-
Posts
750 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Everything posted by Malcolm3
-
Shipbuilding Timbers Overhaul
Malcolm3 replied to admin's topic in News Announcements & Important discussions
Current maxed thickness meta is Live Oak(S)/White Oak(S) - 28% (with new stats +38%) Max thickness with new stats is Live Oak(S)/Locust(S) - 56%, twice amount of old highest number If we add to it Port bonuses and modules... Won't we get pure sailing Ironclad? -
Shipbuilding Timbers Overhaul
Malcolm3 replied to admin's topic in News Announcements & Important discussions
@admin Can you give us example of how new stats will work. Cause, e.g. Fir(S)/Fir(S) ship will now have +19% speed, while African Oak/African Oak ship will have +29% thickness. Probably Frame and Planking Stats won't simply sum up now, will they? -
Shipbuilding Timbers Overhaul
Malcolm3 replied to admin's topic in News Announcements & Important discussions
And also the whole seasoning industry along with breaking DLC ships for woods will become useless with these new stats... Hope they will change them -
Shipbuilding Timbers Overhaul
Malcolm3 replied to admin's topic in News Announcements & Important discussions
Danzic Oak and Danzic Fir should be both called Danzig. Some stats seems too high (Rangoon Teak). Also speed bonus of Rangoon Teak and New England Fir is the same both for Frame and Planking, and the same with other woods - Is that intended? P. S. People will be furious when their super expensive Seasoned ships suddenly will become obsolete - Bermuda Cedar was used for fast speedy ships and now it gets negative speed modifier and White Oak (S) gets 0% HP modifier while now it used for HP-maxed ships. (though I hope stats are still not final). -
Shipbuilding Timbers Overhaul
Malcolm3 replied to admin's topic in News Announcements & Important discussions
So the total woods' rebalance is coming to us, yes? But do you have resources to do this along with changes in RvR and implementing new Karma system combined with changes in chats? In reasonable period of time. Because people will most likely postpone crafting ships from expensive woods, waiting for the changes, and if they will have to wait too long, it will lead to additional frustration, bad feelings etc... P. S. The idea of rebalance and overhaul of woods is quite good itself. -
How the system you are going to introduce can remove the exploit when someone joins your side and either does nothing besides opening battle for your enemies to join, or directly helps enemy in battle by chaining or blocking you? Just want to get clear picture of new changes and also more complete information of it
-
Can it be done a bit more smooth? Like: You join for Spanish being Brit - +1point to Spanish Karma You join against Spanish, being Brit, then -1 point to your Spanish Karma You get +5 points in your Spanish Karma, then you get some benefits from Spain (right to port Entrance or smth) You get, say -3 point in you Spanish Karma, then you can't join for Spain anymore and can't enter their ports even in traders. All this does not affected by direct honest flag vs flag attacks Though alts problem arises here again.
-
http://www.armourbook.com/flot/parus/121409-retrospektiva-britanskogo-parusnogo-korablestroeniya-xvi-xix-vv-morskaya-kampaniya-2018-08-84.html
-
Will there be any indicators of player Karma's status to track? And can bad Karma be lifted off, or it's permanent negative modifier? Also - will new system be applied for PZ also? Does that imply warships or traders? Eg. Trader with bad Karma can't enter enemy port, or warship with good Karma can enter enemy port? P.S. I was thinking once of reputation system, but in other way and my ideas was quite prone for exploits, so I understand how difficult this ploblem is, but your method seems a bit harsh for me. And also it can lead to less PvP actions as more and more players will be able to join only for certain Nations and in the end only for their own only.
-
Кстати, на Арморбуке уже с полтора месяца лежит "Морская кампания" №8 за 2018 г. с "Ретроспективой британского парусного кораблестроения (XVI-XIX вв.)" Хороший краткий ликбез на русском и с картинками по основной теме игры.
-
Замена абордажа на мораль команды.
Malcolm3 replied to Manfred's topic in Предложения и идеи по игре
В 1798 г. французский фрегат "Baionnaise" взял на абордаж HMS "Ambuscade", буквально въехав последнему бушпритом в кормовую галерею и на квартердек. Вообще ситуаций, когда ты въехал кому-то куда-то бушпритом и потом полез по нему на абордаж (или попытался хотя бы) довольно много. -
Разработчики позиционируют максимально реалистичную механику в "инстансе". И регулярно подобного рода аргументы приводят. Или "это совсем другое дело" (с)?
-
Вот, кстати, да. Хорошая идея, правда требует доработки, КМК: Дистанцию базового контроля сделать не 750, а 500 м, чтобы перк контроль имел смысл. До 500 (750) м. можно тагать стрельбой, сбивая таймер выхода (настраиваемо) Больше 500м - таймер 3 минуты, который можно сбить серьёзными повреждениями (настраиваемо) Это если грубо. Общая идея - на дистанции эффективного артиллерийского огня выйти из боя нельзя. Но вообще проблема достаточно сложная - тут и под исторический реализм (с погонями и разрывом дистанции для ремонта) надо подстроиться, и возможность грифинга минимизировать. А то будет ситуация в духе: ты сбил чуваку все мачты, но пока разворачиваешься - он вышел из боя. З.Ы. Кстати, согласно новой механике в бою между "Конститьюшен" и "Явой" (условно Тринька), "Ява", оставшаяся без мачт, могла бы выйти из боя, когда "Конста" отошла в сторону, чтобы отрематься.
-
New Feature Proposals - DLC
Malcolm3 replied to admin's question in Feature proposals and Gameplay Help Q&A
Pacific Charts DLC Reason: We have huge and unused area in the Pacific. It can and should be used and as people since long time ago multiple times asked for opening it for playing, most will probably buy such DLC Method: There should be some exit areas in the Atlantic and enter/exit areas in the Pacific not marked on game map (and na-map also), but visible in some distance. Only those with DLC can use them - just like joining battle (select and click). Considering Atlantic one such area should be in south-east corner of the map, close to ports - so easy to find and very dangerous, rest should be far away in the deep ocean (more safe, but harder to find) In the Pacific there should be some neutral ports with potentially hostile NPCs around, and at least 2-3 freeports. Pacific resources should be at least at 40-60% unique, so they could be sold for large profits in the Atlantic (and vice versa) thus making trade between both areas very profitable (and prone for ganking). You can use this area for shipbuilding and crafting, but there shouldn't be 50-55pt ports (develop them), so to fully use Pacific resources you have to transport them back to Caribbean. Also devs can introduce some unique events there (Manila Galleon for example) Potential Problems There is 2 such problems Amount of work to prepare Pacific for players can be very huge - that's the main problem IMHO Having safe crafting and resource base in the Pacific can be considered by many as P2W forcing them to buy DLC to do war there