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Posts posted by Farrago
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If active, successful PVPers bring their PVP marks or those exclusive mods purchasable with those marks to the marketplace, their money problems might be solved.
And as a reminder, while Tumbado, Mort, some other high traffic ports might have those things for sale, there are corners of the map such as Dutch lands that rarely see marks or rare mods for sale.
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I’m not sure reducing mission rewards is the answer. Perhaps a bit. But trading rewards outside the safe zone should be higher. At least on par with the missions.
The goal should be male combatants need traders/crafters and traders/crafters need combatants.
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I rarely do much solo sailing but I can see where the right epic event for solo players would be beneficial to the game population.
The more players with things to do outside the safe zone, the better.
@George Washington keep asking in your nation chat. Surely some will join you.
Epic missions should stay open to join either side.
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6 hours ago, Guenwhyvar said:
- Show allowed ship-classes for PortBattle on Map
If the port says Shallow Water Port, it’s 6th rare and smaller. If it does not say this, it is 5th and larger plus the mortar brig.
BUT, it would be nice since we now face an AI fleet to raise hostility to know in advance what class of ships those AI will be in.
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I would also be willing to do it. Languages English and rusty Russian.
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5 hours ago, admin said:
to fix this invisibility and speed boost must be removed. but i think its generally a very much liked featureKeep the invisibility and speed boost.
When one faction tags another faction, the join circles should be for those two factions — not an artificial pirate designation for one side.
Keep all battles open to join for longer period of time. I’d prefer they never close. Each side has the opportunity to bring their numbers up to 25 no matter how far they have to sail or what the BR is as long as they can get there within the 90 minutes. Of course, the more time that passes from battle start, the more likely the join circle will be far away from the action.
I know this isn’t perfect because of time compression but it’s the only fair option.
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News reports that Comcast Xfinity is having big problems today. That’s my internet access.
The service and game seem to be humming along fine right now tho.
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Sure all visualization and graphics improvement will be welcome but they should be a low priority right now.
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Unable to log in to Global for the last hour. Sometimes the shard list doesn’t indicate ping, sometimes it’s a very high ping. I’m on the US west coast.
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This thread brings up the possibility of an interesting change to mods in the (far) future: mods that have differing effects depending on the ship they’re assigned.
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On 11/3/2017 at 3:37 PM, The Red Duke said:
certain woods and crafting options alter the amount of repairs needed for each cycle.
the baseline is as Hodo wrote, but differences may appear.
Thanks guys for the replies.
That’s interesting. So, for example, a teak ship takes different amount of repairs than an oak ship? Any guidance or advice which builds take more or less?
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Our Danish friends continue their rather awkward attempts at immigration to the Dutch nation. All they need to do is apply to our Foreign Alien Office in Willemstad and we will provide you with the necessary documents as well as a handy time zone chart which will assist you in setting your watches and avoid those nasty mistimed port battles set exactly at server maintenance.
On the immigration forms please don’t forget to note the Bellona you took off one of our captains. This fact could hurt your approval chances but lying on your application is even worse. We will take in to account your generous sacrifice of a Victory and Wasa.
And to the poor American captain who apparently lost his way in our waters last night, here’s a tip: north (that’s your home) is up on your map, south is down.
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22 hours ago, Zoky said:
1. Huge self-sustained safezones for old farts
2. Huge disbalance among ships
3. Too long tag timers
4. Too accurate stern chasers
5. Too little rewards
6. Stupid unlimited repair system
7. Maginot line in many smaller regions
8. Too few free ports
9. Stupid ROE based on br
10. Stupid ROE in general
11. ...
and many more
1. The size of safe zones can always be tweaked but overall they should remain in place and be big enough that a player who wants to spend an hour in game can do so without having to constantly look over his shoulder. However there really needs to be more economic reasons to make players want to leave those zones.
2. Balance ships? Some work need to be done there with more accurate BR numbers. I would love to see each of the frigates have a legitimate roll.
3. No opinion.
4. If magical repairs was fixed/limited, I feel like stern chaser accuracy would be less of an issue. Seriously, if you are chasing a faster ship 1 v 1, he has a good point of sail, and open ocean in front of him, he should get away. Basically if someone wants to run and he’s fast, you’re gonna need to do massive damage to him in the opening minutes or he’s getting away.
5. A lot of rewards now. Do you mean higher rewards for PVP? The rewards available for PVP marks should stay very expensive and always be in the form of permanent mods. We don’t need the best PVP to sail around with super powers in every ship they own. Permanent mods are vulnerable which is a good thing.
6. Yep, repairs needs repairing. I believe the Devs realize this.
7. I assume this refers again to your problem with safe zones. Do what the Germans did, don’t attack them at the Maginot Line.
8. I’d be okay with a couple more free ports but don’t think it’s vital to the game with our current population.
9 and 10. To what stupid ROE are you referring?
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42 minutes ago, The Red Duke said:
It should be noted that the rule of thumb as pointed by Hodo can change according to the crafting/equipment choices of the ship. So it can increase but never under the baseline. So don't be surprised if you see a Snow at 4 hull and 5 rig.
You mean, for example, if using certain perks or mods that increases the effectiveness of repairs? Please explain further. I always assumed a repair would use X amount of repairs with Y percentage of restoration modified by perks/mods.
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I don’t mean how many to take a ship back to 100% from X amount of damage. I mean how many repairs (hull, rig, and rum) are the max that would be used in one repair. I know it differs by ship but is there a reference or list somewhere? Have you figured out a particular ship’s max repair?
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Or, they can just implement the ability to interact (transfer command or hold items) from a fleet ship in OW. Something like once you start the process you are stuck with sails down for 120 seconds like logging out.
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There really should be some sort of delayed alert that hostility missions are being done on one of your ports.
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THIS would be a totally different way at looking at repairs but I know that many have advocated for more flexible or dynamic ways to assign crew than just On and Off.
What if there was an additional crew assignment “Repairs” or it could just be a function or replace the Survival button. We’d have to experiment with percentages and the speed each crew does but wouldn’t it be cool if you could devote more and more men to Damage Control but it would be at the expense of everything else?
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3 hours ago, Macjimm said:
Can someone explain how the reinforcement zones work? Where are they located? When were they added to the game? Perhaps a link to the post when they were last added.
Not a very in-depth explanation (in the taxation section) but they came with Patch 11.0
Subsequent patches made the zones smaller and provided a visual indicator when you were in a reinforcement zone.
I’ve never had to call on reinforcements or had them called against me but my understanding is if you are tagged in to battle within your nations zone, there is a button on your screen to call for reinforcements. They come in the form of an overwhelming number of friendly super powered 1st rates that will make it difficult to impossible for your foe to escape.
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I voted YES.
4 total repairs (sail and hull).
Decrease percentage of healing by rum.
Repairs should remain something you carry. No auto refill after a battle.
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5 hours ago, George Washington said:
Easy to use BR calculator to set up your ideal PB combination.
Thanks for getting this done so quickly, George.
I have added a few functions, created some explanations, and changed the formatting some. I tried to set it up like a planner for pb participation.
Note to all... this spreadsheet is not editable. You need to make a copy on your google drive or download a copy.
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I don't go out looking for PVP very often but I know that when I'm out of the safe zone, I am fair game for any foe. And if I'm in a warship, I'm looking for targets.
I never have understood why some players consider those that sink them as evil. It's the goal of the game in the PVP servers. A batter in the World Series is not evil just because he wants to score even though that comes at the expense of the other team.
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On 10/27/2017 at 9:16 AM, Christendom said:
Time for a new alt. Think “therealdonaldtrump” is too long?
I don't think he's ever been accused of being too long.
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It really doesn't matter how many nations we have. It matters how many players we have.
Implement clan vs clan and port battle BR limits (tho I don't like defenders being able to adjust those limits) and we can deal with lower pop numbers a bit better.
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If battle falls below 25 on side can another player join?
in Feature proposals and Gameplay Help Q&A
Posted
Let’s say we are lucky enough to find someone while they’re running up hostility on one of our ports. There are currently 10 friendly AI defending that mission. 15 friendly players can join the defense. If one friendly AI or player is sunk (or the player leaves) can a new friendly player join to bring the number of friendlies back up to 25?