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Licinio Chiavari

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Everything posted by Licinio Chiavari

  1. Is playing a wargame meaning being in favour to real world wars? At that time owning a slave in the New World was as normal as owning a smartphone today. If we had a detailed economic management (like Patrician serie) slaves should be fundamental part of it, if realistic. Granted it is not our case, it can be considered not necessary, and not adding "slaves" as trade good, a good idea. Still I am missing something about the ban.
  2. I wholehearthly agree, as to similar previous posts. PvP is not economically profitable even for successful PvPers, like some who wrote here. Not to speak about more casual players, and so less successful. We should not to end back (pvp marks) to successful solo raiding being economically far more profitable than trading. Solo raiding is at the moment almost sustainable, even if less profitable than trading... The problem, as nicely pointed by @Christendom, it's the supposed endgame PvP (RvR and PBs) being usually in total loss. And, especially, that mindlessly killing AI traders is even more profitable than trading and raiding.
  3. Simplest solution. Clan docks holding N ships (eventually multiplied for x granted weekly doubs/reals costs). N being the logging clan members in last 15 days.
  4. Good point. I would personally move the light/frigate/lineship feats to only PvP. Farming doubs in PvE is already simple, fast and profitable. Bettergiving an extra for successful PvP, granted already so many way, here pointed, to exploit AIs.
  5. In general we can say Sweden didnt go at war for a long time. Mainly busy, if ever, defending, just in case. That said: let me understand the logic. If 2 Nations fight the same enemy(-ies) and they never fought a war between them, it's being "in the same bed". If 2 Nations fight the same enemy(-ies) but they fought each other in a closer past (still not recently), it's not being "in the same bed". Is it right? Because I feel a bit of lack of logic.
  6. And Prussia is in the same bed with Russia... And a bunch of pirates often enjoys the very same bed.
  7. I could agree that being steamrolled (by numbers, quality, or even both) is unpleasant. And I was on the receiving end spending quite some time as USA and during Spain collapse. Still I dont sincerely understand the mindset of a bunch of players (and a few clanmates) about (double standard) fairness. This is (naval) warfare. No fairness in war. If I have numbers I would use numbers, if I have quality I will try to exploit it. As if I have faster/nimbler/sturdier/more armed/better boarder/better whatsever ship than my enemy I will (try to) exploit my strenghts on enemy's weaknesses. And it is not only fair. It's commander's duty (and measure of his wisdom).
  8. When I today FENIX (at that time VIXIT) were Spaniards surely @huliotkd and I camped Jamaica daily. So I'm speaking last summer. We moved Pirate in Fall. But Spaniards came also in numbers with Bellonas squadron (I have some pics of them in line "locking" KPR channel). Still rarely we got a fight. So we kept mainly raiding in 1-2 requins and some frigates. So yes. It happened. And Hawkwood is right. Till collapse of Spain (and reduction of France) and so until HAVOC arrival, GB was the most smashed nation. There's still the mindset among a lot of raiders "A BRIT! ATTACK!". I never got so tagged in sight when I was Pirate
  9. Indeed. And I fought them both in Bahamas in last days... and they didnt look like exceptional captains (and I am saying that... not some super elite one). Honestly only good at, trying, running from a (smaller) enemy squadron (2 Requins + 1 Hercules and, later, 1 Requin and 2 Herculeses british hunters vs. 4 French Herculeses - them plus a couple more friends).
  10. Not a bad idea. Coupled with deleting pirate as a faction and moving it as a "status" with a few pros (shiny flags, black sails, paints, some particular ship refits, and false flags) and a bulkload of cons (no buildings/owned ports). So pure hardcore pvp. While The Commonwealth as a more organized piracy, aka privateers.
  11. "Most". I'd say a share. Because I heard too often about cheating or P2W ship insults. Not understanding, not even thinking that they have simply not a clue. Again: it's the mindset. Coming from Global Server that was pretty quiet I got shocked by continous farming of US Coast and by plenty demasting (I rarely found demasters in Global). I got enormous losses helping Coast Defense... then I started never sailing a fast tagger (and any ship in general) with FR Rig+Wingeout as a minumum. As said: it's a mindset. And it's a rarer mindset that you're considering. Even among our small community. And very steep learning curve in NA doesnt help neither... even if the reason (for veterans) to keep them interested and that motivated them initially. A - Being (again) a war simulation... it's warfare. And it ends up following similar rules. Best Commander is the one winning a battle before even starting it (choosing the situation, the time, the gear, the position for his outmost advantage - usually plainly NOT a fair battle). B - On one hand we could want to have close to nothing priced ships... so plenty and relaxed throw-away. On the other we are playing a (supposely) meaningful MMO. With RvR. So losing flagships (like 1st rates) should be a pain and the effort they need to be built create their value. That's still too low for many super-rich veterans and big clans. Economically NA is a pain for new comers (that's bad) and a breeze for veterans (that's bad too). Another point widening the gap. C - Nice fights are meant to be balanced and "close". That's first and foremost impossible in a MMO enviroment. As already stated. Moreover meaning "close", this leads to KD ratios close (in theory) to 1:1. So you're saying people want to spend bulkloads of hours and then cash/resources ingame to fit a good ship... having 50% chance to lose her every "nice" fights (also called duels). I say: no. In a meaningful RvR MMO with full loot/loss and working economy, 50% loss chance is unbearable. And economically unfeasible. In NA moreover impossible. Take into account 4/5+ ships costs + high tiered gear for them... and you already know it would be a suicide playing this way. Then you'll add: you do not need a 4/5+ ship with shiny mods to win. Yes. True. IF the enemy has them and he's a noob and you're a veteran, it's true. But if you're facing an inferior enemy still experienced and with clue and half (and there're a lot)... this long list of +2% he has more than you will matter. A lot. And you know. Therefore next natural step is asking: why in the hell should I give my enemy a edge of X% on these stats? That leads (again) to high geared ships... that are precious and rarely blindly risked. I can be experienced and on a super ship... but if I got badly ganked, I'll have an high chance to lose in any case. Even versus inferior players in inferior ships (not total crap, obviously). And when not losing to a gank of not so noob captains, we end up in the infinite repair stuff... that are those permitting to supergeared veterans to HUMILIATE bunch of casuals even with impossible odds. So, not randomly, I'll move with a group of similarly experienced players on often similarly geared ships. That will rarely found an enemy of same strenght. So they'll kill on sight (also granted low population) simply anything on sight. Unluckly targets that will be the usual demi-noobs with simply ZERO hopes to survive. That will keep being smashed... and kicked away from the game. So: how to put a stop to this vicious circle?
  12. Basic Brigantine should be advisable, also because experience (especially in sail handling) on a Brig is useful on bigger ships. Practice on cutter (and other 7th rate fore aft being the Privateer the heaviest) no: totally different.
  13. I am not a victim. And my hunters were not defenders. They were ALOHA Honestly I thought about that after reading others' whines. Not mine. Mine is a witness of what can happen.
  14. I understand the point. Still on one hand is an escape route also for casuals/traders. And we should not forget the RL part of the problem. I have to know a limit. From a defender PoV. A) there's a different RoE in safezone. B - we can modify a bit taggin circles to give a slight more advantage to hunters. Still I point out it's more a part of RL, or quality of life for me: it's not acceptable that I could be locked in game indefinately or I have to "lose".
  15. I think the problem is bigger for trader and my idea helps them too, especially in case being catched with a fleet. Still eternal tag being less likely for them: usually pretty slow, so on trader (with fleet especially) you end catched and sunk pretty fast. High gear ship vs other high gear team is more likely to end in a loop of tag-run--tag-run (not last due to force sail mods... Making a ship slower in OW but faster in battle). Honestly I am thinking more to the RL issue and limits more than punishing people to successfully escape from a (hopeless in these cases) battle. PS: value of the ship based on what? And realism wise what's the sense?
  16. In a full loot/loss MMO they are not only pixels. Some of these pixels could be equivalent to dozen-hundreds hours commitment. My point was indeed having potentially a maximum unespected extra time online of 1h30m: if you get catched right before arriving, worst scenario will keep you online a single battle maximum timer. And 1h30m extra commitment is still quite a lot but cant be less in any case: if you got tagged you have to ready to fight at least a full battle. About unlikeness of such situations... Happened 3 times (Yordi, me and another friend) in a couple months so 3 times on a bit more a dozen active players. It means on approximately 1000 players rotating it is happening 150/200 times every two months. Even keeping a lower value (like 120), we are talking of this situation (or similar) twice daily. How dangerous for player retention could this be thinking to a (hopefully) far more populated game?
  17. You're too rich. If you have so many, gift a share to others: they'll happily do the clicking 😎
  18. a) still it is a cost. b) what about banning moving mods from ship to chest at sea? After some nice loot it could be more and issue try to keep the prize or flee. c) punishment for what? For having a life, a job, a family? d) about bad time management... Not always the case: I got tagged in front of LT but being on Endymion chased by Snow+Prince+P.Frig.+ fast Bellona I had a very thin point of sail to keep them all at bay so I had to follow the wind. Four hours later, with 20m+1h30m battles they would have chased me again... If I didnt get a mate in Bellona waiting out of last battle for one hour to cover me. So I could get entangled for more and more hours.
  19. If you're able to escape you are able to. The point with today (and less an issue to me having quite plenty time in last months) RoE and possible infinite tagging it is you cant know nor manage in anyway your time: you can get entangled for hours and hours if you (rightfully) want to save your ship. That's coupled with some ships (and now some mods too) are almost unreplaciable. Imagine a 5/5 with Naval Clock tagged on the way back home... And then hunted for HOURS: such ship has not only a very high ingame value I could equate to X playing hours dedicated to farm/trading/crafting: she could be simply not replaciable ever. Losing such a ship in a fair fight could be acceptable. Losing her to a gank too. Losing her because after successfully escaping for 4+ hours the player has to log off due to RL issues is inviting ragequit.
  20. I agree: even better. Teleport to last port visited. Thus giving a chance to hunters to guess where the fleeing ship retreated.
  21. I underlined OW PVP battle to avoid AI trick. Still we need to grant a player the chance to log off if they already survive a battle. So anyone will know that he needs 1h30m minimum online to save a ship. I got tagged before going to bed around 3am... And chasing + 2 chase battle ended after 7am... And I didnt get tagged AGAIN only because a mate came to Battle spot and waited 1h the Battle end having upon exit chasers giving up. Yordi too was chased around half map for like 4+ hours.
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