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Demsity

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Posts posted by Demsity

  1. 29 minutes ago, staun said:

    Full implementation

    • Move to a physical coin, removing the electronic banking. 
    • Implications: Significant improvements to immersion, increased risk (especially for pvp players, who will have to carry the rewards back to ports or risk losing  them to defence fleets). 

     

    This sounds so amazing, having nations form treasure fleets to move currency around.
    Even if its not 100% historical accurate (Admin mentioned banknotes in another post) it would still be so much more realistic than what we have now.
    A big + from me!

  2. I like this, it sounds really good.

    There is however a small issue that I see.

    The issue is with the "recently killed" status. Say I only have 2-3 hours to play per day. I go on one of these missions and sink. I now have the "recently killed" status.
    If I want to complete this mission I have to go out again and deny my enemy the rewards for sinking me. It seems very unfair to the other combatant.

    Maybe remove the "recently killed" status while sinking on these areas?

    • Like 1
  3. Hello!

    I have an idea regarding these new "special trims" on crafted ships.

     

    Right now these special rewards are given at random to crafted ships, and it can also get more perm upgrade slots.

    How about if these new special trims were given by special ports but the random number of upgrade slots would remain RNG? 
    For example: If you build a ship in Jeremie, it gets a random chance for more perm upgrade slots but it will get agile. Agile ships will always be from Jeremie.


    The benefits of this would be:
    * More reasons for holding ports.
    * Would create more high value target ports like ex. Cartahena.
    * Would move ship crafters away from the capital and safezones.
    * Would create more traders moving around OW.


    Ideas? Suggestions?

    • Like 1
  4. 42 minutes ago, Davos Seasworth said:

    2. When going against the wind in open world it has become a struggle hitting 4 kn to even want to be traveling. It significantly increases the time you are out there in open waters just waiting for the wind to turn ever so slightly. Maybe just a few more knots would be alright in open world. In battles I am okay with it. So far I been loving the wind mechanics and feel like they are a breath of fresh breeze. 

    Yes please

  5. Hello Devs and Captains!

    With the pending changes to victory marks (no longer convertible) I believe that the conquest competition has to be changed, to avoid past problems. With these changes, small nations will become weaker and weaker by every passing week, while the big RVR nations will become stronger.


    The conquest game itself has moved from a national game to a clan based game. So why is the rewards still based on the nation?



    My suggestions is to make victory marks a clan commodity instead of how they work now. (Numbers and values are suggestions and can be changed.)

    This suggestion is outside the competition itself.

    If a clan holds 1 to 3 ports they will get 1 victory mark.
    2-5 ports: 2 victory marks
    etc etc etc...


    These victory marks will go to the clan warehouse instead of to the players.

    And for the conquest competition:

    The national conquest competition remains, but also awards the top 3 nations.
    Victory marks are once again rewarded to all clans (excludes the clans created during that weeks competition, to avoid abuse) of the winning nation.

    Clans in the 1st place nation receives 3 victory marks.
    Clans in the 2nd place nation receives 2 victory marks.
    Clans in the 3rd place nation receives 1 victory mark.


    These victory marks will go to the clan warehouse instead of to the players.

     

    With my suggestion, every clan will have access to victory marks (if they hold a port). This also gives another reason for owning ports, even ports that provide no tax income.
    This will assure that small nations can still do RVR and have access to the perks that victory marks brings.


    Please leave opinions and suggestions.


     

  6. 56 minutes ago, Malachy said:

    1 tow? So I should be limited to replacing 1 ship every 24 hours? And sending it without repairs too... god you Funny as hell. When I had multiple durability, I had to do that trip only once per two to 5 ship losses, not every f*cking one so some idiot could stroke his crafting epeen. Sailing on the ow is not fun or engaging if you aren't in a battle area. It's a needless chore that's exacerbated by the 1 durability system. Give me tows that allow repairs to Be transported and 1 per hour or something like that and I'll shut up about 1 durability. Until then, I'm going to continue to campaign for multiple durability to return.

    It sounds to me like this game is not for you.

    I think what you are looking for is Legends tbh.

    There you have no OW sailing, infinite durability and instant action.

  7. 13 minutes ago, Malachy said:

    I have never said ships are expensive to replace. If you actually read before spouting off this thread has nothing to do with cost. This thread is all about the needless time wasting that occurs when one loses a ship. I recently lost a bellona. It took me 20 minutes to craft another and get it ready to sail and another 2 hours to get it to the combat area. This is the problem with single durability. 

    I can f*cking read.

    And the transportation time has been fixed with the ship TOW. That sailing time you are complaining about is not a game problem, its a you problem

  8. 1 minute ago, Malachy said:

    I have never said ships are expensive to replace. If you actually read before spouting off this thread has nothing to do with cost. This thread is all about the needless time wasting that occurs when one loses a ship. I recently lost a bellona. It took me 20 minutes to craft another and get it ready to sail and another 2 hours to get it to the combat area. This is the problem with single durability. 

    "Ships are expensive to replace" includes the ship, the upgrades that you claim to be essential and the time to make them.

    So you are complain that 20 minutes (!) Is a long time to replace a third rate ship??
    And in case you missed it, the devs so kindly implemented a ship teleportation system so that sailing times have been reduced.

    • Like 1
  9. 1 minute ago, Malachy said:

    Except with these mods they aren't taking much of a risk vs your unmodded ship. I fight 2 to 5 on 1 regularly. I'll shoot in, kill one that gets split off and walk away before they can overwhelm me. I've got a ship with 221 battles on it. Others with over 100. 

    So you fight 2 -5 players alone? And then complain that ships are expensive to replace?

    If thats the case, it has nothing to do with upgrades. I assure you.

  10. 7 minutes ago, Malachy said:

    I guarantee you do need upgrades. There are two types of upgrades in this game, the best and those not worth using. If I come accross a good pvper of equal skill and he has no upgrades, and I am in a perfectly kitted out ship, I'm going to win because my ship is optimized for peak performance. No, you can fight without upgrades in this game. You also don't have much of a chance without them. Either the guy with upgrades is going to walk away at will, or you will be too weak in comparison and not do enough damage to win the fight. 

    If you want to be the best PVPer the Caribbean has ever seen, then sure you need upgrades.

    I very PVP very often in "non-PVP" equipped ships. Sometimes I win, sometimes I loose, and thats the case even for PVP equipped ships (upgrades).

    I guarantee you that if you have some skills, upgrades are helpful but not a necessity!

     

    5 minutes ago, Eyesore said:

    Yes, all true, you won't see me anymore using expensive mods, I just sail crapships (mostly anyway). But still, some upgrades are so powerfull that they do have a significant impact on gameplay and balance and thus are more or less must haves. By making thm very rare, you cretae even more of an illusion that they are necessairy (why would they be rare otherwise?)

    But this is always the case in MMO´s. Players with a lot of time and dedication is bound to have these "rare" items that are more powerful. But remember that they run the exact same risk that you do, risk of loosing their ship

    • Like 2
  11. For the crying out loud!

    You do not need the best upgrades or all 5 slots unlocked to do PVP!

    Just grab, craft or buy a ship, slap some cannons on it and off you go. Sure you might be at a disadvantage but that´s an incentive to fight even harder to win.

    And the rule I always follow: Don´t sail what you cannot afford to loose.

    And if you have to sail a ship that you cannot afford to loose, make sure that you sail in a group.

     

    People seem to forget that this is a MMO game. Being on the top takes a long ass time and some serious dedication.

    • Like 2
  12. I agree that this is boring gameplay (for both the victim and the gankers) but there is ways to protect yourself.
     

    • Sail with a group of players (Ask if anyone else is sailing in the direction that you are and form a convoy).
    • Have AI ships in fleet (gives you a better chance than alone).
    • Hire other teammates to protect you.
    • Sail in a ship that they can´t catch (traders lynx for example).
    • Avoid ports with high income or that is popular.

     

  13. 2 minutes ago, The Red Duke said:

    Give out the information. Even in nation chat, in private, in help.

    Let them decide how they use it :)

    If 1 out of 10 retains some good tips it is better than no tips given.

    So we should just spam chat with this information every 5 minutes or so?

    Seems like a very odd suggestion from a mod :D

    • Like 2
  14. 42 minutes ago, Lz3 said:

    I definitely want to leave it as it is and would be disappointed if it changed. Removing the smuggler flag from LGVs and Indiamen would cripple an already flaw full economy. 

    In the advanced solution: After the battle, how would anyone realisticalily know that you are a smuggler if you sank the enemy ship? News would spread about a ship not returning but not about you sinking it. I like the idea of being a fake trader behind enemy lines, it's a great way for piracy 

    Oh okay, lets make the game realistic shall we?

    Combat news? Gone
    Traders tool? Gone
    Instantiated battles? Gone
    Ships doing 30 kn OW? Gone
    Ship teleports? Gone
    Basic communication? Gone
    etc etc etc...

    Realism must be balanced with game design, otherwise it just doesn't work.

    • Like 1
  15. 2 minutes ago, Louis Garneray said:

    Interesting... So you go to other people level when you play squash but not when you play NA.
    Your pixel victories are more important I guess.

    A few months ago we learned on Global server that winning PBs is not the most important part of the game, what's the most important part is to keep players interested (all of them from as many nations as possible) so that we can still find pvp somewhere.

    Some nations are still struggling with that truth because they still think it's all about their nation winning...

    There is no going easy in Naval action. Either you win or you loose.

    And choosing to loose is just stupid.

    • Like 2
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