Jump to content
Game-Labs Forum

GrubbyZebra

Members2
  • Posts

    642
  • Joined

  • Last visited

Everything posted by GrubbyZebra

  1. Such a helpful post. Thank you for making such a meaningful contribution to the conversation.
  2. the confluence of factors that would allow you to reach it would likely not make this particular scenario game breaking. Of course, you can always add the tow to port cool down for battle join proposed above to teleport as well, to mitigate the concern. Hell, make it an hour and a half, then there would be no way to enter the battle in any meaningful way.
  3. Reading before posting can be so helpful, as this has been discussed in several posts already. Must be in OW when the battle started to be able to enter. Teleporting, or entering port at all, means it becomes closed to you.
  4. I think that could make it more exciting. It could either mean a sudden reversal in the battle dynamic or they could enter so far away as to be unable to reach the battle in time. And, of course, they aren't the only ones i the battle who can try to get more players to enter.
  5. if TP is tow to port, then put a long cool down timer on the ability to join a battle after using it (like 30 min). Should already exist anyway, imo.
  6. you already can get tagged when exiting battle, so not sure how this changes that. Speaking of battles, it also takes care of the hiding in battle before PB issue.
  7. All I am saying is that it is a reason. Might not be #1, but it is still a reason in favor of it changing. as stated, most reasons are gameplay related, but having a realism basis for a mechanic in a history-based psuedo simluation is never a bad thing.
  8. Sure you can, it's a game after all. OW speeds are not so high as to be game breaking in this scenario (still takes an hour to sail even moderate distances)
  9. still limited by time, distance, and if you were on the water to begin with (per the proposed mechanic). Also, if we start looking at other persistent world MMO's, I think you'll find this idea of time-limited entry instanced battles anachronistic. Another gameplay reason, it keeps those reinforcing players engaged in PVP instead of expecting them to sit still in OW waiting for the battle to end.
  10. Well, if that was his point, he missed the mark entirely, as the scenario he put forth doesn't exist in game or irl. As for it being a terrible excuse, I guess that is a matter of perspective. I see it being quite germane.
  11. um, what? More like sailing along, you see a ship from your nation in battle and sail over to help at 10 kts or whatever, just like irl. The f11 coords will likely disappear at some point, so no GPS. The chat is a gameplay consideration, and not a game killer anyway.
  12. Not sure what the first premise has to do with your conclusion. The battles still have timers, so that limits the geographic area reinforcers could sail from, regardless of map size or OW speed. Entering the battle doesn't necessarily put you into the action anyway, so you are still limited by the full scale, full speed battle instance physics. If you make the instance closed to anyone who was not in OW when it started, that eliminates the ability to teleport in to a battle. (this second mechanic also has the benefit of potentially increasing the number of players in OW at any given time, since they have to be on the map to join a battle). The always open battles would also eliminate the need for special capital areas (since this mechanic already exists in those anyway).
  13. I would allow more PvP, would make escorts and patrols more meaningful, would be more realistic (since instanced battles are obviously not realistic), and would reduce ganking (since the ganker would no longer be safe. You could limit it to players already in OW when the battle starts (so you can teleport in and join a battle)
  14. Sailing on the sea, you see a fight, you can join, irl. Should be the same in game.
  15. Both, the fighting is fun, but if things in the end game are going to require marks, then I need to be able to receive them whenever I am able to earn them.
  16. Ah, wraith, if only the pixie wranglers writing this game thought like you.....
  17. Or, they can deal with people abusing it like they do with people abusing it now. Design a game that nobody can abuse and you have a game nobody wants to play. Right now, the PvP mark system adversely affects lower level or less experienced players, so denying those players every legitimate opportunity to earn marks is more detrimental than the potential for unchecked abuse.
  18. why should the majority of players be penalised for the actions of a few?(and this is applicable to many mechanics in this game). It discourages PvP.
  19. If a player is recently killed, and attacks you, and you win, you should get the xp and pvp marks. Being recently killed is fine, i get how it is meant to prevent farming. But it's should cancel if the player decides to attack. Killed a cerb in a prince and got jack squat for it, not very happy.
  20. It's the anti-spam filter. If you post too many messages within a certain time span, or try to post a short message (like lol) immediately after you posted another message or two of length, it will kick in. Yes, it also kicks in during the fall daylight savings time change (because your local time jumps back an hour and you've already posted messages during that same time according to the server), but this is not the normal reason.
  21. Whaling wasn't really a thing in the carribean until the late 1800's.
  22. The West India Trading Company, a trading and merchant clan in KPR, has liquidated its inventory and vacated its warehouse. Therefore, the owners are looking to sell the company, including the fully-expanded clan warehouse and a fleet of 4 Fir/Fir Indiaman (With Gazelle and Cotton Sails). The asking price is 15 million gold. Additional Indiaman and Trader's Lynx are available. All serious offers will be considered. PM or mail BPHick in game if interested.
  23. This^^^. We need more player-driven economic content, not less.
×
×
  • Create New...