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AngryPanCake

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Posts posted by AngryPanCake

  1. 14 hours ago, admin said:

    Hello Captains. 

    Here is the development roadmap for the next 3-6 months for your consideration. 

    Significant milestones

    • Move to Unity 5 (complex task with unknown ETA)
    • Port UI complete rework - self explaining. 
    • Open world UI improvements - once 1-2 is done
    • Battle UI improvements - once 1-2 is done
    • Localization into first batch of languages - once 2-3-4 is done

    Tunings

    1. Finalization of conquest and conquest rewards
    2. Additional PVE content (missions, raids other improvements)
    3. Finalization of PVP Rules of Engagement and PVP rewards

    I feel all these milestones and tuning will improve the game a great deal and it seems like this is going to be a major overhaul.

    If you say the old game engine limited content, then by moving to Unity 5 there will be no excuse for not adding new stuff. The vast majority of players will be extremely satisfied with that. It will improve game play on both PvP and PvE servers. The priority will of course be to fine tune PvP mechanics, since this is the reason for the game.

    Having said that, as a PvE server player, I would welcome:

    1- Aggressive AI. Add some sort of radius of attack to AI ships, which if players cross into it, will trigger the AI ship to attack/give chase to the players' ships. Take into account BR and the presence/absence of player's fleet...etc. Approaching an enemy port in an armed ship, would also trigger a battle instance and the player gets fired upon by the coastal enemy batteries.

    2- Add PvE missions in addition to what we already have, but with varying rewards/difficulty. Many players have already suggested different types of missions in the suggestion thread.

    3- Expanded Admiralty "shop" where players can buy cosmetic enhancements to their favorite ships: paints, flags, pennants...etc. Some will be available for XP and/or special admiralty missions, other items may be available at the NA "store" for small fees to maintain a steady income into the devs' coffers in order to continue producing more items/colors...etc.

    One more thing, currently, all the nations on the PvE server are at war with each other. Maybe, some system can be implemented so the nations are not all at war against each other, something that can randomly declare war/make alliances between nations that last for a few days at a time and then change to a different war/alliance to spice up the challenge.

    Thank you,

     

     

    • Like 1
  2. 16 hours ago, Bearwall said:

    I've been a lvl 50 crafter for ages so I'm not concerned about myself.. but yes I believe new players will simply not want to invest the ressources in a lvl 1 shipyard, only to invest boundless hours and ressources in crafting ships..

    It seems like the most common complaint about this patch is the grind, and yes I agree with you it does feel like a lot of work for little reward. Maybe that hard won reward is so cherished that people don't feel like going out and losing it in the first PvP battle they run into.

    Even though this patch has been designed to push people into the OW, I've been reading in the chat a few PvP players coming to relax on the PvE server saying they've had less PvP play now than they had prior to the patch.

    Anyway, I hope things improve for the PvP players.

  3. I was wondering whether players would find this idea interesting: Merge "FLEET" tab into the "EQUIPMENT"  tab.

    NA-011-02.thumb.jpg.2650f8738a32b02824fcc584e0c1a2ea.jpg

     

    PS: as you can see, I sneaked in ship names to help differentiate my 2 Trader Brigs. I know that the devs are strongly opposed to allowing players to name their ships for a host of different reasons. But allowing us to name ships for our own use at least, not for the OW, will make selecting the proper ship easier...I mean more convenient.

    • Like 8
  4. 1 minute ago, Bearwall said:

    You can make traders lynx' right at the go as far as I recall.. so no need for the delivery missions..

    Thanks for the clarification. So one can earn cXP from the very beginning granted he/she has the necessary goods. And you still feel it's a grind?

  5. On 6/28/2017 at 0:10 PM, JollyRoger1516 said:

    100% agree. Also please bear in mind that unless you did nothing but trader cutter crafting it took several months to reach lvl 50 even before the patch. Honestly I don't see any new player rising through the crafting ranks under the current mechanic.

     

    On 6/28/2017 at 6:37 AM, Bearwall said:

    This is one suggestion in a whole range of suggestions I'm thinking about, but arguably the most important for new players.

    Put back the experience gain from crafting parts. For new crafters it's both expensive and timeconsuming to build new ships and for lvl 50 crafters there is a need for budding new crafters.

    Before the wipe it was an integral part of the economy especially for new players that could sell their LH and get gold + crafting xp for the parts they made..

     

    I just built a workshop and thought I'd start crafting and earning cXP and then start building ships and stuff, but then I, too, realized the only way to earn cXP while crafting is by building ships or completing delivery missions. I think I understand the rationale behind this new change, the whole plan was to get players out into the OW to increase the likelihood of PvP action. So, by making cXP only available by building ships and/or delivering goods, it seems like, before one builds ships, one has to be of a certain craft level (if I'm not mistaken!), so until then, one has to get out into the OW and complete missions, which makes that player "available" for PvP (or be PvP'ed!).

    So, it's kinda understandable with the whole pushing people out into the drink, but on the other hand it makes it quite tedious for beginner crafters to get going. I'm a PvE server player and with no risk whatsoever, it took me 4 or 5 days to complete enough missions to reach craft level 3, about 1.6 days per level so far, the higher the level the more cXP I will need and it will take me an Indiaman load of days to reach higher levels.

    In other words, this is quite a dilemma!

  6. 11 hours ago, JJWolf said:

    Then why have a suggestions forum if not to receive and review feedback?

    That's a very good question.

    However, I do think the Devs or their representatives are reading this sub forum. I suggested once to have a warning pop up before leaving port if goods were in a warehouse with no OP, I even posted a picture to help understand what I was talking about (a picture is always worth a million words), and lo and behold it was included in the last big patch. I will not take the credit for being the reason for this implementation, as I am sure there were dozens of people who probably had the same idea, but it just shows that the Devs actually take into account what players want and/or suggest, which I actually applaud!

    • Like 1
  7. TP seems to have been a source of great debate among the PvP population, I am sure due to multiple possibilities for "exploit". However, these issues do not affect the game play on the PvE server.

    I was asking PvE'ers on global chat recently and an overwhelming majority seems to favor a TP to and from OP's in National, Neutral and Free ports. If it's not too much asking, would it be possible to maintain the current OP TP to/from National/Neutral ports on the PvE server, even if it is removed from PvP? and maybe add TP to/from Free port OP's as well?

  8. Timers have been and still are a major source of debate among the PvP server community and since the PvE server is tied to the PvP server, all the changes made for the PvP server carry over to the PvE server.

    Would it be possible to remove the timers from the PvE server? I am not sure of their usefulness. PvE players would not mind being able to attack a ship as soon as they log in or leave port.

     

    NA-010-01.jpg.7ee9efd17be32a687eee23c652a9217a.jpg

    • Like 2
  9. Players volunteering to help with localizations would help improve the UI a great deal, adding simple and easy to understand directions/instructions to help newcomers navigate through it.

    However, I foresee that this could be a copyright/legal issue with players producing stuff (for free) for a game development company that is making the money. It's a little bit more complicated than it sounds. As opposed to a free game mod that players contribute to.

    But, It sure would move things much faster.

  10. 2 hours ago, Headless Parrot said:

    no

    why not?

     

    1 hour ago, Captain Jean-Luc Picard said:

    Wouldn't missions of more importance requiring heavier ships and more logistics be realistically more likely to be departing from the most important port, rather than from some backwater coastal village?

    Realistically that should be the case, but if you are trying to make people sail away from usual locations and have more people out there to PvP, then it's not a bad idea at all.

    On the other hand, being a PvE server player, having missions spawn close to the starting capital is not a bad idea for those starting players with low sailing skills as well as low location determination skills. They don't need to sail too far to see the crossing swords they often sail past not knowing that's the mission location. This will help them get quickly into battles and develop skills needed to progress up the rank ladder. However, I don't see the benefit of combat missions spawning far away as there is no benefit to making people sail long distances for them since there no necessity to "expose" PvE server players to each other.

  11. On 6/22/2017 at 10:11 PM, CaptVonGunn said:

    The funny part is this has been this way since I started playing 17 months agp

    You....! The one using logic in a internet conversation. Get out the internet is no place for such things......:) 

    The funny part is this has been this way since I started playing 17 months and being a logical being every player has also been playing for 17 months.

     

  12. 18 hours ago, Niels Terkildsen said:

    I'm just bumping this since it's annoying me every time I play in a group. Can we please get a 32-point compass instead of the 24-point one? Also, in the battles as well, why can't we simply have the cardinal directions instead of the degrees?

    Or both, why not.

    The picture you attached has suddenly made my reading of Aubrey-Maturin books a hell lot easier. Thank you.

    • Like 2
  13. 41 minutes ago, Genma Saotome said:

     -- and doing so w/o asking for a confirmation!!!

    I know how you feel as you are not the first nor the last to lose stuff because the instructions were not clear enough.

    The most common loss most players have incurred was after they purchased goods and left a port without OP and lost them all. Some players pointed that out in the forum and a warning, similar to the one about leaving port without guns/repair kits, was added.

    Implementation of new things that make the game more intuitive is a bit slow, but overall it is moving towards the right direction. As a rule of thumb, I believe any action that may result in a loss of goods/ships should come with a warning.

  14. 41 minutes ago, Kanay said:

    This will probably be extremely demanding as if you buy one product in small quantities in various places at different prices you will need to get the average of it, if from this average sold price you then take in account that you sold let's say 100 units and kept 100 to craft something then it ill be messed up too.

    I use a sheet for this kind of stuff and keep track of my transactions, something more or less like this :

    81053620170622213739.png

    left part is bought stuff, right part sold stuff.

    Cities are blurred here, but it also helps when you need something to remember best prices to buy and sell ^^

    I just need to set the quantity bought or sold, the total cost i paid, then get all the rest set automatically like price per unit weight per unit, total weight, benefit, % of gain etc crossed with some other sheets... Wanted to do a stat based on travel distance vs gain too, but not sure if i will one day bother to find a way to get distances from city x to city y when i use the scroll down menu to set  city sell and bought location...

    I tip my hat to you for your diligence and I am sure you would still do this even if the game has an intrinsic system to keep track of purchase prices. You are a dedicated trader whose attention to detail is probably unmatched.

    However, if it's something the Devs can come up with and it is not too time consuming as to not take away from the main project, that would take some of the nitty gritty out of the game.

    But, God forbid if I'm asking for anything that would make the game "easy"... I'll be getting the "take your Hello Kitty ideas somewhere else".

  15. I was wondering whether it would be possible for the game to keep track of the player's purchase prices for the goods acquired during trade operations and display them back in the shop or at the time he/she is ready to sell. Something like this:

    Purchase price shows up at the sell warning:

    NA-008-01.thumb.jpg.59b0273d7bc7cabfc06ed8d11164d418.jpg

    Or better yet, purchase prices show up in the shop for all goods owned, like this:

    NA-008-02.thumb.jpg.947d4f62d74de0e61b393b2e7d720239.jpg

    Thank you.

    PS: Prices are fictional.

     

    • Like 1
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