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Israel Hands

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Everything posted by Israel Hands

  1. You can't set contracts in enemy towns so unless you take it from the russians then - no you can't get WO. Coincidentally the french, allies of the russians has teak and live oak i.e. creating a systemic hegemony - but no worries you can always sail an oak/oak ship.
  2. Like that suggestion, would make 1v1 battles easier to arrange.
  3. I agree on the OW content thing, but honestly not on the 'ganking' or assist thing. If someone is tagged in their 4 t-brigs by a bellona then he can't get assistance from a bellona because if he does then the next enemy player can get in and so and so forth. It's a gank just waiting to happen, at least with the fixed timer you knew what to expect.
  4. #Nevergonnahappenalwaysgonnaletyoudownalwaysgonnamakeyousadandhurtyou
  5. Why come to the assistance of a trader in need then? - It'll just be BR wasted on a ship that is useless in a fight and the opponent will be able to match any BR that you join with. 15 min or 30 min join timers makes no difference since most of the battles will be, if not over then decided after the first 15-20 mins.. Especially if one side can focus fire on 1 tagged ship and the other side can't do much but match the max BR with some of it wasted on an already sinking ship. I prefer a RoE rooted in realism, which means u can't join the battle if the time it takes from OW to get to the battlesite takes longer than the instanced battle would've taken in OW.. Remember OW time is compressed much more than instanced time. The current rule is a cartoon rule, kinda like the nations, rooted in anything but realism.
  6. I wrote even before the implementation of the new RoE that it would basically be a sealclubbers party - too many ways to exploit in favor of the experienced PvP player and it'll just end up in a situation where any1 getting ganked can't get assistence because partly no one knows what lies beyond the horizon and more specifically - the ganked will most likely be sinking before reinforcements can arrive which basically locks part of the BR available to a ship that from the start has been focus fired. We've tested this before.
  7. Either pay attention to where they're sailing or get the sextant perk. Honestly I believe the perk shouldn't be a perk since it's basic seamanship, but if any player doesn't know where they are in the OW it's because they've had no idea what course they set, no idea how long they were sailing that course and been afk sailing for hours. It's the caribean, not the atlantic and most of the time we just island jump..
  8. Just use the magic of the traders tool and you'll be fine.
  9. He's in a surp and there's room for 600 more BR, the surp is (if I recall correctly) 180..
  10. As unbalanced woods are the result is the same: If players can't have access to a decently crafted (woods meta, we all know so let's ffs stop beating around the bush about it) ship, then they simply won't leave port. This imbalance is further aggravated by the mods that themselves are exceptionally unbalanced. The result post wipe: ppl stay in port and since port UI isn't really that interesting to look at they go to other games to scratch that itch.
  11. I don't consider the larger 5th rates as OP or gamebreaking in anyway.. the first day of the econ patch I made 1.2 million on my main and about half that on each of my alts, the issue I see is that firstly it took me a few hours that I basically spent watching series on TV, and secondly - I got alts which means I can always pay for the rare woods, but the casuals? I want more ppl ingame that I can sink, not fewer. I do agree on your notion of limiting DLC's to 5th rates tho.. I just like the looks of the aga - prettiest 4th in the line..
  12. I agree, but the current trading system and drop of rare woods will not promote more expensive ships, it'll just stiffle an already non-existent PvP state. As far as I can tell, mods killed half the PvP on the server and this patch along with the combat medals needed for basic permits for ships killed whats left. The only reason it haven't shown yet is because devs for some reason let us keep the ships we already had - which means we won't see the effects on crafting/PvP untill the losses are starting to hurt and then ppl won't sail oak/oak trash, they just won't sail at all. We've seen this before with the fine woods fx. the only reason why the outrage this time is absent is partly what must not be discussed and partly due to the fact that we kept out ships in the interrim period.
  13. I haven't said that PZs will save the game in any way, shape or form. But to limit the ships to hundreds of hours of AFK sailing is imo a shitty game. We can see the numbers, the more we make the game "hardcore" (although I really don't see what hardcore there is about afk sailing) the less ppl are actively playing the game. The PZs is a symptom of the problems in the game that you're basically fencing in PvP into small zones but they are at least content. I don't see how the current system is difficult. It just take a lot more hours and I don't count afk sailing as content.
  14. As I see it the econ and crafting is broken and I simply don't believe it will be fixed. What I really want is PvP and Nassau is by far the most popular and I theorize that it's because of the availability of cheap replacements.. As I see it - DLC the shit out of some of the generic ships in each class, I don't think anyone would state that the endymion or the indefatigable is overpowered or that the Agamemnon or 3rd rate is.. Arguably the aga is best in class overall but as far as I know the connie is the most popular, the SoLs should perhaps not be DLCs but the point is to get the PZ populated and with woods and crafting being as expensive and rare as it is - I simply don't see a whole lot of PvP in the future.. I know ppl rail against the thought that some don't PvP in anything but the best ships, but the fact is - woods gives you an advantage, modules advances that advantage to the point where a 1v1 is not decided by skill but by the equipment. So in order to get ppl into PvP zones you need to make a steady and easy resupply of PvP oriented ships. If the ship is easily replaced then ppl don't care about the mods - Nassau shows this.
  15. I'd like to suggest patrolzone DLC ships: Nassau is always a vibrant and living patrolzone and I recon it's because the le req and the herc is easy to replace, fun to sail and there's a lot of decent battles in the patrolzone at Nassau. I haven't got the same notion about Tumbado, La Mona, Hispaniola etc and I recon it's because ppl simply don't want to waste the time sailing in order to replace the ships lost. So my suggestion is: Make DLC ships for each of the patrolzones. Fx.: 6th rate: Rattlesnake, redeemable every 24h 5th rate: Endymion (I may be biased, I love the ship), Indefatigable, redeemable every 24h 4th rate: Agamemnon, redeemable every 36h 3rd rate: The generic 3rd rate? (Or the Bellona), redeemable every 48h 2nd rate: Christian (I'm a dane, and I love it - but perhaps the Bucentaure?), redeemable every 96h 1st rate: Should never, ever be a DLC. The hope is that the patrolzones will come to life in the other zones and not just in the shallow water area.
  16. Ok, I've been highly critical over the past month or so, but this is actually sounding extremely impressive. If you manage to pull it off I'll tip my hat for you.
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