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Kubrat

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Everything posted by Kubrat

  1. Warehouse sort should group multiple stacks of the same thing in the same order
  2. 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.
  3. The PVP server encompasses PVE adn RVR, it is not just PVP, and the game is a lot wider than just PVP.
  4. I did not realise that about fleets, but then message could be replaced. cannot teleport, no space in docks
  5. 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.
  6. @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)
  7. @admin Thank you for the free L'Ocean! One small point: Mine arrived as 3/5 (or 5/3, not sure how to write it) not 5/5. Was that a mistake or did you intend for that to happen? Please note I am very happy to receive the ship whichever the case. Just mentioning it in case you were not aware of how it was implemented.
  8. Pretty sure damage only counts on enemies, and XP is related to damage. ready to stand corrected, but based on what I have seen, this is the case.
  9. come to pvp server and your long trip boredom will disappear
  10. I see constant comments on Steam and elsewhere about how the 'devs' are rude and uncaring of the community. When people post like this, can we expect any different? John Hood, if you would like to pony up several million dollars and make a game as good as this one, I will happily pay you USD 35 to play it. let me know when you have that up and running (I promise not to post like you do on your forums.)
  11. @admin I should have checked before posting this. I see what you have replied to the other thread. I hope you find this idea more attractive as it meets the desire you have expressed previously for both positive and negative balancing elements. implementation costs are reduced (a little) by tying into the tow price mechanics
  12. I agree that a Loki should not be able to surrender the ship. If they do the AI should take over control, otherwise you lose XP. I like the idea of the circle, if the ships are separated by 750 metres the Loki should get kicked and the AI takes over again
  13. Problem: Clans want to help members with ships, but sometimes difficult to coordinate handover with people coming on and off line at different times. Solution Short term parking in the Clan warehouse How it would work Clan warehouse has a restricted number of dock slots, say 4 Members can deposit ships to these slots at the location of the clan warehouse No restrictions on what is on the ship, we can deposit a fully set up ship, guns, cannons, repairs etc Ships in the slot attract daily parking fees equivalent to the tow price of the ship parking fees are deducted directly from the warehouse money, charged daily Unpaid fees if there is no money to pay for fees, the fees still accrue, but the vessel cannot be withdrawn until fees are paid Fees continue to accumulate for every day the ship is left there The only other way to stop the fees accumulating is to destroy the ship and all its contents, only the creator can do this While unpaid fees remain, no more ships can be deposited If any money is deposited in the clan warehouse, and unpaid fees exist, it will be automatically applied against the unpaid fees If you like this idea please leave a reply or heart the post. TY.
  14. I agree in general with the OP. Admin got the patch notes out a few hours after the fact, and they were good notes IMO, but for a few hours there everyone was floundering around, all at sea, three sheets to the wind etc. It generated a lot of unnecessary toxic comment and allowed an opportunity for the whiners to make a lot of noise.
  15. What is the problem we are trying to solve? The more ships we acquire the more tricky it is to keep track of fitting the correct load out of repairs. When we are switching between ships we lose track of which ships have repairs etc, and which do not. Moreover, when we have a lot of ships, a lot of our assets are tied up not being used. What might a solution look like An easy way to unload all repairs from a ship An easy way to fit out (load) a ship with a certain load-out setting How might it work Clear Load-out A option in docks or equip screen that lets you select to "Clear Load-out" On activation all repairs - hull, rigging and Rum are sent to warehouse Activation prompt: "Are you sure you wish to Clear the Load-out on <Ship>." Success screen: "Ship Load-out for <ship> returned to warehouse" Restore Load-out Select screen for pre-configured load-outs (as named by the Captain concerned) Captain selects load-out e.g. 'Small Frigate' Prompt screen appears When select the system resets the load-out on the selected vessel taking into account whatever was already on board Maintain Loadout ( (Will also need a configuration screen for load-outs, or the system could just have some defaults everyone has to use) Load-out name Number of hull repairs Number of rig repairs Number of rum Standard create, update, delete capability An example might be: Name: 'Armless Trader Hull repairs: 1 Rigging repairs: 1 Rum:1 The above would also have the benefit of removing a nag screen if like many traders you rely on an fast empty light boat to avoid destruction. I hope you like this suggestion. If you do please give it a bump so Admin knows too. TYVM
  16. Meneer van Veen, you have done a fabulous job. Good content, well presented o7. I have a couple of comments to make about the boarding section. You might like to emphasise the point you mention elsewhere which is that boarding a ship can reduce XP, because you damage it less. You can counter that by ensuring you are side to side and smashing them with your broadside while playing the boarding game to damage them while boarding The enemies numbers for firepower and melee contain critical information If firepower is 1 and melee is 0 they are bracing if melee numbers are greater than 0 they are attacking or defending If you are attacking and their melee number is higher than yours, you are going to lose, so switch at the last moment to guns of some kind If firepower is greater than 1, and melee is zero they are either firing grenades, muskets or deck guns After a few rounds of any particular (NPC) enemy you get an idea of which firepower number applies to which attack. i have found attacking into guns as being a bad idea, but attacking into grenades gives good results. Once again, a fine effort. well done and thank you for your service. o7
  17. In a square rigged battle, sunk ships always end up sinking upwind and the wind never ever seems to move in your favour!! It is very tedious having to laboriously work back upwind to loot them. often you just give up. It would be great, at the end of battle (to keep things simple), to be able to dispatch a longboat to loot ships in the following priority order to cater for for multiple players 1. Ships I have killed 2. Ships I have assist, if killer has not dispatched longboat within 120 seconds after end of battle (based on relative damage if there are multiple 'assists' - not sure if that is how the game works) 3. Anything else not claimed within 120 seconds after end of battle, based on proximity to my ship if there are multiple players contending Thoughts?
  18. Remove Sextant. Replace with an ability in map to triangulate by some means, e.g. visible land features, or an actual sun shot.
  19. I like the idea of naming the ships. If we want to store logbooks off the ship that could be done by anyone right now. Google docs could do it, but it would not automatically update with battle stats. I personally like the notion of the logbook on the ship. IRL if a ship was taken, its logbook would also be taken, unless the captain had time to destroy it.
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