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GrubbyZebra

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Everything posted by GrubbyZebra

  1. I did not report it via F11 because I did not know if it was reportable behavior.
  2. Just a question for @Ink and the team, I know that generally, intentional green on green is not acceptable behaviour, but what about when an enemy player uses the Loki Rune to enter a battle on your side and then proceeds to shoot you? I ask because this recently happened to me, but obviously there is no indication of who the player is (they were talking about it on Global which how I confirmed this was why the friendly "AI" ship started shooting my hull after the battle was over). I don't want to make a report against the player, because I didn't take a screenshot of the chat, but it did make me want to ask the question. Thanks,
  3. So I am currently at a standstill with my audible list, so I was thinking about doing another Age of Sail fiction series. Thoughts on the Alexander Kent novels? I've already done the Hornblower and Aubrey-Maturin series, with the latter being more to my liking. Any others that I should look at? TIA
  4. Looking for you all in game, when do you normally play? (Under GrubbyZebra now)
  5. The moon absolutely has a day-night cycle. it is tidally locked to the Earth, not to the Sun.
  6. Sever time (and port timers) are UTC (EDT+4, EST+5). AFAIK you cannot set them during the reset time (if you look at the regular PB timer, you'll notice only allows PB's from 1 hour after reset until 2 hours before reset, the buyable timers are chunks within this larger time span).
  7. Crafting isn't hard, it's tedious. And that is why it needs change/simplified/cleaned up.
  8. The problem with unlimited chain was this: Enemy's ability to damage sails would always exceed your ability to repair them. The problem with unlimited repairs (I mean, what is it really speed-wise to carry a battle's worth of sail repairs): Enemy's ability to repair sails will always exceed your ability to damage them. There is a balance to be struck here that isn't "timer" related (as we've already seen with the increased rum timer, perks can still negate it), and that is to limit both the ability to do damage (limited chain, yay!) AND the ability to fix that damage (I am in favor of a 3-repair limit to simulate main suit of sails, backup suit of sails, and the ability to repair either while the other is rigged; OR the current mechanic with only the 1st repair being able to return sails to 100%, i.e. 2nd is 93%, 3rd 85%, etc...). Oh, and a demisted ship should not be able to get a brand-new mast in battle, only a jury-rig.
  9. at many old chaining ranges (like edge of the 750m control circle), chain is far less effective than it used to be. It is only OP close in, and at that point if you are shooting hulls you are a sitting duck.
  10. Now that chain is limited (yay!), time to limit sail repairs.
  11. I personally find it ridiculous that the contents of chests and wrecks can be so much greater than the capacity (or weight) of the chest or wreck they are found in. My favorite so far was sailing out to a cutter wreck (bottle) with an LGV (No problem here, right?) only to find it had 3500 weight of materials in it........
  12. Or, you know, hire one of the number of trader players in the game that actually provide this service already.
  13. I am starting to think, (after looking at the loot tables and fishing for 2 weeks straight), that the bottle drop rate has a factor which is hidden. The loot tables give it 0.013 chance (so each cycle of catching something, you have 0.013/whatever the total chance values are for the bottle to be selected on the RNG dice roll). But, some people seem far "luckier" than others in their dice rolling, independent of the "fisher" perk (I have one clan mate who gets 2 bottles for every 1 I catch, fishing in the same location, at the same time). We had thought there was some "resetting" factor when you went in and out of port, but then further testing showed this not to be the case. I do think, based on the loot tables, that certain regions have a better chance in giving bottles (due to fewer fish types or lower totals), but other than that I am still trying to figure out if there is any way to increase your chances consistently. Oh, and confirm your response to Trino, every fishing loot table contains sealed bottle at 0.013 chance.
  14. I would just be happy to get crafting XP for crafting cannons.....
  15. Well, now that it costs $20 to do that, I think it would be less of an issue
  16. Lots of words, little substance. Making ports have meaning beyond own a port, get a 1st rate, means changing the trading and economic systems in a fundamental way, which would require complex, but not complicated, changes. Just because you don't like/agree with the goal, doesn't mean it isn't predefined or even well understood. I'm not sure what the devs have learned at this point, since they seem to be rehashing mechanics and ideas that have already been tested and removed from the game.
  17. I don't participate in the PvP missions (as a Trader and a Prince & Frigate captain) for 2 reasons: 1) no escape. Sometimes, the only viable defense is to escape and attempt to find a more favorable situation. This is especially true for traders than find themselves in a battle inadvertently or where your battle is essentially over (1 or 2 heavily damaged ships remain) and suddenly 5 new enemies of a much higher strength appear right before the circle starts to shrink. 2) In a light ship or fast frigate, distance can and often is a integral part of your defensive strategy. The circle of death limits the effectiveness of that tactic, discourages such ships in the battles. 3) I don't use 1st or 2nd rates because I cannot afford to replace them.
  18. I don't think it will directly drag players away from OW necessarily (although there is some risk of that as players that are currently sailing to high-PvP areas of the map will might be reduced if they are in favor of the instant-action game), I think splitting the game resources will result in more failing to deliver on expectations of either group thus reducing the number of active players in both groups. Meaningful PvP is PvP that contributes to the RvR and economy/trade mechanics without any additional effort on the part of the involved players.
  19. because it will remove people from OW, which will cause OW to suffer, and the fact that the arena game has to still support an OW sandbox means that there will be mechanics in place to do just that, which will negatively impact the arena-style instant action. i.e., both games will suffer due to the necessary compromises required to support such disparate systems, and people will get frustrated and leave.
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