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Quiet Assassin

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  1. I was able to "take" the guns & ship Xmas gifts, but the K-masts did not show up in my warehouse. NVM- Masts showed up in my crowded upgrade chest...didn't notice
  2. Great job! Thank you for restoring an important part of the game. The stores in many ports are starting to fill up again. Trading, hunting traders, fleet escorts for money, etc. will add depth to the game-play. Thanks for listening to the players
  3. All that extra playing time should be enough of an advantage, plus a modest level of increased mods. That's fair. Superships that require huge reals & grinding time is not. Any more advantage than that & the new, or occasional, players say "what's the point?", then leave. It happened right after release, and it's been happening for the 2+ years I've been playing. It's easy to prove my point. We used to have more players, now we have less. And it's not getting better.
  4. Not everyone has 20+ hours/week to devote to a computer game. People who want to play 2-4 hours on a weekend don't want to log in, only to get ganked by super-ships that came out of a wind worm-hole at 40 kts. That's not a level playing field, or even close. In most cases, there is no way a player with a standard ship with mid-price mods is going to beat a port bonus ship with the new seasoned woods, plus Northern Carps, Navy Hull Refit, Naval Clock, Copper Plating, etc., etc. They can't "work hard" at NA because they real-life responsibilities, work, etc. Veteran players with tons of hours have the advantage of vast experience. That should win you plenty of combat medals. You shouldn't need seasoned woods & hundreds of mods to have success. A reasonable number of mods that don't require weeks of grinding should be enough. Or, is this just going to forever be a game for a small group of retired people, YouTube broadcasters, and "gap year" students?? We're missing hundreds of potential players. There's a reason. P.S. This forum is not just for PvP, but also PvE. I've got about 2000 hours of PvP time, but recently spent time on PvE. Many players' comments on PvE show they switched servers because of the lop-lopsidedness of the PvP game-play. It would do well for players to pay attention to their comments on this forum & find solutions as to why they left PvP...
  5. We already have... 31 mods for speed/turning 35 mods for survival (hit points/armor increases, etc.) 27 possibilities for random ship trim upon crafting (Very fast, strong rig, etc.) 12 port bonuses having to do with speed, mast/rig, hull 49 knowledge books improving speed or survival And dozens more having to do with boarding, gunnery, and crew capabilities Most of these require grinding to obtain, some quite time-intensive. The risk of getting ganked & losing all that work is high, especially for new/occasional players. And now, we need to add another level to modify ships just to be competitive?? But only big clans will have realistic access? What is needed is to simplify, not add more! Please allow noobs, occasional players, and solo hunters to have a chance to be competitive in a reasonable amount of time, without the need to join a clan. Some like it, some don't, but all are paying customers and have a right to explore different play-styles. Level the playing field and please stop the "clan push," or this game will remain a small clique of followers playing in an ocean that should have hundreds more.
  6. Credit where credit is due. Thank You for fixing resource trading!
  7. Totally agree Pretty much. It seems that with these missions, the meta is to load up in a cheap TBrig and if you get tagged, just surrender...rinse and repeat. When traders were required to invest in their cargo (and when the cargo gave a good return) you would more often see escorted traders in OW and far more of them as well. I actually enjoyed trading a year ago, because of the tension and risk involved. Now it's just a chore that I sometimes have to perform while watching Rugby. Only once since release have I kept a captured TBrig (Teak and WO) and brought it home.
  8. I didn't know we had 'Trading and Economy' anymore...
  9. The returns are lousy for the time & risk on resource trading. Those of us who have played for a long while know this. Trading is a sad joke compared to what it was. Stores are mostly empty outside of home ports. Nothing like it used to be. "Fake" cargo = no risk = afk sailing. Much better to have cargo that involves risk, raiders who get PvP credit for sinking them, or possibly making off with valuable loot. Combat, combat, combat is all this game knows now. Not a good MMO formula.
  10. Reading through this thread has helped me make some conclusions- 1. The casual gamer is not valued 2. The new player is not valued 3. The multi-dimensional MMO player (trading, crafting, etc.) is not valued 4. The hard-core leaderboard gods are highly valued 5. The Devs don't care about many, many player concerns (see #1-4) After >2000 hours, tomorrow I'll put my goods & ships in non-capturable ports and not be back for months. If the game is not completely dead by then, I hope to find common-sense changes have been made to Naval Action & paying-customer concerns have been responded to by Devs. As is, it's become something not worth the time, or money, I invested. Too bad...
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