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GrubbyZebra

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Everything posted by GrubbyZebra

  1. As a trader/merchant player, please do not implement a way to move goods between ports without sailing. This kills the game for me and others like me (and those that hunt players like me). Please also remove non-producable goods from safe-zone ports (or better yet, make all crafting base resources, except rare resources for upgrades, producable only and give us an extra building slot or 2). Please add in a better trading system, where traders can access a common (maybe nation restricted, maybe not) market to see where buy/sell contracts are currently in place (would also be useful for ships). Sailing to a port at 10pm because it had a sell contract at 6AM only to find the contract is not there is annoying as hell and a huge waste of players time.
  2. This has been asked and answered, all assets will transfer, including guns and upgrades on ships. Put repairs in your WH in case they don't scrub the ship holds.
  3. BR based on guns and crew, not just crew. Really strange to have ships show the same BR without guns as with a full complement.
  4. Well damn, we are the WITC on the Global server, guess we may have to merge (or be rivals)......
  5. @admin Will all of our warehouse contents transfer, or just resources (thinking guns, books, upgrades, permits, etc)? Also, what about permanent upgrades already placed on our ships? Will we get those as well?
  6. I don't necessarily agree that the zones themselves are an issue. I mean, it was historically accurate for trade vessels to sail under the protection of shore batteries for a large percentage of the atlantic coast of Europe, for example. What needs tweaked is the reinforcement mechanic. Dropping 2 Santis instantly into a battle is too much. Have shore batteries spawn in the battle instances near coasts perhaps, or if near a port, gunboats or other smaller craft swarm out after a warm-up timer (after button press) and over a period of time. These are just ideas of ways to make the zones both useful and more play-friendly.
  7. You obviously don't understand some basics of capacity multipliers in supply chains. Let me help: Let's say I have a company with 1 15-position truck, 3 10-position trucks, and 5 5-position trucks. I can strategically add another 10 or 15-position truck to my network and increase my capacity by more than just those 10 or 15 positions. It is the same concept with trader players in game as they relate to supplying clans. My 1 player sailing around collecting and selling materials might free up 5 or 10 players from doing that task in the clan. And, as you must know, one of the biggest time sinks in this game is sailing around OW.
  8. Except I supply two large and active pvp clans, which puts all their players out fighting pvp instead of spending time collecting materials. So yeah, the nothing I bring is facilitating the type of gameplay you are complaining about not having. Try again.
  9. I see peter's point. It's one thing for a single player to lost a warehouse due to a captured point, it's another thing entirely for an entire clan to lose a warehouse to the same mechanic. At least until populations are higher and more stable (i.e., never given how MMO's typically end up), clan warehouses should be accessible at least for a grace period after a port capture so that the clan can work to rescue as much of the stores as possible, otherwise there is the risk of losing entire clans to 1 port capture.
  10. I am a trader in game, I will avoid a fight whenever possible. I don't want to play in the pve server, because I need human players to sell my goods to, and part of the fun is getting in and out of dangerous ports and trying to run from human attackers. I do have fighting ships and will look for a battle on occasion just to take a break, but it is not my main mode of playing. Therefore, add me to the list of people that think this is a narrow-minded, ill-conceived, and rather self-centered opinion that would be detrimental to the game overall.
  11. Love your map, only thing I've noticed is that there are far fewer free towns and Croata has been moved. It's now in line with the channel and not at the top of the little bay.
  12. I rather like that it isn't real time. It simulates the speed information traveled at that time, and makes the trade game not so insta-win.
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