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Captain Lust

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Posts posted by Captain Lust

  1. I like the idea of having to build up in europe to be able to advance to the caribbean and all but they don't even add good and simple to implement suggestions... you think they would come up with a complete map of europe? I doubt it... Also, wouldn't this be just like the system they recently proposed with uncapturable semi safe ports protected by NPC with green zones at the edge of the map and pvp battles to take control over the regions  in the middle.... just on a much larger scale, when we already lack player numbers to fill one map? This could still be a good idea to link the pve server to pvp but the pvp server has plenty of carebears / actual pve players that try to avoid pvp at all cost already so i don't see much use here either.

  2. 7 hours ago, Sir Lancelot Holland said:

    The only damage control that would have been done in action would have been leak stoppage and fire fighting. A large proportion of the crew would be required to re-step even part of a mast, tackle had to rigged to lift it and the yards/spars to be replaced. Premade yards and spars were carried, usually on deck for that purpose.

    I would be fine with the ablility to partially repair the mast but not the whole thing to 100% over and over and over again.... it's just retarded.

  3. On 11.8.2017 at 11:00 AM, Rychu Karas said:

    IMO its a bad idea. You know, the learning curve. I think it's better for a new bro to die in a cuter or snow and give him a chance to figure out how to avoid such a situation.

    Not sure if serious or trolling. A "new bro" will die plenty even after he was able to level up the first ranks without getting sealclubbed. Are you afraid of them actually being able to fight back when they have the rank to crew a surprise? Bashing newbs in basic cutters will only make them quit - and rightfully so.... who would enjoy playing a grind fest with canerfags sealclubbing newcomers as cherry on top of it? No wonder the game is basically dead...

  4. Is demasting worth it compared to chain spam in terms of % of sail repaired per rig repar pop in battle? Do masts need more of the reps than only damaged sail? Anyone has the exact numbers?

    #letmejustfixthat30metersolidwoodenpoleevery7minutesrighthereincombat

     

  5. 14 hours ago, woodenfish said:

    Let me begin by saying this post is not a reaction to what's been going on on pvp global. Within my clan, and within the game, we've been thinking about what the role of pirates should be for some time, both to make the game more interesting for everyone and also to make being a pirate more interesting as an option.

    Lets get the screams of no from the current pirates out of the way first:

    • Pirates should not be able to capture ports.
    • Pirates should not be able to build anything above a pirate frigate and it should be insanely difficult for them to own/run anything above a 3rd rate. In fact I'm not even sure if they should be able to own anything above a 3rd rate.

    Why? Because pirates never rocked up in Victory's - they never had the resources to build/maintain such ships, that required a national effort.

    So what should pirates get to make up for these restriction?

    • They should be able to make ports in places where other people can't, maybe in 6-10 locations around the map. They can build an outpost and move their ships for free once a week via TP. That would allow them to suddenly appear in an area and cause trouble. The nation force in that area would have to deal with it. If they did, the pirates could melt away again.
    • They should be able to raid ports, allowing them to raid all the resources they can carry - up to a maximum of 50% of the resources of each player in the port (They see just the totals of each resource and then it gets removed from players resources on a percentage basis). Each port can be hit once a week. That would force nations/clans to look after their hubs. 
    • They should be able to be hired by nations to do thier dirty work - temporarliy sailing under the flag of that nation whilst fulfilling missions for them.
    • They get to fight outlaw battles with each other.

     

    I think this would make pirates an interesting option and something different instead of how they are now, which is a nation with additional benefits. Currently everyone should play pirates in order to have a level playing field. All other nations are at a disadvantage.

    giphy.gif

     

  6. 48 minutes ago, Quineloe said:

    If you want to protect certain waters, don't do it with magic reinforcements but by improving the forts. Most importantly: Make them stop shooting their own side. Put them closely together so they cover each others dead zones  and place mission spawn points in that areas so close to the fort that they're not a 30 minute sail away.

    That way attackers always know what they're up against when considering the attack and defenders know what they can rely on.

     

    Good idea and at the same time remove forts from all but the major ports. No need to have them everywhere on the map hindering pvp - they should be only for protecting new players at the capital.

  7. 5 hours ago, Slamz said:

    Those are so very optional though.

    My PvP ships have had the admiralty speed figure head, the Northern Carpenters (which I make myself and are cheap -- the components are common) and the 3rd mod is usually just whatever I have laying around. Accuracy or reload is nice.

    Since the Great Speed Nerf, I find it very questionable to burn up another slot on an additional 1-2% speed. You're talking about a difference that you can make up with a couple of rounds of your chasers firing chain shot.

    So this is another "the grind is what you make of it". Yeah sure you CAN grind out tenfold the ship value in mods but it is far from mandatory and is unlikely to make a difference. It's a damn close fight where you could have swung it the other way if only you'd had [insert one or two mods here]. That pretty much never happens.

    Some upgrades are borderline OP so agree to disagree. I know you don't need max stats to have and enjoy pvp but still... why should some upgrades be way more expensive than a good ship and their availability locked behind a RNG / PvE Grindwall? Customizing your upgrades is besides the wood type the only mechanic that allows you to customize your ship to make things a little less dull and limiting access to upgrades like this is imo just pure cancer...

  8. 36 minutes ago, The Old Pretender said:

    If a BC can be attacked by a first rate, than a BC should be able to attack a first rate. Having the current ROE is basically telling new players that they are their for the amusement of others.

    You obviously weren't around for basic cutter abuse, sweet summer child? Bet you'd enjoy risking your hard earned ship versus a angry mob of 10 free basic cutters that can also repair for free indefinitely with no reward for sinking them? :) Also a basic cutter attacking a 1st is pretty retarded... you can sterncamp him all you want you'll never board it or take it down...it's just trolling and do you think a actual captain of a shitty cutter would have taken on a 1st rate back then?

    • Like 1
  9. Since new players need to do pve to rank up and learn for pvp anyways ( without rookie region that allows them to pvp other new players ) , why not allow them to join missions directly in port for the first 3-4 ranks to save them from sealclubbing? Having to sail to your missions over and over while getting ganked / hello kittyed over by some sealclubbers every once in a while surely doesnt make the game very appealing to new players anyways? Sailing time and sealclubbing seem to be a common complaint, so why not give newcomers a easier start so they don't uninstall right away? 

    • Like 6
  10. 5 minutes ago, Skully said:

    Sure, but if the choice is having a player and lower barrier to entry or having no player and higher barrier to entry, then I see the obvious choice we need to make.

    I don't disagree with you but the question is... how much lower does the barrier to entry need to be? At some point sinking a ship doesnt hurt your enemy at all and becomes somewhat meaningless. Then soon we will be back to pre wipe where everyone has 12 Victories and 8 L'Oceans parked in docks... gold is becoming more and more worthless again already due to people generating huge amounts out of thin air with missions and trading... Capping a surprise from AI is basically a free ship... all you paid was a few minutes and some minor repair costs...

    • Like 1
  11. 1 hour ago, Slamz said:

    You can't raise 60k for a Surprise?

    I agree, ships are cheap enough... even if you dont have the bit of gold to build one you can even cap a NPC one that comes with guns equipped. The real problem is upgrades costing up to tenfold the ship value... copper plate 500k - 1mil if you can find someone selling it at all? just make it craftable again ffs... also all books should be available for Combat Marks ( the rarer ones 500 a pop maybe? ) and pvp should yield at least 10x more marks and ship knowledge...

  12. 1 minute ago, Skully said:

    Only when all excuses are neutralized would your statement become truth.

    So lets start by neutralizing them.

    That's easy... make all ships free and remove OW so they can't lose anything and don't have to sail a bit to get their fight... so basically NA Legends arena mode. By excuses i mean they make up excuses and blame the game mechanics for their lazy sissy asses.

  13. 1 hour ago, Skully said:

    Given that we can not change people I fail to read any concrete proposal or constructive counter-argument in your statement.

    That's right... as long as people play like mammering elf-skinned malt-worms it doesn't matter how many duras ships have or how cheap you make them... they will always find excuses.

     

    ~ replaced derogatory term with a more appropriate euphemism ~ the moderation team

  14. 7 minutes ago, Skully said:

    Gold isn't the true currency. Labor hours and real time is.

    Given that the blueprints haven't been reduced w.r.t. material requirements your real time investment (hauling etc) remains the same.

    Labor hours has literally remained the same.

    So in effect a 1 dura (5th) ship is costing 5 times more in time (/ on the clock).

    A surprise doesnt need much material tho and labor hours regenerate passively even when not in game. It's just people being sissies and don't want to risk losing a ship no matter how cheap it is...

    • Like 1
  15. I'm sure captians of that time were very careful when maneuvering shallow waters... it's not like in game where when you hit a sandbank your ship stops and you have to sail into a different direction, when they hit ground there was a very good chance their ship was done or at least had to be fixed. So you could still restrict some areas to shallow ships. I only posted the map as guideline too.... there are islands on the ingame map that don't even exist in real life.... i don't mind i actually like it but the realism argument is kind of out of the window just like with endless mast repairs and hundreds of zombie crews raised from the dead by your necromancer surgeon. Restricting some shallow areas to shallow ships only even tho a surprise could sail there with no problems wouldn't be up there with the most unrealistic things in the game - i think we all can agree with that...

  16. 10 hours ago, Pada said:

    Die meisten, wenn nicht alle, die ein Problem mit der momentanen Spielmechanik haben waren nie auf der anderen Seite. Revenge fleets sind das unfairste was es gibt im Spiel. Sie machen von chat und der schnelleren OW Geschwindigkeit gebrauch was man auch als "Science Fiction" bezeichnen kann. Also ist es nur gerecht das die PvP Spieler einen Vorteil nach einer Schlacht bekommt, wenn man sich schon nicht mehr ausloggen kann. Gegankt zu werden nur weil man aktiv nach PvP auf einem PvP Server sucht ist einfach nur BS.

    Mit den anfängern stimm ich dir aber zu. Warum die Dev's die rookie zone rausnahmen verstehe ich nicht. Das war meiner Meinung nach eine gute idee wie man Anfänger von den anderen trennen konnte.

    Genau das ist meine Meinung.

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