said 1.25-1.5, till players are able to join and support the noob.
    3.  Reinforcement Missions could have a big red X for them. Players would know it's a player in need of help. 
  2. 8 minutes ago, Sir Texas Sir said:

    Doesn't work that way cause you don't know who's a noob and who isn't and I'm sorry by 4-5th Rank you are getting into the ships that you have known the basics of the game. If anything the noobies are the 1-3 ranks only, but if I want to be an evil baby seal clubber I would just make a new char and keep him low level.  Ever time he level out of the noobie zone I just delete him and make a new one. I use to keep one char on games low level to help run new players through first parts of games.  That char was tanked out and maxed out for the newbie zones every time cause I ran a lot of folks.  When they got to high I just delete and make a new one.   Not to mention the best way for them to learn is to go out with other clan members/players to teach them the ropes.

    I could see it being only rank 3, as long as there are guides in game to show you how to play. @Jeheilhas some good ones, just toss them in. 

    As for the seal clubbing issue, I hate to say it but you are probably right. I'm sure some lowlife will get a kick out of owning noobs. Maybe set us a pvp as no lose of ships or hold. Just respawn in own when done. In short they get a "safe place" and to learn pvp. 

  3. 2 minutes ago, admin said:

    thats exactly the problem
    players have fun.. and then hit the wall because map changes constantly, they can't rebuild, they have to adapt production every time someones decide to take the port add human psychology (people overvalue losses)

     

    ps NA legends will be a huge hit. Due to lack of all such problems. We have to fix the bleed of players on medium levels in the NA Open world. 

    What about a noob instance, in short you start a noob and till you are level 4 or 5 you are in a small map with every other nations noob. You can't pvp with anything other then the top level players (4 or 5). Once you hit the cap you get an option to join the rest of us in the real world. 

    No seal clubbing no other shit. You could add video guides on how to play. 

  4. 9 minutes ago, admin said:

    Lets be honest
    Lets imagine a new player. He just got his captain rank. He wants to pvp eventually but he wants to get some foothold first.

    What is the risk/reward for a unexperienced player sailing solo in his cerberus or LGV from KPR to Hispaniola near la navasse?

     

    From a pvp prospect, even if he sinks, give him ship experience, give him some coin for his work, give him a mark or 2. Maybe add partial insurance for anything 5 rate and below. 

    From a pve prospect, increase the loot received for attacking a AI ship close to the same level ship he has. Give him more loot for hard earned kills. Give him more coin and crafting xp for completing a trade mission. Give him epic evens that him and his fellow captain level friend can do for good level appropriate loot, guide them to these missions. Set mission loot based on distance from port, the further you go out the better the loot. 

    The trend is loot. Make them want something, that next book, that next level of unlocks and then dangle that just out of reach. 

  5. 1 minute ago, admin said:

    Ah this. 

    Well we tried to create many reasons to sail out of the safe zone. 
    All features - all design before was focused on - How can we make a player a target more often. Which was loved by pvp players. But the majority left.

    Remember that NO reason will force you sail out of the safe zone - because you lose everything multiple times on the way out of that zone. 
    So even if you promise 100mln opportunity it will be only exploited by organized groups. Average players will just lose ships trying to do that delivery order. 

    That goes into the risk rewards, pvp players that lose a battle should get something for it. 

    At the same time it's a balance of pve and pvp. Create content that the pve player wants and is willing to risk their ship to get. That will attract pvpers on both sides. 

    You already said it would be a focus at some point. Maybe it's time to move it up the list? 

  6. 19 minutes ago, Hodo said:

    They must not have been good.

    I can tell you now that EVE has 1 play server and it is HUGE.   And that game never sleeps. 

    Then Mortal Online, population of around 1k, and it has 1 server based in France... never sleeps.

    Unless you are playing one of those themepark kids games like WoW, or one of those MOBA/Twitch shooters like WoT then you wont see many EU server, US server crap anymore.  

    @Hodo, I hate to say it but there is no point. Those games are released, na is in early access. We are here... We should be here to test and help make the game better for all. However many players seem to think early access and paying their 40$ means they get access to tell the developers how they want the game to be made. They don't care if the game is a success or fun, they care more about winning the PBs or the PvP fight. 

    • Like 2
  7. 3 hours ago, admin said:

    Update

    As usual community brain in general provided interesting edge cases that required some additional design rework of the initial proposal.

     

    As a result
    Here is the updated version of the preliminary proposal

    Alts
    As we only need to solve problem of alts interfering in OW and PBs we needed a simple and quick fix. We do not need a convoluted and complicated system of war companies and such. 

    • As a result. 
    • Clans will be able to set friendly status for other clans in their nation (up to 15 clans). Current clans and their historical names will remain intact. 
    • Diplomat role will be added and clan founder and diplomats will be able to set this friendly status. 
    • Only clans listed as friendly will be able to enter port battles initiated by the clan.
    • Friendly status + battlegroups will keep alts from battles and port battles.

    New player experience, seal clubbing and inability to progress
    Once the average player have passed the initial hurdles of the UI and started building ships it is getting very hard to progress because he has no place to safely rebuild and survive. 

    Initial solution was to move un capturable ports to coasts

    • Moving un capturable ports to the coasts and moving very profitable resources to the center will actually increase sailing times for many (who wish to venture into dangerous waters for profit or pvp)
    • In addition to that repositioning of ports will drastically change existing gameplay and reposition resources and having done this before we believe that this might have a drastic adverse effect on play

    As a result we would like to discuss the alternative solution for discussion

    • Change naming of servers to properly identify the style of play 
      • Easy (PvE only)
      • Hardcore Global
      • Hardcore EU
    • Capitals will remain in their current places
    • Un-capturable ports will be set in the areas around the capitals (with the exception of sweden and denmark which will be set as very hard again during selection of the nation).
    • Un-capturable ports will not be counted in the national leaderboards for victory marks
    • Important. Within the zone of influence around the waters will be made extremely safe, by use of national reinforcements (a-la CONCORD) which will arrive to battles and defend the player in case he is attacked. The bigger the distance from capital the weaker reinforcements would be. Extremely skilled captains will still be able to sink the defender despite all odds, but it will give some breathing room to players to rebuild in case of multiple losses.
    • Extremely profitable trading resources will be removed from the un-capturable ports and placed in capturable ports to provide profitable trading, privateering and potential taxation base.

    Taxation will remain the way described before. Port maintenance will be added - if the clan controls the port they will have to pay maintenance (taken from the clan warehouse). If maintenance is not paid the port will turn into a neutral port. Taxation money will be collected to clan warehouse as well. 

     

    Safe(R) waters are going to be controversial for some. So lets spend some time discussing this as well. 
    Predicting outcry about safe waters we would like to say. We believe some safe waters will be good for the game.

    We can supply new players to game (10000 new players came to NA during last 3 months) but current system do not keep them. No-one stayed. 

    Some might say - but add pve and such - we could do that and plan to do that, but the problem is that with current system you won't be able to even get to those exciting PVE events. Privateers operating from free towns near capitals, placed conveniently within 20 mins form each capital for a different reason (resource transport that was removed) completely destroy the opportunity to rebuild. You must stay in green waters otherwise you are dead. When online numbers fluctuate they increase the problem because there are less targets and the only target becomes a new player, because old players know how to avoid it. New players unfortunately do not get time to learn to avoid it, and just leave.

    When online numbers were higher it was a lesser problem because of abundance of targets (some could pass through). When online fluctuates the only target is a new player.

    @adminSo what about RVR? RVR is dieing off, fewer and fewer PBs are scheduled. 

    Several suggestions have been made and most are for a flag like system with smaller 10-15 man PBs to drive hostility. 

    If not this then what are the plans to bring back rvr? 

  8. Use the Pacific, already on the map and isolated. However I believe I read somewhere that they can't. Maybe with unity 5.

    That being said I'm all for a isolated noob zone, add in a tutorial and I'm sure we'll see an increase in players. Hell the tutorial does have to be anything more then a few videos (look at the LiF mmo one), I know @Jeheil has some good ones.

    Teach the noobs how to sail, how to shoot, how to manage crew, get them a trade ship (boarding tutorial anyone?), Allow them to talk to the community and find a clan, profit!

  9. 15 minutes ago, Sir Texas Sir said:

    Limiting it to one high rank isn't good, but maybe doing stage or ranks depending on the port might work better.

    Don't split hairs man, just admit his idea was good and need some tweaking. Not sure why everyone is always right or wrong on these topics, some ideas are good and just need some minor adjustments. 
     

     

    15 minutes ago, Peter Goldman said:

    Not if there is a timer. How do you want to have 3 port battles in 2-4 hours window? Possible, if the attackers fail so hard that they have to bail out after 30 minutes :) Remember that planting flag takes 30 minutes + sailing time.

    Again, I'm not sure if I follow everything you are saying, but I'll give it a try. If WC A pulls a flag on a port owned by WC X, at the same time WC B does the same thing for another port owned by WC X and WC C pulls the 3rd flag on WC X, how do they defend all 3? At this time nations can't do it, so how would we assume WCs could. The worst part is there is a chance that they would all be good flags and the WCs would attack with a full 25 man fleet. So WC X is defending 3 ports against 75 players. 

     

  10. 1 minute ago, Peter Goldman said:

    Cooldown for succesful defense only for company that attacked. Only companies can attack ports. Multiple flags can be bought for same port at the same, but first fime - first serve (flag planted first only matters). That way alts won't cause problems. 

    Not sure I follow, but if there is no cool down, WCs will group up to attack a port. I get 3 WC to attack a port one right after another, the defends don't stand a chance. That or I just stick an alt in a WC and pull false flags and hope you don't get what flag is the correct one. 

  11. 3 minutes ago, Sir Texas Sir said:

    Rank isn't exactly a good thing, cause remember a rank 3 can do shallow water battles.  So why shouldn't a bunch of new players that make a war company be able to pull a flag for shallow waters?  Maybe do a tier for the type of port the flag belongs too.  

    Rank 3+ for shallow water.  

    Rank 6+ for deep water.  

    Rank 8+ for SOL ports.

    so rank is a good thing to tie it to? LOL 

  12. 8 minutes ago, Sir Texas Sir said:

    Fine you want to limit us than limit nationals.   You can't capture ships, any ship you capture auto goes to the Admiralty to be auction off or refitted to be put back into service.  You can only have one SOL at a time.  What captain was ever commissioned on more than one ship in the Navy at time?  If a National Captain is caught in a stolen ship (pirate frigate or any others) than they should be treated as a pirate.  

    We can go on and on and on on this, but until the Devs change pirates and give them an actually pirate mechanics you have to live with the fact we are still nothing more than a nation with a black flag.  I'm really getting sick of Nationals trying to tell us how to play our nation when ya'll don't even play your own right and make care bear alliance and never fight each other.  If I remember right in history most of the big nations in game actually fought each other at one time or another.  Something many of them refuse to do. 

    6

    Wow you jumped off a deep end there. But hey I would be ok with most of that, personally, I think there should be 3 faction that stands its own with only 1 picking a nation. Similar to how POBS did it.

    You would have your Navy, they can go all the way up to SOL. Any ship they capped they could not keep only got coin or admiralty points. They would gain XP, but to move to the next rank they would have to complete some sort of Admiralty order, IE "take x number of trade ships", "kill x number of players", "take a port". Set it up so if you want to be in a War Company, you'll want to be in the navy. 

    You would have your Civilian caption, they couldn't buy permits from the admiralty story but they keep what they cap. They would be your primary traders. You could even set it up that they are not tied to a nation but can get a letter of marques to sail under a nation's flag, provided they had the positive rep. 

    You would then have the Pirates, they would have the hidden island as their own ports, they would not be able to sail anything above a 4-5th rate (rank capped, they just don't have the men to sail the bigger ships), they would not be able to form war companies. However, they can TP to any free port they have an outpost at, they keep anything 7st-4th rate they cap and anything above they get a coin amount. They get a bonus to raids, increase the number of goods taken, and boarding bonus. They would be the primary OW pvps. 

    This gives everyone their spot... you want to do a ton of RVR, go navy, you want to trade and be a bit more PVE, go Civilian, want to PVP, go pirate. You would be able to switch from one to another as long as you have the rep. IE a pirate could be a British naval captain as long as he had rep with the Brit navy.... may be hard to do and take some time. A naval officer could go pirate but would lose a shit ton of rep and be kill on sight for both sides till he's able to grind up both reps. 

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