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George Washington

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Everything posted by George Washington

  1. I think making port battle size smaller would work for both time zones. Let's say 10 vs 10 as default Port battle setup with option to pay marks + hostility grind in order to open up 15 vs 15 and 25 vs 25. 10 vs 10 - default hostility requirement + 0 marks 15 vs 15 - 50% more hostility points + 100 PvE marks 25 vs 25 - 100% more hostility points + 150 PvE marks I believe 10 vs 10 standard setup would have no problem in any time zone. 20 people would definitely be there to fill the spots. In addition we will have tow to port feature in place that will help this happen.
  2. Do you think they would return if Devs merged servers and restored their xp? I think the best move on Dev side would be to grant all early testers xp boost item to make sure all who returned no need to grind again. Starting over seems to be a big issue for many.
  3. They are bad, if there was a better way out of this then server merge would be the best choice. There is not that many US players right now anyway. 160 active maybe 300 after game release. example. Potbs for some reason had no problem with timers, I wonder why. They had both time zones flipping ports and everything worked fine. Maybe we should look at their strategy? or make port battle size smaller with option to expand up to 25.
  4. Trying to find gun info on these 2. HMS Lizard was a 24-gun sixth rate launched in 1697 HMS Conflagration 1793
  5. Just read latest negative reviews on Steam. No tutorial, boring and nothing to do. So, we do need content asap. Simply adding ships won't do it.
  6. It was called Intrinsic Alchemy engine. http://devmaster.net/devdb/engines/intrinsic-alchemy How can you compare it to Unity? General Object-Oriented Design Plug-in Architecture Save/Load System Other Data-driven architecture designed for real-world game development practices The Alchemy Insight™ core engine with a plug-in architecture for the easy addition of new features The Alchemy Finalizer™ application with Optimizer integration, data debugging and scene analysis, and feature extensibility The Alchemy Optimizer™ library with a complete set of deafult optimizations A game pipeline set up for current and next-generation consoles Ability to replace Alchemy object implementations with your own Fast IGB binary data format with external references and syncronous streaming for all Alchemy-derived classes New tools, such as the Alchemy Event tracker for memory analysis, logging and debugging Hand-tuned microcode for PlayStation®2 Implementation optimized for each hardware device Fixed-function Render-to-Texture Fonts Environment Mapping Lighting Per-vertex Per-pixel Gloss maps Shadows Projected planar Shadow Volume Projective Shadows, Self-Shadows, Planar Shadows Texturing Basic Multi-texturing Bumpmapping Procedural Cartoon Shader Shaders High Level Cross-platform shading support Environment Maps, Multi-texture, Gloss Maps, Bump Maps, and Cartoon Shader Ability to build your own per-platform shader the uses the same Alchemy pipeline Meshes Mesh Loading Max and Maya ArtistPack™ Intrinsic Alchemy Viewer™ and Intrinsic Alchemy Optimizer™ integrated with 3ds max™ and Maya® Scene Management General Flexible Scene Graph enables shader support for complete integration from modeling tool to hardware Animation Inverse Kinematics Skeletal Animation Animation Blending Skin, Skeleton, and Animation Definitions Animation: Transitions, Overrides, Multiple Active, Partial Sking: Multiple, Segmented, Run-time Switchable Simple IK Support with capabilities to add custom complex IK Hand-tuned on PS2, GAMECUBE, Xbox, and PC for 1st party performance Tools & Editors Supported. Scripting Supported.
  7. Does it mean that NA Devs overworked graphics and sailing mechanics leaving no room for expansion? I mean we already witnessed new engine attempt with same heavy database load problems. Do you think Unity is not made for MMO games?
  8. I never could understand how potbs, 2008 game managed to get everything people wanted in their game. Ship names, custom flags, loot, ship customization, music, story line, avatars..1000s of items and ships and yet here we are in 2017 and we can't even add silly ship names and tags. Unbelievable.
  9. No you have to scrap structures and move ships + goods to free ports. Once in free port use transfer paper. Once switched settle in desired port and rebuild everything. Transfer could cost millions to some shipbuilders.
  10. Even if population was at 2000 I would not sail for 2 hours to the nearest known pvp location. Many people simply don't have that time. All this results in 0 pvp for you while you still cry for larger reduction. Tow to port will be tweaked as game moves on trust me. This is what you remind me of. Whistle is Admin telling us that Tow is back. Turkeys are all the Vets who don't even know any details already making the noise.
  11. There is no addition without certain tweaks and since you are an early access player you must know this. So, all this #towcry will simply have no effect whatsoever. Reading what Admin already wrote earlier, it simply says I will just ignore Tow cry babies and focus on Action and Fun suggestions and topics.
  12. You already playing Legends, so I don't really know why you are crying over stupid tow mechanics. Just decide what is yours. Lobby or Open World.
  13. It's better than nothing. In addition few tweaks can make it work. For example pay Marks to tow. Now all Devs have to do is reduce mark drop from safe zone missions and boost distant reward missions. Devs could do this: Make regular mission Mark Reward Smaller, but add 'Seek and Destroy' Missions that require little more time to sail around Caribbean. It's similar to Bottles, open it spawn a mission, sail there kill NPC and get x3 more Marks. The only difference is distance. Distance dictates reward. How can I make it easier? ex. Pirates when opening 'Seek and Destroy' missions would get them spawned around Port Royal. Now imagine 15 players doing these and all must have Action around Port Royal area. We have PvP targets. Now apply same to other nations and see what happens. Sailing creates OW pvp targets. Now we don't need to care about some stupid fleet towing while we have many targets to hunt. Now same strategy can be applied to everything in this game. Less risk/distance = less reward, more risk/distance = more reward.
  14. I would strongly advise you to ignore any tow topic that you will see here in this post. Bringing back easier travel will only improve pvp, ships will be sinking and econ will pick up as well. Safe zone reduction is also a good move , but might require fine tune.
  15. This is designed for after release strategy and has nothing to do with numbers we have today. All these additions they are just foundation for the future structures. How I see it: -Fix problems -Add more content for casual players, Simple avatars (icons) a must. -Add Starting packages with guided animated tutorial included. -Polish product before it's release -Advertise + send out invitation mails to all current members with Gift Packages (code). Start invite friend program and add free 2 day trial. -Create bad ass trailer! Very Important! -Release + Pay game bloggers to bring light back on the product. -Monthly content packages and events + premium shop + Captain Club -Connect NA Legends content to Open World NA to make sure player numbers transition to play in both games. This will make sure population is steady and growing. -Introduce Kickstarter "Favorite Ship" packages. 1 in 10 players will pay for their favorite ship. -Expand and improve.
  16. Why limit? You guys are nuts. PvP = Easier world travel. Limit that and we will see no action again. It's slowly recovering and should pick up even more with new tow system open to all ships.
  17. I do agree that server transfer item must be in place before all this hits the server. Many will consider moving to EU.
  18. No one ever saw Russians and their bears in Caribbean as well, but they are coming! You create history in game world. It's healthy for the game and it's population. One thing is if Devs stop adding content all these people will quit in a month. Game is too flat right now.
  19. This could work. How long it takes a guy in a frigate to get 25 marks? If time is reasonable to 1 hour then we have a winner. This means 5th rate 1vs1 mission must give away at least 10 marks.
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