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AngryPanCake

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Everything posted by AngryPanCake

  1. (1) Merging 2 PvP servers and bringing together two groups of people with same play style may make sense, (2) however, I do not see at all how merging 2 groups of players that are very different will improve the issues the PvP servers are having! It's a PvP problem, adding or forcing PvE players into a PvP server will not fix it. PvE players play on the PvE server because they have no interest in playing on the PvP server, otherwise, the PvE server would be completely empty and everyone would be sharing the PvP server (s), wouldn't it? (2) As you said, that was offered months ago and if you remember both player groups declined the idea. I think you are left with figuring out how to solve PvP issues among PvP players. Good luck to you and hope things get better for you guys.
  2. Why would you change or deprive a whole group of players with a completely different play style of their server?
  3. Actually, what seanjo said is not a bad idea. Maybe not practice per se, but more like learn the basics in a safe environment.
  4. Thank you for your input. However, as stated in my post and in many previous threads: the PvE-PvP merger idea was rejected by many. So, I believe the idea should be put to rest at this time. If you are interested in both PvP and PvE, some have suggested "voluntary PvP" on the PvE sever. In that, if a player runs into another on the OW, click on his/her ship, then click an "invite to battle". If the other player agrees/accepts, then you got yourself a PvP match. Others suggested to bring back the Duel Room. This way, if you spent time studying what ship build you wanted, gathered materials/mods and crafted your dream ship, you could go out and try it out against another player without the risk of losing it in battle (Duel room). 1- This statement is very reassuring and most welcome by the PvE community. As I said, the PvE "version" of NA has so much potential and possibly less challenging to complete than PvP, in that there is little chance for exploits...etc. 2- PvP games are never completely finished, look at WoT, WoWS always coming up with patches, buff this, nerf that, rebuff this...etc. However, 90% of problems solved is a great product, cause in that area, no game is 100% problem free.
  5. Dear developers, I would like to take this opportunity to point out some of the potential the PvE server has to offer. I understand NA was initially designed as a hardcore Age Of Sail sand box PvP combat game and you are working hard to live up to it with the help of the PvP community that is quite dedicated despite some of the rants/frustrations. This post is about the PvE server created later on to attract players like myself who are fans of the Age Of Sail, but not necessarily of clans/RvR/PvP. The PvE community is quite small compared to the PvP one, however, we are as dedicated though less vocal. The game was not marketed/advertised to attract the likes of me and still, here I am. I had read there was a PvE server, got on the forum and asked about it. 2-3 days later I bought the game. Since then, I have been a staunch advocate of the red headed child that the PvE server is. Despite my previous rants (I do have a couple), I enjoy this game very much, always been fan of the period and I happen to discover it right after I finished the Hornblower series and started the Aubrey-Maturin one. This could not have been a more perfect time. Anyway, I understand the priority is to continue working on PvP in order to produce a finished product, which the PvP community is anxiously waiting for. But I wanted to lobby on behalf of the PvE community so the server remains up and running past the 12-18 months you had mentioned a couple of months ago when the suggestion to merge servers turned out to be unpopular (posters, please refrain from engaging in a debate about who opposed it most, thank you). Once the PvP version hits the market as the final product, we, the PvE community hope you will not give up on us and hope you will put in some time to make it a game that will attract more players and continue to run in parallel just like the PvP server. As many have suggested it in the past, PvE can be a stepping stone towards PvP. It can be used as a "training ground" for future PvP'ers as well as a bonafide finished game for PvE'ers. The community is very helpful and will continue to answer the same questions over and over again (what's the pray button for? how do you catch fish? how do you put guns on the ship?...etc). New players can learn the basics of both trade and combat in a relatively safe environment. Then when they feel confident, they can switch to the big boys' server. Maybe once new players reach the rank that allows them to fully man a 6th rate, they can then transfer and get the required XP as a redeemable. I strongly believe that if the PvE sever is advertised appropriately, it will attract many more players than it has now. Although it's only averaging a 100 players a day, there are many more than that as it is not the same 100 that play all day everyday, and this is without any particular marketing. In a previous discussion, you had said that even without marketing you were getting a decent number of new sales every month. So imagine if PvE was marketed to the people with interest, this can only be a win win situation. Of course, the game on the PvE server will need some attention in due time and will require some new content. There have been several suggestions already, but this is not about rehashing them, but merely to bring your attention to the possibilities PvE game play on the PvE sever offers. I was chatting on Global today and asked what the other PvE'ers thought the PvE version of NA was and a few said it was an Age Of Sail combat and trade sim (this will probably start a firestorm, but keep in mind, I am talking about the PvE server and no one is suggesting the PvP server should become a trade sim), which is fine for those interested in that style and it seems that is what PvE players like, that's why they are on the PvE server and not elsewhere. Therefore, the PvE server advertised as an MMO sand box combat and trade sim will find a larger audience than it has now. Half the work is already done, mechanics are being tweaked for PvP, which will most probably work just fine on the PvE server, some PvP specific items will be removed once the game is ready for launch (like timers and other restrictions that were brought on due to PvP imbalance), graphics are already great, ship models unbelievable, only thing missing is the PvE specific content. One of the players said this about PvE: "Every player a friend, every AI an enemy, battle with famous ships in nimble brigs, fast frigates and powerful line ships" (Aeomar), he actually summed up the way I feel about the PvE server. On this note, I hope I got your attention even for a brief moment and hope this game continues to grow along with it's great community. Thank you,
  6. Sorry, I think there is some misunderstanding. I was hoping this would be implemented on the PvE server where there aren't so many issues with exploits and the likes. This being said, if it is not possible to move cargo around, being able to at least look at what is in the holds would be helpful to figure out last minute changes in order to make an unplanned stop here or there to unload something. Again, sorry about not specifying the suggestion was for PvE play on the PvE server.
  7. Are you planing any other contests like this one? It seemed to have been quite popular and added some fun to everyone, even the ones that didn't participate talked about it!
  8. @Kanay Your suggestion at tying more info to the exploration is also a great idea. Whenever a captain visits a port, production info is saved for that port and will appear as extra info when viewing the Map. The other suggestion I had regarding already visited ports is that their names appear sooner on the OW than non visited ones. Currently the port name appears at about 5 Km, if one has been there already, it should appear at 10-15 Km.
  9. Since the Devs are working (or planning to work on the UI), I was wondering whether it would be possible to add some more info to the Map. For instance, add the resources produced in each port. So players can plan their OP's without having to come minimize their game and use a third party Map to get information on the resource distribution. Thank you.
  10. What are the times for server maintenance, thus replenishment of goods/spawn of wreck missions? PvP EU: PvP Global: PvE: Thank you.
  11. I'm not a Pirate, not even a PvP player however, I do think Pirates should be a unique faction in this game. If they are no different than the other nations, what would be the draw, the name Pirate? I was chatting with some Pirate players in-game and asking them questions about their "nation" and it seemed to me they had limitations (eg: ships they can have), but I could not figure out what benefits over other nations they had to counter-balance those limitations. In other words, they got the short end of the stick! Their missions seem to be the same than the nations', their bases of operations do not seem to confer any particular advantage, they lack resources, there is really nothing that would compel me to join the Pirate "nation" at this time! I personally don't have any suggestions, but I do support the Pirates' requests to become a unique faction.
  12. Hoping some UI consolidation will be part of the new UI the developers are working on. Mostly minimizing the steps it takes to perform everyday tasks.
  13. It appears that many players are asking for some crafting rewards. As far as I understood it, there used to be some earned craft XP when players produced crafted items. Since crafting involves gold, Labor Hours, purchased goods, harvested resources, even other crafted materials, it would make sense that one should earn craft XP. I do not know the reason it was changed in the new patch and I am sure there must be some rationale for it, but it seems that leveling up in craft has been quite tedious. Maybe some craft XP can be rewarded for crafting certain mats, but not all of them. For instance: 1- no (or very minimal) craft XP for crafting mats from a single resource: Oak Logs to Oak Planks. 2- small craft XP amount for crafting non complex mats requiring a single resource and 1-2 other mats: Carronade = Charcoal + Iron ore 3- higher craft XP amount for crafting more complex mats requiring 2 or more other mats: Barrels = Iron Ingots + Tar + Oak Planks Or something like that. I know the big XP reward for crafting is making ships, but awarding small amounts along the way will help level up and produce the ships people want/like and continue enjoying this great game. Thank you.
  14. let us not rehash and talk about things that were suggested in the past and were abandoned and focus on future content, new UI and new game engine...etc. @Ink so in order to get compensated for ships lost during battle due to crash/log out, one has to F11 and send report? Obviously the F11 will have to be done after a player logs back on and then hits F11, will it still show the player lost the ship after the fact?
  15. I think direct personal challenges on the OW go against the PvE mentality, however, a Duel option in the Missions tab would probably be welcome. At this time, fine tuning the game mechanics and working on a finalized UI are the biggest priorities. Once game is stable on the new engine and mechanics are done (as much as done can be...which could be never!), then adding content to both servers is going to be a breeze...I think.
  16. if you put your mind to it, there are dozens of ways to give you a location without the same accuracy.
  17. true, which i realized some time ago. I forgot to add that to my post, so see the EDIT part.
  18. I mean, it makes me laugh when people don't want "GPS" because...of what? it's not historical? it's not supposed to be accurate? yet, the trader tool gives you commodity prices live and the exact distance to every single port? So, you are saying a little GPS is ok, but not too much though! Anyway, since the trade tool gives us the distances it would not be unrealistic or game breaking to replace the heading on the protractor with distance, and it doesn't have to be accurate, instead or single increments, make it like 5-10-15-20 km, which gives you a 5 km margin, or make it a 10 km margin like 10-20-30 km, to add even more inaccuracy, But for God's sake, stop with the GPS BS! EDIT: Oh, one more thing, if this is a game breaker on the PvP server, the majority of PvE server players would like some sort of improved location finding.
  19. Since the devs are going to work on the UI, which seems to mean the game is going to get a serious face lift, I would like to add some new ideas in order to reduce some of the multiple little steps that are currently required to perform basic tasks in port. In addition to the above merger of the Equipment and Fleet tabs, we can use the same layout and transfer it to the Shop tab. Currently, when you purchase goods, they go to the port warehouse, then you switch tabs to the Equipment one in order to transfer the goods from the port warehouse to your main ship. Then switch again to the Fleet tab to move goods to the fleet holds. So many steps in order to move things around. If you want to move goods from your main ship to the fleet hold, you also have to switch tabs back and forth. With the above new Equipment tab, one can see all the goods in the warehouse and move them around, from main to fleet and vice versa. The new Shop tab layout (see picture below) goes a step further in simplifying the menial tasks. Goods purchased will move to the port warehouse, then dragged to the appropriate hold without switching tabs over and over again. Thank you for allowing the player base to provide feedback and suggestions.
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