Jump to content
Game-Labs Forum

Bach

Ensign
  • Posts

    1,108
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Bach

  1. 4 minutes ago, Jorge said:

    Lol.  

    Or you have 6 hands and 3 pcs, or I don't understand how you just have not conquered several ports by yourself.

    I think you have no idea what you are talking about and if you knew the amount of resources a first rate needs, including a lot of money to get the materials out of the mines and an exaggerated amount of labor hours, you would realize the amount of nonsense you've written.

    I get what you are saying but CM = money, goods, labor and helpers.  Just the promise of an SOL will often open any needed door for the puppet master player. (players with many Alts)

    Once you get up to a half dozen or more CM/day all the other problems of building SOLs will get solved for you.  Think of CMs as a universal currency.  It's essentially all you need.

  2. 9 minutes ago, Capt. Daniel said:

    It does not matter if devs increases the difficulty of getting SOL because there will always be someone who can produce them before others. The only clan in Spain that can produce them is VLTRA and it is thanks to a great effort. With 100+ members involved and with a strong organization. We simply have our efforts rewarded. But they still cost a lot to produce them, there are not many and losing one of them is a blow to the clan.
    The only thing clear from your post is that you do not currently have the ability to produce SOL and do not want others to have them.

    It does matter from the point of view of cross teaming and all the nation destroying paranoia and dessention that goes along with it. Ideally you want clans to do what VLTRA did and team up to build big ships.  But a handful of players using Alts can do the same thing.  But to do this they need to be in your nation chat, in your port battles and using your Econ.  Since you don't know where their true loyalties lay social problems develope. These build into game drama. 

    • Like 1
  3. 1 hour ago, huliotkd said:

    @admin

    1-WRONG. you need ALT acc because you can participate in ALT nation taking CM from that nation and giving them to the first account. (i'm rat, i have BRIT alt, i take part in a brit PB, win, then give daily my BRIT pension to my RAT account---exploit)

    2-WRONG.

    single player, with 1 ALT, can produce everything for a SOL because he has 10 building slots, double LH, and you devs reduced the diversity of resources needed to produce ships...just introduced the useless marks mechanic, exploited on point 1.  actually you need iron( gives stone, gold, silve, coal), stone (gives iron, gold, silver, coal) , fir (gives compass), hemp, oak (gives compass), coal, lignum.    total 7 resources you can produce and you have 3 free slots wher you can also build Workshop and Shipyard...and 1 slot can be free!!!!! other resources you must collect but are only woods.

    those are numbers for 1 single player with 1 single ALT acc...and we all know there are lots of player with 3-4 ALT ACC...using them.

    3- WRONG.

     

    you created Open World where every nation can produce ALL NEEDED RESOURCES in 3-4 ports (not region) near to capital...to allow everyone the chance to build at least 1 ship...

    so all player can trade near Capital and noone can rob them due to little time a player can go from a port to the nearest.

     

    @admin what do you think of my gameplay mechanic?

    Huliotkd gets it. As long as CMs can be traded from player to player it is easier and better to have Alts in empty port battles across a few nations than to actually fight for them.  The current system promotes Alts.  

     

    Lets ts say I have a Brit, pirate and French character. In the center of the map are x3 French regions, x5 British, x4 pirate and some Spanish ones to be gobbled up. At any port battle I send which ever character my nation chats tell me is likely to win or I just send one on each side. I cant lose CMs and eventually I will be getting 20+ CM/day if not more.  

    The problem is that this all leads to cross teaming becoming the norm and that crap destroyed POTBS.

    • Like 1
  4. 43 minutes ago, admin said:

    You don't need line ships to conquer bahamas. Reposition your fleets and start from there. There are a good number of shallow water regions to capture in navy brigs and mercury's they give the same amount of conquest marks. 

    and its very hard/ impossible to catch brigs, mercury's in 1st rates on the open world.  
     

    Although you don't need 1st rates to conquer the Bahamas I think his point is that First rates are already in the game now on week 3. This means to compete outside the Bahamas the Pirates will need access to 1st rates.

    i think the Conquest marks test based on "what is lord" land ownership has failed. I think you forgot to take alt characters correctly into account.  A player with Alts in multiple nations can build 1st rates two weeks after the conquest change by getting into each nations PB's and sharing the marks.  I really think the number of mark producing regions needs to be restricted or marks made unable to be traded.

    • Like 1
  5. All that needs to be done is reduce the number of regions that give conquest marks down to create competition. Then award marks for owning the ports and marks for attacking the ports.  There are simply to many ports to go around to create any real competition. A few empty PB's will net all the marks you may ever need.

    The Dutch or Danes capturing undefended Spanish ports already gains them resources and refit access. It is already an award.

    if the x11 special land regions were the ONLY ones that awarded Conquest marks then true competition starts. To keep the combat going award marks to those 25 players that attacked the port on a one time basis.  So attackers get marks for the attack. Owners get marks each day.  It becomes best to own the port but if you can't own it attacking it is the next best thing to get conquest marks.

    • Like 1
  6. 7 minutes ago, Sir Texas Sir said:

     

    On May 29, 2017 at 6:50 PM, OneEyedSnake said:

    you french <_< im jelly. not gonna lie. 

    What for, cause they are getting out and getting PvP?  Ya'll could to, if you left your little safe zone a bit. I hear there is a great big red nation right next to ya'll ripe for the picking.....oh yah ya'll are all buddy buddy and stuff?  Could always attack say the French than?  We have seen French, Brits, US, Pirates (FFA battles lol) and I heard some one even sunk a Spain and one dutch player too around our waters.  I have raided KPR area myself with others.  Caught some US traders in the shallow, if it's PvP you want you have to just get out there into others waters.  So not really sure what your jelly about man

     

    If Pirates want to seriously harass KPR you will probably find it work a lot better if you capture the South Eastern coast of Cuba. Puerto Escondido or something like that.  The new game makes repairs much more important to raiding. La Navasse is too restrictive and that southern Cuban coast has the resources to build on site.  Good Luck! I do miss flying the black.

  7. 17 hours ago, CaptVonGunn said:

    No i think those 11 give extra ones all others give 1 once you either defend ut ir take it... I think it is not completely clear 

    If every region gives conquest marks daily x 25 players each then there are going to be an HUGE amount of conquest marks floating around the game a month from now.  I had assumed it was just those 11 regions to keep hvy rate ship production down. Even just 11 x 25 = 275 Conquest marks entering the game /day.  That is x11 second rates/day.  Not bad and reasonable. But every region giving CMs will produce dozens of hvy rate ships/day ???

    • Like 2
  8. Let me see if I'm following this new rule correctly.

    There are now 11 special ports that give Conquest marks daily to whom ever participated in the PBs to capture them. Other regions PBs still give resource and refit advantages but not Conquest Marks.Conquest Marks only buy Rate ship blue prints and permits. Everything else us bought with PvP or PVE marks. The 25 players that gained the mist hostility points have the best chance to get into the port battle if they chose to do so in the first two minutes. As long as the nation holds the port only the 25 players from the initial PB can get CMs. 

    If I am reading this correctly it all looks pretty good to me. For example, I belong to a clan that primarily screens.  This means I won't get any conquest marks ever if all I do is screen. But unless I'm screening in a rate ship I don't really need them anyway.  The 11 special ports will become super valuable land areas fought over in PB's.  This should be good for me as the more frequent PBs will give us more chances at PVP screening and OW countering hostility.  

    Do I have this correct? 

     

     

    • Like 1
  9. 2 hours ago, Yar Matey said:

    So I should just roll over and just give up when a fleet of player ships attack me in my LGV or Indiamen?  I never do.  I have escaped fleets of player ships chasing me with all kinds of variation in ship compositions and with enormous odds stacked against me several times, and I always manged to get away with my cargo.  Its all about conserving your sail HP and using your repair strategically timed and knocking down the enemy sails.  

    Much like the old pirate refit pre patch, these new bonuses are equally as bad.  Some of them are so bad in fact, I cannot see how anyone can defend them.  

    If you are in a lone LGV being chased by two pirates, one with pirate refit and the other with Spanish, it is indeed a worst case scenario. But is it game unbalance?

    To achieve this situation some hurdles must be crossed.  First the LGV must be traveling solo and away from shore batteries. Second, Pirate A must have come by a rare refit. Third Pirate B must have also come by a complimentary rare refit to the one Pirate A has.  Possible but not all that likely untill much later in the game.  To build a refit now requires items from the market in that specific region and a PVE drop from NPCs also harvested in that region.  Though possible these are pretty tall hurdles.

    Now let's consider the fight. The LGV chooses its best wind and if good tags with range. In the ensuing chase one of the pirate ships will be advantaged and the other disadvantaged.  So the LGV needs to figure out how to slow the one advantaged pirate while sailing away from the others. Not an easy task but not impossible for a good LGV captain.

    Other factors. We did not discuss if the LGV captain has prepared ahead of time. Does the LGV also have a rare refit? Did the LGV captain purposely not completely fill his cargo space to keep speeds up? Did the LGV reduce guns for speed? Did the LGV have the cargo space perk? 

    This early after reset I do not think this in unbalanced. This might change later in the year when certain ref its may no longer be rare?

    • Like 2
  10. 14 hours ago, Tiedemann said:

    In real life the enemy captains in this particular battle would all risk demotion for not succeeding in a battle they should have won easily. Also the damaged ships that escaped would all be at risk for ending up as a ship wreak on their voyage to a friendly harbor. Then consider that they would have to stay in port for several month or even years to repair, do we seriously deserve nothing for destroying several SOL's so much they had to escape?

    In real life we would have been knighted for our heroic survival against the odds. Then we would have got to marry some danish princesses and the king would surly have hand out some land areas to sweeten the deal.. We got NOTHING!

    If we only get rewards for sinking enemy ships, we will all avoid entering battles where we are not guaranteed to win. This might be how most NA players in larger nations already operate. But for players from a small nation that is how we normally fight. We are used to fighting against the odds and we belive we can win each time. While we are stupid, we do provide other and often larger nations with game play. But if we not have no chanse of winning when we are outnumbered, and are not rewarded for trying, this part of the game will disappear. And I fear that all that is left is ganking battles.. And the Zergs and ex EVE online players loves that shit, but for me that is not interesting.

    Back to the battle that ruined test bed for me at least. Imagine this scenario, there is a demasted Victory with 400 crew left, has no armor left on any of it's sides and just a little bit more than 2 bars of internal structure left. It is sitting 250-300 meters away from you in a battle and because you can't shot him/her for a couple of seconds he get's to escape!?
    Then imagine that it happens again within 5 minutes with another Victory in a similar state.. Even the Renomme was half dead and joined in a "tactical retreat", but who cares about a Renomme in SOL battle anyway..

    Am I the only one who get's annoyed when a enemy ship that is badly damaged can just escape from the center of the battle field, because we forgot to tag him? Where is the logic in that!? Enemy ships that are in close proximity of each other during a battle should not be able to leave. We had the control perk that kinda this out. The only problem with that was that is was made a perk. It should just be standard ROE for all.

    Warning to all Americans! This last section here is not a serous suggestion.
    And then I have a contingency suggestion in case nobody likes my original suggestions (based on pure brilliance and logic I might add). What about demoting all players that escape battles before the timer runs out? They do retreat, and that is losing. It would have an awesome instant effect. Like 1 rank each time you escape a battle.. Might increase the amount of afk sailing we do, but if it's implemented at the same time as the the new patch. I doubt it will effect the overall afk sailing stats much..
    Warning to all Americans! This last section here is not a serous suggestion.

    Just spend the perk points and sail with Area Control on if this is a big concern for you.  I'm going to just remember to tap hit the wounded ship till we get around to sinking it.  If I forget and he manages an escape to open sea good for him if we don't just grab him again.

    Escaping battle is neither a win nor a loss. Demoting players because they choose not to fight a particular battle is a bit extreme.  It's back to the computer determining things vs. players.  If a player decides not to fight its up to you to figure out how to get them. Not some invisible computer hand determining fights.  We had plenty of that last year and it just doesn't work.  If I had my way I would get rid of the current unrealistic computer enforced BR RoE.  We would have more decisive battles if it did not exist.

    • Like 1
  11. It should be an interesting experiment with the new rules set.  The fact you don't get xp or gold unless a battle is decisive puts the rewards in the hands of the Econ game. It makes Econ more important than Pvp fights in a way.  As someone said above, we're not playing checkers anymore this is now chess or Risk.  RvR is going to become as dependent on the Econ game of clans as much as their PvP prowess.  We should see the OW ships shrink in size. We should see 1st rates become rare not only due to difficulty to build but the risk of loss. If you don't need 25 1st rates to get done what you can do with 25 Bellonas players will now go with the Bellonas. But more importantly we should see the Econ game grow and become more important than it was. Let's be honest, it used to be a joke. Whether this is a good thing or not remains to be seen.

    The fact you got no rewards after 90min of fighting didn't actually diminish the thrill of the fight or the entertainment value of the PvP.  It simply didn't meet a predetermined expectation you had from previously playing a game that did hand out rewards.  Players will need to find other means to support their PvP other than purely PvP.  They will need to take part in other aspects of the game they used to ignore. Be it PVE, Econ or hauling for gold.

     

     

     

     

    • Like 2
  12. 5 hours ago, Remus said:

    Blame me. I used 3 x LGV to make about 2 million in each of my return trade runs (about 2 hours each) - but I only did it four times for by then I had m starting capital for outposts, buildings, warehouse and ship slots, and after then my econ was self-financing, even with the low pops on Testbed.

    The devs seem to think this is bad. And yes, it would be if everyone spend their two hours a day playing time making 2 million, when there's no way of possibly spending this amount of gold once you've maxed out on outposts, ship slots and warehouse slots, but they seem to forget that if everyone were doing it then seeded goods would run out and consuming ports would drop their prices to 1. Seeding rates and price control against consumption are easy things for the devs to control, but they've decided that nerfing hauling capability is the only way to do it, regardless of what effect it has on other aspects of the game.

    Really, if they were to reduce one-time start up costs, I wouldn't want to go trading anyway. 200k or so I'd gladly get from combat. But four outposts and a couple of ship and warehouse slots, plus the resources I need to harvest before I have anything to sell, runs into millions, and for some reason the devs think trading is the best way for me to get it.

    I don't think the issue is hauling capacity. A TBrigs will carry enough to make millions trading at first.  I think the issue is that under the new patch rules the LGV is one of the best combat ships to start the game with when everyone doesn't have frigates capable of fighting them yet. Day one or two there would be LGV squadrons everywhere hunting players, flipping ports and hauling cargo. If the NPC sold them day one it would be the wonder ship everyone sails for combat and everything. When the testbed first opened with the new patch the first PvP kills were from groups of players combat hunting in LGVs.

    I'm certain LGVs and Indiamen will find there way into the game. But the new patch needs to go the first week or so without instant x3 skill slotted combat cargo frigates at the players finger tips. 

    • Like 2
  13. 53 minutes ago, Sir Texas Sir said:

    If you keep the ship exclusive to pirates other than if you capture one, but the problem comes is it's easier to get for a National than it is for a pirate to get any of the SOL's/Aggies cause it doesn't take conquest marks to get the BP/Permits.   Remember I'm pirate and I would be all for this if they made it exclusive to pirates only, and would be all for it if they locked the Aggy and SOL's to Nationals only, but right now why limit every one ship to just a few?   Than you will have the exact same problem you have with 1st rates and 4th rates.  Every one will still bring the Meta ship either a tanked out Indefatigable or a Pirate Frigate built out for stern camping or boarding.

    Is that Agememnon on the testbed or the live?  Is it loaded with repairs?  What is it's build?  Remember Testbed speed isn't the same as live cause of the change factors like your guns and what you carry on your ship like repairs.  Depending the location of that raid you can't wait on a ship that falls behind.   So a tanked out ship of any class might not be the best bet.  Unless your smart and have all your heavy fleet heading to the raid location before the flag is pulled and than only keep an escort fleet with the flag of fast ships.  Though if it's limted to a 12 man group and only that group is involved in the raid than your going to see a lot more ships specialized for the raids not made to port battle standards.

    I'm all for a check in game that doesn't let nationals sail a pirate frig.  I think it would be a good.

    I built the Aggy on the test server before the new wood types. It's just oak.  In the long game I see Heavy line ship dominating line ship PBs and heavy 4ths the 4th PBs.  Not at first of course but we're destined to get there.  When we do I think it would be good if raids were limited and therefor dominated by 5th rates.  A lot of the 5th rates are better balanced than the 4ths anyway.  Early on even 6th rates will prove good for cargo hunting.  Right now everyone is still thinking of cargo in terms of Indiamen and LGV.  But once players realize an alt mule with x4 Trader Cutters or TLynxs can carry 1600-2000 cargo upwind this is how important runs of Bermuda Cedar, White Oak and basically anything moved solo of high value is going to be moved.  I like that there would be a special role for LS, 4ths, 5ths and even 6ths.

  14. 13 hours ago, Sir Texas Sir said:

    You can't compare now to after patch.  Have you even gone on and tested things?  My 4 slot 5th rate is going to slaughter your 1 slot 4th rate.   

    Again your comparing this to current not the new system.   And we are talking about raids which should be smaller than port battles so you don't have to bring the top slow ships. You wan something speedy but able to fight cause you have one hour from pulling the flag to get to that port and that adds in any fights you might get into on the way there.

    If I understand things the Raids will be pull a flag, goto point A, fight PVE and maybe PVP and collect loot.   With the increased OW speed a Connie can easily keep up with my Frigate OW.  My Agamemnon isn't much slower.  I have to think players natures being what they are we will have many that just start bringing the biggest guns they can get into the raid.  They will bring 4ths. Even though my x4 Slot Frigate will dance around an Agamemnon and handful of them spiking is still going to be enough of a problem were going to have to add some 4th rates to our side.  Then as we each get more skill slots open on 4th rates all the raids will likely just become all 4th rates.

    I like the Raids confined to 5th rates. It makes a situation where the Pirate Frigate can be the baddest boat sailing the waves. Nationals would need to use expensive Indefs and Endy's to try to match or out gun it.  It's certainly no guarantee but it makes Raiding something pirates may be naturally better at. That I like. Pirates need something they do best.

    • Like 1
  15. 19 minutes ago, Willis PVP2 said:

    I call false on this. Have you tried stacking upgrades? You are incorrect about the speed bonuses and all other bonuses. In fact, there are so many different upgrades that can stack, you can get insane percentages on things like reload, repair, speed, accuracy, etc. Granted, there are hard caps for each, but you won't reach those hard caps with a 3/2 or 3/3.

    \begin rant/

    There is NO WAY that a captain would lose a fight with a 3/5 if his enemy has the same skills as him and is sailing an identical ship, but only has 3/2 or 3/3.

    What almost everyone is forgetting is that we have ALREADY sailed those boring little ships to get our ranks up to sail in bigger ships, why are you FORCING us to grind all over again just to have the "knowledge" that our rank would indicate we already have? And yeah, I personally hate most of the sixth and seventh rate ships, I paid my dues in them and am glad to have washed my hands of them, but if someone likes them, more power to ya, just don't make me re-grind them all over again please. I'm a frigate and lineship captain, thank you very much.

    Oh and by the way, when you are grinding your rank up as a new player, you most certainly will not gain enough xp in each of the ships to unlock the next as you work your way through the ranks. 

    This whole knowledge tree will be a senseless grind. Sure, it'll only have to be done once (until it is wiped or the bug feature gets removed). So a few people will contentedly sail around in inferior gear and brag about the wonderful ship knowledge system, while a large portion (mostly high level guys too, I'd wager) of the server population tries and fails to unlock their favorite ship only to discover they need to go on a wild goose chase down a ship tree all the way to the CHEERFUL BASIC CUTTER! What is not obviously wrong there!? 

    /end rant\

    :)

    You know I get it.  You haven't really been testing for a year. You've been playing and now you don't feel you should lose what you already had.  A lot of us feel similar but in the end it was a game in testing and now it has changed.  I'm not sure of your play style but from what I have seen on the test server I would suggest the following:

    If you play primarily solo - Join a large population nation and push for player markets. This will accelerate your ship building. When they come out with the published skill ladders obviously build just what gets your first three skills slots the fastest. Make sure the frig is in the same tree as the lineship you want. Preferable the slot 3 ship in the line ship ladder.  Realistically the majority of the game wont be exceeding 3 skills slots in the first few weeks or even months if they keep switching ship types. So no one should ever be ahead of you in the skill ladders as long as you stick to your chosen frigate and line ship.

    If you play as a team - you have it made here. Working together 3 players can easily produce 4th rates and probably will have them by week 3 even casually.  Once you have the 4ths it will spring board the progress into the Line ships as you begin to more successfully conquest.  Again, being on an active RvR nation will help a lot in progression to line ships.  Realistically a heavy RvR nation with medium to high population will be sailing line ships in the second month.  They will see 1st and 2nd rates by the end of the third month depending on how hard they go at it.

  16. 2 hours ago, OneEyedSnake said:

    smaller nations may never expand past their capitals then if the larger nations really didnt want them to. 

     

    2 hours ago, Bart Smith said:

    Life mate. There always been strong and weak. Right of nature. Why should they expand if they are small? With re-work of alliance system devs said this could work if done properly.

    I think Bart has a point here in that the nations do not appear to have been meant to be equals.  In any event they wont be just due to player preference for Brits, Pirates and such fickle tendencies.  As such there is really no point in the Devs trying to balance them.   Instead it is far better if small nations adapt the strategies and tactics of a small nation.  They may not be the "world shakers" the British may be but they can have just as much fun if not more being the "king makers" that swing the sides.  There are strategies that wont work for Britain due to size and strategies that wont work for Pirates due to inconsistent player views of pirates.  But small nations like Sweden and Denmark or whomever ends up being small a year from now can pull off these small team strategies.  We just need to think out of the everything is equal and fair box.

  17. 4 hours ago, SneakyTurtle said:

    I can't believe you didn't listen to the Testers.....

    We only had a few port battles because we could not raise Hostility....Did you at least fix the War Supplies...could not make them when your removed the Copper Ingot Blue Print?

    1 Dura ships HURT PvP...ships take a lot of crafting hours to craft, cost to much to put medium cannons on board, crafted cannons are cheaper, crew cost is reasonable but still to replace a 1 dura ships is to much.

    We saw only a few 2nd rate crafted ships....very hard to earn Conquest Marks to get a Blue Print and then earn the mark for permission to craft the ship.  So, then it really hurts when you loose the 1 dura ship.

    With no arena for PvP it was long sailing hours before you could even see another player, let alone challenge him to a battle.  And then if you were the one to sink...it is another long long sail to get into another battle.  This will drive all the 2 hour players away.

    Resource gathering is very hard for a single player (it can be done but).... you are forcing players to group into clans to get anything done in a reasonable amount of time.

    We never even saw the Indiaman...reduced to buying the LGV or crafting the lesser trader ships to make trade runs.

    I hope you fixed the time between raising 100% hostility and start of Port Battle....8 minutes was way to short of a time to defend a port.

    Opening all the Skill Slots on a class of ship didn't make sense....example on the Connie after you opened 2 slots, the next slot is for opening 4 slots on the 5th rate Endymion.  It didn't let you have the next slot on the ship you were sailing.

    We have told you of many more thing we didn't like or were broken....It looks like you didn't address a lot of them.

    I was also testing on test bed and I do NOT agree with Sneaky Turtle on much of the stuff he is claiming testers wanted.  He does not speak for me.

    I did not find 1 dura ships to be a problem.

    Second rates being hard to craft and expensive to lose I found to be a good thing

    Lack of easy ability to solo craft everything in the game is also a good thing.

    Resource gathering being more efficient on teams vs. solo was also a good thing.

    The Indiamen never was an issue. An LGV can carry almost anything you needed and the hold space on trader brigs was not far behind.  Not sure why Sneaky Turtle thinks an Indiamen is a requirement for play.

     

     

    8 minutes ago, SneakyTurtle said:

    And the problem is still that we do not seem to be able to gain enough hostility to have a port battle.  Except for the Swedes....  Everyone else gained no more than 30%  Yes we want to have the conquest marks from Port Battles....But we need to be able to start one first.

    Both the Swedes and the French flipped ports.  We found a six man team was enough to get over 50% hostility and we did it multiple times.  France, Sweden, Dutch and Pirates all had ports beyond 30% on just test bed player numbers. Are you sure you were on the test server?

    • Like 5
  18. 34 minutes ago, CatSwift said:

    The one hard blocker is that they stated they won't go live without some form of nation transfer, and that's not yet available on testbed.

    Other than that I can think of a number of things that (in my option) they should do before pushing to live, such as removal/rework/publishing the ship progression tree, fixing the bug where you need to log in/out to see shop/captain chest contents, bringing equality to the use of magical teleportation, etc.

    Perhaps for live release but I don't think any of that would stop pushing to the live servers to start testing with larger populations.  Econ alone remains to be seen how it will react in the larger player pools as well as hostility gains. It is something we would need to know before release.  As for the rest I would think it could be patched on the live server just as easily as the testbed.   Though the nation swap is a bit of a tricky one. 

  19. 1 hour ago, Bart Smith said:

    Is 15/05 still is wipe official date?

    The tested is running pretty solid with all the new skill and mods.  Just a few bugs. Nothing I think would stop them from releasing on 5/15 or pretty close to it.  

    I wouldn't put to much faith in the "get it perfect first" camp.  Timing is as important in marketing as anything else. George Lucas was a mediocre writer that got his product out at the right time and place.  Star Wars is not a great story and its full of plot holes. But the timing of its release in the late 1970s was ideal enough that the product didn't require perfection.  Disney's Pirates of the Carribean 5 comes out 5/26.  If the Devs have a sea battle game to offer them at the time that may be good enough.  What may just happen is an overload of the NA character creations for captains named variant of Jack Sparrow.

  20. 36 minutes ago, Fenris said:

    If you buy materials and resources from another player for money, you are doing something wrong.

    The barter system is how most closed loop Econ systems work. We see this mostly in clans acting independent of national Econ. Basically player A trades cannon carriages to player B who pays by building a ship for player A. It actually hurts the Econ of the nation and slows ship production.  The best method for a war economy is actually open loop trade with market hubs at industrial hubs.  Here player A produces carriages in bulk with his materials and labor hours. He puts them up on a market for all the nation to access. Player B collects material from the market and only uses his labor hours to produce ships the nation uses and puts those up on the market. Player C produces Long and Carronades with his labor hour and puts those on the market.  Gold is the common denominator that ties these all together and allows the market to work faster without individual player to player contracts.  

    Now we could create an index of offered contracts that trade goods for goods. Players could shop thus index. It would work but not as fast or flexible at building ships as a gold based market.  Reason is that player have to constantly review the index to find an exact mutual transaction first and then fill it.  In the gold based trade hub they just put up their products whenever they want and adjust the gold price till it sells to some player that may not have the exact item player A wants at the time but has the gold. Player A can then take the gold and buy from player C that has the exact items he wants but does not actually want his carriages.

    If we could convince the players of a nation to drop the closed loop and self performed ship building models for instead creating open loop stocked national market hubs that nations ship building capacity would greatly increase.

×
×
  • Create New...