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Tom Farseer

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Posts posted by Tom Farseer

  1. 6 minutes ago, John Sheppard said:

    Ok .. new test done

    You come in a port you DON"T have an outpost at, sell your crappy trader brig you just captrued, deside to check the docks for a new ship to buy and see this really really nice purple surprise for only 700k and decide to buy it .. now you decide you need an outpost at this port for whatever reason coz you want to TP somewhere else maybe urgently so you build the outpost without selecting the ship first 

    BOOM you just lost your new ship just because you BUILT an outpost without selecting it.. WTF.. this doesn't make sense at all but this is what happens and i'm pretty sure it's a bug coz destruction of outpost was not involved in this only building

    @admin @Ink This indeed looks problematic.

  2. 1. UI - to get player numbers up again

    2. Rebalance AI-Reinforcements - to keep those new/returning players from dropping out again

    3. Upgrade rebalance/ reduce stackability - see reason behind point number 2

    4. Rebalancing of SoL attributes (Thickness, HP, Firepower etc...) - Make more ships viable in OW PvP (eg. Wasa) and PBs (Vic/Santi/Buc)

    5. "Premium" ships only accessible by ingame currency/special events (hard to balance between useless and pay2win otherwise), provide paints and maybe custom clan flags as microtransactions instead.

     

    (6. an Alt-free game - I know, I know... not gonna happen... :ph34r:)

    • Like 1
  3. The title says it all, basically.

    Right now the overall effect of stacked mods with similar boni seems a bit extreme to me. While realism sometimes has to make way for playability and fun, I personally think that it's a bit ridiculous to have Ships of the line zoom around going clost to 14 knots.  A speed stacked Teak/Teak Bellona for example easily outguns and outtanks a Wo/Wo Indefatigable, but the Indefatigable has almost no chance of running in such an encounter. This seems a bit overboard to me. (pun very much intended :ph34r:)

    My suggestion would be to either reduce the effect of speedmods according to ship rating, much akin to the way knowledge books like powder monkeys have less of an effect on higher rates. Another possible solution would be to limit the maximal speed bonus to something like 4 % making stacking of more than two mods useless.

    The same principle applies to repair mods and skills. Sailing a ship with northern masters, steel toolbox and expert carpentry/combat carpenter reports, will essentially enable one to build half a new ship in battle. Granted those books are rare, and the mods are fairly expensive, but as long as economy is like it is, with some people having 100M gold or more in the bank, that argument goes in the other direction, creating a large non-skill-related gap between players.

    To be clear: This is NOT an advertisment along the lines of "Upgrades are blatantly overpowered, skill makes no difference anymore" . The final exam very much shows the opposite, as one can easily sink both AI ships without the rageboarding meta. Just takes a little more patience.

    This suggestion is about moderation and enhancing the importance of skill and patience. An expensive Upgrade has to have it's value, it just shouldn't knock balance out of the water completely.

    • Like 9
  4. The one experience I had with reinforcements was me happening on a battle just outside Port Antonio, so I know my perspective is somewhat limited.

    Sir Loorkon in his Endy had tagged an LGV. The reinforcement was a Surprise. I joined the battle about 7-8 minutes after it started. By then Loorkon had almost killed the LGV (around 30% odf structure left) and the "reinforcement" was sailing around 400-500 m downwind of the battle. Not a scratch on it, the attacker didn't even need to chain. So either the guy in the LGV was trying to run from his own reinforcements, or they spawned in too far away.

    My suggestions are:

    1. Make sure Reinforcements spawn somewhere decent. (With the wind gauge or between the attacker and the attacked.)
    2. Make sure the reinforcements acutally fit the attacker. Even a buffed up Surprise will not damage a half decent Endymion quickly enough to save an attacked trader, assuming the attacker isn't a newbie himself.

    @admin I know you did not ask about player's skills, but I'd say it is linked to wether the reinforcements work, depending on how you want them to work. If they are supposed to give a newbie a fighting chance in case he get's attacked by another newbie, its probably fine. If they are supposed to offer new players some protection from anyone except other new players, they seem a bit underpowered.

    • Like 3
  5.  

    9 minutes ago, Liq said:

    As far as I know:

    • Nassau: Shallow
    • La Mona: Max. 4th rates
    • Aves, La Tortue, Tumbado - no restrictions

    Ok, Thanks!

    Good to know that 4th rates count as frigates for this. It can be a bit confusing with the different historic rating systems. (Eg. Connie being a (Super-)Frigate but 4th rate. Aggy obviously being a 4th rate as a small SoL)

    • Like 1
  6. Can anyone give me a definitive list of which Patrol Missions are frigates only?

    I read in Global chat several times that La Mona was supposed to be frigates only. Seeing as I just got sunk by DreamMaker in his  Aggy (good mast sniper, that one...), this obviously isn't the case.

    PS: Edited for spelling.

  7. I took the liberty and ran Lucky's post piecewise through google translate. (edited for Typo and weird google translation error, that lucky corrected)

    13 minutes ago, Lucky L said:

    Christopher said that I had wasted everyone's time and complained here.


    As the concern of this issue exceeded my imagination, I solemnly appealed here:

    1. I initially attempted to join US Mates vs. ARMED PB Fleet with Lucky L. However, the US player intercepted me with 5 or 6 ships. At that time I had to join LZT1209 at the same time. Since it was a battle that entered later, I entered the field as soon as I entered. This is where I am here. The second and third time entered the same type of battle, I usually spend too much time in the port battle, there is no time for the traditional PvP battle.

    2. At the same time that Christopher complained about the battle, I actually controlled Lucky L in another battle in a 1 V 5/6 battle. I could not have the same time and conditions to control the two accounts as well. , And that's just a Lynx, what can you expect it to do? Because it is a Chinese holiday, my four-year-old son is next to him. I told him that you can make a turn here. He is very excited. This is everything. Is it a waste of time? Maybe? But is it all my own reason? Did I actively attack others?

    3. Christopher also uses alt, just in the Spanish fleet 7UP. Actually many players now use alt. This is not a problem. No one stipulates that you cannot buy two Naval Actions. After all, this is not identity information.

    4. I originally started this game in PvE America before deleting files. After deleting the files, my friend Fallenangels13 invited me to PvP1 GB, because at that time the vast majority of Chinese were in this country, but there was a problem with this game. It’s the old player’s slaughter for novices. We’ve all been through these, whether it’s KPR or Belize, so I know that feeling like losing a boat he’s worked so hard for many days as a novice, and that’s why I rarely go The reason for Gank. Of course my friend Fallenangels13 is very young. He is passionate about this and he has hit many players, I admit.

    5. For the foregoing reasons, many new players have left this game after losing their beloved boat. Most Chinese people have left the game. I almost lost all my old teammates and desperation I used alts. But there is only one purpose to maintain the losing battleships of the CH Fleet, because their position is more important to GB, and they are directly in KPR and Belize and can be considered as GB Midway Island. For this reason, I spent more than 300 million coins in nearly eight months. Please note that it all depends on me alone. It can also be said that they rely on me and my alts.
    But I haven't done anything that violates the mechanics of the game. I can guarantee that even my first LGV Refit was Fallenangels who spent his 150 PvP marks to help me get, and I have to do hundreds of The port war, very lack of PvP marks. I was very disgusted with overcollecting gold coins, but I had to spend more than one hour a day trading in order to maintain those ports.

    6. At first I also yearned for a fair fight. I fought in front of me in the Port Battles. However, the enemy often attacked me with the entire fleet. I had to join the Hong Kong War with 6th ships and 5th ships and found a suitable one for them. Work ---- Cirles Keeper, :).
    Already said a lot, I don't want to explain too much. This is just a game. My only mistake is to spend too much time in this game. Hahahaha!

    I wish you all a happy game!

    Lucky L

     

    • Like 3
  8. 4 minutes ago, Christendom said:

    I have expressed to you multiple times now lucky through PM and battle chat asking you to stop these antics.  Every single port battle you are in you just sit inside be battle for the full 15 mins after battle over.  Every single time

    I get that kiting in the Patrol Zone is both useless and kind of a dick move. But can anyone explain to me what the problem is with people staying in the instance for the 15 minutes after a battle ends? Some use it for repairs, other people start dicking around demasting each other for fun ( you know who you are 😘). How can this be considered griefing?

  9. Just to clarify the rather brief F11 report I sent earlier.

    While unlocking knowledge slots on the Herc I noticed that regardless of crew setup befor pulling (Sailing/Guns/Boarding etc) and/or (de)activated broadsides (F5) the 'Fire Deck Guns' option in the boaring menu permanently stayed disabled (greyed out). Boarding preparation also had no effect on it. Is this just me missing something obvious?

  10. My two cents on the tutorials and exams:

    The tutorials are fine as a basis but as of now incomplete. In my opinion there should be at least two more tutorials:

    1. Adavanced Sailing Tutorial: Covering tacking, counter rudder, getting out of irons in case a tack fails (unlikely on a brig) and maybe speed control via sail trim (turning the yards)
    2. Combat Navigation Tutorial: Explain why getting the weather gauge (and keeping it!) is important, and why it is so important to keep a decent angle relative to the enemy.

    The demasting exam as it is right now involves a bit too much luck for my taste, mainly because of the atrocious dispersion of the guns used in the exam. Maybe give the players a bit of a hand, there by installing something along the line of Congreve's Sights on the ship. You can finish it on time the first try, but if you are unlucky it can take you hours. This frustrates otherwise potentially good players. (Btw. to any of you talking about hitting the mast 40odd times without demasting: Maybe there's a bug in there? I killed both masts with exactly ten hits at the base each.)

    The tutorials should at least give the player sufficient knowledge (if not neccessarily the required practice) to finish the final exam. Right now this is sadly not the case. A player who doesn't know about angling, or when to run for a moment and repair will be crushed by the two cerbs and probably leave the game frustrated. If you give players a bit more knowledge and make it clearer, that they can always return to try the exams again, after gaining a bit more experience, you can get many more competent players aboard.

    At the moment, the game basically suggests (not in clear words but rather via ommitting clear explanations) that succeeding in the exams is the minimum skill requirement to even start the game. So I suppose a bit more communication via the ingame interface could do wonders here. The final exams can (and should) be hard, just tell people clearly that it is above beginner level.

    Fair winds and following seas, Gents!

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