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Barbarosa

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Posts posted by Barbarosa

  1. Let me check my future telling orb.

    After release:

    - Game will be patched and corrected to certain extent.

    - Miraculous sale numbers and big influx of new players won't happen. Little amount of recource will be allocated for future development.

    - After initial farming, server population will stabilise around same numbers we have today.

    - In a year the game will turn to free to play game, with cash shop & dlcs, as planned.

    - Player population will increase, new content will keep coming mainly as dlcs.

    - We will keep seeing same old names popping up in global channel from time to time.

     

    • Like 3
  2. 13 minutes ago, Teutonic said:

    I feel this is absolutely needed, but also possible difficult.

    Already there are so many rules and regulations in battle instances from OW and in battle that people are confused and in many cases still don't understand it.

    Just yesterday we had to have some folks learn about the 13% BR factor to show if a side can join or not past the 2 minute mark. the response was "Why would I want to be spending time doing a math equation to see whether I can get in or not?"

    I personally feel the rules of Battles and how to get into them should be simplified. 

    I agree. All the calculations above are made for developers or just to show the result.

    For players, you will see the timer on battle and decide if you want to join or not. Battle remains open till the end. Nothing to calculate for a player. Later you join further away you will spawn. That simple.

    If you sail closer to enemy join direction more closer you will get to enemy late joiners, if you sail to ally one more closer to allies.

    Since late joiners will spawn far away depending on timer, more time for you to enjoy your battle.

    Besides I am not putting any limitations or rules. No BR limit, no join timer, nothing.

    • Like 3
  3. Problem :

    • Battle initiations can be abused very easily and result in many ganging battles.
      • You can keep half of the fleet in distance while baiting with single ship. Ships not visible in horizon appears (teleports) in your battle in no time. 2 minute timer is a long one comparing ow speed.
      • Baiting was used since beginning to drag enemies into traps. That creates lost of frustration which diverts players out of the game.
      • Sailing alone is becoming rarer and rarer. You never know when some enemy will drop from the sky right behind you.
    • 20 minute timer based on BR adds some interesting options but yet it is far away of being immersive.
      • If you are in a higher BR like constitution and attacking Agamemnon, you should always be ready for a Bellona dropping from the sky in next 20 minutes.
    • The position you entered the battle keeps changing in another parallel realm called open world. 
      • when you were engaging the enemy, empty sea turns to a death trap after the battle, full with revenge seekers.
    • Everything above, forces you to sail in a group. Adding you as another ganging squad.
      • Solo playing style is important and should have place if you want the game to succeed. Best gang win mentality has no future.

    Solution :

    JOINING BATTLE:

    • Keep the battles open till the end.
    • Inside battle, mark the enemy and ally join directions on mini map.
    • People should join the battle based on time they are entering. Place the ship away from center of the battle as following:
      • Keep the center of battle as reference point. Coordinate (o,o), OW speed multiplier = 4 (whatever it is)
      • If 1 minute passed in battle : Ship speed 13 kn (6,69 m/s), (60x4) x 6,69 = 1.605m.(OW distance when battle started).  1605 - (60x 6.69) = spawns 1.203m away from start point (we assume ship sailed for 1 min in battle instance).
      • If 1 minute passed in battle: Ships sped is 10.5 kn (= 5,40 m/s), (60x4) x 5,40 = 1.269m (OW distance when battle started). 1269-(60x5,40) = spawns 945m away from start point (for ships outside, slower ships should be closer to able to join in same time with faster ships)
      • If 10 minutes passed in battle : Ship speed 13kn (6,69m/s), (10x60x4) x 6,69 = 16.056m (OW distance when battle started). 16.056-(10x60x6,69) = spawns 12.042m away from start point
      • if 10 minutes passed in battle: Sip speed 10.5kn (5,40m/s), (10x60x4) x 5,40 = 12.960m (OW distance when battle started). 12.960 - (10x60x5,40) = spawns 9.720m away from start point
      • Briefly we are putting them in their respective places when battle started + assuming them sailed same time inside battle.
      • Condition 1 - Battle is very close to land or distance calculation considering join directions are on land: Move the ship to closest sea tile, with closest direction for calculated distance.
      • Condition 2 - Somebody sails out of the port and joins or the battle is right in front of port: Join him as above, keep the distance and move him to corresponding sea tile, far away from his actual position. We are simulating arrival time (which is important) not starting position.
    • Put a timer on battle screen outside in OW, people should know if it is worth joining or not.
    • As a captain in instance if you wish to run, hoping for help go to your ally join direction. That way you will get closer to friendly late joiners.
    • EDIT:  Possible exploit, people joining battles to escape enemy.
      • OW threat has higher priority, hence we can introduce 10 sec stationary joining time to allow anyone outside to able to attack you.
        • Your timer resets as soon as someone start targeting you (if BR check of attacker fail after 10 sec, you join). e.g : You clicked, enemy start attacking you at 9th sec. Your time reset but server keeps checking for BR difference, informing player with a message. If BR fail at your 19th sec, you join and battle start loading.
        • your spawning distance will be calculated according to time you click to join (your arrival time).
      • BR difference, battle group rules for tagging still apply to avoid exploits.

    EXITING BATTLE:

    • Give two options on exit screen.
      1. Stay where you are in OW : You pop up outside ready to be attacked and attack. No invisibility timer.
      2. Sail away: Depending on the time spend in battle you gain invisibility and you can not see other players meanwhile.(to avoid exploit) (Formula : 10√x+x/2, you can find the better one)
        • 5 min in battle: 10√5 +5/2 = 22,3 +2,5 = 24,8 sec invisibility (no speed boost)
        • 10 min in battle: 10√10 =31,6 + 5 = 37, 1 sec invisibility (no speed boost)
        • 45 min in battle: 10√45 +45/2= 67 + 22,5 = 89,5 sec invisibility (no speed boost)
        • 90 min in battle: 10√90 + 90/2=94,8 + 45 = 139.8 sec invisibility (no speed boost)
    • If player attacks AI:
      1. Only one option will be available to leave battle : Stay where you are in OW (to avoid exploits)
      2. IF any enemy joins during the battle, regardless if he stays, sinks, leave; the second option to "sail away" become available.

    BENEFITS:

    • Total immersion and simulation. No magical beamed ships appearing on water.
    • What you see is what you fight
    • Sailing closer in OW become important = better immersion and predictibility
    • No more Ganging traps
    • More enjoyable fights!
    • FINALLY SOLO OPTION FOR THE GAME, which is crucial.
    • Like 18
  4. Working as intended.

    Devs are strange people indeed. Boosted skill level with unlimited repairs, crazy upgrades, mod stacking, golden ships ect for quite a long time "to able to cope with zerg I guess."

    As Russia become the new zerg, they decided to boost zerg now.

    I am not saying they did it intentionally...

     

     

    • Like 7
  5. To people who say "sailing is time sink"...

    Can you tell what better you do when not sailing?

    • Managing your warehouses?
    • Organizing your docks for better look and feeling?
    • Constantly fighting?
    • Crafting art pieces?
    • Looking after your families in different ports?
    • Do you really missed a lot of battles because of not having a tow? if so why most of you keep running from any equal fight?

    Again, what better you do when not sailing? Enlighten me please?

  6. Haha, it is nice to have the luxury to master 25 men's fleets with the best economy.

    One fleet to rule them all, one fleet to find them

    One fleet to bring them all and in the port battle sink them.

    Increasing prerequisites will only serve few.

    Making things more accessible is necessary as it happened with Sweden. None had the experience to deal with the mighty Danish fleet of lineships. 4th rate PB's put Sweden back on the table while Danes stop playing because the game becomes broken for them.

    We need diversity and less 1st rates.

    • Like 2
  7. Well done by increasing BR to ridiculous numbers 👏. Now we can enjoy the supremacy of single nation who can master three 1st rate fleets if needed.  

    It was stated many times by RvR players who are doing it for ages that slow 1st rate big combats are among the most boring battles in the game. Seems like we are moving back to "everyone sails 1st rates" days.

    Besides, RvR is among the first reasons the game loose active players. Most of the players stop playing because they have no options to participate in it. Either it is certain for them to loose or they get burned out if they lack numbers to defend themselves. RvR has one or two winners, the content become blocked for the rest. In current situation no one can master 20 1st rates against Russians continuously. 

    Many clans are looking for allies at the moment to able to have competent RvR fleet.  Nations will become desolated like today's Dutch nation.

    You are squeezing your player base by pressing them from 2 sides,

    1. Skill, numbers and organization required to RvR
    2. Repeating physiological pressure to succeed 

    Frontiers are good move to slow down RvR. Increasing BR only blocks content for many.

    RvR should be even slower and more accessible for all kind of players. Raiding, resource hauling, capturing prize ships/flags can be added as mini games which might contribute to final conquest. You can define BR depending on outcome of these mini games + port upgrades/importance ect.

  8. We have rare ships now, I think it is very good addition. Immensely expensive and just slightly better. 

    Nothing wrong having rare woods in same manner. Nothing wrong to return oak/oak builds. We are just too much used to sail everything best and bigger.

    The only problem is the winner/owner of the certain ports gain very easy access to strategic woods, creating snowballing effect. They can replace their ships from best woods easily and very cheaply comparing others. The spawn amount is huge compared to population. You can stock strategic woods in no time to have enough for the rest of the year :).

    I believe stat differences of wood types should not be that big, to reduce the effectiveness of bonus stacking. The winner/owner of the port should only have direct access to the resource, they should pay same with all others, in this case 50k doubloons for 5k woods to avoid snowballing effect. Moreover, all spawned strategic resources should have spawn rates based on active population, lower population less resources.

     

  9. I am backing the idea of special ships, hard to acquire this way or another. Instead of trying to balance ships combat wise, balancing their economic values is much more interesting and immersive. However, DLC ships in their current form don't fin anywhere in any economic scenario. 

    I am advocating from very beginning that PvP should not be rewarded. If you win you are already rewarded by weakening, demoralizing your enemy, may be capturing the cargo or ship. The award can be titles, cosmetic items and such. Gaining everything you can imagine from single activity kills the purpose of other activities like trading, shipbuilding, exploration, pve hunting ect. which should have important part in game content. PvP targets limited audience and there is no need to push everyone there. PvP'ers will find them anyway :)

    I believe that nonconvertible currencies only exist to balance non existent economic balance. As soon as we have "economy" one currency to rule them all is optimal solution. 

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