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Kubrat

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Everything posted by Kubrat

  1. TYVM, just the ticket, thank you
  2. @admin it would be cool to know what the figures all represent
  3. I would also pose the question as to why at 5:13 Minitao appeared to shield Flegendebaren and neither fired on the other. ...and then they escape together at 8:18 after sailing in parallel. Looks like collusion.
  4. If someone is going out PVPing, they already have the perks setup. They will be no harder to beat because they will already have that set-up Really all this suggestion saves is the tedium of resetting perks when you are in trading mode or fighting mode. (plus the 500 dubs it costs to do the reset)
  5. Suggestion: More perk points. Perk XP above current levels should be huge and slow to get, but should still accumulate and allow very (very) experienced players to have additional perk points Rationale provides an additional layer of game play for extremely experienced players IRL if I was very very experienced why wouldn't I have good relationships with port authorities as well as being equipped militarily
  6. ...because in the real world there was no such thing as senior officers or captains on trade vessels? Or even able seamen, it was all run by landsmen?
  7. Absolutely in support of this - especially number 9.
  8. Yes that can happen. The cases I am referring to is where a single player buys up several of my ships and they are from an unknown clan or no clan, then the ships show up for sale elsewhere. I had a practice formerly of putting trincs up at 100k or less, to encourage active play, but that is what was happening to them. Also Wasa's at 1m or less (when they were worth making) same thing. So I've been putting trincs up at high prices now, and just today at least one clan-mate bought a ship I had off the AH, at full price, which is not what i wanted to happen, but sometimes people don't ask
  9. People tend to have a preferred selection of items they make, just because of sourcing materials and the cost of blueprints etc. The rationale behind getting a higher level item is precisely because you have developed expertise in making that item. It does not make sense, for example, to reward someone with a elite pirate rig on their first attempt, but if they have made many of that item, it makes sense that every now and again, as a craftsman, they would turn out a really good one. It's not grinding IMo, because it is not a goal that anyone is working towards, for example i don't churn
  10. I am just suggesting a small RNG, not enough to upset the market for the books etc needed to manually craft an elite item.
  11. If you attack someone in front of your own fort, your fort will not assist you. They will only assist if the other party attacks you. That said, when attacking AI fleets etc it can still be useful to do so in front of forts because the AI can get distracted by the fort.
  12. Yes I agree Yoha, I was speaking somewhat tongue-in-cheek. What I was referring to is the situation (which I have been in) where I have posted ships at low prices to the AH in order to encourage people to not have to worry about losing a ship, and get out there and be active, only to have an other-nation alt buy up all of them and then have them appear in LT for sale, or in the case of a purple wasa, back when such things were worth selling, having it touted on global chat and sold for 2-3 times what I posted it at. It has caused me to stop putting bargain ships on the AH now. other
  13. I have thought of another reason why for this. At the moment a plague of alts is free to roam and feast on the bounty of our various stores and auction houses. No problem if people like to do that, but restricting to friendly clans would be a way to cut them out of at least some parts of the economy and leave it for the actual nation players.
  14. When making a ship there is always that anticipation, will it be a purple, what if its a gold! It would be nice too have have a chance, even a very small one, when making upgrades, to receive a RNG upgrade to an elite item. If Game strategists wanted to introduce a specialisation to crafting, this RNG could increase, in a very small not game breaking way, such that the more time people invest in crafting a specific upgrade, the more likely to get an elite. This would reflect their increased expertise gained from making so many. Lors de la fabrication d'un navire, il y a t
  15. Thanks to those who have reacted. If you read this suggestion, please take a moment to react or leave a comment, positive or negative. Thanks.
  16. Thanks to everyone who has reacted. If you read this suggestion please take a moment to react or leave a comment, positive or negative. Thanks.
  17. To save everyone else the 10 minutes it took me to track this down and understand, what Montagnes is trying to communicate is: Admin has acknowledged it is an issue and has promised a fix next week.
  18. It did not defend the russian, it attacked the aggressor
  19. Good point. So maybe the option is only available to clans with 5 or more members. If someone has 5 alts they don't need more dockspace edit: But on the other hand, how important is it if some solo player wants to do that. It doesn't break the game in any way, i.e. why restrict things for a reason that might not be a problem. Just offering this as a thought.
  20. There have been a lot of suggestions for clan docks for ships and the like and there may be reasons why the game strategists prefer not to implement such approaches. However if there is nothing game breaking about it, and it is purely a question of logistics I would like to suggest a solution that provides for more flexibility at a clan level adn might be esier to implement. Suggestion When placing buy or sell contracts in the shop I can make them visible to 'clan only', 'All friendly clans', or 'everyone'. Default is 'everyone'. When placing a ship for auction I can make
  21. This is not how it works. The goods in a port re spawn throughout the day as NPCs come and go delivering things. Make OPs at your chosen ports, then check in regularly and over time you can buildup stocks of profitable cargo that allow for fast profitable trades. You only need 3-4 OPs in the right ports and you can reap millions regularly. You can work out what those ports are: By using the trader tool By using the Felix's Map tools (https://na-map.netlify.com/) Or just by being around a bit and figuring it out, doesn't take long. At one one time I have 13-25m in
  22. Join a clan and your trader ships are free or free for the supply of woods, if the crafter is low on supply. No one in my clan has to ask twice for a trader ship (or any ship actually that does not cost permits or doubloons).
  23. Its not IMO a matter of conforming. It is simply a matter of content areas. Supply chains require cooperation, hence group play suits it. Taking down large fleets is the same. I prefer the opposite style of game that you do and I never see a CM. Should I have the ability to mine for CMs since it is unfair to me? We choose the style of game we play, and we can't have it all. Its as simple as that. Changing it to make it faceroll for any play-style is what ruined games like world of warcraft adn it would ruin this game too.
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