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Emain Macha

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Everything posted by Emain Macha

  1. Another suggestion: For destruction exam and demast exam, is it possible to increase the time limit from 10 minutes to maybe 15 or 20 minutes? For a completely new player it is hard to finish it in time, the demast exam in particular. Multiple new players from our clan were stuck on this, not because they can't do it but purely because they nearly made it but ran out of time. I think the first 4 exam should not be this hard.
  2. I certainly agree redeem once each reset would be the perfect solution. I suggested 22 hours purely because it is easier to for the developer to change. 1 redeem per reset means developer will have to set up a new code for this. And if the server maintenance changes frequency in the future it also disrupt the proposal.
  3. Alternatively, I suggest change the timer to 22 hours. So If you redeem at peak time, and you lose it within 2 hours, next day you can redeem when you log back on.
  4. Premium access offer double exp. 10 more ship slot, 5 more buildings and 4 more outpost while active.
  5. I agree. Make the enduance exam the "final exam". And rename the final exam to "elite challenge", with the note added to remind the new player that this is a difficult challenge, if they are having difficulty with this they are encouraged to come back later (instead of rage quitting the game). Some of my own suggestion to improve new player experience: 1. Make the reward of all rate 6-7 kill missions a generous amount of reals, instead of doubs. For example currently 6th rate 1v1 kill mission reward gives 97 doubs. I suggest change this to 9700 reals. When new players start out, they do not need doubs at all. Doub is only needed if: you need to build a ship 4th rate or higher, or starting up a major crafting building. I do not think new players will need this when they are still in 6-7 rates. The new players in our clan frequently run into this problem, sometimes they don't even have the money to buy the medium cannons to fit the ships. And they have this "doubs" thing they do not know what to do with, and when they sell doubs in market they frequently gets ripped off due to very low sell prices to other players. (Addon: also please make the teleport fee of new players under master and commander free, this is literally the only place where new player will need doubloons) 2. Increase the variety and refresh rate of 6-7 rate sold from admiralty shops, particularly at nation capitals. Naval action have a very colourful assortment of 6th rate, so why not use it to retain the new players? I can understand locking rattlesnake heavy behind a permit, but what is wrong with giving new player easy npc shop access to Prince de Neufchâtel / Snow / Niagara / rattlesnake. I understand some of these ships are in the over world and free to capture, but realistically, who actually does that? And the player crafted version are usually expensive and new players can not afford it. The admiralty sold ships are in random wood type and no port bonus, with medium cannons I do not think they will become a problem. 3. Create more content for 5th rates (or lower rates in general). Some activities so that our clan can actively involve our newer players in. We prefer not to just tell our new players to keep grinding kill missions to 1st rate then join us in RVR. Shallow water patrol zone is excellent, but more is better. For example this new raid system. Can we create a small raid mission with 6x 5th rate, with lower but still worthwhile reward?
  6. In the online naval action map, there is a bug that if there are any port bonus of hull, or any % armour thickness mod used, navy planking does not work. I am not sure if that is also the case in game, if so navy planking is totally useless.
  7. Overall I support the idea of making loki rune a DLC. Limit to 1 redeem with 24 hour cool down. None tradeable. And same with the Loki rune obtained through other method - none tradable as well. This is to prevent the really good players using loki rune all the time (If they want extra they need to go hunt for it, or to collect the redeem every day and save it). And encourage players of all skill levels to participate in loki battles. I think this DLC would sell much better than the current new DLC ship.
  8. Is there a restriction on what loki rune can get into? Can you get into new player's final exam? Can you join npc port battles? Can you join npc against the raid? Can you join npc in hostility? Can you join into other player's kill missions? Can you join into an elite npc and having an op ship?
  9. I for one was really glad that a good fight was had. Usually in cases of bad timers, the strength different between the 2 fleet are so great and it end up as an empty port battle. Watching our commander and dutch fleet constantly changing tactics and micro managing is like watching a good chess game, I really enjoyed it. Thanks everyone that participated.
  10. GB fleet lead by LAMA has always been excellent in terms of focus fire and protecting their weak ship. And they continued to do so in this battle, even when their formation has been disrupted. I assume the wind was purposely set by the hostility group? It is a very important factor in port battles like George Town and I am glad to see GB is planning this out. And dedicated group of Christians for point capture, as well as the effort to push us away from the fort (I think GB managed to stay clear of the fort for most of the battle), you guys have done everything right. It has been an honor to fight with you guys for the past month, and to observe a formidable enemy to grow even stronger. See you at Santanillas.
  11. Captain Reverse is our guest. The main HAN group is communicating using a separate chat software. GF all.
  12. I am not saying it is hard to build the port or the shipyard up. I am saying it is very easy for it to be lost in certain countries. As of now, the majority of the main crafting ports of all the countries on the map, can be DIRECTLY ATTACKED with 24 hour notice, even during a weekday. Imagine yourself as a clan leader of US, Swedish, France (I am not even gonna bother with polish and prussia), how do you expect to gather 22 L oceans players within a day of notice during a weekday? Even if you are English or Pirate, even if you do manage to gather 22 L oceans, would you have absolute confidence of defending the port facing an experienced opponent? The only reason these crafting ports has not yet been crushed and burnt, is because leaders of the big countries are been "nice". ======================================================= And of course, this is not the only problem. As previously discussed, players can only join clans to use port bonus, clans need to be on the friend list of port owner, the friend list is limited in number. Port owner can remove clans from friend list at their own will. Country will have dispute over who owns the best port, and the first one who claim it usually refuse to give it up and nobody else can do anything about it, etc, etc, etc
  13. I do have to point out that currently AI battles are challenging for new players, it is very common for close call situations where AI have no structure left but keeps pounding the player ship to the point of nearly sinking. If such change is made, new players will be losing their ships quite often because of this when they are trying to grind their level up. If such change is only restricted to PVP battles I am more than happy to support this.
  14. My suggestion to relieve the current port bonus problem: Give all nations with a capital, a "capital port bonus", which is 3 / 3 / 3 / 3 / 3. Or if this is an overkill, do a mixture of 2 and 3. Every nation's capital bonus can be different, with KPR's bonus reflecting the historical strength and weakness of British ships etc. Why I think this will work: 1. Even with a 3 / 3 / 3 / 3 / 3, this is still inferior to 4 / 3 / 3 / 3 / 3 which can be done at easily at 45 point port, and the different between 4 and 3 is actually pretty big (= a decent mod). 2. Capital does not enjoy the labour hour bonus, both for the shipyard and its resource buildings. The advantage of the labour hour bonus at player ports is still quite high. 3. Rare wood still need to be sourced. 4. Compare to removing the port bonus completely, this does not remove the hard work that people have already put in 5. Allows solo player to have a chance to craft decent ships, casual players who is afraid of losing their level 3 shipyard can just build them in capitals 6. Even a country lose their main crafting port, they still have the capital to build decent ships and fight back This way, you have a gradual slope of 55 point port ships > 45 point port ships > capital build ships > random port bonus ships from dlc and notes > OW captured unbonused ships.
  15. The situation is compounded by: 1. Rapid loss of player base as a whole, with smaller countries and smaller clans losing players faster because there is no one else to play with. However larger nations manage to retain some population because "life was easier there". 2. Individual migration to larger countries, because with current port bonus system, casual players will look for security where their crafting port would not be easily lost. 3. Clan migration is very difficult, the longer it drags on the harder it becomes. So far only very few clans manage to move countries and it is a very painful process. Alliance between smaller nations is difficult to achieve when the system itself does not promote it. As long as there is an "enemy player" dancing in front of your eyes, there will always gonna be trigger happy people who is not following the agreement of the clan leaders. Smaller PVP incidents break into bigger shxt storms and the next minute leaders are yelling for RVR. I am sure some people will think it is easy for France Swedish Denmark to unite, well how did it go in reality?
  16. Now with 1st and 2nd rate AI capturable, this idea is more attractive than ever. I am sure people can easily come up with captured Victory / Buc / Pavel and newer players of 700-900 people can join in the fun too. Due to the massive damage potential of line ships the patrol zone combat mark reward will be pretty good as well. As for the balance of teams: No mods, medium cannons only, random wood types (as opposed to 1 team using all cag / sab ships), similar number of undercrewed ships, etc, etc. I mean what else can you use these ships for? screening, hunting AI and doing missions to open slots without the fear of losing ships. But you can't take these into port battles (the side with weaker captured ships will lose point way too quickly and the fight will be over prematurely), If you sail them into patrol without arrangement it is either gank or be ganked. If both sides are looking for proper line ship PVP training I can not think of a better way than contractual fight.
  17. It will be great if this can be up and running. The biggest ship from the npc shop is Cerberus. And its availability at free towns is highly variable. 10x pandora or hercules are probably easier to organise compare to this. Belle Poule / frigate are excellent for new player just graduated from final exam (280 people), but its popularity decline quickly after that. From my observation 2 most popular 5th rates with good availablility at shipyard across the world are pirate frigate and trincomalee. Specifying carro or no carro will obviously be important. Surprises are also a good option particularly in shallow water, and people will be interested in getting the ship knowledge up for shallow water PBs. Another good option will be rattvisan, and for the few people without the dlc can come in agamemnon / Ingermanland.
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