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Edward Canaday

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Posts posted by Edward Canaday

  1. Would it be outside of possibility to include some actual navigation?  Before there was nothing to use but landmarks, then there were GPS coordinates (many did not like this), so we went back to nothing but included a protractor...which basically only works if you're travelling in a straight line with no turns.  Can we have some way to measure distance between grids - or just make it well known - and then a way to calculate distance traveled?  This would allow us to make more complex route plans and would really open up the middle of the ocean.  

    • Like 1
  2. I think I agree with the other OW hunters in this.  I applaud the attempt to create more PVP in the game, but I prefer finding a ship (or being found) on open water.  This is a big part of the reason I don't like taking missions.  This game started as a series of battle instances, with no OW, and now it seems like it's reverting back to its origins.  If that's what people want, then that's what people want.  It's not my cup of tea, and I for one hope that's not the outcome.  

    I will say I don't have any answers for how to fix OW interactions, and I wish I did.  Perhaps the crafting is causing some, perhaps the hostility missions (and the inherent difficulty in finding them) is causing yet more.  I know I'm out every day looking for likely combat. Some days I find it, most days I don't.  I'm not big on World of Warships (or tanks) or Call of Duty, or any of those other arena based PVP games.  I liked the majority of the last patch for my part, but I know I'm a minority in that.  Here's hoping this doesn't completely ruin OW sailing.

    • Like 4
  3. 43 minutes ago, Rickard said:

    hey admin ! not because i want to shame your or anythink but i think that you and the whole dev team should sit down and watch this video ! you can probebly learn a few thinks from this so please watch it.

     

    kind regarts ; a player who wants this game to succeed

    I'm watching this now.  He's a genius!  Things I never really thought about.  Thanks for sharing.

    • Like 1
  4. 2 minutes ago, Mrdoomed said:

    Hahaha. its ok im used to hate . im acually a Sith Lord Pirate .  

    But what part makes the hate flow through you?  It wasn't your lgv i captured Wednesday that had 400 fine live oak on it amongst other goodies was it ? :P

    No no, you'd know if it was me.  The names are the same.  It's almost pure jealousy.  The constant resource collection, the disappointment every time I look at my collection of fine woods (nowhere near 400).  Then to see you asking "What will I do with ALL of my spare fine wood.  It's a humble-brag and you know it.

    • Like 1
  5. So I agree, BS logoff is required for the needs of real life.  But why not put in a timer - say five minutes or so (long enough to perform repairs and grab another drink).   If you don't exit the battle screen, it logs you out automatically.  You then have to log back in to the battle completion screen, finish out your crew and cargo adjustments, and move out.  Camping is at least mostly solved, but you also get to have a real life.

     

    Now moving on to the original post, I agree.  It's ridiculous that some people (by all means not all) decide they're going to tag you until you just give up out of frustration.  There's no skill in that.   I think a random pop within the original grid would work, but I don't know how difficult it would be to make sure you don't come out on land.  Or perhaps make the attack timer significantly longer for anyone you were in the battle with.  I don't know.  But those little twerps that just follow and tag regardless of whether or not they can actually capture your ship are nothing more than irritating, and exploiting a system to attempt gain through sheer frustration.

  6. 23 hours ago, KrakkenSmacken said:

    I was, and yes, that is what it used to be like to be a pirate.  In fact I was always very much on the side that being a pirate should be harder.  But it's not harder, its just stupefyingly boring now.  You used to be able to find enough traders (AI and Real) that even owning a resource hub was unnecessary, you used to be able to rely on AI outpost production purchases to fill the gaps, and you used to be able to supply your own needs from any countries starting resource construction abilities.

    That's what I am saying. With every change they have made to make the economy part of the game "more realistic", and "challenging", they have eroded the game being fun. They are also making it more impossible, less action, more sea trucker, and far less appealing. I just watched my third guild completely disintegrate and have no more active players, with long time players/acquaintances handing off resources and ships to me, because they know they are not coming back. I won't bother to do that with the upcoming wipe, even if I could find one of them online.

    Just this week I had a couple of spare hours, and chose to watch "Fantastic 4" rather than log into this game.  Mother of God, how bad must it be that I figured I would get more entertainment from that POS than NA?

    Let me repeat that in case you missed it. Fantastic 4 has more appeal to me now than playing NA.

    It's the Job of the developers to make a game fun, and put that fun in the hands of the players, not fight against human nature at every turn to try to create the "experience" they seem to be wanting players to participate in.

    Whistle past the grave all you like, and keep finger pointing at the players being the problem, but the end result will be the same. 

    No players and no game.

    Shame really, because the idea has such potential. 

     

     

    In a way, no matter how you play it, it is the players' faults.  We wanted these changes and we got them.  For my part, I like most of them (but it's also not that hard for me to find resources, or I make do with something else in the case of wood)  Silver is a significant issue, as the production is highly limited.  But there are several areas that can produce it.  The answer to the shortage could be to take a region with silver production.  These areas should be highly contested.  However - I will agree that the crippling effects of not having silver are too great.  I think the introduction of Fine woods has mitigated the need for silver in notes.  So increasing Silver availability would probably help.  

    • Like 1
  7. 4 minutes ago, Bacchreus said:

    I really am so against this kind of elitist PVP BS your spouting. Now I love PVP and enjoy it the most out of all aspects of this game but it is blatantly BS to cut out some game content because some people choose to play PVE. They paid the same money as you and should be able to enjoy all of the content in the game.

     

    Now I do think it should be much harder to get the rewards through PVE - at least 4 x the kills for example because PVE is much easier to do but again it shouldn't be impossible.

    I used to think the same way, when I played on PVE.  But the simple fact of the matter is that the game does reward PVE much more than PVP.  Hostility is raised most effectively through both War supplies and Hostility (PVE) missions.  You can join PVE missions, but it is incredibly rare to find active missions while you're sailing around OW.  

    Additionally, if I want to make money or find potentially useful supplies through privateering, I don't go looking for players.  For the most part they sail in open water, far away from land whenever possible.  It's much easier to find smugglers close to home (AI), or go to enemy waters and take their traders.  In a slow day I can take an LGV with AI backup and take half a million in ships and cargo.  Don't even get me started on trading.  So I completely understand the desire to incentivize PVP more than PVE, because PVE is already the norm.  

     

    People want to win.  So they play in the way with the most guarantee for success.  They avoid areas of contention and do all they can to get rich, build the best ships, and own the most land.  The actual PVP that happens is when pirates seek it out (they're pirates because they want PVP, I've come to realize) by sailing to enemy waters and free ports, searching for any prey.  Otherwise everyone is still trying to play the meta of hostility missions and empty port battles.  Now I have no problem with making PVE events rewarded, in fact I'm sure I saw that on the notes.  But don't force the PVP events to also offer yet more options for PVE.  

    • Like 5
  8. While I understand the distaste for the lack of realism, Crew loss is a significant issue for manning a ship in battle.  For my part, I hate going back to port after every battle (or two, depending) just to rehire crew.  The medkit (and unshipped crew) offers the chance for players to stay out and engage in more combat or exploration.  Removing this would make it even more difficult to find action.  Consider if you're trying to build hostility or (in my case) just cruising enemy waters in hopes of finding a fight.  You get one battle with a skilled opponent, and even if you win you have to sail twenty or thirty minutes (or more) to get back to a friendly or even neutral port in order to refit.  

     

    So it does add realism, which I admire.  But it takes away from game play significantly.

    • Like 5
  9. My only genuine concern with this concept is that rum is also used in Medkits.  This would potentially make it unreasonable for a newer (or habitually poor) player to carry medkits on his ship.  I know with doctor perk that medkits are less critically needed, but they can be a vital part of a player's ability to stay on the ocean longer.  I always hated it when I had to return to port because I didn't have any way to replenish lost crew.  

     

    The money sink concept I like, I just don't know if rum is the way to go when it's already used in a variety of ways.

  10. On 11/10/2016 at 1:45 PM, Ser_Slack said:

    Tell me Hodo whats the difference between a group of guys/gals sailing together and ATTEMPTING to find pvp and a  "gank fleet". Having a few runners scouting for the larger, slower ships was almost always fun. It actually took some teamwork and tactics. Now we ain't got shit. You wanna sail by yourself in your gdamn mercury or suprise more power to you but this is an MMO. If you don't band together with people your always gonna be at a disadvantage our aim was always be victors and not victims. Other nations can't get their shit together (see Britain) and thats our fault? How much resistance is Britain getting now in the regions its taking? Somehow your nation couldn't get SOLs made under the OLD crafting rules and now thats gonna change and we're gonna see a large uptick in PVP? Ya, no.

    And as for taking ships after reset under the old system, we have aussies in our clan (glad to have them), I suppose they just shouldn't play and just pve. Britain had it's share of Aussies in the past you just couldn't retain them. Not our fault again.

    Whats gonna be the draw for people when this game goes into official release? If we can't even get people who have bought the game to come back and check out the changes (and retain them) what makes you think we'll have fresh blood? We've talked about this alot on TS. What we got is what we got there's not gonna be a huge influx of players. Not gonna happen.

    Granted, I'm willing to concede that a wipe on the near horizon has people not wanting to even log on just to have their shit disappear soon. Not worth the time. I don't want to play 4+ hours every evening anymore in the current system.

     

    This really gets back to "I want the game my way, not your way".  It's a mentality that all of us have, but I think some things should be considered.  While it is a Game first and foremost, it's also a simulation of a particular time in our history.  You're running into a battle between Arcade and sim, which is going to be rocky until we hit a balance between the two.  I personally like the two circle system, because it allows me to play solo.  I shouldn't have to join a clan or sail around in large groups just because you want to.  While it is an MMO, it's not WoW.  There are "Raids" in the Port battles, but not everything revolves around playing with other people.  In general, I like to do MY thing in a game, not something that some group of other people want to do.  There are many people just like that.  We're a little anti-social (we are playing a game on a computer), and just want to enjoy a good game.  

    You can still sail in large groups, you just can't ambush other lone players or smaller groups without them having some kind of warning.  I spent the weekend in battles with other lone captains.  It was great.  No one jumped in after the battle started, and it was a pretty even distribution of power between the two sides.  That's what this game is (I personally believe) all about.  A contest between Naval captains to determine who is the better sailor and gunner.  Your version of the game is just about who is more popular.  

     

    So (again, this is only my opinion) if you want to get in a big battle, use one of the MANY mechanics designed around large fleet actions.  But for the rest of us, let us have our Cruises and smaller actions between ships.  I know this is a tired and worn comment, but it rings true:  Age of Sail fleet actions were fairly infrequent.  They were incredibly costly and usually cost hundreds of lives for a primarily moral victory.  Ship to ship actions happened much more frequently, and didn't involve massive fleet backup sailing (At speeds unheard of in those days) in to crush the enemy ship(s).

     

    • Like 1
  11. 4 minutes ago, CeltiberoCaesar said:

    Right now its almost impossible to hunt anyone, the regions are too big. A new way to spot the enemies should be provided so deffenders can go, find them and create PvP battles. IMO

    I think you're mistaking Hunting for Finding.  Hunting is the act of seeking out prey, Finding is the end result.  An expectation of finding is replacing the thrill of Hunting.  I know everyone plays differently, but for my part, I enjoy the hunting as much as I enjoy the finding (More so, if the Prey turns out to be predator!)

    • Like 1
  12. On 11/7/2016 at 7:46 PM, Mrdoomed said:

    You guys must all do only port,yawn,battles. Either that or have no tactical insights at all.

     

    It's that WoW raid mentality.  Everyone works for HOURS to get a port battle that may last half an hour or so. And even worse for us (PVP2) is that they are mostly attacking uninhabited Spanish ports.  For every person complaining about the PVE grind and how the game is falling to garbage, stop doing missions and get out there and hunt.  

  13. For my part, I don't like teleport.  I don't have an issue with making free ports a bit more useful, but I feel like teleporting is completely out of touch with what this game represents.  Now I too don't like being told how to play a game, but when it boils down to it, this is a game about the Age of Sail.  While I like the combat and think it's a great deal of fun, I think there's a great deal to be said for sailing from one point to another.  It's incredibly boring most of the time, but you have to be constantly aware of your surroundings.  It's very easy to become complacent and go do something else while you're travelling, but that comes with a risk.  If you're attacked en route, you've left yourself vulnerable.  I view it as one of the many aspects of this game.  Yes, it is almost always slow and uneventful.  But that one time answers for all. There's also the possibility of sealed bottles added to the mix.  

     

    So while I don't expect you to play the way I do (most people don't), I do want to keep the spirit of this game as it is.  It's all encompassing.  We all love the simulated combat, but the tense and potentially momentous sail across hundreds of miles of open ocean, keeping a hopeful (or wary) eye out for potential prey (or predator) really pulls me into the mindset of the game.  No, I don't go on long blue-water sails for no reason - though with this hostility mechanic I have sailed through several regions in a handful of days - but when I do sail, I find it tense, exciting, and boring all at once.

  14. There are also and I'd like to point out that this in my clan at least forms nearly a third of the clan those that thoroughly enjoy first rates or ships of the line in general. We do enjoy sailing a surprise once or twice a week but not more. If you force us to sit on 5th rates for the entire week to get one day of SOL action out of the game during which we will to an immense amount become everybody's prime target (I ahve already seen captains trying to pass 20 Brits just to get my Victory in battle (being bait for mupepts is only fun on occasion not as a regular occurence)) I am afraid most will simply leave. We are not here to grind out the fun.I fail to see why you would abandon us and work heavily towards pushing us out of the game. SOLs might be an unrealistic sight in their numbers but this game isn't exactly fully realistic and realism should only be implemented as long as it is still fun.

     

     

    Maybe I'm missing something, but I thought the OP was recommending a limit on capacity of the SOLs, not how often you can sail them.  For my part, I think once everything is normalized (a wipe, and Crew damage), things will level out.  At least for a time.  And while you may enjoy cruising in 1st Rates, there are whole groups of people that get annoyed at it.  Imagine sailing around in a perfectly adequate ship (5th or 4th rate) and being unable to participate in any worthwhile PVP without a group because everyone you see is sailing in these massive tubs.  For every one of you, there are people like me.  If I HAVE to sail an SOL, I'm not going to voluntarily go over a 74.  I sail a 4th rate OW because a 5th is absolutely not enough to compete.  It really is a pleasure to see 50 or so guns blaze away on a 1st Rate, no question about it.  But for me, sailing with skill and outmaneuvering your enemy is the most beautiful aspect of this game.  Simlply outgunning your opponent requires no real skill.

  15. I have all parts together and I craft a ship.

     

    There could be a cost.  The builders who craft the ship, would need salary, and we need to rent the shipyard.  Bigger the ship, more expensive it is.

     

    Frigate 100k

    Victory 10m

     

    Easy way to make victories a bit more rare.

     

     

    This makes me think the game would become much more mercantile than it already is.  

    • Like 1
  16. it was like that when missions were introduced. they were only available for your rank (+/- 1 level from you)

    the problem with them was that if you deleted a char or changed server you were stuck with rear admiral missions in a cutter.

     

     

    That's an example of even more level based, I think the request here is for Missions of "300 BR Mission"

     

    No level requirements, no level explanation.  Purely based on Battle Rating of your ship/ships

    • Like 1
  17. I'm all for ammunition considerations, but they should be scaled for this game.  If you want to put realistic shot and powder limits, it will probably drastically reduce the effectiveness of many ships because of the increased speed of battle.    It is a game and that should be remembered.

     

    Regarding this new crafting  methodology, my first reaction was "It's too much".  But after a little more consideration I think it could work.  However, can we have increased ship capacity in our outposts so that we can actually use the different ship types?  I'm also concerned because of your focus on hold size and weight reductions.  Does this mean I'll have to make even MORE trips back and forth from enemy waters to an outpost?  As it stands, I sail out for at least ten to fifteen minutes, then get a couple of battles if I'm lucky, then turn around and come back.  Make the added weight of shot and powder affect speed by all means, but leave my hold space alone!  

     

     

    ammo supply will work like double charges

     

    we find it very strange that a cutter can fire 10000 shots in battle. We believe it should be a player choice. If you want your ship to be a little bit faster or agile and you are confident that you shoot well take less shots per gun. (But they will still refill after every battle to save your time) they will only matter in the instance). 

     

    Same with the unbalanced ships potential.. if you remember the gunboat capsizes this bug could be spread to all ships - make your ship too fast (lots of sails) you might capsize if you don't control wind pressure at extreme angles of heel

     

    I do get that a cutter shouldn't be firing 10,000 shots.  I haven't seen that myself.  But I do think there should be a balance to reality and gameplay mechanics. 

  18. It makes no sense that the AI coding is still not good enough to keep your own AI ships from ramming you whether you sound a bell or try to maneuver away.

     

    It makes no sense that we can't friend someone ingame from another faction unless they're an ally (used to be just in-faction), alts notwithstanding.  It's an MMOG.

     

    It makes no sense that the sun comes up at 2 AM in-game.  It makes no sense that at 12 AM it is easier to see than at 11:50 PM.

     

    It makes no sense that I can never knock out a cannon on the side of the ship I'm shooting at, only on the opposite side (apparently, anyway).

     

    It makes no sense that an AI with reload shock can still immediately load as soon as the shock goes away and usually beat me to reloading even if I have full crew at the weaponry.

     

    It makes no sense that I still suck at this game after all the hours I've played at it.  :huh:

     

     

    For hours of darkness, I agree completely!!!

     

    For reloading, are you sure it's not that they are using lower weight (and therefore faster reload) guns?

  19. Blues and MC, some ideas.

     

    AI could sail.

    We could buy from Vendor.

    Crafting exceptional should be exponentially more expensive that MC and Blue.

    Blue&MC used to level

     

     

    Remember that economy also affects what we sail.  If MC Victory needs 10 Fine Live Oak logs and exceptional needs 1000 Fine Live Oak logs...  Well, do you want 1 Exceptional for your clan or decrease the quality a bit and get 100 MC?

     

    Put some of these better ships out there in AI.  I occasionally find a blue merchant vessel, but if I knew that I could cap a MC, even rarely, I would cap more of them.  

  20. In my opinion it really doesn't matter that much of ship a did something against ship b. What matters here how reality transfers into a game environment. We went from different extremes to extremes here. With the introduction of damage model 5.0 a SOL was virtually untouchable for a frigate class ship. It has been addressed and tweaked. No we are in the other extreme. A halfway decent player can take any SOL with a frigate by sterncamping and sniping the crew of the SOL. I am confident we can get to a system were both ships stand a decent chance of coming out of such an engagement victorious. (With the SOL having an advantage that has to be overcome by the small ships captain through superior play)

    Atm I have to agree with many of the above posters that crew damage is too high.

    Just killed over 100 crew off a santi with a mediocre rake yesterday.

     

     

    Of course there should be a balance between game and reality.  However, if you're sailing a first rate, you should have a frigate tender to help keep ships off your stern.  Yes, the broadside weight of a SOL should make a significant impact on a Frigate (and believe me it does), but people sail around in First rates like they're cruising ships and they shouldn't be treated that way.  Keep the stern weakness, and people will hopefully start to sail in more reasonable ships and if they have to sail SOLs, then they will need Frigate tenders, whether they be AI Fleet or friendly players willing to perform that role.  Believe it or not, there are people out there that hate sailing 1st and 2nd rates.  I personally would only sail a 3rd rate if I absolutely had to, I much prefer a Connie, and really prefer the Surprise for her sailing qualities.  She just isn't competitive enough in most situations to be worth trying to PVP with her.  

    • Like 4
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