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About TheHaney

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    Junior Lieutenant
  • Birthday 03/28/1987

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  1. I will always be of the opinion that the Tribunal is a horrible and unsustainable concept, and any issue like this that the game mechanics allow is a fault with the game mechanics, not the player.
  2. It's getting gobbled up by players intercepting the AI trader shipments.
  3. This. I'm on the other end of the spectrum, occasionally having my doubloon sell contracts at 449 reals each getting filled.
  4. I'm not too worried about that, there's a dozen ways to prevent such behavior. Could be as simple as not allowing players in the starting zone to advance beyond Master and Commander (tutorial finish rank). That being said, I generally lean towards doing something with capital waters. A new-player area has been done very well in a variety of games (EQ2's starter island did well), but generally works best if integrated into the overall gameplay. Doing a separate new-player area justice would eat up far too much development time compared to just instituting something simple around capitals, as you've suggested.
  5. I'd want regional chat eventually but right now the population is so small I think it would be a bad plan. Unless you mean cross-faction regional chat, which is just gross.
  6. I dislike the concept of "safe zones" in general but the more time I spend in-game again, the more I think something of the sort is necessary. I make a lot of comparisons to EVE for this game, as it's attempting a similar loop, and EVE very much supports safe zones to a certain degree ("safe" is very casually used here). Primarily I think there should be some type of area where newly-joined players can experience base-level missions, trading and player interaction without getting chain killed within minutes of leaving port. That might be something as simple as making capital missions more abundant and making them only spawn in safe waters, or something as complex as introducing a "starter area" that new spawns of all nations begin the game at until they choose to leave. Another simple mechanic that would inhibit this type of behavior is adding a mechanic where sinking a ship in their reinforcement zone prevents it from dropping any inventory or counting towards any mission/leaderboard.
  7. NPC's now travel between ports of the same flag. You traveled between areas of three different flags.
  8. Not really an issue anymore given the new gameplay loop mechanics. Generally like the concept but I'd simplify it even more: 3 repairs total, and Urgent Repair also replaces any lost masts.
  9. I don't generally see them on the market. Given labor hours are the highest-value currency and shipbuilding for sale simply turns doubloons into reals, the ship market has suffered.
  10. I think the intended open-world tutorial arc the devs have asked for feedback on will directly address this. That being said, the Admiralty really should have trader ships to purchase on the regular.
  11. I'm okay with basic cutters. My problem is the max-rank guys that start whining in battle chat when I tag them, droning on about how dare I tag a cutter, that's bad etiquette or some other nonsense.
  12. This is an important point. Outposts, or more specifically the ability to spontaneously pop into existence at any one of them, directly encourages gank squads and unbalanced PvP. Personally I vote for more outposts, more dockspace, the aforementioned "trade wind" travel speed buff and the ability to interact with docks, buildings and contracts remotely, but in exchange put teleporting on a timer. Like a serious one. At least an hour.
  13. Well, there is. You can buy and sell doubloons on the open market. You can trade them. You can purchase or craft items and ships with them and sell those items for reals.
  14. There needs to be a more easily-regulated currency. Reals are for cheap everyday spending and general maintenance, and are somewhat valueless since trade routes can so quickly and easily inflate them. Doubloons are much more tightly controlled and hold higher value, and outside of travel expenses to bleed off excess, are mainly used for one-time investments and heavy expenditures. Personally I think the system makes a good amount of sense EXCEPT ship-builders need to be able to post ships for doubloons instead of reals if they so wish. An additional upside of that is that they can bill for labor contract costs if someone wants a rush job.
  15. So I'm trying to figure out exactly how NPC spawns work now. This is what I've gathered so far, but please note this is all just personal eyewitness testimony and is not necessarily fact. - NPC warships spawn solo or in groups of like rating, determined by region. - NPC warships don't necessarily need to spawn at a port. - NPC warships seem to be able to travel beyond their spawn region, but I can't tell if they have specified routes. - In at least two areas of the map I've seen, NPC warships just patrol in small areas, either purposefully or by error. - NPC warships can travel through open ocean, which means they'd be crossing several regions. - TRADE ships are also able to spawn away from ports in at least two areas of the map I've seen. - Traders will respawn at their original spawn point OR the last port they touched immediately upon being destroyed. Over and over again. The contents of their hold is different every time. - Traders moving at a noticeably fast speed on the OW are more likely to have doubloons, as that will often take the place of heavier cargo. Any other tidbits people have noticed, please contribute. Would love @admin to also chime in to help us better understand the mechanics.
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