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Tom Farseer

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Posts posted by Tom Farseer

  1. 41 minutes ago, --Privateer-- said:

    So, in this scenario, after 20 min it's a l'Ocean vs Bellona, Herc, Pandora, and l'Ocean? I'm not sure if a l'Ocean would be able to join if there's only 210 BR left, that would be something for the @admin to answer. However, for the first 18min you would be against only a Bellona, Herc, and Pandora which I assume you could mostly sink, especially with the new damage model you're like 5 good broadsides from victory.

    Except the Ocean can not effecteivly catch any of the lighter ship unless they really messs up hard. They can happily kite it at long range until their big friend arrives, then slow it down sufficiently for him to catch up, for which he as about an hour of time and sink it together.

  2. 1 hour ago, --Privateer-- said:

    That's literally not how any of this works. After the first 2min, only the side with lower BR can be joined, and once the BR is exceeded the battle instantly locks. (unless it's exceeded by too much in which case the other side opens again to allow the BR to equalize further)

    The 20 min join only ever makes battles more even, I'm sorry you can't gank stuff any more, learn to do even battles.

    Also, there has been much more pvp since the 20min timer was added, I'm sure the devs have collected data on this, it's far superior to the old system. 

     

     

    Wrong for several reasons:

    1. if several people join at the same time the BR limit for one side can be massively exceeded, which if it happens towards the end of the 20 minutes timer results in an extremely lopsided battle.
      The recipe is as follows:
      Take for example a Herc, tag any ship large enough that it cannot outrun you, stay at long range and kite for 15 minutes, let the massive gank fleet join towards the end of the 20 minutes timer, chain well and voila. A gank as fine as can be.
    2. it would make battles more even if, and only if, both sides had equal amounts of reinforcements waiting, which is almost never the case. Hunting solo in neutral or enemy waters has become much more difficult compared to earlier RoE. Even if battles happen near free towns I rarely see them even out with current BR.
    3. "more PvP" does not, never has, and never will mean "better PvP". If 'number of assists' has increased that may as well mean that more ppl got into 20v4 ganks and received their measly one Combat Medal each while learning nothing about actual fighting, coordination and so on. Data such as this is has absolutely no use unless it is interpreted in a meaningful way.
    • Like 2
  3. I am very much in favor of increasing the deepwater PB lower BR limit to a point where no shallow ship can enter them (so 131 or higher). For the Mortar Brig a special solution would have to be implemented that allows it to circumvent the BR limit.
    Coding-wise the most simple way I see is adding two boolean properties to each ship (I sincerely hope they all are derived from the same class :D ). One that if set to true allows entry to shallow water PBs and one that if true allows entry to deep water PBs. Of course that is a mere assumption as I do not know how PBs are implemented and so on....
    Maybe a little increase in BR for the lower BR ports (about a thousand points more?) could be great as well.

    But I don't think PBs that allow for 25v25 first rates should be possible. In my (very personal) opinion, most PB fleets should consist of mostly 3rd rates with the odd 1st and 2nd rates as flagships. Medium sized PBs (roundabout 7k Br as of now)  perfectly allow for that. Have a decent squadron of 8 or so 3rd rates, 2nd rates as leaders and a 1st rate flagship. with some BR left for frigates to keep remote circles and/or hunt mortar brigs.
    Example with 7k BR assuming that no shallow ships except Mortar can enter:
    image.png.69f4ed37399606f5b561d7c4f9e43f7d.png

    I think that is what most battles should look like.
    25 3rd rates currently amount to 12.250 BR. So at most ports should have a BR limit around 15k to ensure that fleet compositions stay mixed and 1st rates don't get spammed. Although I expect 1st rates to be much rarer for a while after release.

    • Like 1
  4. Answer depends on who you want to capture the ship from:
    AI line-ships are not capturable. Only 5th rates and below can be capped from AI.

    Player ships can generally be captured regardless of their rate. The only exception here are DLC ships (called "imported" ingame).

    All ships can be boarded and taken over within the battle instance, however you lose all non-capturable ships automatically after the battle instance ends when returning to the open world.

  5. 29 minutes ago, HamBlower said:

    Some guys here are also complaining about the DLC-ships.

    Realy?

    • the Redsailed-bathtub is nerved an nearly useless
    • the Herc lost it's Metapower and is now a light frigatte and only as strong as the surprise 12 months ago
    • the new "4th-Rat" is a ship to sail and sink, nothing special
    • the l'Hermione is a nice ship - not more. It's able to do anything, but nothing in a real proper way

    Don't be silly. These DLC's aren't a problem - a guy that hasn't at least five of the classical ships (Trino, Endy, Bellona, Victory, l'Ocean, Santi, ...) is called a Noob. These DLC's are good for players with plenty of time, they are good to use and sink. They are good to kill them and get dubloons from  their loot.

    This is the thruth,

    Right now the forum seems to be a vanity fair of guys who are pissed that now a working together is more important. 

    You are absolutely correct in that all currently available DLC ships are generally balanced against free counterparts, with regards to their stats and effectiveness in battle.
    But you completely ignore the economical implications.

    To specify: the availabilty of rare woods and the redeem cooldown in comparision with the crafting effort of comparable ships!

    • 24 hour cooldown and free wood choice for DLC ships up to Herc (and possibly Pandora) not a problem.
    • For the Hermione the cooldown is not problematic either, just the rare wood availabilty makes crafting a comparable counterpart more labourious, as they need more woods than the smaller ships.
    • For the Rättvisan both are problematic. The cooldown of 24 hours is too short in my opinion. Crafting a decent 4th rate takes time. But alas that cannot really be changed after the DLCs release. The fine woods problematic is now beyond good and evil though. And while I personally could take on a T/W Rättvisan in a cheap Oak/Oak Aggy, assuming my opponent is an average player, that should not be the norm. On equal skill the Oak ship suffers too much from the Thickness and Turn Rate difference. Which in conclusion gives the larger DLC ships a distinct advantage in long time gameplay.

    As was stated in another thread:
    Rättvisan is a great tool for casual players that don't have as much time to play. It is an extreme economic warfare advantage in the hands of a decent RvR clan.

    • Like 1
  6. I think the thing our dear american super frigates suffer the most from is their abysmal turnrate compared to other ships. The HP difference mostly evens out the DPS against, say, an Agamemnon. But especially for more skilled players, turnrate is arguably one of the most important stats on a ship. (Biggest reason for the popularity of the Hercules and the Snow in certain circles. *cough* @Gregory Rainsborough, @Carlos_Condell *cough*)
    So personally I'd buff her speed slightly so that it can outrun all other 4ths and catch the odd  imprudent 5th rate, lower her HP a bit and reclass her to a 4th rate.

    • Like 2
  7. 2 hours ago, Henry Durnin said:

    Still keeps the boat rare to those not owning the dlc but gives access to them to everyone. Exploit could be easily limited through the boat being still not tradeable. E.g. only the person which captured it can keep it.

    Can easily be exploited. All one needs is a friend (or Alt) in a different Nation and a quiet spot to "trade" eg. Capture the ship in  battle instance.

  8. 3 hours ago, Vernon Merrill said:

    Parallel means the guns fire straight perpendicularly from the side of the ship no matter what you are aiming at....

    "Water" means they will attempt to converge on the width of the ship you are aiming at's waterline.

    Almost. On "Water" the guns actually are trying to converge into a single point by the time they hit the water no matter the ship you are aiming at. This is obviously limited by the maximum angle guns can be set at and their disperion. So up close it will not result in total conversion, while at range the gun dispersion will distribute shots over an area rather than a single point.

  9. @admin This change is overall a big step in the right direction. Thanks for that!
    The issue of rare woods on DLC ships however remains. which is far more problematic than basic resources.


    Therefore let me make the following Suggestion:
    If all ports within a single county are owned by one Nation a rare wood forest upgrade for the county capital is applied. This works towards further balancing availability of rare woods for crafting vs. one-Click DLC ships

    • Like 2
  10. Here is what I assume the aim of the current Permit prices is:

    The ships that require permits for building ar supposed to become rare. Analogous to epic sets of gear in MMO-RPGs for example.

    The player perspective on this is currently heavily biased for the following reasons:

    1. We are used to those ships being abundantly available.
    2. Those ships (Trincomalee, Endymion etc.) are Meta ships. Best of their class.
    3. High-end-ish players have either lots of resources to replace ships or a lot of those ships left in docks. So currently they are not rare yet.
    4. Losing a permit based ship puts you at a disadvantage because replacing them is hard right now.

    Here is where a wipe will come in at some point.

    • Those rare ships will then be nonexistant for a time and probably stay rare after that.
    • The lower tier ships (e.g. DLC ships and their free counterparts (L'Hermione<->Belle Poule, Rättvisan<->Agamemnon) will be the abundant choice.
    • Not having an Endymion or L'Ocean or Santi then is no longer a severe disadvantage because most people won't have one.
    • The common build for PBs will be your standard 74s with maybe the odd Bellona or Bucentaure in the mix.

    People just have to get used to not being able to sail meta ships all the time. The same way that in other MMOs getting your epic set of armour will take a long time and some help from RNGeesus to acquire. Whether those rare ships will see actual use in battle or become Dock-Queens/Trading Goods depends on us players. Some will have the balls (or ovaries?) to use their rare strong ships, some won't.


    As for crafting resources in general: Let's wait and see what the next patch brings, concerning resource production in clan-owned ports. There may be hope yet for a blance between DLC-Eco and Nonn-DLC-Eco. Otherwise RvR is royally screwed...

    • Like 3
  11. 7 hours ago, Graf Bernadotte said:

    Na na na. Sealclubbing findet nur dort statt, wo die erfahrenden Spieler sich einen Dreck um die Sicherheit ihrer eigenen Gewässer scheren. Mal ein bisschen rausfahren in fremde Gewässer, dort findet sich über Wochen kein anderer Spieler ein. NPC's kann man in der OW ohne Probleme taggen, wenn man sich denn traut eine höhere BR als die eigene anzugreifen. Dann ist das Battle nach 2 Minuten safe. Mit oak fir oder caguarian geht man garantiert unter, wenn man nicht gerade einen noob als Gegner hat. Ok, mit fir könnte man vielleicht noch schnell genug wegrennen.

    Caguiran und Sabicu tun es eigentlich recht zuverlässig, solange man nicht absolute top PvPer gegen sich hat. Die Unterschiede werden gerne überspielt, weil halt ziemlich lange jeder Zugriff zu Teak, White Oak und Live Oak hatte.

    Was das sich nen Dreck um die Sicherheit der eigenen Gewässer scheren angeht, kann ich nur sagen: Leuten zu helfen die einen aktiv am Helfen hindern, indem sie mit Fregatten in Kämpfe zwischen Linienschiffen eingreifen, Verbündete blockieren und den Gegnern schön einzeln als Häppchen vors Rohr fahren, wird irgendwann frustrierend und dann lässt mans halt. In KPR sitzen und alle 5 Minuten PvP geliefert zu bekommen würd ich ansonsten liebend gerne :D

    • Like 1
    1. Problem: New players get slaughtered by the dozens right outside their capitals
      20190401040426_1.jpg
      6883053f02fb1db335a421f2f54265d8.png
    2. Cause: No reinforcement zones. Toxic sealclubbing community. Veterans that have gotten tired of trying to fight those fleets and being mor hindered than helped by said newbies joining in light frigates against SoLs, without being on comms etc.
    3. Solution:
    • change the communities behaviour (not really feasible, I guess...)
    • reinstate R-zones (the latest iteration (spawn 2 AI, same ships as attacker but buffed) hit the sweet spot in my opinion. Very good players had the chance to maybe snatch a trader and get out, but it mainly kept newbies safe from sealclubbers.
    • to counter R-Zone-only Rear-Admirals, make reinforcements based on ingame rank. For example 2 reinforcement ships are granted for anything below Master & Commander equivalent rank, only one ship for M&C and post Captain, no reinforcements for Flag Captain and above. Also make missions for 4th rates and higher unavailable within R-zone ports.
    • Like 4
    1. Problem: Frigates can currently tag anything bigger with impunity, knowing they can kite for 20 minutes, while heavy reinforcements arrive.
    2. Cause: 20 minutes Br-based join timer for attackers.
    3. Solution: 20 minutes Br-based join timer only for defenders.

    @Barbarosa's suggestion right above could work fine as well!

    • Like 1
    1. Problem: Small battles overall don't last long enough and starting position can (especially for small ships) decide the whole battle, which is bad because of the desynchronisation issues in OW, making tagging depend on luck more than skill.
    2. Cause:
      Desync in OW (hard to fix, very technical issue)
      Gun damage overall is too high
      Gun accuracy is too good
    3. Solution:
    • fix server-client desynchronisation (difficult, I know), maybe enhance server tick-rate?
    • slightly decrease gun damage overall (5-10%) to make battles last longer and be more tactically challenging and without giving frigates the ability to tank SoL broadsides
    • increase dispersion for all guns, especially carronades and stern chasers (no more magic laserguns in the stern, please)
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