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Doug Maoz

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Doug Maoz last won the day on December 6 2017

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About Doug Maoz

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  1. I have never been in a nation that successfully united. It was always one clan or another (sometimes even working together!) that brought prosperity and progress to the nation incidentally. Furthermore, I don't think it is possible to have united nations, anyone can join whatever nation they want, which may be at odds with their goals or playstyle. Then they are stuck either buying the Forger DLC or waiting 30 days to move to a nation that better suits them. You literally cannot force people to work together in a voluntary video game scenario. I'd like to see clans and clan alliances come to the forefront. I have friends in many nations that I wish it would be easier to sail together and hunt, instead of just seeing "Enemy Player" and getting a little shock of adrenaline even though it is your known friend. There are of course difficulties in clan alliances (what if clan A is friendly with clan B and C, but B and C are not friendly to each other? Can clan A join both sides in their fights?) but I think it could work out in to a much better and more fun system. Plus then you could fly whatever flag you want!
  2. So we are getting customizable sail plans then? =P I would finally like to set that jib sail that the frigate/pirate frigate is missing...
  3. There needs to be some mechanic to address intra-nation port ownership, if for no other reasons than clans that have become inactive. If a new clan is rising up, and wants access to, say, Sabicu (God knows why) but the Sabicu port owning clan no longer has any diplomats playing, the new clan is up a certain creek without a paddle. Arguments can also be made for clans trying to hold resources hostage, not cooperating with the nation by holding the port open, or alt account shenanigans.
  4. I loved these, people couldn't hide behind their fleet ships, so it was just them and you =D Good times solo pickle hunting...
  5. Correct. This is an interesting idea. It could also serve to refresh the port map periodically by attacking ports owned by dead clans. If no-one defends, the nation can take it back easily (as long as the AI and reconquering the port doesn't degrade the investments).
  6. I am wondering what the 50k doubloon pirate flag looks like before I buy it...is it as baller as the preview makes it look?
  7. It's pretty lame to bump this thread again, @admin, but I and many other players have grown quite frustrated with this mechanic. Until very recently, Pirate nation had 3x 45pt crafting ports, each owned by a different clan. Even then, it was impossible to get every clan that wanted to craft onto one of the three friendly lists. It created infighting, suspicion, and intra-nation conflict as clans were accused of favoritism, alts, etc. Now with only two crafting ports, the problem is magnified. I imagine other nations are feeling it too, but it's especially bad in Pirate nation where everyone wants to do their own small thing (which should be totally fine...but it isn't due to clan friend list limits). I don't know what else to say. This needs to change.
  8. Hmmm, that's not quite right... Thank for putting this thread together! Very cool to see all the new paints.
  9. Is there a cooldown on this, or any mediating mechanic? Just last night I fought and sank the same guy 3 times, since he came out to defend his home area. Is the intent to not give hunt/pvp hunt mission progression when this happens?
  10. I have used a a storm to finally disengage from a long counter-gank when I was solo hunting...I found them quite helpful and an interesting random factor that might help the underdog the most.
  11. @admin Sorry to @ you, but I know personally of clans that have split up/changed nation/etc because they cannot fit onto the main crafting port's owner's friend list. There are also lots of players who enjoy a smaller or lower profile clan than the big main ones. Is it possible this will change? Maybe even in the upcoming hotfix =] The system as a whole could use more granularity (PB-friendly list vs Crafting-friendly list), but this would be a good start to accommodate the excellent pop numbers we have now.
  12. I think this sums up my problem with it really well...My friend is crafting cannons for sale, but is always running out of labor. Everything requires labor now, you can no longer just buy teak, white oak, live oak from producing ports, you now need to invest labor to pull it out yourself. I was also engaged in buying labor from other players (turning my oak logs into oak planks etc) to increase my shipbuilding capacity. There is now no way to do this, everyone needs to pull resources themselves. We only get 5 buildings...why does every player need a shipyard to level crafting? People should not be limited to 1000 hours if they are engaged in any way in the crafting process (pulling resources, making cannons, etc). It is up to the devs to determine a reasonable craft xp reward for these items, but it should be nonzero.
  13. This would be so cool, but I (personally) dare not ask for so much lest we not get the basics we need =P We have definitely had times where we would rather some clans not be able to join PBs, simply because the BR limitations were/are very exacting and they were not coordinating with the main group. Very good suggestion!
  14. I was wondering why I had so few LHs now, completely forgot about this mechanic. I would agree that players are being penalized for not having a shipyard to level their CL and missing out on LH capacity.
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