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Njord

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Posts posted by Njord

  1. 6 minutes ago, Raekur said:

    The issue is that when you are aiming at a land based target, the circle you use for aiming does not stay on top of the graphic for land, it slides underneath it so the MB operator has to guess on where it is and can only rely on the little "poofs" of dirt when they miss. This ONLY works if the shots land to either side of the target, not if it lands behind it. If you are very lucky you will see the shots hit the top of the target and then hope that the movement of the ship does not screw that up.

    Yeah, they should probably fix this but I don't find it too problematic. I simply aim and fire at the the upper part of the side that is facing me.

  2. 2 hours ago, rediii said:

    I'm not claiming it is working good atm. I'm saying that the mortar brigs @Liq is referring to didn't hit their target most of the time.

    I don't know about the other dude but I definitely hit all my shots ( saw them land on the edge of the walls with stone splinters coming off ) after I was set up until I was asked to fire upon the heavier SOLs instead due to the absolute pathetic damage done to the fort. The first shots I missed were the ranging shots, because I tried to set up outside of the forts range, which was not possible and ultimately resulted in it completely demasting me due to the prolonged and inevitable bombardment of the fort battery. 

    I really hope they check back on this and tweak damage a bit or at least let mortar brigs fire from outside the range of the fort. I know I won't play it again until they make the whole mortar brig vs fort play more interesting and balanced. Playing the mortar brig feels even more unrewarding and boring than before. I wish the mortar aiming was more realistic and skill demanding. Good mortar brig captains should be a threat to slow SOLs. At the very least I would like to see a damage buff of +100-200%. Or what about reducing the reload speed of the fort battery while under mortar fire? I mean was the BR of the mortar brig even adjusted to compensate for the nerf to mortar + buff to forts? 

    The damage and reload nerfs did not only nerf the MB vs forts but also vs ships and I hope the devs consider this.

    1 hour ago, Raekur said:

    As far as the notion of having to have a "spotter" ship there is also garbage.

    I don't understand this idea of a spotter for MB to be honest... I mean you can clearly see where the balls land and you have the aim marker?

  3. @admin @Ink

    Could you please elaborate on what will and will not be wiped on final release? Last time you mentioned rank xp will be wiped but books will be save. What about ship knowledge and unlocks from admiralty like blueprints or flags? I would appreciate some more detailed information on this, so I can evaluate whether or not I want to put in more time testing prior to release. Thank you.

    • Like 7
  4. 1 hour ago, shunt said:

    how does that help ?  unless you keep your own spreadsheet of every players account id and names

    all there needs to be in the players find function is a record of previous names

    How does it help to have a record of previous names when someone else can take a name once it is not used anymore? It only clutters everything up. You can report a player with his ID to deal with exploiters / griefers and other players violating the rules, isn't this what the topic is about? If you have an unique ID for every account it is more useful in this regard, as nobody else can use it.

  5. Rank XP will be wiped but books will be saved according to the last comments by admin. Not sure about ship knowledge. Anyways, seems like a fair request altough I'd argue if you feel the game is worth playing after release, I'd spend the few bucks on forger DLC to support the devs, if they fix pay2win DLC ships and make crafting ships accessible again.

    • Like 1
  6. Even if we forget that the RNG permits and rare / expensive woods turn DLC ships from an advantage into blatant pay2win, it is still bad for the game when ships are too hard or even impossible to replace. It was mentioned several times that the DLC ships create more PvP due to high quality disposable ships being available, so why are we limiting access to crafted ships this much again? Why would I risk a T/WO Agamemnon ( assuming I can even get the woods ) in a fight vs 0 cost thus 0 value Rattvisans, even if the Agamemnon is slightly better?

    In the end the Rattvisan player gets no risk but the same reward ( probably even better since DLC ships give less kill reward ) fighting the Agamemnon, while the Agamemnon player would take a significant blow in the case of losing even a blue ship. Where is the concept of promoting more PvP through easy access to high quality ships for everyone here? Or does it only apply when people spend cash?

    • Like 4
  7. 1 hour ago, Meraun said:

    make more Ports dropping   "mid Tier" Woods    (Sabicu, Caguarian, Bermuda)  keep the Top Tiers as ther are to encourage more RvR

    hello kitty "encourage more RvR". The only way they can move from blatant pay2win through DLC ships to "simply a convenient option to save time spent on eco" as the shills describe the current implementation, is if they make all woods available for harvest in production like fir and oak and also remove permits for all ship below 3rd rates. Let the 1-3 rate permits be the RvR incentive as they should be.

    If the intention of DLC ships really is to simply get more players into decent ships easier and faster then there is no good reason to hamper the production of craftable ships artificially at the same time.

    • Like 4
  8. 23 hours ago, Gregory Rainsborough said:

    Either the cost of permits needs to decrease or the current rewards need buffing. Replacing ships currently is simply not worth the time and it'll just drive people from the game. I'm fortunate in that I can, I doubt others will and once they run out of ships they'll simply not bother replacing them and just log off and play another game.

    The amount of store ships on sale is a travesty and should be put back to how it was.

    I'm afraid allowing everyone to be able to sail and replace the ships they want to sail is not helping with selling more DLC ships...

    I was not aware they also reduced store ships... like the NPC ones? Really?

    giphy.gif

  9. 2 hours ago, admin said:
    • Crafting was introduced last, and is a least cooked feature, as all focus was always on combat model, rvr and ROE (lately PVE). 
    • Hauling was somewhat forced onto players because some time ago we wanted everyone to be the target

     

    2 hours ago, admin said:

    Hauling goods for crafting is boring, not exciting, is risky but gives you no real rewards (you make a ship that you will soon lose anyway). 

    I think the main problems with crafting are RNG permits and rare woods. If you would remove crafting completely it would be better, I guess. Or make all 4-7th rates 24h redeem like DLCs and crafting only for 1-3 rates.

    2 hours ago, admin said:

    Now. 
    Here is the rug change that will tie the room together. 

    • Port investments will remove hauling requirements for basic resources for all players who play with friends or have friendly clans in the nation.
    • Clans (and you can have a small clan and capture a distant port to use it) will invest into
      • production of all basic resources in their port
      • defenses to protect it
      • shipbuilding to improve ships built in this region.
    • By doing so - player will get ALL basic resources in one location, completely removing hauling requirements out of the picture. Saving time and getting ships by just spending LH and cooperating together to get rare woods if needed. 

    Clan can decide if they want these investments to be available to them only, to friends or to everyone who can build in this port.
    QOGCpwG.png 

     

    As a result.

    • Clans who developed the port will be able to get ships with one click.
    • Enemy clans who do not want to spend time developing ports can try to capture the port from the enemies (why build if you can cap). 
    • There will be a lot less time wasted on hauling and more fighting. 

    This sounds great but will only help if you can upgrade the ports to grow good woods like teak or whiteoak...Getting the basic resources is not much of a problem, even tho this update is certainly a QoL improvement. The real bottleneck are rare woods.

  10. 3 hours ago, Wyy said:

    thinking about it maybe, durability wasnt such a bad idea

    I really hated durabilities because when you captured a enemy ship it left you with 1/5 of its actual value. Also before DLC ship spam it was much more satisfying and meaningful sinking a good enemy ship instead of only a copy of it. For me personally the removel of durabilities was one of the best changes to the game, I really hated the super mario lives. It was a bit like DLC ships, where loss of ship doesn't matter because the next one is ready but worse because you also had 5 copies of each upgrade...

    • Like 3
  11. 36 minutes ago, William Death said:

    Decent, but I think I've got one better: 

    • ALL wood types accessible via farms that can be built in any capturable port.
    • Capitals and non-capturable ports provide oak/fir only.
    • Free towns provide sabicu, caguarian, and mahogany.

    Encourages RvR, but doesn't unfairly punish those who don't have alts or are otherwise unable to access the actually-useable woods.

    (insert comments about how oak/oak or sab/oak or whatever silly combination is useful because "I sank xxx with my sab/oak xxxx git gud noob" also "but you can purchase teak from traders or even loot from AI...blah blah blah.")  No thanks. I'm talking about players actually being able to make decent ships to go out and fight in, and hopefully not too expensive either. Hitting AI for a week to afford/find enough live oak or teak or white oak to make a large-ish ship is unacceptable. 

    I remember 'back in the day' when we only had 4 wood types, with a much smaller difference between specs. And all were easily accessible through farms from any port. Believe it or not, people still RvR'd even without the "incentive" provided by rare woods. Also, shockingly, players were more willing to fight when they knew they could afford to sail decent ships and replace their losses. Risk vs Reward is important, but it has gone too far. 

     

    Let the rare resources that make mods be the "incentive" to RvR. After all, with the new PvP shop mods being as good or better, in most categories, we finally have multiple ways to get good gear for our ships. I think the prices are a bit high considering the reward amounts per ship sunk, but thats a topic for another discussion.

     

    Tone down the 'hardcore, full-loot mentality,' make it easy once again for players to stay in ships, and online numbers will increase again. PvP will occur more often and the quality of PvP will be better because players aren't trying to either overwhelm or run from their enemies every battle.

    @admin 

    Please, consider this. You said DLC ships allow for more PvP to happen and it is true but with rare woods it is simply pay2win. Making all woods available in farm buildings would make it

    a bit more fair to sail crafted ships again. You still need the ridiculously hard to get permits and also labour hours / resources for them. You still need to haul your resources around.

    Giving everyone the option to build wood farms for any wood also allows for more PvP to happen and DLC ships won't be hard pay2win anymore. You will also sell more "admiralty connections" DLCs, because people need more slots for the wood production. Most likely you would sell some extra DLC ships too, because this change would make the game more balanced again. You also would have more targets / players for the DLC ships and thus more action and positive reviews = DLCs sold.

    More PvP, more DLCs sold, less pay2win. 

    Let the rare upgrades / mods be the RvR incentive as @William Death suggested. 

     

     

    Rare woods don't work combined with this amount of DLC ships that allow free choice of any wood without cost. 

    • Like 1
  12. 19 minutes ago, William Death said:

    Risk vs Reward is important, but it has gone too far. 

    More importantly there is no risk with DLC ships, only reward. Otherwise I would simply accept the game turned much more hardcore again. I like your suggestion and think it is the only thing they can do now to make DLC ships somewhat work with economy and crafting. If they give out DLC ships in the best woods for free with a 24h timer, it is only reasonable to give everyone the ability to build "farms" for all woods. Now considering they went exactly the opposite way is rather shocking, since I always had the impression the devs were passionate about their game and tried to act in its best interest.

    • Like 2
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