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Angus McGregor

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Posts posted by Angus McGregor

  1. On 3/24/2017 at 0:54 PM, Shrez said:

    Build only trader cutter up to lvl 50 then you have way better Blueprint drop chance.

    I can't believe you are STILL advocating this asinine strategy other than as a troll. By the way - I directly accused you of nothing - I just offered my opinion of your motivation for suggesting such a stupid idea. Sure - bypass any chance at crafting half decent ships for a long, long, loooong time for a tactic that you offer zero proof of.

    6 hours ago, Shrez said:

    What is wrong with you? You are so paranoid you didn't deserve my answer which dev i talked.

    I rest my case. You are nothing but a troll. That is a ban-able offence.

    Giving false advice to new players is a ban-able offense.

    Reported right back at you. Consider yourself ignored and reported.

  2. 5 hours ago, Shrez said:

    I'm playing NA since EA release, and i don't care of wisdom of some players my wisdom is even older.

    I talked with a Dev long ago i tested this with 3 Accounts and it's true!

    Higher craft level = much higher drop chance of BP's.  despite of crafting only exceptionals.

    And @Angus McGregor Are you the referee here? You didn't contribute anything constructive.

    Talked with a dev? Which one?

    As for me I had nothing more to add that hadn't already been said. If I offered anything, it would've been an antecdote that my BP drop odds seemed to run much higher then 50% with Exceptiional plus gIfted perk. And I always crafted the next ship as soon as I reached the level that allowed it.

    Frankly, telling people to build only trade cutters until reaching crafting level 50 just sounds like you're trying to reduce market competition.

  3. 28 minutes ago, Shrez said:

    Your claims are irrelevant and not true.

    Go play somewhere else kid and plz stop stupid downvotes thanks.

    I couldn't have said this better... problem is it applies to you... not Bearwall.

    You do realize you're arguing with people who've been playing NA for a long time right? There's wisdom in old forum threads and a wiki that nailed down the BP drop mechanic ages ago.

  4. 4 minutes ago, TaranisPrime said:

    I know that this may have been the result of some other player's suggestion... but: why do we have a test bed server for the alpha test production environment again? 

    If we are going to make sweeping changes, I would rather we get them over with (and spare the extra effort of maintaining different environments).

    Agreed - most players will probably lay low until after the wipe anyway. Why keep dead primary servers going with existing version of NA?

  5. People need to watch what they wish for. The hypocrisy flying around the forum these days is getting really thick.

    "There's lots of good ideas being offered. Slap some code together (HA!) and let us test them. They can always be removed later, but if they aren't tried we'll never know if it would work or not."

    "Geez - they put stuff in and then take it out 2 months later. Don't they know what they're doing??"

    And yes, I realize I've been guilty of this too.

    • Like 4
  6. 2 hours ago, koltes said:

    IMHO there should not be 100% safe PVE zone on PVP server. This will simply be outta game and can only have negative effect on PVP mechanics.
    Safe zones around capitals is all that is needed.  Further away from the capital more dangerous it is for the player. 

    Exclusion zones around the nat capital ports is a dead zone for new players. I know of very few PvE (or PvP) players who liked the change to the Combat missions when they were suddenly no longer available in nat capital regions. Now you are advocating a situation which will only frustrate PvP rookies.

    I also don't know where you get off calling any server a "PvP" server. Those distinctions are obviously going away. GameLabs does not want to foot the bill to keep a dedicated PvE server running.

    What exactly are you afraid of? Being PvE inclined isn't some contagious disease that will 'infect' other players. People will either want to engage in PvP or they won't. One side of your mouth has argued that a sandbox game shouldn't impose mechanic based rules on players. Now the other side is arguing against any concessions for PvE players whose server is about to disappear. Seems you have a very narrow view of which players should be allowed to play NA the way they want.

    • Like 2
  7. 13 minutes ago, Sir Texas Sir said:

    I think they where going to make a post of updated info today and taking out the alliance was part of that, but when they got the backlash suddenly no info update today and they go silent.

    I give the devs a lot of credit for stating their intentions and giving us the opportunity to offer a different perspective. The land grant idea sounded good to them, but then valid concerns were raised about denying port buildings to PvE players and they reconsidered.

    • Like 1
  8. 27 minutes ago, Paulchen said:

    What happens with ship notes i got at the challenges? Will they resist the patch?

    I think this link addresses your question directly, but I must admit that it isn't 100% clear whether admin is referring to a ship note, or the the ship that was redeemed from a note. But it seems obvious that a redeemed ship would be wiped along with all the others, so I've interpreted this to mean the notes themselves have info in them (wood type, mods) that makes it necessary to delete them too.

    Maybe a mod who can bend admin's ear can get a clarification on this specific point.

    Safest thing would just be to hang onto the note and hope for the best. The materials gained from breaking it up will seem trivial to having the ship after the wipe.

  9. Just for the sake of argument, I modded one of my saved maps to highlight the idea of giving each nation a stake in the GoM PvE zone. It isn't pretty but it gets the concept across.

    I gave 2 regions to the US, France and Spain to acknowledge their historical presence in the gulf, but yes - otherwise this isn't historically accurate at all.

    Restricting the PvE zone to the actual gulf leaves more map for the PvP side, which I think is the primary emphasis for Naval Action. Let's face it, the GoM is a large body of water. Besides, the PvE people can make runs out of the gulf in the off hours when server populations are down and the risk is lower. They could also hire a screening fleet for protection.

    I'm also sure there will be some bickering over the exact regions given, but there's no pleasing everybody. ;)

     

  10. 1 hour ago, Hodo said:

    Well it seems the devs have posted good news, and crap news.

    I am all for shutting down the PVE server as it makes ZERO sense in this style of game.  But the addition of PVE zones on a PVP server is counter productive and just retarded. 

    But I guess that is the logic of a rookie MMO developer.

    When one of the most successful and popular MMO's (and others) does exactly this, I think you are just showing you're own bias. Keeping the PvE and PvP players on the same server at least leaves the door open to PvE'rs crossing over without having to start from zero money, mats or ships.

    1 hour ago, TsaVolrae said:

    Maybe I missed it.  But if there is a PVE zone does that mean the rookie area will be removed? I hope so.  

    This is a good question, and I hope so too. With the douchebags who go to the Bahamas just to club the baby seals, it didn't work as intended anyway. Just let the rookies start in the PvE zone.

    AND...  if we're not all that concerned about the historical accuracy - give each nation a region inside the Gulf.

    • Like 2
  11. 1 hour ago, Sir Texas Sir said:

    The problem with this is by my undersetnading unless they want to build basic ships with no refits some one has to bring them the goods.  They will still need crafting regional stuffl to build ships.  So some one has to bring in goods for them to do that.  Which means us Pirates and Privateers will be waiting on the edge of the safe zones.   Like sharks in a  sea of blood....hungry for the kill.

    At the very least they can PvE grind attacking AI ships to the point of being able to buy a land grant in the Admiralty Shop. They'll be doing that anyway just to xp level up.

    But what AI ships will they attack? The vast majority of AI ships in OW are trucking around in mega-BR patrol fleets. Unless those get nerf'd, it'll be a bloody slow grind. Why ARE the devs so resolutely refusing to reduce the size of those fleets???

    Maybe the combat missions will come back as a source of PvE xp... NOT hostility. You know, the way it used to be. But I would very much prefer just hunting AI ships in the OW, which is also good training for transitioning to PvP play at some point. But then the mega-BR patrol fleets...... oh wait. Circular isn't it?

     

    Other possibility is that land grants may drop as rare loot, but may as well count on being struck by lightning... twice.

     

    • Like 1
  12. 1 minute ago, Riflesbane said:
    1. correct    these guys just made not 1   not 2  but 3 posts  that have in a single day  killed a game before it is ready for beta let alone a full release ..............................
    2. no night flips   um hello the world is round  we all live in dif time zones  on the global server how could an Asian night flip a US owned Port or vice versa?  hmmm ok join the EU server ... oh wait  there is that time zone thing again 

    1. A little dramatic aren't we?

    6meqk.gif

    2. The combination of having allies from around the world (and if you don't - you're doing it wrong), plus the pressure on equalizing national populations by the land grants mechanic will help all nations have around-the-clock coverage.

    • Like 2
  13. 4 hours ago, admin said:

     

    (edited)

    • PVE Zones will be added to the main servers.
    • Most hardcore games we know have pve zones, safe zones, high security space or some other form of buffer area. Such zone allows pve players to see the more alive world around them and try pvp from time to time maybe converting to pvp players. 
      • Players who will want to engage in PVE activities without any interaction with the outside world will have to choose one of 3 nations. Spain (Sisal spawn), France (French Louisiana spawn), Britain (around Mosquito coast). These three nations will have 2 spawns - main pvp and secondary pve.

    Mosquito coast? I'm concerned this is running the same risk as the Bahamian rookie zone - not isolated enough to function as intended. May be better to forget historicity and relocate the Brit PvE region to the Nuevo Santander coast (Soto La Marina). Then the Straits of Florida and Yucatan Channel become the choke points into the PvE zone.

    By the way, will the Bahamian rookie zone still exist? If yes - the Caribbean sure is getting segregated into a lot of "zones".

    • This will basically turn Gulf of Mexico into large PvE zone.
    • All free-towns inside the PVE zone will be removed to avoid safe transport of resources from inside the zone.

    This will be simplified by my suggestion above about the Brit PvE zone.

    • The only way to fight in the PVE zones will be to attack smugglers - which will from the patch create outlaw battle (FFA) - the mechanic that you can test on the testbed.

    This sounds like there will be no port battles in the PvE zone, which raises questions already asked but...

    1. How will limited economy slots work in the PvE zone? How will players harvest resources or craft ships in the PvE zone without land grants (allowing construction of forests, mines & shipyards)?
  14. 13 minutes ago, Woody051 said:

     

    1. Will the crafting resources still be valid if we were to start breaking down ships and modules? Think so, admin advised us to start stockpiling resources
    2. How will redeemable ships be effected? Will the ships on our accounts that are not redeemed still be there? Admin seemed to say no - unredeemed redeemables will be wiped too - since redeemed ships would certainly be wiped with all the others.
    3. Will clan warehouses be effected? For ships... yes of course.
    4. Will the admiralty store and flag/banner system be included in this patch? Sounds like it - a simple version anyway.
    5. When you say "after a lot of months at sea in x ship you gain experience for that vessel" what perks/advantages do we gain? "Can sail it well" doesn't make sense to me. Are these like the current officer perk's system? Yes - but I assume just like now... "sailing" isn't going to get you much xp. I think admin was assuming those months at sea would be spent engaging in battles, not just afk sailing.
  15. 41 minutes ago, Jovzin said:

    I have no problem with ship wipe and the rest of the things but I do have problem with only 1 dura ships. I suggest to do some compromise and give the ships below 3rd ship - 3 duras. As some of the guys wrote here I do not have so much time to play as before ( family , kids , work ) so I am more of a casual player for example I am still sitting for las 2 weeks in a First Lieutenant rank bcs of little time I have for last days. So for those players taht have not su much time to play can you change this dura at least to 2 or 3 duras for ships that are under 3rd for example ?

    I can understand the concern for rookie captains being able to afford to keep buying new ships with the current risk/reward ratios - even with anticipated prices drops. But multi-dura up to 3rd rate? No way.

    As a newbie buffer it should be more than enough to...

    • 7th rate - 3 dura
    • 6th rate - 2 dura
    • 1 dura for 5th rate and up.

    If you still cannot afford to replace your ships by the time you're the captain of a Cerberus or Surprise, you need to step back and figure out why. The problem is you, not the game.

    I only suggest this as a fallback idea if the "1 dura for all" is too harsh on the newbies.

  16. Wow - a lot of reading. Like the look of what's coming very much. :)

    RVR & PB's are not going to die... region/port importance preserved by regional bonus refits/bps and port specific woods. Just transport those items to home shipyard, instead of having to transport shiteloads of mats to region. Yes please and thank you! :D

    PvP is gonna die? Is the sky falling too?? (sarcasm)

    Admin changed his mind about ship duras... GOOD. We've had multi-dura for a long time, need to test with all 1 dura to put the controversy to bed. Predict that boarding actions are going to get much more popular. ;)

    Seeing confusion over mats/gold wipe timing. Admin mentions captain with 21 billion gold and how full wipe is needed to test economy. But original post says to stockpile mats/gold for rebuild after ship wipe. Must be talking about 2 different times.

    1. Ship/mods/paints wipe by end of month.
    2. Full wipe (except xp/crafting ranks) later... maybe only at release.

    TIL that redeemables are not just a gift certificate... but some form of actual ship that will be wiped. I guess that makes sense seeing as their wood type and build options are also pre-defined.

    I am confused over the smuggler flag and why admin thinks it doesn't work anymore. :blink:

    • Like 1
  17. On 3/13/2017 at 8:00 AM, Wesreidau said:

    PvE players trying to play with others? The PvE server is for playing by yourself. If you want multiplayer you should be in PvP. Transition them over now while they don't have a big investment, I'm sure people will donate some bootstrapping capital. I've got 1 dura captures galore.

    Strange, I thought the PvE server only ensured that that other players wouldn't attack you.

    NA is an MMO, there's no reason why friends can't get a group together on the PvE server to go bash some AI ships without having to worry about being ganked.

  18. IMO - this mod (& ships??) duplicating cheat is...

    • if reports are even close to truth - has been exploited for months
    • therefore WAY too serious
    • has potentially affected too many people in every aspect of ship vs ship combat
    • is now fueling the national animosities of real life

    This should not be handled quietly behind closed doors, or swept under a 'pending patch will make it all meaningless' rug.

    I am not saying that names should be named, but a formal Tribunal statement released by GameLabs detailing

    • description of bugs found, as in mods only or ships too? (definition)
    • date of first instance found in database investigation (duration)
    • number of captains found to be in violation with NO names or nationalities (extent)
    • confirmation of actions by GameLabs (resolution)
      • bug fixed?
      • duplicated mods deleted or no?
      • punishment(s) for violators (if any?)

    Otherwise people will be left to assume their worst (and most biased) suspicions are true, and that is only going to further damage the already battered NA community.

    • Like 4
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