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CrustyJohnson

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Everything posted by CrustyJohnson

  1. So I did somehow one time inadvertently manage to be at fulls sails while my wait timer was going. I have no idea how to replicate it and I stupidly didn't file an f11 report because I was new to the game at the time. I feel like I've seen others do this and there is a way to replicate, just not sure how
  2. I've come up with a list of 10 changes that I think could be made to the game to greatly enhance its features and the shortcomings in areas such as economy, crafting, balance, ship usage, lack of PvP, and nation disparity. Don't tell me we're out of beta and these changes aren't possible...things are always changeable and it still feels like beta anyways. The most important thing is no more wipes. 1. Make all ship permits available at admiralty and reintroduce games excluded from game (Diana) - 2. Remove all port bonuses to ships crafted in ports - Most people hate these port bonuses. Port ownership should economic value and benefits, which trickle down to easier war effort. Main Port Bonus port lost would cripple most nations. 3. Remove all trade goods not used for crafting in the game - Make trade consist of only resources. Trading and RvR should go hand in hand. Losing a trade ship should hurt you and your nation. People will protect traders more, increasing PvP 4. Make all upgrade modules craft-able - Puts more pressure on nations to have diversity of resources produced at their ports, increase impetus for trading runs, balances fairness in fights 5. Give all Ports the ability to produce any resource (up to 5 total depending on Port points; 55=5, 45=4, 35=3, 25=2, 15=1) chosen by clan owner - Makes every port important and provides incentive for RvR without completely ruining a nation if one port falls. If Port Resource changed by invading clan, must be reinvested in from scratch. Each resource should cost sa. me as Port Bonus to completely invest in. 6. Make all ports conquerable; start all new players at Shroud Cay - Shallow waters let them never be completely outmatched in a fight and puts them all together to likely learn skills against fairer opponent. I'm a US player 7. Remove "Outposts" and allow teleport to any National or Free Port in the game, Lack of outposts limits chances players will see each other in open world and is unnecessary 8. Remove doubloons and allow current ones to be traded in for reals at 300x1 doubloon - Doubloons are necessary and force boring trade missions; just vastly increase cost of things that take doubloons now 9. Issue combat medals for PvP missions only, Increases necessity of PvP 10. Allow once per month nation switch to 3 nations with fewest ports - Fixes disparity of nation population. Sorry devs, might take money away but you could easily make it back with some more quality cosmetic DLCs 11. Destroy Pirate Nation - Allow each clan to choose a nation; ports they own will go to them. Allow players free nation switch to any nation or to remain a Pirate. Pirates cannot directly participate in RvR as a nation but can join any battle for any side 12. Change RoE to force latecomers to battle to wait in helicopter spectator mode for variable amount of time - Since openworld speed is increased (let's say doubled, I'm not sure what it actually is) then someone joining a battle 10 minutes late would have to wait 20 minutes before being allowed to actually join. Would stop the random pop-ins from happening 19 minutes into an AI mission but also stop annoyance of barely missing 2-min timer of a team fight because your ship was slow and you had the wind against you. Feel free to discuss these ideas with me; I honestly think they would make things a lot better with minimal impact on how the RvR situation is right now and would slowly balance out the RvR situation. I know some of these ideas had been implemented or tested in the past, but some changes to this game have only made it worse. Maybe it would be good to go backwards in some aspects.
  3. So many good points and ideas. I like the idea that your ship/crew progresses and it gains experience. The water depth thing is an excellent idea. I hate that there are only two types of ports and only two types of water. Maybe giving speed penalties to larger ships based on how shallow the water is would be a way to go.
  4. Just remove port bonuses and give the ports some other inherent benefit. I advocate unlimited tows between between adjacent, nation-owned ports. Also, tax on trade missions delivered would be good. Higher chances to build purple and gold ships, etc, clan warehouses at every port owned by that clan On a note more related to the original post...are y'alls nations super toxic or something? I make ships at our Port Bonus'd port for any solo player or small clan that needs them. If Port Bonuses HAVE to be a thing, why not just do away with the friendly clan list? Afraid alts are going to sneak into your nation and build ships that can actually compete with yours? Wimps. Just goes to show why port bonuses are a terrible idea in the first place. So many aspects of this game are designed to shit on the weak and solitary.
  5. And the upgrade thing is the problem, the port bonuses are the problem, the rare trims are the problem. all upgrades need to be craftable and more accessible. Ships should be better based on what a player does or puts into it. Upgrades shouldn't make or break a ship, but change the way a ship is played to suit a player style or situation.
  6. I agree....I've literally never met anyone who said they weren't going to go out and fight PvP because they were afraid of losing their ship. However, I have been told on many occasions that people are too busy to come PvP because they are doing missions. Why are they doing missions? To get goddamn permits and upgrades. If all upgrades could just be crafted and permits required PvP....literally no one outside of power-levelers would waste time in missions.
  7. People don't like dying because they get nothing from fight...if combat medals were awarded for damage, people would be more apt to fight, especially if fighting in PvP were the only way to get combat medals. Never said they would be rare; I said they would be all require permits. Why sail a Belle Poulle when you could build a trinc at any time? Well what if they both required permits. Would you simply never make the belle poulle and throw the permits away? or would you just craft both ships and put the belle poulle on the market? Every ship should be used and this would help that happen. Someone is getting ganked, you want to use a throw-away ship to respond. In today's game, throw-away ships and prized ships are still the same damn ships. With my idea, you would take that Belle Poulle out to assist, while keeping your more prized valuable trinc for later. I really honestly feel like the main unwillingness to fight isn't due to lack of availability of ships. Ships are everywhere. The admiralty sells them, people just give those shits away. You can literally get offers from a dozen folks in nation chat if you just say "may I have a free ship please". People don't fight because they don't have to to obtain the same reward. Combat medals can easily be attained through killing AI, which is easier and less chance of you wasting your time Thats the problem. Combat Medals need to be provided exclusively for PvP and 1st-5th rates need to require combat medals for their permits. Make PvP the main aspect of the game and don't allow it to be optional.
  8. Simple question, when a battle is initiated, where do join circle spawn?
  9. I know it's been discussed on the forums; but it's been a while and I'm bored so I decided to flesh out an idea of how I think it could work well for the game. Also, before people start complaining about it's historical validity...hotshot furnaces were used on some ships...some of the ships that we have in the game, even. Historical Precedence USS Constitution had a furnace for hotshot and the settlement known as "Negro Fort" in Florida was destroyed n 1817, the only Negro Fort in North America was obliterated when a heated shot (heated in a boat galley) landed in the Fort's powder magazine", https://en.wikipedia.org/wiki/Heated_shot) How it Could Work and Be Balanced The Hotshot furnace would be an expensive and fairly rare module. Also, loading and firing hotshot in battle would carry with it many risk to balance out its rewards: - Loading it should take ~2x the crew and ~4x the time as the cannon normally would - While loading and prepared to fire, ship runs risk of being set ablaze, especially due to: jarring maneuvers, kinetic impacts with land or ships, excessive heeling or rocking, and crew shock - The broadside used should be forced to go into a cooldown period, maybe one full normal reload cycle - The damage done should be minimal and the penetration values should be halved or more, as hot metal would be more malleable (forcing players to expose themselves to great risk for a close, penetrating shot and also protecting large ships from being harassed by small ones. Why Would Anyone Use it? - A penetrating broadside would nearly guarantee a strong fire be ignited - It would be a great counter to people using repairs (also, maybe stopping a repair early should be implemented, in order to control a fire or stop leaks, forcing players to waste their repairs or risk the blaze increasing) - it could cause havoc in a well formed line during a PB Why Would It Be Good for the Game - Implements a new layer of strategy and encourages team work - Provides a counter to captains who run around with seemingly unlimited repairs - MORE EXPLOSIONS!!!
  10. Missions able to be completed by killing AI should only reward reals and doubloons. Kill missions should come in several tiers, increasing in difficulty and reward (but doubloon and real rewards only). Search and Destroy and Hunt are unnecessary, just up the rewards found on the ships significantly. Combat Marks should only be obtained via PvP and all attempts at PvP should be rewarded with a payout of combat marks at the end of a battle based on effort. People will be required to participate in PvP to obtain permits for ships. All ships should require permits to build. Permits should be provided via an RNG box purchasable from admiralty; a different box for each rate. 7th rates RNG permit box should cost only reals, 6th should cost reals and doubloons. 5th, 4th, 3rd, and second should cost combat marks, reals, and doubloons. 1st should cost Victory marks in addition to all other forms of currency. One RNG permit box should be given to each player, each day. You should be able to purchase the lowest BR ship of each rate 4th and below from admiralty, but they will be blue, oak/crewspace. RNG permit boxes should be dlc to keep money coming in and stop people from using alts to farm pvp marks and instead just give their money directly to the devs. I think these ideas, coupled with changed PB BR mechanics would encourage PvP, as there would be no other way to get better ships than by PvP. Currently, it is possible to do everything available in the game on the war server without ever actually engaging in PvP.
  11. Sorry friend, I honestly didn't catch the sarcasm haha. Yes I definitely agree. Maybe the success of the paint dlc will show them that this game can be profitable and that cosmetics are what people want. I honestly havent pulled out even in a single one of my dlc ships in the past week because I have easy access to great ships now all over the map. Cosmetics will keep people paying. I would've spent $5 each just for some of the flags (I pretty much bought the flag pack just for the Serapis and "Appeal to Heaven" flags). and I'd definitely pay $5 for a custom "Whistlin' Dixie" bell for my ship to use when I hit "J" or $10 for a pack of sea shantys for my guys to sing while they sail across OW.
  12. Please God no, why can't we just get seasonal ships that can be made in game. Charge a seasonal fee to get ability to build ships implemented in that season. When season is over, ships open to everyone and the next round begins. Few believe this game has longevity, if the devs implement dlcs that encourage them to continue working on the game...then the community will likely realize they aren't going to just let it die off.
  13. The only PvP I ever get in this game is random raiders attacking traders and me and a group chasing them down, or vice versa, or me going to PvP zone. I hope raids creates a scenario that encourages two nations to form into comparable sized forces and fight in one large battle without the janky mechanics of a port battle capture the zone. The big ship building ports need to cost more. The upkeep needs to be a real issue. Maybe even make it require victory marks and combat marks. Also, I feel that if I take a ship from one port to another, I should be able to apply port bonuses from each port until it is stacked and maxed. Give small nations/clans a chance and a reason to expand/defend smaller ports. Also, the front lines thing needs to be changed. Maybe make it so you can only pick up hostility missions from a county capital for another county capital when that entire county is controlled by a nation. Seeing what Russia did in the south is perfect proof of why front lines is broken.
  14. Very excited for the raids, I feel like its just what we need to get some PvP that actually has RvR implications. A little upset that Leopard is DLC, I wish the DLC ships were easily craftable in game, being able to spawn it anywhere already seems like it would make DLC worth it, no need to punish people who want to work to get it. I definitely think a DLC trader ship would be a better way to go also. I don't know how to feel about the AI attacks on ports. It might be a nice bit of pressure on the Zerg clans, although I feel like there are better ways to do that, like penalties for owning more ports or increased rewards for killing members of bigger clans. In the end I feel like war server just needs to go the route of Eve and allow clans to operate entirely independent of nations. Have each nation have an unconquerable county and have all other counties be up for grabs. Wouldn't even require a reset, just flip it on right now with the ports owned the way they are.
  15. Maybe he grabbed upgrades from his chest and slapped em on your endy? If he is hunting he prob has 3 good speed upgrades....
  16. What does this mean? Help a player to change the nation?
  17. I honestly think the number of Outposts but that freeports should automatically act like they have outposts for all players to enhance player interaction
  18. Agreed; it'd be awesome to see which ships Im best with or maybe a counter on each ship that shows what ships it has killed/captured.
  19. I think it would be awesome to be given rewards and flair for career achievements. Maybe such things as rewards for when you get 100x pvp kills, when you get a kill in every ship in the game, when you visit every port on the map, when you build one of every ship, when you participate in 100 PBs, etc. It would be cool to have far reaching goals that aren't all necessarily just powergriding AI to max out in rank.
  20. When a Port falls, it becomes contested for a day and is a free port, right? Is it possible to raise hostility during that 24 hour period and flip it again; thus triggering a tug of war over the port?
  21. I've noticed that when my hull begins to be damaged, maybe below half, I start to slow down and more crew are being assigned to survival. Would adding a pump allow me to keep sailing at full speed? Does low hull hp basically just translate to a certain amount of unfixable leaks?
  22. ya but does everyone get the mission reward? Doing a 18 vs 18 fleet battle for 256 doubloons or whatever seems like a waste.
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