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Guenwhyvar

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Everything posted by Guenwhyvar

  1. If the total of a ship's cargo slows a ship down and guns also have a weight, then you could implement a feature whereby you could chuck the guns over the side to reduce weight during a chase. Not something you'd do very often, but it WOULD add that extra little bit of immersion and realism... ...and it is so very easy to implement.
  2. Making the PvP-reward dependent on the rank of the captain that was sunk would mean low-level players won't be attacked as often.
  3. Some little things that could be addressed and would make the game-experience better: - Travel XP should be added to Ship XP so traders can get Ship Knowledge - Halve the maintenance costs for ports to make them at least somewhat profitable - Increase the Crew on the Pirate Frigate by 10-15% - Give option for "one-gun-salute" (space bar) in the Open World (time-out 15 minutes) - Show Clan-settings in "Shop" screen (or on Map) in a Port (% discount on labor hours, % extra production, % tax) - Show allowed ship-classes for PortBattle on Map - Fix the Ranks-bug in the Clan window (ranks are improperly displayed)
  4. I tried reading it three times, but still don't understand what it is you are proposing to change or if its a change at all.
  5. Might even be sufficient if the clan get ONE DAY where their Clan Warehouse-Gold can be 'negative' before the ports turn to Neutral.
  6. If you want the clan to assist in crafting parts then you will have to give them access to the Clan Warehouse. To do that, you need to promote them to officer.
  7. When you enter a port and open the "SHOP" you see to the right of the shop-window what this port produces and what it consumes. Wouldn't it be a good idea if a few lines were added here to show the settings of the clan who owns the port like "40% Discount on Crafting" and "40% Bonus on Production"?
  8. Now that the gold in the clan warehouse is used for the upkeep of the ports every morning it is essential that access to this money be limited to diplomat level and higher. The disaster of someone returning to the clan after a while, not understanding the implications of using the money and/or sabotaging the clan (and a whole nation) and taking all the money out of the warehouse can be too damaging to the game.
  9. Black and White - as in: "You were just not intelligent enough to comprehend strategic considerations and just want to play Streetfighter on your PS4 all the time". Excuse us for also looking at the "bigger picture" and seeing things in a multitude of colors. That and we were sick of the constant insults of Cabal players directed at other players in the Nation.
  10. My clanmates discovered the same problem today when I asked them about a message I sent. This is a really annoying mistake. Either increase the "To:" field limit to large enough to fit 250 members in a clan or add a sub-system that automatically generates multiple messages when the field gets bigger than 255 characters.
  11. My system would mean the whole "officer-system" would be consistent across the game. Rigorously logical and easy to understand and program into the game. My objection to the proposed system is that it would increase the difference between higher level players and the lower level players. I think the difference between them is already too big. This means there is less cohesion in the player-base than there could be when players who put in the hours on individual ships can improve their performance. Another advantage of this system would be that ships 'new-off-the-yard' won't be as good as ships you have trained well for weeks. This means a Bucentaur with a level 10 officer will perform better than a Victory with a level 1 officer. This will increase the differentiation of ships in port-battles and other PvP-things yet to come.
  12. Please rework the officer-system, don't throw it out the window. Give each ship its own officer, give each forest and mine its own overseer, reintroduce the wharfs for building ships and give them each a shipwright, etc... This will mean that a ship and all the buildings receive experience independently and will get better over time. This will add much to the game and will add a lot to ships whose crews have been trained better. People will have to spend time improving their ships and buildings.
  13. Met meer dan 30 leden waarvan er geregeld 20 dagelijks actief zijn behoren we ondertussen tot de 'grote jongens' binnen de "Dutch Nation". We doen mee aan PortBattles, hebben groepjes die vooral traden en maken onze eigen exceptional schepen en upgrades voor onze clan-leden. Voor blijft echter gelden: "The more the merrier" Dus zeil met ons mee!
  14. There is no use in fixing something that isn't broken. Get the Devs to make it easy for players to go out and recruit new members and give players who want to join smaller factions incentives.
  15. Night-flipping is normal. Flipping a port at a time that suits your group best is normal. It is allowed within the rules. It is impractical for some, but you need to find solutions for that within your nation to cope with them, not WHINE about it here. Kierrip was whining last Saturday about the fact he wasn't able to be at ALL the battles because the times didn't all suit his personal schedule. My first response was: "Why do you need to be at ALL the battles anyway? Are you such a control-freak that you can't trust your own countrymen to do a good job of it? How arrogant can a single person be?" If your nation consists exclusively of people from one timezone, you will have a major problem that you need to face AND SOLVE! Not whine about it here. There are Russian speakers all over the World and the same goes for Spanish and French speakers. Just ask the devs (nicely and without that whining tone of the above post) for some incentives that you can take to the Steam-forums and advertise the game to your fellow language-speakers. Get MORE people onto this game so you will have less of a problem defending ports at times that are currently giving you problems.
  16. I really like the fact that the Danes are just giving away regions like that. Really big of them. So hard to choose which one to flip after midnight first...hmmmm....
  17. If you ever bought a ship, you will have used "the economy", no?
  18. For example, if you have 25 Fish Meat, you see the number 25, but if you have only 1 Fish Meat it doesn't show anything. That is not very logical and it is a bit confusing. Not really. What I propose is a logical and similar system for ships, buildings and wharfs with each having their own officer, overseer and shipwright who gains experience and levels increasing the level of that particular asset.
  19. Ondertussen zijn we aanzienlijk gegroeid en zijn we een drukke groep gamers geworden. Vanzelfsprekend kunnen we nog steeds meer spelers gebruiken die zich willen inzetten voor het belang van de Vereenigde Provinciën en elkaar!
  20. But I do agree that the current system of "voting" and "alliances" doesn't work. My proposed system would make "peace", "alliances" and even "war" depend on the actual behaviour of the players of each nation and not on some abstract voting system. One of the most hated parts of the current system is that one country can just "fall out of alliance" and then attack and capture a region for free - without it having any effect on the status quo. I would not oppose the trading of regions between nations in some sort of exchange, but in its current form it is just cheating. What kind of "replacement" do you have in mind?
  21. I'll just throw these ideas in here for the DEVs and other players to shine their light on: 0% to -10% speed for 'empty' to 'full' hold space (the more space used, the slower your ship is). Open ALL chats of Allied nations by default. (The Dutch just get the British to open automatically) BUG? Put '1' where you have '1' of something instead of 'nothing'. An attack on a port of any nation will always result in a war. Make alliances depend on a points-system with some actions decreasing hostility and other actions increasing hostility. Get rid of the voting system - let players work for an alliance. Space-bar for one-shot-salute in Open World (10 minute timer) Sharing visual location of Missions & Shipwrecks with the group you are in. Every time you trade in a port you have the chance of being offered a profitable trading mnission. Finding 'sealed bottles' can lead to more things than just the map to a shipwreck. Introduce quests that have multiple phases like having to find certain materials and bring them together in a certain way. Ask players for ideas. Every ship has its own officer (that you can name yourself) - no perk-reset possible. More battles per ship means more XP and perks for an officer. Lose ship = lose officer. Every building has its own 'overseer' which can also get perks when buildings are producing longer. Re-introduce wharfs for shipbuilding with a shipwright that earns experience with each ship built and gets perks. Nice stats at the end of each battle and information on performance of both sides. French Wine? Iberian Meat? Iberian Dried Pork? Trader Tool is broken as some items are just missing. Let the amount of goods available in a town influence its 'consumes' level so the price will gradually return to 'neutral'. Always let the price of goods fluctuate based on a percentage deviation from nominal economic value and define an Open-World-Wide price-range for each type of goods. (Current system is static, needs to be dynamic) Commments please!
  22. I'd just like it if the DEV-team finally managed to get some creative people into their numbers for implementing your ideas and the many, many other stuff that really needs to be done to flesh out this game. Also, a proper economist in stead of some well-meaning "game designers" would really improve the game. The economic system is too primitive - primary-school level. This game feels like the metal framework of a fantastic aeroplane that just needs some proper designers to make it fly.
  23. On PvP1 everyone knows what I am referring to. This has been referenced in MANY posts and videos. I can also understand that a lot of people get tired of all these claims. None more so than the people on PvP1 who suffer one-after-another incident that ruins the fun for everyone and keeps losing us players who decide it just isn't worth it anymore if people are not playing on the same playing-field. As many have said before, voicing these complaints is usually because of honest caring for the game, not of bashing it. Although this might seem so at first. We all want to see a healthy game with many players who are having fun playing it. With nations and clans working together fighting and trading and building and organizing whatever this game offers them. What a lot of people DON'T like is certain parties who keep abusing loopholes to try to gain an unfair advantage. Some call it "play-testing" and there is something to be said about that, but most just call it "cheating" and "foul play" that should be stamped out with vigor. A lot of players have just given up hope after the umpteenth time the rules have been bent beyond breaking point and left the game. Some of them after voicing their complaints here and be called "bad players who don't know game mechanics" as that can hardly be called a "considerate" response to their worries.
  24. It doesn't help that one nation keeps cheating their way through the game. There is hardly a single port-battle that this nation hasn't used a cheat.
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