-
Posts
1,569 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Posts posted by Farrago
-
-
Gaining extensive experience in smaller ships in order to establish expertise in larger ships makes sense for new players. It's just a pain for all of us higher ranking players to go backwards and do it.
Smaller ships should be class based for unlocking... any 7 rate, then any 6th rate, then career progression starts to branch off to a few groups of 5th rates, continuing to branch from there.
But, while the thought of going backwrds and grinding to unlock ships is annoying to me, I don't get why some captains seem to think they must have 5 unlocked slots to be competitive. It's as if they think all opponents are going to be completely unlocked while they only have 2-3 slots. We're all in the same boat.
-
22 hours ago, admin said:
Basic cutter will be a basic ship for basic pve. It won't be able to attack players or enter pvp battles.
Great!
And to prevent them from being unsinkable spies, allow them to be attacked by other players BUT no PVP marks will be awarded to either side.
-
23 hours ago, Jeheil said:
Let em both grow, pray for the day we are complaining about too many players and need another server.
Or they have to open another ocean.
-
Is this the current capture zone file?
https://drive.google.com/drive/folders/0Bx3OZcHt9VbNMTNvTXFIQ2RVUVk
-
All valid observations.
Basic Cutters should not be allowed in PVP battle.
- 2
-
I've recently tried to get such a bulletin board going. It hasn't reached critical mass but maybe folks will ultimately find it useful:
-
1 minute ago, Remus said:
Agree entirly, but why are fleets with warships allowed in enemy ports to start with, if they still are?
While I agree that it is unrealistic, the game is already so grindy and one must do so many things while away from your own home and free ports I sure hope they leave that quality of life element in. Personally, I haven't found that being able to have a fleet ship AI escort for a trader to make life too easy. LOL
-
The inability to switch command from one ship to another with reasonable time and maneuver requirements in every game mode is a glaring omission in what could happen in real life. The one exception should be an enemy port obviously should not allow you to switch to a combat command.
- 3
-
I've always assumed that even with smuggler flag on, killing enemy nations ship in their county would raise hostility but now I'm not so sure. Does anyone have a definitive answer to this?
-
32 minutes ago, Cmdr RideZ said:
You have to remove endless repairs from battles.
Unless you're in a basic cutter, there are no endless repairs in battles. You can only use repairs you carry in to battle and they degrade ship performance a lot.
I know you know this and Im not trying to be flip but if in the course of a 90 minute battle one side can't take advantage of the finite supply of repairs with cool down timers coupled with the vulnerability of ship carrying a lot of repairs and crew vulnerability during repairs to achieve a victory, perhaps such a battle really should be considered a draw.
However, I'm a firm believer that XP and Gold should be granted to both sides in every battle based on damage done.
- 5
-
Hi. It was my understanding that players who had the now defunct signaling perk would be compensated with 50 PVE Marks. I haven't received the marks in my account and the signaling perk is still listed as one of my perks. Same player name "Farrago" on PVP Global. Thanks.
-
I see this as an opportunity for smaller clans or nations to make a difference.
Hopefully it will also put "alliances" to a stress test which is a really good thing in my opinion. Letting your "friendsl" easily hold a port you could take will cost you. Diplomacy will be harder to maintain or control and during this age of wealth exploitation thousands of miles away from a nation's European capitol that makes sense.
- 1
-
Thanks, @admin although it does not looked like it has happened yet. I still have the Signaling Perk listed and have not received the Marks.
I F11 in game.
-
Still having to craft cannons in sets of 10. This reduces production and availability of cannons because the bigger (expensive) cannons need to be made to order. It's too expensive to stock them. Let us specify exactly how many cannons to build.
- 2
-
Although it is very frustrating playing right now I would advocate there not be major economic/crafting changes until we see how this plays out a couple of weeks from now. Production will ramp up.
My worry is it is very expensive to set up shipyards and seems to take the efforts of many players or alts. I'm not against the high prices as much as God forbid the ship builder we've financed goes on vacation or has some other real life event. Is there a solution to this? Do we need one? Should shipyards (or other production facilities) be a transferable asset?
-
Would love a "Plunder / Loot" command. I'd also use a command like maintain safe distance as in I want them to try to stay away from the fight but I don't want them to exit the battle. If I'm out trader raiding, I have a trade ship as AI fleet that I use to store the cargo.
-
What about if Pirates were allowed to have ONE Freeport (or perhaps even another nation's port) designated as his hideout. Each pirate would choose his own. They could teleport to it as they would a their pirate national ports. BUT it would take up one of their port slots and would be VERY expensive. Like in the millions. There would also be $$ needed to continually pay off governors
Intersting? Perhaps some pirate uniquensss and love without huge unrealistic buff?
-
11 hours ago, admin said:
- Labor hours for cannon production/repair production reduced by approximately 30%
This is good as well as decreasing costs to mine iron.
-BUT-
Please please please go back to where we could select a specific number or even single cannons to cast instead requiring us to make them by the 10s (10, 20, 30, 40 cannons at a time, etc). Cannons are really expensive to make and for players to buy. A privateer has 12 guns... I don't want to have to craft 20 guns in order to load one out. This will definitely cut gun production because I don't want to list contracts for guns I can't sell and they don't sell to players in groups of 10. Especially true since you can't get your money out of sell contract until you claim it so if you claim it early -- before its all sold -- you pay too much for the contract.
- 1
-
Much enjoyed. Thank you for taking the time to write and share it with us.
- 1
-
3 minutes ago, The Red Duke said:
Thanks for the preliminary answer on your end of the stick
So, theoretically, investors on armament manufacture and trade can establish a solid market by simply undercutting the prices of the NPC store ( that only sells mediums ).
Theoretically yes. However, at least with no coal and no start up capital, I've found that it is quite the slow growth industry. For example, I can only afford to produce a few dozen mediums and carronades a day which under my current model might net me $100k. If I spent the same real life time searching to buy trade goods low and sailing to sell high I could make more money. Part of the problem is the process of crafting the mats, getting them to your workshop, making the cannons and either getting them to market to selling them at the same loc, creating sell contracts, redeeming sell contracts so I get my money is tedious and take a lot of real world time.
- 2
-
15 minutes ago, The Red Duke said:
Question about cannons/carronades manufacturers aka. Armament Dealers
How much was the investment cost for:
- Establishing the outposts and buildings
Another question:
- How much does it cost to produce one cannon 6 pounds long or equivalent carronade 12 pounds
Thank you for your answers.
It's difficult to give you exact costs because I am not an expert in my accounting software and these costs would actually be HIGHER if I had not been able to capture some of the necessary materials to establish the outpost or produce cannons. I am not factoring in labor hours needed to get mats to build workshop, mine iron, or grow oak.
Establish outpost ($10,000) and workshop ($197,934) = $207,934
My Current Cost to produce 6lb medium: $874 + 4 Labor Hours
My Current Cost to produce 12 lb carronade: $344 + 1 Labor Hour
I don't know how much it would be to produce a 6lb long as I have no access to coal.
By the way, the way I have been pricing my cannons for sale is cost + 50% +5% (contract charge) +5% per labor hour. My price comes in significantly under the NPC store but I don't know if I will be able to maintain this "low" price and continue operating because I'm losing the mining/forestry labor hours and real time to transport the mats. It's not really paying off right now.
- 1
-
What about a set of nontradable medium cannons on credit for a ship appropriate to the rank? Payback with interest would still be as a cut of "winnings". Difficult to exploit I think and could give us all (including newbies) a nudge in the right direction.
-
The XP you grind on the free Basic Cutter doesn't count on the regular Cutter?!?
-
3 hours ago, Edward J Kenway said:
You can Exchange Pve for PVP marks 10 PvE equal 1 PvP
It was possible on testbed but does not seem available on the current PVP servers. Am I missing something?
By the way, a lack of PVE for PVP exchange is going to be possibly an insurmountable setback for nations that can't find PVP near their home waters because by the time we (the Dutch and others) are able to build up enough wealth to support long range PVP patrols or buy PVP marks (if anyone actually sells them) we'll be waaaaaay behind.
Mega Patch 10.0
in Patch notes
Posted
Please don't do that. The trader tool is bad and needs some serious love, but it's all we have.