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Cetric de Cornusiac

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Posts posted by Cetric de Cornusiac

  1. 48 minutes ago, Sir Texas Sir said:

    A note we can pick what we want from?   I was just about to bitch "Oh look more ELITE SHIPS WITH CRAP LOOT."  This is a little better, but still doesn't help it just means we will have a gank feast of folks taking advantage of the wounded ships that come out of fights.

    It's one of these precious moments I am glad I am on PvE peace server.

    • Like 1
  2. 1 minute ago, Cathal Brugha said:

    How about making the event last at least a week, so those of us who work through the weekend have a chance? Also, how about drastically increasing the chance of a note drop, so those of us who only have time to fight a few ships can actually have a chance of getting a note?

    Suppose it will be a week, if they do the event like the first one (which also lasted a week), starting with tomorrow.

  3. 33 minutes ago, Suppenkelle said:

    As a (semi-professional) builder of sail raicing boats and as a former CFO of one of Germany's largest shipowning companies I can assure you: quality in ship building is mainly a function of the amount of money dedicated to it. Sober carpenters are more expensive than drunken ones. The quality and the thoroughness of your crew of supervisors is ensured by ... money. The quality of the design and of the materials used:... money. A build in high quality needs more attention to detail and therefore more time ... money.

    But certainly dedication (love to the project, work. Pride in one's own craftmanship, tradition) you can't buy. And such "golden hands" probably never does advertising campaigns about this, his asset...

  4. 4 minutes ago, HamBlower said:

    As we had the old crafting system people were whining about the lot of items that had to build before you‘re able to finally craft the ship 

    now people are whining they want the old system back („Do you know in former times, everything was better🤓). 
    Hey Admin people like whining!

    So punish them 🥊

    Obviously not the same people, so nothing for you... to whine about. :D

    • Like 1
  5. 1 hour ago, BoomBox said:

    butt wasn't that the one where you blueprints were rng ? i loved that system but i know a lot of ppl hated it.

     

    Plus there werde a lot of ppl on the forums yelling that crafting was too much clicking and complex

    Yeah, for them it was a "clickfest" and devs streamlined the process because of such complaints.

    This morning I wonder if it would be worth a "future feature proposal" in DLC section: recreate the old ship part crafting system for DLC buyers, which in return for their extra effort get a way to improve their ship results. Everybody else aka "clickfest complainers" can stay with existing streamlined process and get their fast results, but miss a chance of getting a reward for intricate crafting...

    But as I noted somewhere else, the complicated ideas don't get attention there, majority goes for easy advantages, and "clickfest complainers" will vote it down anyway, so possibly not worth the effort starting it.

    • Like 4
  6. 43 minutes ago, Conte D. Catellani said:

    i noticed  some post in the forum about that system and i was really sad to dont try it..anyway now a solution like this one  will just reward big nation with big clans well organized.

    I am sure you would have loved it, as I recognized similar taste in suggestions during our time on the forum.

    But you are wrong the complex old ship crafting system was for big clans only. Best example is my humble self. I did it all alone... you could also buy intermediate premanufactured parts in port shops if you had them not in your own warehouse. I admit the peace server is better for this elaborate system we had, on war server too much can happen which interrupts your  transportation network. A single barrel missing would delay a whole ship getting finished.

    • Like 1
  7. 31 minutes ago, Jan van Santen said:

    This. It also had 2 more advantages: 

    1) you could fedex precursors to a free port near your crafter

    2) Very little randomness. Quality could be added by "gold coins" iirc.

    And yes, permits obtained by crafting also made sense, bec specialized crafters gained an advantage, while the uprising ones could still gain exp by crafting precursors.

    I never understood why you gave up that system and put effort into a worse crafting....

    "Never change a winning system"...and that was, what you did to crafting imho. 

    It took a while to assemble a ship this way. I know the industry system I described but in those times I already did it all by myself.

    So that caused people to complain, they wanted quick results and sail out to pew-pew. (now they have dlc ships for immediate combat...)

    Whined about having to click often...

    While people like me enjoyed the anticipation until a ship was completed. True, it took a while. Always some part was missing... but you had a feeling of achieving something big.

    ahhh - 3 gold ingots missing... ahhh - oak used up again for a part before in the list... ahhh - where I can buy more oak now? So it went. And it wasn't bad.

    The main argument however is, all players in clans organized to contribute to the ship building by delivering sub parts collected experience, like some of us point out.

    --

    PS: The gold coins for improving the result however I don't remember, it was before my time (came to NA in late 2017). I belong to the player faction who likes randomness and less predictability, so all was fine with me.

    • Like 1
    • Thanks 1
  8. 33 minutes ago, admin said:

    which old crafting are you both talking about? The Unlock one? Like craft 10 trincomalees to unlock a constitution or what crafting?

    I mean the system with intermediate parts, which created sub-industries with the players and production chains.

    Like players who specialized in making light/heavy carriages, knees or whatever and delivered them to the shipcrafters who put all together.

    And all of them gained experience. :)

    I think it was in autumn 2018 when that was exchanged for current system.

    • Like 3
  9. 6 hours ago, Never said:

    If that's so please tell us how removing the old crafting system we had 1-2 years ago has improved the game? Cause I don't see the advantages we gained from having taken that off the game. We already had a good and very nice crafting system that was dynamic, you created it already and it was pretty damn good. I honestly don't understand why it was removed for an overly simple system that hasn't really made anything better in the long run. 

    Reality as you put it didn't cause that system to fail, it seems more like the need to try to constantly change things about the game that are working just fine. Instead why not add new content rather than re-do content already in the game over and over and over. 

    It was removed because the pew-pew people complained about it being a "clickfest".

    Old crafting was glorious, I still remember it favorably.

    Meanwhile I don't understand why admin here "admits" to not having the perfect economy system in game. I think it works pretty good. And still captains can have fun in trader or crafter careers. Hauling things over the map makes sense and is fun. Other individuals can just go shooting ships and don't need trading. All good.

    Now I wish we added significance of trading turnover to port well-being (made a suggestion months ago) and there you would have another big purpose of trading. Really - nothing to complain about in trading matters right now. Admin, be proud of it like you are proud of your ship models and battle simulations!

    • Like 1
  10. PvE peace server certainly is the place where you meet your goals, sailing the largest ships, sooner. And with less frustrations caused by resets (by player interference).

    Still, prepare to play for a long time before you can assemble enough crew for First Rates. First you need to advance through the ranks. But that is no lost time. Each ship class has its charms.

  11. 2 hours ago, Despe said:

    interesting idea but i dont like. If a great clan owns a port means nothing. You forget the amount of small clans that cannot got ports, and that they craft in the ports of the big clans. With that idea, you harm most players.

    So, instead of being slaves to some big clans, time to unite a number of small clans and conquer ports together, don't you think? It's a matter of diplomacy to bring them together.

  12. 4 hours ago, Archaos said:

    Will only lead to ports being held by small alt clans with large main clan on friend list.

    So, alt again ruling out any attempt to change a situation because there are alts? What about others who are free?

    Small clans would gain a new significance they can use in their relationship to any big clan. Like naming conditions for large clans residing on their list, if they want to feed on advantages provided by the small clan and their better port investment situation. And there is still the shared malus modifier if they are in same nation.

    • Like 1
  13. Nice, port growth has arrived in game. You invest lots of money lockers, wooden chests and victory marks and you can enlarge your port (in points). Could it be turned into a tool to regulate one of the common problems in RvR, overexpansion? Yes.

    While in my opinion we need also a mechanism which reduces port size again (as punishment for bad management, neglect or conquest), I think the costs of port growth need to get linked to clan size and nation ranking, as a method to fight overexpansion and super power.

    How?

    Make costs for said port points gathering dependent on (1) how many ports clan already owns, and (2) how many ports nation to which this clan belongs already owns. In that way, that the higher their wealth/power, the more they need to pay for port improvement. That means an help for weaker clans and smaller nations.

     

    Schematics for adapting price to  clan/nation size:

    port is owned by clan which has no more than 3 ports = cost modifier x 0,7

    port is owned by clan which has more than 3 ports = cost modifier x 1,2

    ... clan has more than 6 ports = cost modifier x 1,5

    clan belongs to biggest nation on the map = cost modifier x 1,6

    clan belongs to 2nd or 3rd largest nation on map = cost modifier x 1,2

    clan belongs to any other nation = cost modifier x 0,8

    So two modifiers get combined for every clan which does port enlarging, benefiting small ones and minor nations, punishing for domination and overexpansion of big ones and super nations. Any combination is possible. Big clan in small nation, small clan in big nation, anything intermediate.

     

    Examples:

    Clan A owns 2 ports and belongs to a minor nation

    --- 10 money lockers, 50 chests, 30 victory marks +++ modifiers 0,7 + 0,8 = (5,6) 6 money lockers, 28 chests, (16,8) 17 marks

    Clan B owns 5 ports and belong to nation No. 3 on the ranking

    --- 10 money lockers, 50 chests, 30 victory marks +++ modifiers 1,2 + 1,2 =(14,4) 14 money lockers, 72 chests, (43,2) 43 marks

    Clan C owns 8 ports and belongs to leader nation

    --- 10 money lockers, 50 chests, 30 victory marks +++ modifiers 1,5 + 1,6 = 24 money lockers, 120 chests, 72 marks

    • Like 5
  14. 7 hours ago, DarkValver said:

    Hello van Veen

    Devs have a different concept of what is a DLC and an Imported ship.

    All DLCs are Imported ships (meaning you cannot trade them, gift them, capture them etc)

    While Trincomalee is a DLC that will not be an Imported ship, so that you can sell it on auction, or give to a clan member, or someone can capture it from you.

    That is my understanding. So Trinco is an "special" DLC

    I posted in the DLC proposals something which could open up 'imported' ships for everyone, without meaning devs would lose money.

     

  15. Wappen has always been my favorite 4th rate as it fits best my needs of agility and speed. However, I did not get a gold one yet but have about 3 purple crafted ones, from before port boni era, and one converted note with them, also purple.

    My favorite paint is the Royal Danish. I would never chose that St.Pavel-style white stripes MexicanBatman is showing.

    • Like 1
  16. Imported Ship Sales Tax (a permit)

    A minimal real money transaction (over Steam or a code bought directly from GL), which allows to sell "imported ships" (DLC redeemed) to other players.

    I understand DLC ships cannot be sold in game as it would curb GL's sale of DLC if such ships would be available freely. But sometimes you really want to give such ships to your friends, alts or just sell them off because your 3-4 slots for them are full with gold/purple ones you consider too precious to break up. As result the DLC becomes unused by you until you lose one of these.

    Now if we could pay a little price in real money to devs and thereby one ship sale becomes legal, we all win from the situation. Devs earn something, we sell a ship, client receives a ship he desires (it may trigger in him the wish to buy the DLC if he likes it very much).

    Steps:

    - player buys in shop/steam/Gamelabs site a permit for one ship transaction (price depends on devs' calculation so it won't interfere with DLC sales, in such ways, that price turns out to be profitable in relation to a few less expected DLC sales. For example 1 Euro.)

    - player finds person who wants to buy an already redeemed ship from him.

    - either seller or buyer use an 'imported ship sales tax' token in game (trade window will ask for the token to be applied once the ship is from DLC) and the ship becomes transferable, ingame price however is not touched by the permit and needs to be defined between them just like in any other transaction. The one using the token should expect a better price for him though because he had to buy the permit.

    - traded DLC ship regains non-tradable status after transaction took place. If it is to be traded again, it needs another ship transaction permit.

     

    • Like 1
  17. As players and clans seem impotent to solve the problem of having an overgrown massive empire on the map suffocating fun for everybody else, there will have to be a game mechanism which brakes up *any* overgrown empire. Did I hear civil war? - I did.

    But to outline this, the otherwise working format of 'future feature proposals' is not suitable. Complicated things there get downvoted as plebs prefer simple things immediately promising them personal advantages (who does not like more dockspace). Also any deeper strike at the roots of the game will mean, some people will see something taken from them, and admin said no proposals will be considered which do so. Hence, we are trapped with how it is now.

    • Like 1
  18. 1 minute ago, Louis Garneray said:

    That would be interesting to see a fight between a Junk and a Frigate or something bigger.

    Interesting only once. Because any frigate or better (or even smaller) would wreck any junk that we know of. And then the complaints about "balance" will start...

    Balance complaints also will start when devs would boost junks beyond any realism just to make them competitive...

    so, in the sum, better not.

  19. several issues on PvE server:

    - no entry into ports

    - people don't see their ships when leaving battle (told on chat)

    - people can't convert fish or destroy salt (told on chat)

    - log back into game impossible

    - bug reporting has endless "creating issue" message, possibly not sent.

    • Like 2
  20. why you bother about some people who allegedly collect a lot of unopened reward chests? Not your business. They are not taking away anything which you won't find any more, as missions respawn instantly. You sure get yours. Learn how to do them. Or just leave them alone and take missions on 6th rates instead. There is enough cake on the table.

    • Like 1
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