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Luvstruck

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Everything posted by Luvstruck

  1. I feel Loki should not be allowed in battles inside capital waters. Loki are still a problem and when you're new and learning, pvping a loki is probably not the best experience. I saved a guy who just left his computer running, mad because he was losing to a Loki. I just happened to not have a whole lot of time and was piddling around seeing if new players needed some help.
  2. A 5 - 10 USD DLC that adds slots, maybe even a 3$ per 5 slot DLC. We don't have enough ship slots at 30 (I know right?) especially for those of us that like to collect ships. Would be easy to add, an added revenue stream for the team and would help us get more ship slots!
  3. Luvstruck

    Server down

    Can confirm, connected but under the waves.
  4. the battle just happened to position me behind a de-masted Essex. So naturally I started stern camping it. Here's pics after probably 10 salvos this is the 11th.
  5. but seems to have righted itself now.
  6. would load into the 2nd picture, then the game would reload with the right picture.
  7. PVE server shows 143ms ping while War server shows 7000~ ms ping
  8. 1. Looting via 'longboats' - An option within 300m that allows you to loot ships via 'longboat'. The further away the longer it takes 100m, 200m, 300m. Where you stop, an option comes up with a spin up then a cool down similar to interacting with things on the OS. You're stationary the entire time sails down, so if you do this during combat there is risk. This would also mean crewing ships but to crew a ship takes longer and disables sails and cannon during this time. Moving or canceling the act would cost you those sailors you left behind, taking them from your crew pool for either crewing or looting. Could be a Perk, 'long boats', 'jolly boats', or 'gig' that each has better stats or for different sized ships. 2. NPC's owned and operated by players. Synopsis: NPC fleets with player supplied ships, paid crews and destinations with either player packed cargo (player funded and insured cargo missions) or NPC port goods for trade. Fleets up to 5 ships all supplied by the player. Could all be warships or all cargo ships. These ships are given a starting point (where the ship is) and a destination. Player would have to have an outpost in each port to handle the ships and cargo. Pay for the crew would be 50% at start and 50% at end and would scale for ship size, example a 1st rate would be the most expensive to crew and captain and would cost the most to put into the fleet. Ships taken in these fleets by enemy players would get a random rolled ship of the same class. If a purple surprise was taken, the enemy wouldn't necessarily get a purple surprise. This eliminates RvR between alts. Players can package stuff into crates and place crates into a player created cargo mission with reward, destination and expected insurance. The accepting player pays the insurance for the cargo, takes the cargo to the destination port and completes the mission just like an AI mission but is also refunded the insurance. This creates an artificial use for ships, taking them out of circulation. Adds content, creates additional fleets along trade routes Can be used add patrol style fleets with aggression settings Can be used to add an artificial escort 3. Player crate and contract system Synopsis: Similar to Eve onlines system of shipping Players can package anything into crates to place on an shipping window for other players to ship. Players set a destination, the contracting player must have an outpost in the destination or the contract cannot start. Player sets a pay in either Reals, Dubs or both for the contract these are deducted from the contractors account. Player sets an insurance value to the cargo and time to complete. A player then see's contract and takes the contract paying in the insurance and collecting a 'cargo' item that is equal to the cargo crated. The insurance value is deducted from the contracted reals (cannot accept if they do not have the insurance). The contracted takes cargo to the destination, completes the mission being rewarded with the payment and insurance refunded -or- The contracted loses the cargo the mission fails and the insurance pay out goes to the contractor when the mission time expires. If the crate is taken by enemy or recovered by another player the crate can be delivered by them and the contract plus the insurance is paid to the person who completes the contract. The goal of this system is to make cargo hauling a NATIONAL effort and allows crafting to either pay for someone to haul or haul themselves it creates an additional 'job' in NA. Could also warrant an increase in 'combat cargo ships' or combat indiamen. Could focus an expansion around the contract system calling it India Company or something.
  9. Connection test done and submitted
  10. Now Pvp server shows -ms and Pve 8000 ms ping, not my connection to the internet.
  11. Kept getting disconnected now all I do is reload open world. Would see ocean with no ship and the game would go back to the 'loading open world' screen. Restarted both PC and client.
  12. The irony is, as you say that two trincs went up Jamaica sinking low levels, about 12 of em
  13. Let's talk about the new player experience, there's absolutely no counter mechanic to camping starting zones. It used to be with the R zone you could have a chance at getting help. Now with the R zone gone, there's absolutely no reason not to camp new player zones. Imagine buying the game to get killed constantly by endy's and trincs. There either needs to be a reward gap so that players under a certain rank provide ZERO pvp perks or bring back the R zone so we can pile in on seal clubbers. I'd like to see how many refund requests there are.
  14. To promote small ship engagements and make large ships more of a tactical ploy than just a stomp all unit, I think adding ship wear and ship age would make a difference. These two mechanics would have multiple things that are added to the game, ships sailed a lot become lower quality, meaning used ship market would see an increase and prices reflecting the quality of the ship would add some immersion. As ships aged and they were replaced they often were auctioned off. Up coming captains can use ships that have seen better days as a lower cost entry into larger ships, but would also keep the ship market healthy. But the added cost to sailing a ship of the line, just from wear would make the question 'is it worth the trip?' as it would have been IRL. Ship wear would change the sailing characteristics of the ships as they sailed. Growths would form on the hulls of ships that are at sea for a time and would slow the ship. Ships would have to be cleaned to keep the ships performance up. This would also effect trade ships and once again add a cost to just leaving port with a ship.
  15. There should be more to finding out which ships are on the OS. Historically you would have to make contact to see which nation or who they were. Right now you see a ship, you click and it'll tell you nation and if it's an enemy player. My proposal is at max visual, it's a generic ship, could also add an audible 'sail ho!'. Closer you get you see the size of the ship, small/med/large. Closer you see nation, and finally you see AI or player. This gives reason to 'identify' ships instead of instantly knowing who is who.
  16. I cannot connect to the log in server, I was disconnected twice. Both servers show 'working' but on ping shows - I cannot find the IP to ping the server and I am 100% certain the issue isn't on my end.
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