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About Farrago

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    : I sail for the Dutch

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  1. Farrago

    Combat feedback

    The sailing characteristics and various damage outputs have evolved since then. 7th rate AI are a pain to kill. They are an unfortunate and necessary evil. Give yourself and the game a little more time. I know that is a lot to ask. All of us still playing have gone above and beyond the call of duty. Fair Sails, Captain.
  2. I agree. I am in favor of complete clan control over ports but it will only work if we have the capability of clan warfare.
  3. Being in California, I’m often playing during the hour before maintenance. There is still plenty of doubloons dropping.
  4. Farrago

    offensive tag

  5. Farrago

    Complete Upgrades Storage + Item Stacking

    Sure you can! I’m okay with them getting rid of ALTs but that’s not going to happen. It’s the ultimate expensive, pay-to-win DLC. What do you need to store that you don’t have room for? Would 80k logs hold you over if you don’t have room for 90k? Do you need to better manage your resources? Do you need to recruit more players to your clan to gain another warehouse? Do you need to work with another clan on this? I’m not trying to be flip, but we have the ability to create a lot of storage space as individual captains and even more working with others. How much is enough? Now if they wanted to create a warehouse perk which helped a player specialize in the storage market, that would be okay...
  6. Farrago

    Game inbalances or cheating?

    Yes. An occasion RNG refit to simulate that you sometimes ended up with a special ship but otherwise all ships should be 3/5. 3/5 allows for us to customize to our play style but 5/5 allows us to create almost an entirely different ship than designed. That’s not good.
  7. Farrago

    Complete Upgrades Storage + Item Stacking

    It seems like making items perishable, would be a database coding nightmare for the Devs and a logistics nightmare for players. Imagine how time consuming it would be keeping track of which wood needs to be used because it will be “rotting” next week. Would that wood’s value on the market be different than a new stack, or could the mechanic be exploited by “selling” it and getting it back. Yep, cool idea for ultra realism; wouldn’t work in game. Perhaps if there was less hoarding, prices of goods would be more affordable for casuals and new players. I’m against the OP. Hoarding should be discouraged, not made easier. And don’t increase the size of the magic upgrade chest. Get rid of it. All upgrades should have to sail to move around.
  8. Farrago

    Game is too hard to press play again.

    Still exploitable, but less so. I doubt it would ever get development priority but it would be cool if the escaped ships spawned at (Best Point of Sail Direction x Time since their captain was sunk)
  9. Farrago

    AI standard crew space removal

    Yes! This is a restriction that makes no sense.
  10. Farrago

    Game is too hard to press play again.

    As a few others have mentioned, one of the most unfair aspects of trading, especially for new players for whom losses can be catastrophic, is escaped fleet ships just wait for the captain’s original ship to be sunk and then the sunk captain must try to escape again from the original battle location. It doesn’t make sense that a captain would order his fleet to escape and then they just sit there in harm’s way. I know this change was made to prevent exploit by someone putting their valuable ship or cargo in a fleet ship and sailing on an expendable one but surely there is some other way to combat that exploit. Ideas? And I say this from the viewpoint of typically a hunter and not a trader.
  11. Farrago

    Join Time/Space Solution

    What I would like to see is players able to join the battles for a longer period of time (bigger battles good) but reduce or eliminate the sitting at the crossed swords waiting for the serial or revenge gank. 1. Ideally exit from battle would be based on position not on original sword location. Apparently this is a big coding challenge. 2. Increase invisibility/hyper speed time. After invisibility no join/attack timer for 60 seconds. 3. Battles stay open much longer but to join the battle after it starts you must be OUTSIDE the join circle (like Port Battle attackers must do). That join circle constantly increases in size up to ultimately rendering range of the swords. There could result in several small battles within one battle instance. Or reinforcements could be chasing the active battle. Or the prey could be running towards help.
  12. Farrago

    Satisfaction and Dissatisfaction at the Margins

    Yes. Keep knowledge slots as is, earned on a specific ship model and make all ships potentially 5 upgrade slots but the last two unlock with XP earned on that exact ship, those exact pixels. You’d simulate more, reward risking the good ship you’re “working” on. It’s extra value is to the captain developing its potential, but does not become a rarity that skews the market price for ships.
  13. Farrago

    Game is too hard to press play again.

    The trouble with this: I’m sure I’m not alone in that I learned this game and earned my rank by sailing with experienced captains. Just sailing around doing low level missions by yourself or even with a bunch of other newbs is a painful endeavor.
  14. Farrago

    Battle chat

    Why embarrassing? Didn’t you mean to catch them? 😜 But seriously, can you just click on a different chat tab such as combat news so you don't see their chat? (I don't know if this works or not.)
  15. Farrago

    AI legitimacy

    Could be part of it, but even more vital is make those goods that are being interdicted vital to the port that is being blockaded. #TieEconomyToWarIn2019