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Eyesore

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Everything posted by Eyesore

  1. You bring a flawed arguement? Then make another? Then make assumptions and try to become personal? gg, wp
  2. Yes, everybody can do that, clan or soloplayer. So there is no problem there? How long can those crafted ships be held in transit before it comes a storageroom? How many slots you think would be fair or convenient enough to work with? If additional slots are given, why not give the same amount of docks to a every player then? I try not to nitpick, I understand and agree that clans need tools or ways to organize themselves. You are clan-player by choice. If each player was given a million gold for playing solo, and you decided to stay in a clan, that would be your choice. You have the ability to have any and all advantages of being solo and you choose not to. It is your choice to give up any benefits that solo-players receive. Do you get it yet???? It is your choice. If you can’t play nice with others that is something you should work on. ο»Ώ I geuss the flaw in your arguement is fairly obvious? A solo-player has to work together just as much as a clanplayer, perhaps even more and under bigger stress. Why do you think solo-players are doing it wrong? He has to open and move outposts and supply them just like a clanmember has to do? He has to have ships in that outpost, in time to be able to show up for that screening fight? When that port is lost, that soloplayer also has to move his stuff around again. I work with clans and players across nations, I play in a 'team', not the same as a clan, but if I don't try to have good relations with people in game, I can't get anything done either (just the same for a clan). I'm not sure what you mean with that first line ... you don't think that individual players should have the same difficulties/opportunities? I did not say that a soloplayer should be able to capture and even hold a port on his own. Yes, rvr is obviously clanbased. I talk about individuals, whether they are solo or in a clan. Again, yes, clans need the tools to be able to operate. What Hethwill suggest seems far more reasonable than simply creating extra dockingspace for clanmembers only. Dockspace is needed for everybody, I have ships stored away in the market aswell ... I made a one-man-clan (so, i would benefit form the op's suggestion aswell) ... I don't have an alt yet ... don't have any dlc (they make no sense to me in early acces, aside from all the other problems they cause atm). Isn't this all circumventing mechanics? Norfolk would probably be better able to describe the issue. I put surplus ships to market, or give them away (because people got me some goods or were just friendly and needed a replacement or are new), the good ships very rarely make it to market as you know. And, just to be clear, I fully understands the difficulties of leading a group and have respect for those that want to do it in their sparetime. It will be frustrating, hats off for those guys/girls. Clans need tools to make organization possible, we just have to be carefull about how to do that.
  3. There is no hatred against clans from me. Grouped up players always will have the advantage. Yes, they need the tools to make things work. Ofcourse, you can make a one-man-clan and have a warehouse and the other perks it brings. Perfectly within reason to invest in as a soloplayer. But then again, you can give this option to begin with (which actually would give clans a much bigger 'warehouse' as a side-effect, perhaps unfortunate? πŸ˜‰ ). Extra dockingspace ... how many slots are we talking about? 2? As they are only ment to hold a ship briefly? What if the ship doesn't get picked up? How long can it be in storagestatus? Or some sort of deliverysystem ... Like we can store ships in the shipmarket? Each clan-player can stock up extra ships with a system like that? Then why not give a soloplayer the same amount of dockingspace? Why would a solo-player need less dockingspace than a clan-player? He's likely to sink more, so a bigger shipstock makes life for him also a bit easier? Wasn't the point to try to attract new players? Of all kinds of playstyles? Casuals might like to stock up on ships, so they can burn through them when they have an active playingperiod? Would giving them the same 'advantages' as clanmembers have be fair?
  4. Yes, and now we have dlc and noteships, and more dlc coming and no more economy. Still people find it too difficult, all they want is to win without any effort or logistics or planning. Make the game more shallow seems to be what they want? Good luck with that I'd say.
  5. I geuss the sucker that gets hit, has to pay out more pvp-marks? One for each fleetship? Why? Because the big groups have to divide them when they only get them for the playership? If you could not get the fleetships in the instance, then they got away? No need to spawn next to that same attacker again, just to get retagged and sunk (again) and give more marks.
  6. How bout we give everybody unlimited dockingspace then? Only clans benefit from this suggestion, everybody else just gets it harder.
  7. As long as everything moves through the open world, whether it's a player or an ai-ship, i geuss the outcome stays the same. There should be no 'safe' transport (or teleportation) of resources and tradinggoods.
  8. Why not have another player transport your stuff for you? Otherwise ... no?
  9. Sure, some people will chose the easy way. A ship that took no in-game effort to be produced. Is that not the only advantage a dlc-ship should have? Why does a dlc-ship need better stats than anything we can build ingame? If there is no counterpart for such a dlc-ship, statswise, ... . As long as the others can acquire the same stats-ship, whatever name it has, the free daily ship is less, or even: not anymore, "pay to win".
  10. A moonday or -night would be 14 earthdays or -nights. Just es just.
  11. I'd like a button to press that gives me an instant win ... because i don't really want to play the game ...
  12. How about a flag is used ... it has to be planted in front of the targetted port, if planting is succesfull a PB happens the next day. You could call it a 'raid', perhaps even an instance in which you get the opportunity to destroy forts and towers (if no defenders show up) in preparation for the PB the next day? The flag could be announced (as it was before) and therefore the defenders can try to intercept. Maybe the flag has to survive a certain amount of time in that 'raid'-instance. The planting could happen in a farther/random distance than it was before. Maybe the attackers can see the swords, where they have to plant the flag, while the defenders can only see it if attackers have entered the instance? Sure, you can buy a fake flag, simply activate it to mess with the defenders, but can't you do that now aswell (by only raising hostility to 25% and then doing something else)? As for low population : I feel like it is a symptom, not the cause (or atleast not entirely, it doesn't help to try and test things that's for sure). There are numerous reasons for low playercount, which are all being discussed in several threads.
  13. I think the clan-joining-order in tutorial is only to tell the new players that it is wise to group up, not everybody is a masochist πŸ™‚ I think clans have enough advantages already, if there is something interesting in some port, wouldn't their ts or discord or whatever means of communication suffice to distribute the information to their clanmembers?
  14. I'm not opposed to some information, it just has to have a delay (like you said), there is no 100% certainty that the deal will still be available when your ship actually gets there (the information may be outdated already, while you were at sea). Ofcourse there was some kind of network to share prices and things related to trade, there was still some chance involved (especially in ports less frequented) where things have changed and that may not have been included in your financial reports. The actual/agreed price or availability could still have changed due to some local circumstances (natural or pirateraids or war) or be very volatile I think the update at maintenance is enough. You can already see on the map which ports produce most tax, so you can geuss where most of the contracts will be. With as little an amount of players we have, it is ofcourse obvious that there will be less or even no contracts in backwater ports.
  15. It sure would be convenient to see contracts and markets, but as z4ys said, the unknown is part of the era. Part of the tradersjob is to find the markets first, then gather the necessairy intel (prices, availability, etc.). So, one would have to send envoys to different ports and see how he thinks he can make his profit. Sure, this takes time, somebody who's better in touch with the market (because they put in the work of finding out) has some kind of advantage. If information is freely available, we'd lose this kind of gameplay. It is a bit like exploring, do you want to know in advance where all the treasure will be? It would be good if tradinggoods spawned randomly in different ports (as elsewhere suggested already), so the trader that does his work can find opportunities in unexpected places (which would make people move more around, perhaps even more out of the safezones).
  16. πŸ™‚ Me too at first, then i read the conversion-part on resources and got confused i geuss πŸ˜›
  17. By 'conversion', do you mean, resources and stuff like that will be turned into the new currency? Meaning that we have to gather them all again?
  18. Why not stay incognito in battle aswell then? No names, anywhere ingame? Also, no names in the market, we don't need to know who we are bidding against? We'll only fight nameless pixels ... only ships and br are visible, only npc's get a nametag. Because, if it doesn't make a difference in OW, then we don't need to know in batlle either?
  19. I'm not saying it's a smart thing to do :-p But eventually they will learn? I find that video a bad example, it's extreme chaining yes, it makes no sense to me either, i was hoping to see a nice fight, perhaps even a close one for Rediii ... it was just painfull to watch these guys. There are videos were people don't protect their flanks, maybe we should limit broadsides, because new guys don't understand how things work yet? I'm not questioning your quality as a player here (or anyone elses for that matter). I don't mind testing, or end up playing with limited chain or even general ammo. Admin already stated (don't know how many pages ago) that there will be balancing and repairtests to go along with it. Nothing more to say about it. It may be an opening to bring back limited repairs, atleast for rigging. Or make ammo have weight. Or make it possible to decide on your own personal preferencial loadout? Etc.
  20. More unbalanced crap, if you want more production and want to throw more money at the devs, buy another account and profit more. Why are people talking about dlc's when their is no game yet???
  21. I don't mind the sinking (I'm well accustomed to that :-p ), or being outnumbered (I join the low br-side every time). It's the kind of gameplay some bring.
  22. All the events are doing is giving some douchebags (enough battleresults to know who they are) the opportunity to troll everyone. They only join the high br-side and then just ram into people ... they are not there to play the game, only to grief. You end up on your own against 5-6 or more people and they complain because you don't drop sails and sit still. Yes, that's right, when you are outnumbered they complain because it takes them half an hour until they can sink you. Then some more groups join ... They don't want to play, they only want to farm and ruin gameplay. They also have advice when you're outnumbered: if you fight and die fast you get more damage done ... lol. Expect me to be upwind and sailing away the next times players like that join the battle. I have 1.5h to stay alive, you all can wait until you can catch me. I don't care that you feel like i'm wasting your time, your wasting mine with your shitgameplay (playing bumpercars and calling it skill?) The event-zone is just a farce, just like many who call themselves pvp-players. Go play Day-Z and stay there? Keep allowing shitlords to hello kitty everything up and keep wondering why the game doesn't retain players :-)
  23. Saved me the trouble of typing it out. :-) Possibly even expand it further to hostilitymissions?
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