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Mr Pellew

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Everything posted by Mr Pellew

  1. Same point as I brought up to Havelock. A new player WILL sink in PvP no matter where you send him. You yourself say it's all about the reward. It is rewarding to loose a 5th rate fight if you learn something or get a thrill from it. You get rewarded with frustration going to an enemy capital and being ganked without having a chance. My point is: Send them to the PvP zone instead of enemy safezone. They will die but they will have a more pleasent experiance doing it. Yes they will achive the mission because 2k dmg is very very little BUT why should they ever do it again if it was a frustrating experiance which will not give a reward if they do it again?
  2. Don't you think they will die if they go to the PvP zone. I am 100% sure they will. Sinking comes with PvP I know that very well BUT in my opinion sinking to a 5 bellona gank squad in your frigate frustrates you and makes you feel like PvP is pointless. Sinking in a 5th rate 1v1 even if you get abused and sunk withing 10 minutes shows you how much you have to learn and makes you wanna fight more and get better. I will also gladly help out any new player BUT I've seen there is only a certain ammount of new players a clan can take. Example brit clan ARMED. they gre by abut 100 players in less than a month. It was pure chaos in the clan. They might as well not have been a clan as there was no structure or organisation. I myself can probably take care of 1-2 new players at a time. Being on top of the leaderboard and taking most people who apply is in no way sustainable for us. What I'm saying is my issiue is not with getting new players into clans but there only being a selection of 10 clans if they have to be leaderboard clans.
  3. How many people have you heard saying they would PvP when they are finished training/grinding. Problem is by the time they are done grinding it's to late for most to get into PvP. Encouraging PvP early is way better in my opinion even if many go back to PvE after it.
  4. The only issue I have with that mission is sending people to an enemy safezone. Send them to the PvP zone or somewhere else but not enemy safezone. And I agree that thrill is great. As well as the adrenalin you get from a challinging first PvP fight
  5. Don't get me wrong here. I like the idea of free town outposts and if there are missions for under way that keep it interesting I am all for it. I still think shroud is the best outpost for all new players to get. As I mentioned above the Bahamas are the most equal playing ground a new player can find now despite hercs and requins. If they were not in shallows it would be very very equal playing ground. This reduces frustartion in the beginning and keeps people playing. I saw many leave due to pure frustration of being killed in their 5th rate by a bellona they have virtually no chance agains. If you get killed Rattlesnake vs Rattlesnake it si a lot less frustrating in my opinion. Edit: Internet seems laggy. someone please delete this. Can't do it myself. it is already posted above
  6. Don't get me wrong here. I like the idea of free town outposts and if there are missions for under way that keep it interesting I am all for it. I still think shroud is the best outpost for all new players to get. As I mentioned above the Bahamas are the most equal playing ground a new player can find now despite hercs and requins. If they were not in shallows it would be very very equal playing ground. This reduces frustartion in the beginning and keeps people playing. I saw many leave due to pure frustration of being killed in their 5th rate by a bellona they have virtually no chance agains. If you get killed Rattlesnake vs Rattlesnake it si a lot less frustrating in my opinion.
  7. I very much like the idea of a missin tree to lead the player into the game. I like most of the ideas mentioned above. I would leave out a few things as they make it a very very tedious first few hrs of the game. Why does an american player have to sail all the way to La Tortue this early? It takes him about 1 hr and is very very boring. My suggestion would be some national port at the edge of the R-Zone. In case of Americans Brunswick. If nations have less safezones like sweden/denmark you can send them to the free port of Aves. Keep early game long sails as rare as possible becuase they are not interesting. If you think it is necessary to get players to sail to free towns I would say make all of them sail to Shroud Cay. I think this would be a better reward than part of the mission. If you finish the mission you get an outpost in shroud cay. If Requin and Herc were to be removed from shallow waters the Bahamas would be a fairly equal playing ground (ship wise not sskill wise) again. This is perfect for the "Trails by fire" mission as it guarantees new player don't run their only 5th rate into a bellona and loose it in a fight they have even less chance in than in an equal 6th rate fight with aveteran player. Also joining a clan from the leaderboard is a bad idea in my opinion. I can only speak for my own clan here but we are cerainly not interested in mass recruiting new players. Also flooding clans with new players is bad for most clans. I saw many clans fail no the sikple fact they overrecruited new players and could never get anything done/organised becuase it would require hrs of work for the clan leadership. As I said I would skip this point compleatly. Maybe a note that joining a clan helps you progress in the game but please don't make it a requirement especially as this mission will most likely be mandatory. The player should be rewarded with some free 6th rates in Shroud Cay with a Shroud cay outpost being a reward as well. This would make the "Trails by fire" mission possible in shallow waters for everyone. Shallows are the place you can get the most balanced PvP fights in for new players if there were no Requins and Hercs to be found there. This decreases frustration for new players. As before I like most steps of this part of the mission. But I have some more things I think would cause problems. Don't encourage new players to go to enemy safezones it's just a bad idea. I would change the PvP missions to "Participate in at least 2 PvP fights and deal at least 2000 damage." (numbers of fights and dmg can allways be changed). Loosing ships should not change if you complete this mission or not. This mission has to come with a note that PvP is dangerous and they should use cheap ships. As mentioned above I think the Bahamas are the ideal place for new players if we get the same ships into OW there we have in shallow PBs now. There should be a reward of ships again for most parts of this mission as well as maybe some ship knowledge books which are very expensive in the admiralty at the moment as well as some doubloons. I like the idea of encouraging people to go to free towns but ewhy does it have to be five of them? I would consider myself a very active player and PvPer and I only have outposts in 3 of the above mentioned ports becuase I can not sustain more with also having RvR and Eco outposts. This also clashes with the next point but I will get to that in a bit. My suggestion is changeing that mission to "Establish outposts in at least 3 free towns." Also new outpost slots are very expensive in the beginning for new people so forcing them to unlock all of them before teaching them how eco works is a bad idea in my opinion. I would reward this mission again with 5th rate ships and doubloons and repairs in each of the free town outposts. I would change this mission in a way that gets gun crafting set up for a new player. this is how my mission tree would look like: Build an iron mine Build a coal mine Build a forge Get iron and coal to the outpost with the forge Craft and deliver 50 12lb carronades Build a Oak forest Build a Workshop Get oak and Iron to the port with the Workshop Craft and deliver 100 hull repairs Buy a trading good which doesn't belong to your nations trade goods in a port of your nation and deliver it to YOUR capital There should be a reward high enough for the next building after you finish all of the missions and some free 5th rates in the end. My proposed change to your mission tree teaches a player exactly how crafting works and how delivery/trade missions work. The last mission needs an extensive explanation on how trade goods work, where they are dropped and consumed and how to identify which nations trading good you picked up. I would like to see the first mission mandatory and all the rest optional. Every mission should be put into a mission tree where you have to finish certain missions first to unlock the next ones. Rewards should be handed out for evrey point of the mission so players get rewareded more ofthen and keep playing. Mission trees also make sence as they make players trying to achive objectives from missions they can't do yet impossible. This makes sure players don't get frustrated with the game and missions. All of those issions HAVE TO come with extensive explanations which I would suggest getting the community involved in writing. I would suggest updatin this post with updated mission trees and short descriptions of the missions and giving players the opportunity to write more extensive ones and sumbit them. With many people working on the explanations it can be sure they are 100% clear and don't have to be extended or changed to often due to players getting confused. As you see I tend to ship rewards a lot. I see this mission tree is very much focused on getting people into PvP and RvR so I think they have to have the ships to sustain the losses they will recive in the beginning.
  8. Credit to this guy who beat the game first!
  9. I like the idea of making every ship crfatable and some (especially frigates and smaller ships) a DLC ship you can redeem once every 24 hrs. That would mean people get to choose if they want to craft their 5th rates or if they would rather redeem them once every 24 hrs for a small ammount of pocket money helping the evs finance the game in the process. Maybe make redeemable ships via DLC highly unlikely to impossible to be 5/5 or 4/5 o no one redeems them every day just to get a 4/5 and sell it. Maybe even make the redeemed ones so you can't sell them via contract in the ship shop. They should hoever be capturable in my opinion and you should be able to sell them after you captured them (yes this opens the way for exploits but as RKY pointed out: This should be a tribunal casesuch as alt farming and should happen very rarely if punishment for it is harsh enough). If you can sell/keep captured DLC ships less nice ships with nice upgardes would go to the bottom of the ocean becuase they are premium. This in my opinion is a solid way to handle DLC ships (after ofc nerving requin and herc) while maintaining a way to crate revenue for the devs.
  10. @admin What happens to sell contracts? Do I loose the things in them if I don't claim them back? Means I loose a lot of Tax money if I set big sell contracts and have to retract them now.
  11. The argument about paying the workers is ok I guess if you want to go for realism which in my opinion isn't the most important thing especialy because allother aspects of the game are made so the gameplay is fun and not a simulation. Easy fix for traders arriving and noticing goods are not needed anymore is change them at a fix time (for example materials dropped change on maintenance) so that should be no problem at all. There are only four major consumer ports outside the safezone (Santo Domingo, Puerto de Espana, Nassau and Cartagena) the rest of the ports are small consumer ports consuming Caribean Goods. Yes you can do trading away form reinforcement zones but ports like Belize, Vera Cruz are all ports no clan benefits from. The goal of an eco change in any way should be making EVERY port on the map worth having and loosing them should be a loss. This is in my opinion the single best way to get people together and fight for ports insted of dropping them or not showing up becuase the ports are not worth anything.
  12. With the Eco patch coming up pretty soon I though this would be a good time to throw this out there. I have a few pretty easy to implement ideas to make the eco/trading system a bit more dynamic and owning ports a lot more usefull. First of all if you craft ressources (extract them from buildings) the money vanishes. In my opinion the money should go directly to the clan owning the port. This would result in many ports used for ressource extraction increasing in value which in turn brings some more incentive to go and fight for those ports. Also there is a system at the moment where random ports drop materials for a few days or maybe a day and than it changes. Never took the time to check exactly how it works but for example Musekts drop in certain ports for a while than drop in others a few days later. This very same system could be used for every port where it consumes one or more random good which does not drop in the port for a few days. After a few days the goods consumed by every (besides the big consumer ports) change. Goals of this random consumtion: Every port on the map is a viable trading port and has the possibility to make money for the clan owning it. Dynamic trading routs: The trader who notices first that a certain port consumes a valuable good a port closeby drops cn make a lot of money quickly. On top of that Roundtrips between two or more ports become a viable option making it more interesting to do traderuns. This leads to the next point: More trading outside safezones: At the moment everyone who does traderuns does them from a port outside the safezone to a safezone/capital port. This encourages safezone camping even more especially with the removal of the open world tow next patch as traders will be going in and out of safezones very often. With a dynamic system trading outside safezones becomes a lot more interesting as it offers profits as well. More OW activity: With people trading outside safezones the chance of finding people to fight or gank outside the safezone increases. If you have no interest in trading but find out there is an amazing traderout somewhere you can go there and are more likely to find people arround there. This drags people away from safezones and sealclubing. I doupt this will impact safezone camping a lot but at least it's a start. I would love to hear some opinins on this. In my opinion it would increase the value of every port on the map and make especially ports which drop high value tradegoods you can't sell anywhere close at the moment a lot more interesting for many clans. This would fit in pretty well with an eco patch while also providing a little more incentive to RvR for ports other than just pure fun.
  13. I guess this is a pretty simple Suggestion: All I suggest is more than 3 Clandiplomats per clan. Why? Sometimes you need more in case some are not arround. Many especially smal(ish) clans have most people promoted to officier so they can access Clan Warehouse. In my opinion there is no drawbacks to making the ammount of Diplomat slots unlimited (or increased) as well. If I missed an obvious reason to increase the cap please point it out. If there are none in my opinion it would be an easy fix and allow for a bit more lazieness without switching Diplo Tag just in case someone is gone for a few days.
  14. Spanish joined our Hostility mission on Cayo del Sal a neurtal port. Was a great full duration fight.
  15. I feel like I would be chat banned 24/7 but I compleatly trust in HachiRoku to take the decisions best for the community. I's a yes from me.
  16. That would mean I could choose who can fill my contract. I think if it were to be put in the game you have to give the player the option to be very specific about what they want. Maybe make it cost a little more to put up a specific contract but I for one would never ever put up a contract for an endy if I was not the one deciding the build.
  17. That would be an expliotable system in my opinion. It has to be specific. If I place a contract for a "5th rate hunting ship" somone could sell me a fir/for Rennome and in theory he would fill the contract but it's pretty much a useless ship. And if we are honest there will be a lot of people selling shitty ships for a lot of money if they get the chance to and that doesn't help a new player at all.
  18. I think the difference would be everyone can fill the contract you placed and it works for ships. For example I really need a new Trinc in LT. I place a contract to buy a Teak/WO Trinc in LT for 1 Mil. Now if someone comes along and he has a Teak/WO he could sell it directly to me. Basically the same as buy contracts for other things.
  19. You can but tbh it sounds like an interesting idea to me. Question is how well it would work becuase most contracts would be dirt cheap for ships and probably never fill. But it might be worth a try.
  20. So I could place a contract in a port like I can now for ressources for ships where I choose the build and how much I am willing to pay for such a ship?
  21. It's not only you Please give us a concrete explanation of how you would like it to look and what it should accomplish in your opinion. Not one sentence an explanation for dummies please
  22. just thought this should be on the forum for everyone to see. Admin said that two days ago on rediiis youtube stream chat.
  23. Very interesting idea but as stated before getting ships/modules from a PvE server to a PvP server is bad for the economy as capturing ports on the PvP server has even less use than than it has now. I thought about how I would handle the new players getting sealclubbed problem while keeping the game interesting for everyone. First of all I would as suggested before Invent a rookie zone somewhere which is neutral and get new players into the game without being in a nation until they learned the basics in a compleatly safe area. Give them Missions to do certain things in this area to learn about the game and the sailing. I am not quite sure which missions would have to be a part of this but I'm sure someone else has a better idea than me what new players need to learn before they are ready for PvP in the open world. After they finished those missions and know how the crafting/trading/fighting system works they get the option to join a Nation. In my opinion in a Roleplaying way where they get a letter from each admiralty infroming them about where the nation capital is with a realistic description of the dangours of joining this nation (which would have to be updated on a regular bases) and the dangours of the open world. When they coose which nation they want to join they get a another few missions which they can complete over time to gain EXP more quickly than by running normal AI fights. Exampled for those missions would be. "Join a clan", "Help your Nation defend/take a port". These missions agai have to come with an explanation like for the PB missions they get a description of how a PB works, how screening works, that they should ask their clan or nation abou the PB and join them on Voice coms if possible. Explain the risks of going to a PB but make it a rewarding experiance even if they loose their ship by for example rewarding them for just being there screening. Also everytime you log in you should get a msg about where your nation is trying to take/defend a port and and which time, BR limit, defending clan and so on. Compleatly safe PvE should be an option for everyone aka start a mission straight from the capital port without undocking and ever going to the open world. Those missions should only give basic rewards but allow people with limited time to just log in run a mission and log out again. That way they can earn money so when they have some more time to play they can venture out and start exploring. Because compleatly safe PvE is possible I would also change the reinforcement system (yet again). GIve every nation a Capital port that can not be captured and arround which in a certain area evry battle stays open for (just as a suggestion) 15 minutes but only for the defending nation. If someone gets attacked in that zone there is a msg in Nation chat saying someone got attacked and a battle icon pops up on the map for every player of the nation to see. This should encourage people to go and help out. This zone could be bigger than the current reinforcement zone of a port but only be there for the capital ports or ports clans choose to pay more for to activate this zone. By that also reduce timer costs again so the defender has an advantage becuase they can choose the time. Every other port should be capturable BUT with a advantage to the defender if they are close to the capital (like for example giving the defender more BR to flill the PB with or any other suggestion people can come up with). This should maybe apply for former safezone ports. If a new player decides to join a Nation he gets an extensive warning about what can happen on the open world, How they should allways sail traders with escorts and so on. Now for my last point to encourage people to go out PvPing. The current mark system only reards the winner. Everyone should go out of a PvP fight winning or loosing with some kind of rewarding feeling. PvP should randomly drop for example paints for ships which can only be aquired by fighting other people no matter if you sink or not. If you sink someone in a fight maybe a "Captains chest" should drop and if you loot them they have some upgrade that was on the ship in there plus some other goodies which are randomly generated like a few parts for other upgrades, Labour Contracts, more paints and so on. Those chests should be 100% yours as soon as you loot them which means go directly into a safe section like the current Captains chest. Along with this maybe your caracter could benefit from PvP with Admiralty rewards for PvP fights no matter the outcome. If you go and fight an enemy but die the admiralty could reward you for your bravery by giving you gold/Labour hrs or even ships which would maybe only be with 2 pemanent upgrade slots or in some other way waker than crafted ships but so casual palyers wouldn't be set back as much by loosing a ship. Those rewards would have to be balanced in a way. For example if you loose a ship in the reinforcement area you get a new one. If you loose a ship in enemy waters you get some gold rewards for bravery. Basically the goal is players knowing what they get themselfes into when goin to the open world. Giving them a guideline by some missions of what would be a good idea to do next no matter if they coose to do it or not. Make PvP rewarding for everyone not just the winner and punish new players less for loosing ships in PvP engagements.
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