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Kubrat

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About Kubrat

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    Tamaki-Makaurau, Aotearoa

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  1. It's just the suggestions forum Boaty
  2. I think the boarding game is very clear, you just have to watch the numbers, their prep levels, and the way the prep levels move. The bit you cannot know is the battle of wits part. With AI it is easy, with other players you have to assess them for how deep they can take the double-fake. Get it wrong once and you might lose. Best approach is not to board, or allow boarding, unless you have significant numerical advantage (when against other players). If you cannot deny boarding and you have significantly lower numbers you are already screwed, unless you get real lucky (all else being equal,mods etc). If you can position your ship so you can use your guns and his are ineffective, that also helps. Perhaps that is what The Geth was referring to, ship positioning and mods. Like a lot of things in NA, you win the battle back at the dock.
  3. Its pretty much the meta though isn't it. Choose attack and your melee numbers go up, other guy sees that and goes defence, knowing you are probably going to switch to guns at last second, so rock-paper-scissors. You see his melee numbers go up, so you know he is in Def, but does he switch to brace and you double fake him, or does he stay in def cause he knows you know. It's like the Poisoning scene from the Princes Bride. What are you saying we should be doing that is different to that?
  4. Warehouse sort should group multiple stacks of the same thing in the same order
  5. I don't know about anyone else, but operating from deep in the south pacific it drives me nuts to have to wait for discernible time periods for the UI to refresh when i do things like move a ship to fleet. It is not uncommon for me to end up with the wrong ships in or out of fleet, because my clicks are too fast for the UI. I would like to propose set based operations for the Port UI. Mock up below. This notion implements a checkbox against each ship line, with a drop-down box for set based actions. I select the ships i want to work with, and only then select the action to apply. The checkbox is set to have no after-edit 'event' so the UI does not refresh until the drop-down is selected. Not sure if that is technically feasible or if UI refresh is hard-wired, but even if it is hard-wired, the checkbox would enable better experience because the ships would not move in the list until the drop down activated.
  6. The PVP server encompasses PVE adn RVR, it is not just PVP, and the game is a lot wider than just PVP.
  7. Good point. Why don't you list them here so there is no doubt.
  8. I did not realise that about fleets, but then message could be replaced. cannot teleport, no space in docks
  9. There is a feature of the game that does not allow players to teleport while ships are in fleet. if we are on a main ship the game does not make us send it to docks before we teleport, but for some reason it does so for fleets. My suggestion is instead of forcing the player to move ships manually to docks when they are in fleet, the game instead just sends fleet ships to docks before teleporting. No need even to provide a message to the player, just send them.
  10. @admin I have never had a problem with the game crashing, but it has happened today and presently I am locked out. Recent Steam reviews are also mentioning crashes and lock outs. I thought they were just quirks of peoples PCs but looks like there is some instability in the system. Q. Are you aware of any stability issues at the moment, and are they being addressed?
  11. @admin I also posted this at the patch feedback section - hope that is not violating any rules on double posting. It did not take long for seal clubbers with no other abilities open to them to figure out that they can form groups of sixth rates to avoid being targeted by the Trinco protection fleets. Suggestions on how to deal with this: 1. Have the Trinco fleets attack any warships in their area of patrol irrespective rating, with the exception of basic cutters or 2. Have separate fleets of smaller, fast moving vessels that carry out this function and focus on 6th and 7th rate warships, since in the above case seal clubbers will just run away when put into battle. This fleet drops loot appropriate to their level but also has a chance at privateer chest provided they are killed by a player with rank less than commander of 280 men. This would prevent higher level players farming them for little risk. Personally I like the second approach because it would also give new players a chance at some combined fleet actions if they decided to put an event together. Instead of losing new players, as has happened to us this morning, it gives another reason for new players to stay (more content) Il n'a pas fallu longtemps pour que les <<seal clubbers>> sans autres capacités disponible à eux pour comprendre qu'ils peuvent former des groupes de sixième taux pour éviter d'être ciblés par les flottes de protection Trinco. Suggestions sur la façon de gérer cela: 1. Faire en sorte que les flottes Trinco attaquent tous les navires de guerre dans leur zone de patrouille, quelle que soit leur cote, à l'exception des basic cutters ou 2. Avoir des flottes distinctes de navires plus petits et se déplaçant rapidement qui remplissent cette fonction et se concentrent sur les navires de guerre de 6e et 7e taux, car dans le cas ci-dessus, les clubbers de phoques s'enfuiront juste lorsqu'ils seront mis au combat. Cette flotte lâche un butin approprié à son niveau mais a également une chance d'avoir un 'chest' à condition qu'elle soit tuée par un joueur de rang inférieur au commandant de 280 hommes. Cela empêcherait les joueurs de niveau supérieur de les cultiver pour peu de risques. Personnellement, j'aime la deuxième approche, car elle donnerait également aux nouveaux joueurs une chance de participer à des actions de flotte combinées s'ils décidaient d'organiser un événement. Au lieu de perdre de nouveaux joueurs, comme cela nous est arrivé ce matin, cela donne une autre raison aux nouveaux joueurs de rester (plus de contenu)
  12. @admin not sure whether to post this here or in suggestions but doing it here since this is the feedback topic. It did not take long for seal clubbers with no other abilities open to them to figure out that they can form groups of sixth rates to avoid being targeted by the Trinco protection fleets. Suggestions on how to deal with this: 1. Have the Trinco fleets attack any warships in their area of patrol irrespective rating, with the exception of basic cutters or 2. Have separate fleets of smaller, fast moving vessels that carry out this function and focus on 6th and 7th rate warships, since in the above case seal clubbers will just run away when put into battle. This fleet drops loot appropriate to their level but also has a chance at privateer chest provided they are killed by a player with rank less than commander of 280 men. This would prevent higher level players farming them for little risk. Personally I like the second approach because it would also give new players a chance at some combined fleet actions if they decided to put an event together. i will add this to suggestions as well for greater visibility (if that is not breaking any rules on double posting?)
  13. Those are border towns, it is not unreasonable to expect enemy patrols in such places. Also, it is possible to position yourself better when tagged, even with these fleets. Did you see them coming or were you taken by surprise? I have lost an Ocean to being tagged more or less solo by such a fleet. My poor spawning location was entirely because I was bare-sticks thinking I was at a safe distance, and not properly on lookout. Their OW speed is not reflected in the actual battle.
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