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Einarr

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Everything posted by Einarr

  1. I do agree that this game could do with more pandering to the casual players. PvP is great but sometimes there are people that don't like the competitive style of gameplay. I think balancing out the attention will be a positive effect to the population as a whole.
  2. If PvE had to die, what would you prefer? forced PvP or this?
  3. Read the thread a bit more than the first post Cetric. This could work on PvP alone and ignore PvE
  4. More people to gank in a PvE safe zone? how does that work? You casuals always talk as if we only want more seals to club. How would that benefit the game and why does it sound like rhetoric to keep people from playing it. Good point, thanks. I'm only trying to come up with the best way of having both communities combined. I did suggest just above your comment that maybe it could happen in PvP server while PvE server still exists also. Can give newbies a taste. Ever think it's because they're going to be playing a futile game before the wipe? PvE isn't getting the wipe apparently so It's not surprising that there's less people wanting to play on PvP til wipe happens. Happens in every game. Don't pat yourself too hard on the back for being "non-toxic". Most of all I hate reinforcement zones. It's abused way too much and provides only metagaming to fill in where strategy/tactics fall away. (and yes, ganking is a strategy that you can avoid by using intelligent strategy. I know it's foreign to PvE players and it was foreign to me at first too.) This could work regardless of the status of PvE. Reinforcement zones are useful at first for newbies to prevent being seal clubbed but overall it's overused by higher level players as a safety zone where there needn't be.
  5. Don't see where the idea of a PvE zone on a single server would detract from that idea. Trading happens in PvP without ganking plenty already. There's only a matter of finding the best routes within the game. I do think the devs should appease the casuals more but there's a point where maybe having two servers on a massive map might call for a mix at some point. Anyway, if the boring server was to stay, the addition of a newbie PvE kiddy pool might help out new players and not force them into seal-clubbing territory straight away. I think it can exist without the need to "remove" the PvE server. This was just a suggestion if having two servers became too much. I didn't realise that the PvE server wasn't getting wiped. Could even warrant the removal of reinforcement zones. Side note: I'm mid-20s and have been interested in napoleonic era history for a long time. What's more is that there's way more young people playing the game than I think some would expect.
  6. different game had an interesting format I liked. gave twitter updates, patch info links etc. I know the forums aren't universally known ingame and global chat is a weird place to get info from.
  7. Instanced battles unfortunately would remove from the concept of OW Naval Action. Login, Load in, Battle type of gaming seems to be against what the devs were hoping for. Also yeah sorry I don't really like the PvE server personally given the tone of the game killed my interest. If I hadn't gotten into PvP I think I would have dropped the game. I know it's different for everyone but that malice is to the type of Naval Action they play rather than aimed at any particular PvEr. The idea that you think will draw in more players would probably only draw in casual players, which the current PvE server already would support, as would the "PvE zone idea". I have a feeling that new PvPers need guidance from other players more than the option to play on easy mode, but the international safezone would give that already too. Also toxic nation chats exist wherever, there also exists clan chats which are from my experience very, very rarely toxic and very supportive. Longtime players never seem willing to just toss new players into the dust like I imagine some think is the case. They've curbed ganking already by having a l'ocean able to jump into a battle between a Cutter and a Navybrig. The "PvE kiddy pool" idea still gives PvErs somewhere to splash around and avoid being ganked if they aren't into it. Right now PvE server seems to have players sitting outside ports waiting for ships to come by. Not sure if the new group kill missions would have affected that of course.
  8. I've been interested in this sort of item/upgrade quality topic before. While it'd be hard to put that sort of quality aspect into single items like having a "Golden Cartagena Caulking Refit" with +5% all stats or something since people have 100 of them stacked, it could be possible with ships. I don't mind the idea of having wear/age/stats tied to ships. Gives your pixels some character.
  9. Howdy doody neighbourinos. PvE and PvP are a hot mess given that the PvErs hate the idea of moving to the PvP server, yet use 1% of the map in the first place. Given that there is about to be a holistic cleaning of the database perhaps now is the best time to think about the PvE kiddy pool within the PvP server. It's already sort of there in the form of reinforcement zones, and an international zone (neutral non-capturable ports) in one corner of the map wouldn't go astray seeing how the population is slightly lean for now. What's more it'll give PvErs something to do and take away the awful leap from going from PvE to PvP by creating a new character. The main tenants for the justification of the rehashing of this idea. 1. International zone (PvE zone with neutral non-capturable ports and a non-PvP zone around it) can have all the goods and produce available to produce and craft (minus teak/lo/wo/mah/sab/cag/berm) in order to incentivise venturing out. Shipyards in that area can build any ship, but with the same penalty as the non-capturable/freeports do now. This way it prevents the abuse of the safe-zones. 2. No great leap to change server. PvErs will have the chance to literally just sail out into the PvP zone and be jolly there with the normal players. 3. Limiting XP gain from fighting AI can help with enticing the players to find other places to play than the safe zone also. Half XP for kills in the safe zone could be a good balance. 4. The map is hugenormous and while not totally empty, is very saturated with small pockets of active areas. I feel as though an addition like this could help fill up the maps and even give a platform for growth past the release. 5. A PvP buffer timer should exist for when you exit and leave the safe zone. Once you leave, after 2 minutes you become PvP meat. Once you re-enter to prevent misuse of the safe zone, you have a 5 minute timer giving you plenty of time to be chased down if there was a possibility of being chased. This has been suggested before yes, but in the current climate I think it fits best now. Thanks for your appreciation and love. : )
  10. RVR isn't harder. Just use cag/oak l'oceans if you're so iffy about the price of deliberately rare woods. The idea of having a 1st rate with inferior woods shouldn't be unthinkable post-releaseWipe. The lo/wo 3/5 santis of the past will become the cag/sab santis of tomorrow. If you really really want to use only lo/wo and t/wo 1st rates then by all means don't participate. The third class citizens (shit-wood 1st rates) will take that place in the "seaciety". I for one like the changes.
  11. Some level of achievement for using the biggest ships in the game. If it only took a day to max the slots it wouldn't seem worth it would it? When I finished levelling my l'ocean to max I felt like it was complete finally and I not only had the knowledge slots but the ability from using it for such a long time. If anything it should be longer and have a title at the end of it. L'ocean Master Supreme
  12. That'll work too, but a sort of unnecessary work around I guess. Thanks for your opinions. I'll make a more robust suggestion next time. o7
  13. Could you have a popup box that states what you receive from the chests to avoid having stacked items being lost to the abyss of messy warehouses? This way we could find out just how many basic hooks we receive from mission chests. xD Thanks and provide opinions.
  14. How about a visual representation on the map of contested areas where there are port battles or plenty of PvP? A sort of high traffic indicator that doesn't involve opening the conquest tab on the map tools. If not a long term event log it's still a current status that could show information from 3 or so days ago. I have a feeling that given the updates to everything else HUD and UI wise that the map UI could be updated soon anyway. Maybe that'd be a better way to convey that information.
  15. Some manner of stats would be nice. It's all extra information to record on the server however. Maybe after release but until then? Maybe some basic general statistics for players not necessarily the ships would be easier.
  16. The less fleets idling around the better server performance there is. I reckon you should decrease the amount of AI fleets in R-zones excepting baby ships for the newbies to munch on but at the same time force the chunky boys to have to work in teams to do PvE safely and encourage teamwork which will only enhance clan activity/pvp capability.
  17. It depends on the type of updates in the test-bed. In this case it's obviously meant to be a revamp of the trade and the increase of capability of larger ships against smaller ones. I agree with having everything available in this case, but if it were something like an economic overhaul a small headstart with rank or equipment might be all you should need.
  18. A light ship does not make a fast ship. Perhaps a larger more heavier ship carrying nothing would sit higher in the water thus having less drag in the water. Or a lighter ship were carrying heavy cargo/guns and sit far lower in the water. If you can calculate the drag of the Wasa in the water given it's ratio of gun and store weight vs it's speed without it then you may have an argument assuming you add in to the equation the drag between different ships.
  19. Can we go the other direction and instead have Emergency Repairs only possible when you are moving at less than 3kn? Seems unrealistic that you can instantly fix a rudder whilst at full speed.
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