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Njord

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Everything posted by Njord

  1. I agree completely. My clan and I are currently only playing thanks to DLC ships and we are enjoying the option to redeem one per day for PvP. We also provide content for others in return. I think some people are overreacting. Many PvP players use the DLC ships because they are good ships and easily available and this leads to people assuming the ship is much stronger than it actually is, because many PvP players use it and thereby get kills with it. I really wouldn't want the DLC ships to be nerfed much further. Sure they are good but isn't this the point? Who would buy basic Brig DLC? How much content and PvP would you get out of a basic Brig DLC? The only thing I could see is maybe remove Hercules form shallows but the DLC ships should always remain very capable and desirable vessels to command. No matter what, DLC ships probably create most content in terms of PvP and also help fund development for NA, as long as they are worth sailing. It is like you said, people are even against the flag DLC and think development can be paid for with love and nice weather. What I could see for Herc is a rebalance where you make her faster, reduce turnrate a bit, remove 18pd guns and swap them for 12pd and keep her in shallows. No matter what you do please do not nerf the DLC ships into oblivion, it would be a mistake. Rebalance, if the data shows it is justified.
  2. This is very true. I must have redeemed more than 100 DLC ships and the best I have ever gotten was 2 purple. Craftable ships have higher chances for bonuses in capturable ports and are also theoretically unlimited available, as long as you can get resources. So not only are the chances higher with every ship built but you can also build more and have thus many more attempts per day ( 1 vs unlimited but with resource cost ) combined with higher chances for bonuses. Funny people ask for crafted ships to have more bonuses, when this is already the case on average.
  3. This could be very interesting, as long as the custom flags must follow a certain authentic style fitting for the time period.
  4. Flag of Kurbrandenburg, used in Prussia from 1657–1701 National flag of the Kingdom of Prussia ( 1801 - 1803 ) with sword instead of Reichsapfel ( imperial orb ) National colours of Prussia / colours of the Teutonic Order ( 1300 - 1945 ) Source
  5. I already suggested renaming her "Acheron", from the M&C movie that, albeit partly fictional, probably is one of the most historically accurate age of sail movies. Another possibility would be "USS President", one of the sisterships of the Constitution. It doesn't bother me to have both but it does bother me that they are almost identical except for the "classic" being straight better... can we not have some minor advantage on the vanilla connstitution over the classic? And yeah, also the names...
  6. It would be like putting a nonsterile band-aid on a gushing wound, it wouldn't help at all and most likely make things worse. Fighting real players is exciting, unlike shooting up AI and I assume most people who enjoy PvE do so to be able to do exactly that - shoot up some bots without any risk and whenever they feel like it. I doubt many actually enjoy fighting challenging AI or being forced to fight it ( I could be wrong here and I am merely guessing and judging by people I know playing the game ). And if you make AI too weak, it will only be even more annoying to get tagged by it constantly... No matter how strong you make AI, it will remain predictable and thus of no interest to many like me, unless you implement self-learning AI like the one Elon Musks company developed for Dota 2 but then you will probably reach the point where no human player can beat it anymore.
  7. @admin Is it reasonable to assume that the official release is at least 6 months away then or is it planned after localization and new player operations?
  8. I would argue some actions reward too many doubloons and some too little. Also please look at the doublon prices, they are in dire need of balance. For example the whole "module" section on admiralty has too high doubloon prices in my opinion. It is not a priority at the moment but I think it could use some adjustment...
  9. Are you sure this is a good idea? I can imagine it being rather annoying to be honest, since the bots are all over the map. What about restricting the aggressive NPC to national capital waters, while making them all elite / very powerful instead of all over the map?
  10. Could we have more ports with useful resources for upgrades like copper ingots and cartagena tar? So more ports have value for RvR and more people have access to upgrades to give them more equal chances in PvP. If we get more players after release, the prices for upgrades will go up even further. Do we really want PvP fights to be influenced that much by who has the superior upgrades? Also should upgrades have more value than the ships they are put on? Can you make it so people can not draw data from API etc. ? I think it is the same problem with the map coordinates. If you remove them people will look for other ways to find them ( if possible ), leaving some people with knowledge of it and some without...
  11. People already keep quitting, because NA is so time consuming and every lost ship has to be replaced. Love it or hate it, DLC ships as redeemables was one of the best additions to the game ( as long as we stick with the 2 small we have now ).
  12. More like a longboat, which is between a row boat and a cutter in terms of size and was carried on taller ships. They had a removable mast, sometimes one or two swivel guns and were used for coming and going to the ship. But yeah, that would be a very nice idea but probably not gonna happen any time soon... it has been suggested multiple times already.
  13. Could we possibly get the old paints more easily available again, at least until wipe? I understand you can find them in sunken fleet chests but they are rather rare and finding a certain one you want is not worth the effort for 1 time use and very unlikely to happen. Could you make them a PvP reward until wipe? Sinking another player grants 1 random paint scheme on top of doubloons? More incentive for PvP and more variety / customizaiton for ships? Would be very nice, since paints will most likely be wiped anyways...
  14. Well we can see ships globally aswell, so what's the point of treating warehouse differently? If you would have written it down before you left port, you would have the information anyways.
  15. I think complete ship rebalance was planned for end of 2018? Constitution will be buffed aswell, according to admin. Is there any ETA on that? @admin
  16. Yeah, not interactive, just a list / overview of the items you have in every OP. Sometimes I think about closing some distant OP that I don't use anymore but can't remember, if I left something valuable there or I am looking for a certain item and I can't remember what OP I have it in.... that is just very inconvenient and with the new teleporting fee this seems to be a high priority QoL mechanic.
  17. Please make it possible to view all your warehouse inventories without having to teleport there, just like we can see all our ships in every outpost. This would be a nice QoL update. Thank you.
  18. I would argue it gives poor players a good chance to find a decent ship very cheap since people spam them to get bonus slots and trims and run out of dock space. The richest players will generally have the most great ships still, because they can build more and thus have a higher chance to get the better ones.
  19. Absolutely brilliant. However, there needs to be a hard and balanced cap on this achievable crew experience / effectiveness or the top players will dominate average and newer players more than they ever could with their skill and a few good upgrades and books alone. Also you should always keep your crew progress, if you surrender before a certain % of your crew is killed.
  20. Since the ship is not completely visible, I took the liberty to add a complete picture of it sailing in rough sea. Pretty majestic sealing boat... As for the slots... I don't think that is the problem really. The actual problem is mods being too powerful. If mods were more balance, 1-2 more slots wouldn't be as much of an advantage as it is now.
  21. Yeah, definitely needs a lot of balancing. On the other side there are also many books that are somewhat garbage and obsolete due to dozens of better options. I am not saying every mod and skillbook should have the same value and power but the best need some nerf and the worst some buff, in my opinion. Maybe we would also get less people blaming their lack of skill on books and mods then. I wish there would be a wider variety of valid mods and books that are more easily available to everyone and their combination would be what makes them strong not simply having the best ones and using them 24/7. Especially with mods like copper plating, musket mods or cartagena, having them and being able to use them on every ship compared to some poor casual players who run with garbage like +2% penetration or some Pump mod is just wrong and sad. At least with books you can unlock them once and keep them, so the balance issue isn't that big. More balance across all mods and books would be nice.
  22. This is great. I would appreciate some kind of guide or more detailed info on how the different stats affect boarding, if possible. What's the best build for maximum musket damage for example? More muskets or more marines with higher musket accuracy? Would be nice to know the math behind it.
  23. I still think only GB, Spain and France ( maybe US ) should have safe zones with the old overpowered first rate reinforcements but less reals for battles, aswell as 15-20% taxes ( someone has to pay for the home security ). Trading should only be profitable when shipping goods over very long distances from or to the zones. Anything bigger than a 4th rate should never get reinforcements. Make all other nations "hardcore" without any zone but they get to keep their uncapturable home ports. This would have several benefits: 1. More historically accurate. 2. Less total safe zone space all over the map traded for some highly secure zones for new players. 3. Concentrate most new players in the historical big powers where they can be trained by big clans, rank up / learn together and will be almost completely safe in the reinforcement zones but with less reward ( only 5-7th rate missions with reduced loot ) to motivate them to leave. There should also be no chance for any bonus slots or trims on ships built in the high security zones. The noobs will be able to play low rank missions together until they are experienced enough to leave the zone for bigger rewards. 4. They are incentivised to buy forger DLC when they become more skilled and want to try a "hardcore" nation. Currently the safe zones mainly help advanced players in their big ships, while new players in their 5-7th rates get some poor reinforcement, that won't save them. Making 3 ( 4 with US ) carebear nations with real safe zones while getting rid of the rest seems like a good idea to me. A separate starter zone for new players ( like old bahama concept but with a limit on rank and no doubloon reward for sinking other players to limit sealclubbing ) would be another way to do it.
  24. I think it would be interesting, if your clan could split up from the nation, similar like the old "turning pirate" mechanic but instead they become "outlaws", which basically would make them what pirates always should have been. Make this a prolific forger DLC feature, give them a red flag or something else fitting ( and the same choice of pirate DLC flags, if they buy the flag DLC too ). This would yield more value and customers for prolific forger DLC and finally add the real outlaws / pirates to NA. Basically every outlaw player / clan is a own faction that can attack anyone, except for his clan mates. Not sure how much coding this would require but it will most likely be worth it due to the DLC revenue alone.
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