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OverLock

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Landsmen

Landsmen (1/13)

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  1. Oh wow... where do we start... - Ports: Regarding the outposts, u need to show how much each upgrade costs and what they will give you or allow you to craft. - Boarding: It's not a matter of knowing information, the whole boarding system is very damn poor the way it is. It's just a rock paper scissors minigame. - More dlcs: Changing nation, ammount of buildings (and hence the only way of making a good produciton line without depending on other players), and other features which could be implemented into the game and ways to acquire them in game being blocked by paywalls. - Trading: Great job with increased rewards by distance, this could be further improved by allowing the players to use buildings in order to acquire trade goods instead of depending on the market availability. But longer travels means even longer times with the game in the background without doing anything interesting or useful, but watching a video on youtube or doing anything else will be a dream if you keep the idea of making the NPCs agressive, but more on that later. - AI improvement: Avoid improving the lower class ship AIs much, they are very hard for beginners already, or make different difficulty AI missions with different rewards. - NPC agresison in the open world... oh come on... here we go. Let's start with the obvious part, the PVE. There you are with a low class ship or the ship you fought soo long for, suddenly you are greeted by 10 ships of your class or higher. Very fun. Also... has anyone thought that this could be a baginner? What a wellcome. There is also no safe zone, as you can leave your port and have an enemy vassel much stronger than yours right in front of you. Oh... but friendly ships can help? IF there are friendly ships, IF they arrive in the battle in time, IF they don't spawn too far, IF they are fast enough to catch up, IF they are strong enough to deal with your enemies. But let's suppose you manage to survive... wait, is that other NPC fleet? Oh boy, here we go again, and again, and again. Trading: Currently they have to stay there with the ship pointed towards the destination for hours while not having any fun at all while playing. But that is not enough, before they could watch youtube, netflix, do something else that isn't watching the waves. Now, with NPCs hunting you (as if players weren't enough), you have to stay there staring at the screen and praying nothing catches u, otherwise you will sink with probably most of your economies. If you want risk you play in the PVP server, if you want PVP in the PVE server you could add missions to it including conquering ports. We don't need more annoying mechanics, we need more intuitive, fun and engaging mechanics.
  2. ATTENTION: This are only suggestions and ideas to be debated. [PVE Server] - Add the possibility of conquering ports, locking PVP to this specific instance. - A port owned by another nation has increased taxes and production costs for those who do not own it, but do not lock players from entering it. - The clan which has conquered this ports pay less taxes or gain the extra tax placed on top of the usual tax. [General suggestions] - Upon selecting an enemy ship, show the fleet composition by ship type and class. - Give better rewards for trading from and towards remote regions by adding rare trading goods to them or a demand system. - Outposts size limit is determined by the city, this should lead to better concentration of players in capitals and adjacent regions. - Clicking in a city icon shows what can be produced there and what items can be found in the market. - Selecting trade goods will show in the map places with high prices (where they are produced) or low prices (places with demand) - Allow for rare materials (white oak) to be produced in smaller quantities in key ports (To be fought over) - Make epic events (already present) pop up in the map and be worth the risk and reward (Both PVE events/PVP events) labeled in the notification as such. - Allow players to see what each building upgrade can craft, the upgrade costs and ship blueprints without having to build one. - Add clan buildings which brings benefits to different areas, this taking time and effort of multiple players to build over time. - Balance ship loot, it doesn't make sense to fight for 40mins to gain 4 doubloons when the ship gives you 52. (And thats for class 7 ships) - Allow players to see each other location on the map if in group and with the proper perks. - Add damage mitigation to the tutorial, at least as a tip. - Add crafting to the tutorial. - Add trading to the tutorial. - Having c7 battles give more exp than higher class battles doesn't make much sense, at least not when fighting the same tier. - Remove the double tap permanent turning, or at least make it optional. I have lost count of how many times i tried to turn a little bit and suddenly i'm presenting my rear to the enemy ship. - Looting is a nightmare, plenty of times my clanmates have sunk enemy ships and couldn't open the menu to get its loot, which is incredibly frustrating after long hard fights. [Outpost ideas] - The allowed ammount of buildings should be determined by your outpost level, this requiring materials to be upgraded. - Add ports to the buildings, allowing for extra ships to be kept. - Leveling buildings take a building slot and materials. - Increase the max ammount of building slots (through the outpost level). - Outposts size limit is determined by the city, this should lead to better concentration of players in capitals and adjacent regions. - Add buildings to craft trading goods. Being capable of hiring NPC captains to move your stuff arround while setting production and manufacturing lines could be incredibly interesting. THis would require removing the labor system and allowing players to send their own npcs in the player ships to move and escort its resources. This would create significant traffic in the "highways".
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