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Slim McSauce

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Everything posted by Slim McSauce

  1. The video based around the bombings is legitimate criticism. If you ignore that then you're really not looking at the full picture, neither the probably hundreds of other reviews around the same thing that are from real players. I think if anything these 6 fake reviews are doing a good job at drawing attention away from fixing the problems. You'll boo at the fake ones and ignore the real ones which are on the same topic.
  2. Review manipulation is what got us here in the first place. I don't think you'll find success trying to beat them at their own game. You should just be glad people buy the game to write these reviews.
  3. I'm not defending their behavior, I'm just not being blind to poor decisions on both sides. It's no mystery to me where the reviews come from, and I'm not going to say it's completely undeserved because review bombing usually happens for a reason, and that reason tends to revolve around the developers or publishers who did something to anger a large portion of their community. Not all but the majority of games (namely indie ) don't cultivate such an issue with their players.
  4. Doesn't negate the point. Developers are responsible for being on top of the player. Also I'm pretty sure the same incident happened more than once.
  5. They're the ones who let the trash accumulate in the first place. It all started when the developer left the game open to exploit, which was no surprise exploited, and for that people where banned. An entire clan lost their ranks actually for something caused by the developers. Instead of fixing it, they banned people. Think about that. This does not happen the the vast majority of games, most negative reviews are sincere grips from average players. You can't shake the beehive and blame the bees for stinging you.
  6. Which is wrong because a smaller ship tags a larger one, holds him in battle for 19 minutes for his buddies to join, locking the battle behind them. Unquestionally broken mechanic that needs to be reverted, or made so the attacks can't pull someone for that long waiting for reinforcements across the map.
  7. Little to say port battles need an overhaul. They have 0 scaling potential which is why there's 25 people in the battle, and 100 people on the OW. If the 100 people can't show then that's leaving so much content on the table.
  8. RVR, Timers, the flow of WAR and exchange of territory -------------------------------------------------------------------------------------------------------- So I was just sitting down in a chair and I was thinking about Planetside 2 and their conquest. What about their system makes people O.K. with losing bases overnight? First thing to come to mind was that well, bases in planetside are expected to flip hands many times a day. That's what makes the game interesting. Unlike NA there is no making residence in a base. Things are constantly getting reset so new fight always happen, no this is not a suggestion for map wipes. It's a better idea. Next thing to come to mind was the idea of "Front Lines". I remember @admin mentioning recently about a plan to add them in some way shape or form. This got me to thinking, what if instead of timers, conquest worked more similar to the lattice control system of other RVR games. You take ports in an order, along a path. Some ports branch off into multiple paths giving strategic options. For example you work your way along a coast, jump and island, and cut off the enemies lines to their capital, possibly sending ports into neutral status. What does this accomplish? How does this solve timers you may ask? Well it's simple. Along the front lines, heavy fighting is regular. It's expected for the front lines to shift periodically. So what does this mean? Along front lines, there is no need for timers whatsoever. For one, if you hold a port and right next to it is the enemies own port, why would ever think to yourself that you could safely base their, and not expect the enemy to come charging in at any time? So with that, why do you need to set such a time window to prevent that from happening when that's what war is all about? You're probably still not with me. Imagine 7 ports lined up along a coast, 3 ports on the left are owned by the brits, 3 ports on the right are owned by the french, the port in the middle is contested, being taken by the french initially, captured by the brits the next day, recaptured by the french the day after that and so on. Isn't that normal to happen along the front? Do you really think anybody should have enough things stored in the port to even warrant setting such a strict time rule on it? They hardly own the port let alone the space around it. What gives them the right to lock it under timer and stall what is quite literally the flow of combat? I strongly believe the locking of ports should be earned, pushing at least a buffer of 3 ports or more before a port can be secure under timer lock. With that flags can be reintroduced. Flags should be what push front line gameplay, as in you can attack at that moment with whoever and whatever is available, like a real attack generally is. Timers should protect ports within territories, non border and non contested ports. If you want to cut deep into enemy lines, sure you can do that but as a penalty you have to fight on their ideal time. Otherwise you push the line. So what does this whole thing grant us? It grants us constant reciprocating action across lines thanks to instant actions and ever flowing push and pull of the front. It returns the flag system which people loved, in a way that is conducive to it's style, which is you grab everyone you can and attack, at that moment. That's a type of extremely fun play that is not possible at this time. Disclaimer on details of the suggestion: --------------------------------------------------------------------------- I have come up with a starter rule set for this gametype of RVR if you'll call it, but I'm kind of banking on you guys already knowing the general details. If need be we can discuss things like variables, prices, or whatever else but I expect that sort of thing to ultimately be decided by the developer. The idea is more the realm I want to stick to. So on that note, let me know what you think, does this sound like a big improvement to regular RVR? Anything you would add, take away, dispute the idea as a whole? Let me know
  9. Because eventually in the same way we all end up Rear Admirals after a a month or two of playing, everyone would be master crafters, and then there would be the argument as to why even have the difference and just make every ship 5/5 because that's what will end up happening after no time, and there would be no more at play.
  10. I think I have a better idea. You can keep the RNG but I would add items that you can add to ships to improve their quality through some type of refit. How these would be acquired could be through bottle, gold chest, or a very expensive admiralty item, something like 50k doubloons for the basic 4/random refit and 75k doubloons for 5/5 gold and refit. Not only does that make it an option it makes that option available to everyone through many ways, not just one. It would be one of the bigger investments in the game, and a worthy one in my opinion. After all everyone want to improve their ships, and not everyone want's to have dedicate themselves to crafting for it.
  11. boy does that make almost no sense. I wish I could say that with a genuine smile on my face.
  12. This is how I know you don't know game design. Out of all the options, improvements to RVR, OW attack objectives, Raids, Port Blockades you think some measely drawn STATIC circle on the map is going to advance pvp? Patrols are lazy, not real content. An Open world game needs worldly solutions and you think a pseudo lobby instance is going to break the mold? Sir I laugh. Ha!
  13. That's all we wanted to know. See, I knew the problem was somewhere else. Too bad DLC is already here, we could still go back and fix these problems. Tows for a price, 1.5x BR, a fairer game not so built on the edges of extremes. Hey, maybe it would work. Just gotta let go of the toxic ganking culture which almost no one will admit they hate.
  14. Implications of this, the most basic consumable, repairs will soon be too expensive for the regular player who has to craft/buy their ships to afford, baring them from playing the game. If this doesn't happen because not every port is populated like the free ports, it means at the very least, the game could not exist on it's own, even if it did grow because the trend would only get worse as population got higher, more people buy DLC, price of ships goes up while price of repairs also go up, to compensate for free ships. Eventually economy would need a radical change again, but chances are the population won't grow enough for these effects to be seen, so we can live with it, at least until the plug is pulled due to pay2win ships, slowly creeping towards pay2play.
  15. The stats are Steam charts and Steam reviews. That's what will dictate post-launch success of NA. Doesn't matter what you think of the people who dislike the game, what matters is what the people who dislike the game think. The concerns are legitimate, p2w is a slipperly slope, and it's killed many large titles. Some of you may be content with ignoring the fire, but most people (and we've seen this largely already take place) are going to get the hell out. Why return when NA is to be turned to rubble? The writing is on the wall, NA is not going to survive it's release. Time to move on. Eventually someone will do it again, who knows, maybe they'll do it right.
  16. OK. But there's no calculable increase in player-base due to DLC ships being available. There is notable decrease in reception on the Steam reviews because of the pay2win element. Reviews are pivotal when deciding to purchase a game so this is not a downside to be taken lightly. Somewhere along your(well intentioned) reasoning is a a fault, because the solution proposed by the developers has not solved the initial problem of playerbase, or lack of PVP and has caused a new problem of this game being labeled as p2w, and the economy (which is core of an MMO) being diminished to irrelevancy. I would say the real problem with pvp is seen when you look at the map, it's completely void of any tally-able information on what the realm is doing, what battles are being fought and wars waged. It's just empty. If you wanted more pvp you should make it easier to find with OW objectives and territory control, blockade missions and raids so people don't have to sail hours looking for a fight or worse, settling for country capitals or patrol zones which are static and really just a front for lobbies.
  17. Yet somehow DLC's top this by being the most magical one click, and you have a ship of any wood type instantly. "All is given to you on the plate" This is true for DLC but not for crafting, but it will be soon because DLC has set the bar so low. Also, if crafting was so easy as you make it then the argument that people who work and don't have time to get ships is disingenuous, a lie. Edited out the P2W nonsense. -Staff.
  18. It's forced on regular players. I'm forced to fight DLC ships. I'm forced to NOT be able to capture these ships because they're DLC. I'm forced to deal with the fact that if I sink one DLC, it will respawn the next day, unlike my ships which cost in game money in time. I'm playing at a disadvantage against DLC buyers and that's forced. It's one of the reasons why launch potential is hurt, if you can't beat the lack of economy with economy, then people will be forced to either be really good at making money, or get sent back to 0 by people in DLC ships with no chance of retaliation in the same way. They'll have to buy the DLC in order to compete on the same level, which will drive a lot of potential players away with the pay2win aspect of the whole thing, which will be severely damaging to this game's reception at launch.
  19. Nice, hauling contributes to a number of wasted hours sailing idly, for little return when pirates end up sinking the resources, empty gameplay. Also makes sense, not all trade is made by sea. Subsequent initiative to take and hold ports. When can we expect to see this? As long as valuable wood hauling is still a thing, the rest can be compartmentalized.
  20. Fishing is a prime market, unique in that it's not go to a port a click "collect resource" You have to sail around and find spots to fish. Fish is food, food is the lifeblood. Fishing was a huge business on it's own and it would be great to see a purpose built fishing vessel. Simply a cutter-refit that adds 20% to small fish catch, to a LGV refit for sharks and whales, which can be processed for their resources and sold, as a sort of alternative to the mining you would see in other games.
  21. Except the most basic one of "take what you can"
  22. because not everyone is doing pvp like a drug, people who aren't addicts don't care to farm patrol battles for CM's, they'd rather have good meaningful battles than the same fake lobby battles or revenge ganks that pvp provides, why else does the server only pull a few hundred, it's plain trash.
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