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Raekur

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Everything posted by Raekur

  1. The 10k I mentioned was per unit not per haul. You can make up to about 160k on a single trip but you are far away from reinforcements and friendly players for quite some time with that trip. In time I may be able to increase the distance I trade but with low crew and funds it is not worth the risk at this time. Before this economic revamp there was a few short runs that did net some good profits and did help out beginning players. This system that there is now places new players at risk for little to no profit at all (at least what I have seen over the last couple of weeks. But I keep at it one day at a time.
  2. Spain, which right now has 3 active hunters in the area that I know of going after our trade ships.
  3. My calculations are based on best purchase price to best sale price within reason. Of that there is only 1 item that sells for over 10K profit and the next highest at about 6k. Now take into account that is single items that most likely are not available ( I have checked the same 6 ports every day for the last week and have found no trade good to export) So before you jump all over me with suggestions of I need to sail further to make a profit keep in mind that since I do not have a lot of money longer sail distances risk me being reduced to no money at all and thus back into a basic cutter hunting trader brigs which puts me on the losing end with less guns and less crew. I understand that you guys may be looking at this from the viewpoint of having 1400 crew and large amounts of money to absorb losses but when you look at it from the view of someone who barely has 30k in money it is a massive difference risking long sails.
  4. 71 trade goods so far (not counting goods used in crafting) Tobacco on my list shows about 83 profit before taxes, reducing it to about 28 profit, not worth it to me considering the distance. Of the 71 goods I show an average profit margin of 30.61. This include destinations to hostile ports that would be impossible to reach. I make more profit hunting AI trade ships (mostly because at this time I have a max crew of 240)
  5. If you were looking as the amount of coin gained then yes it appears to be better. If you look at it from the perspective of profit / ton then it is not and a few items will pay more but in turn become a loss when the taxes are applied.
  6. That armor slows you down more then it is worth on a trade ship. Keep in mind that once a warship gets behind you all he has to do is deal with the very weak stern armor.
  7. I can tell from some of the replies here who actually sails a trade ship and who doesn't. First of all, you can NOT fleet with a basic cutter as a main ship. Been like that for a while now. Second, with the not transported to port after being defeated the ONLY way to not lose everything is to sail just a single trade ship that is built for speed and minimize the loss. Sailing 3 slow trade ships without escorts is very risky as most of the raiders near Vera Cruz are in Bellona's and can easily take out any trade ship with little effort. The game has changed quite a bit now and is more towards PVP and does not support commerce (as profits are very low and goods are scarce) and is now massively frustrating and a major grind for low level players due to the only way to gain experience is to hunt in open world until you get to rank 7 and have the crew to man something that can handle the missions. For trade, setup a port at the origin point or nearby if possible and store the goods there and move as able. Moving all at once is a time saver but as you have seen can also be costly.
  8. Dont forget that people were not engaging in pvp as not wanting to lose their larger ships. Add to that how long it takes to make ships now (gathering supplies and materials). So their answer was to introduce these pay to win ships that respawn if lost in 24 hours and since you paid for it the ship will be overpowered when compared to other ships of equal class. Next closest ship has only 60% of the broadside firepower and 45 fewer crew. I would not be surprised if the game evolves into players only using the DLC ships because there is no risk involved in losing them now. The part that is going to suck is the players who are new that get ripped to pieces by these things (and the Herc) before even getting to the point of having over 200 crew (and before you say I dont know what I am talking about, my wife and I just got jumped by 3 of these DLC ships and a Prince). So even IF we had managed to sink one of these bottom feeders, they would just get their ship back the next day FREE of charge. Who thought this was a grand idea??? There is your example of lop sided play balance. Pay to win as a default, does not give a game good reviews.
  9. Last i checked, no one starts out with a port near a hostile capital. So why would you doubt a map reset would not change that?
  10. does it require a group to sail out from your port? When the merge took place we were informed that it would take a group of 6 to just leave port due to the constant attacks due to hostile forces having ports nearby that they would NOT have if the map was reset. How is it fair to take a group of players and drop them into a map where they have little to no chance to establish a base to operate from? While I am sure you love having easy targets that this merger provided I do not feel that a merge without a reset was uncalled for.
  11. Deals such as Span+Russia is not that much different from what the pirates were complaining about on PVP2 with the US+GB alliance and the standstill it caused for the pirates. The pirates could cause significant damage to either but not when faced against both. So now everybody and their mother is shoved onto a single server and we once again have to contend with nation+nation agreements and the tactics it presents. Swapping ports between the allied nations, hiding fleets in battle prior to a port battle, and screening for each other. You have 2 options as I see it. Either stop playing or start setting up your own alliances to level the field.
  12. So back to the question i suppose since no admin has decided to grace us with an explanation as to why the map was not reset at the time of the merger. The merger screwed over every small clan that was pushed over due to them lacking the numbers to establish a foothold on the new server. If you are unsure what I mean then let me provide some details. I play GB and I know of a few small clans that existed on PVP2 prior to the move that gained strength from their relationship with a few larger clans. That relationship was pretty much gutted with the merge as the larger clans are having difficulties getting setup themselves much less having the resources to provide assistance to the smaller clans. So the game in effect now is you have an established server with (from what I hear) GB being nearly crushed and then force feed fresh targets into the mix for the PVP1 twits to play with knowing full well that the clans being fed to them will take some time to build up resources to keep a fleet operational. While the newly joined clans can sail around and setup outposts they will have to contend with EVERY damn thing they own being dropped into KPR JUST so they can gain access to the goods they brought over with them. So now the clans ENTIRE resource pool is located in a port that is under constant attack. Absolute genius there guys... While it is possible to break out using either timing or decoy groups it is still rather annoying that over 25% of the current player base was put into a position of being cannon fodder while in the past the map was reset for reasons that were less impacting then the merger.
  13. A map reset would not have damaged the larger population any worse then taking pvp2's population and force feeding them to a meat grinder as this merge has done. The US is non existent and GB is blockaded on one port and the other is under constant attack. How the hell is a group of new players with no established outposts or building areas supposed to move out and setup anywhere. KPR is very easy to lock down and there is near nothing near Belize that offers a way to recapture the surrounding areas to establish a secure area. Yes, it will be a massive fight for GB at this point, more so when you add that is seems the existing GB players of pvp1 are broken and have already given up. Great job devs for screwing the pooch on this one.
  14. Based on the intel I have heard going after russian ports involves fighting both russia and spain as one screens for the other and uses pseudo battles to hide the fleets until the port battle. Though if you have a nation that has enough players to field a decent fleet that can deal with the before mentioned tactic then yes there are port that can be fought for, but all i have seen over the last few days is russia expanding their holdings. This still does not answer the question as to why there was not a map reset at the time of the merge.
  15. So just out of curiosity, why was there no map reset prior to the merge so that ALL players had a chance to get established instead of screwing a large number of players by forcing them into a situation where they are drastically outnumbered and have little to no chance to establish a holding in which to build. Just would like to know who this merger catered to because it sure was not the players being forced over.
  16. So we are playing on the EU server now? Let see, longer distance to server and more people on the server.. NA players are going to get smacked with some lag.
  17. Maintenance is paid for each day from the clan warehouse. Any clan member of Officer rank can access the warehouse and deposit gold into the warehouse for use in paying the maintenance. As far as a location to place a warehouse, a good starting point would be a freeport as it can not be assaulted and captured. This is the same as it is for nations with the capital ports and offer the same advantages and disadvantages. They can't be captured but can not be modified towards labor hours, taxes, or production. So the usual way is to establish the warehouse at a secure location and move it later if the clans focus changes and they can secure more area. But in no way is this a bug, the 3 Invading nations are just that, not established in any way and are intended to be for hard core / highest difficulty players or possibly nomadic groups which would be best served basing out of a freeport.
  18. Not sure if this exists on your system but Firefoot and I noticed after the patch our GPU shot up to 100%. The systems we have far exceed the requirements for this game so I am left wondering what could the issue be. While in port the GPU is at 12% and the second I leave port it climbs to 100% and stays there. My settings are the same as yours.
  19. I was wondering if I missed something between the Carpenter and Expert Carpenter skill book. The Carpenter grants a 5% bonus while the Expert Carpenter only offers a 2% bonus with no bonus towards anything not covered by the Carpenter book. Was this perhaps reversed from what was intended?
  20. Also the thing that helped you Chris and shows that now the defender has the advantage is that you waited until the GB forces entered while you kept a few ships out of the battle and switched to larger ships then sent them in. This is going to be something that will be in favor of the defender now as sides try to deploy as many points as possible while trying to maintain an advantage of some sort. Should be interesting from here on out. I think new tactics will emerge as the battles are waged.
  21. So the person that posted the review either was funded to move out of the basic cutter (as i have yet to see any player able to rank up fast enough to leave one in only 27 hours) or simply did not know what he was doing. What he should have done is report it if the friendly continued to block and then open him up to being fired upon several times. Need to establish a pattern before accusing someone of something. Either way, I think the reviewer was wrong and expected more without asking any questions from the group he was part of. I have played many games that do not have any kind of tutorial or manual and did just fine using trial and error. Do I think he wound up in a bad situation, yes. Do I think he has a right to make the accusations he did, No. This leads me to think that the reviewer is either an alt account intended to post a bad review in order to get the devs to move towards a desired outcome or is just some child who chose to whine because he lacks the intellect to understand that the game is in a testing phase and is not final. He should have read the description a little better.
  22. The main speed is altered based on the weight the ship is carrying. To test this I gathered some iron ore and split it into a piece that weighted the same as the guns that were on the ship. I removed the guns and noted the change in the white number, then placed the iron in the cargo area and compared the value with the speed when the ship was armed. The speed (main) value was the same regardless if it was cannons or cargo. If you look at the listing you will see that both ships share 3 upgrades and have 2 that are different. That is the reason I asked for new SS to be taken was to avoid the conversation being further distracted by information that was not impacting on the the speed. Lonar, you came here seeking answers. The reason I asked for additional information was to show what I was correct in that the ships were different without upgrades. Attitude goes a long way towards getting people to help you or ignore you. So in the future, if you do not desire the community assisting you in answering a question then I would suggest just using F11 to submit a ticket for investigation. Bringing the situation here allows others to learn about in game undocumented aspects as this situation is NOT a bug but an old aspect of crafting from a while ago that has not been removed.
  23. Take new screenshots with the upgrades reset. The upgrades on the upper ship is not the same as the one on the lower. The upper vessel has Powder Monkeys, The old Flag Officer, Rum Rations, The Complete Fencing Master, and Barricades. The lower vessel has Rum Rations, The old Flag Officer, Powder Monkeys, Treatise on Making Saltpeter, and Boarding Parties. Both ships are affected by the same internal weight (the red value -0.43 would be different if the ships had different guns). The selected temp upgrades do not have any effect on the speed or weight of the ship but I would still suggest that new screenshots be taken with no upgrades if possible. Personally I believe you and it could be what was found back when ships could have multiple durability, that each ship that is crafted by a player has a hidden modifier added to it that could affect one of many different stats of the ship. This led to crafters making several ships in order to get that "one" that had the desired outcome.
  24. Pros: Contrary to what some have experienced I have been running a test with an alt account I created. The idea is to see how well a solo player can survive. With the trading boost solo players can accumulate enough funds to pay for any replacement ships that may be lost due to combat. Cons: There are still a few pirates who prey on players who obviously can not crew a ship strong enough to put up a fight and thus they are left with only 2 options. Either join a clan or be forced to pay for escorts who can if they chose require large sums of gold for their service. Overall: Things are improving mechanics wise but there are still a few players who persist in attempts to undermine the game and cause as much havoc as possible for their own amusement regardless of the effect it has on the player base and upon new players.
  25. Same issue occurred today. I figured out what is different. It happens when you want to relocate an outpost to a different slot. The process is to be in the port, Abandon the port and then open it in a different slot. The only effect before was that you would only lose any buildings that were there. Ships and warehouse contents would remain through the process provided you did not leave the port. What is concurring now is that is that buildings as well as ships in port are lost and warehouse contents remains. Prior to the Clan wars patch I used this method quite often with no issues at all.
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