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JDMonster

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About JDMonster

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  1. I like the general gist but I have a number of questions. 1. When you say that all guns should be able to penetrate a ships hull within 100m's, is this for guns against the ships that carry them (eg: an 18lb'er or 9lb'er against a Trincomalee) or for any gun against any ship (eg: 4lb vs Santissima)? 2. How much do you plan on affecting accuracy? I agree that it should be decreased, but combined with the accuracy increase of large caliber guns I'm concerned that we'll get a World of Warships type situation where the low tier ships are laughably inaccurate even at extremely close ranges while bigger ships are virtual snipers. 3. Is the effective range thing more of a guideline or is it a hard rule?
  2. Title. A couple of flags were dropped on a port today (I know it's testing, but I think it's an important discussion to have) and the clans that dropped it were obviously alts of each other (same name, just numbers and letters were swapped out, like using an 3 instead of an E). I tagged an individual and he said that he didn't think it was abusing game mechanics. I don't want to take this to the tribunal since the new system is still being worked on, but in the future should this be considered abusing mechanics?
  3. Someone probably already asked this, but are patrol zones exempt from this system?
  4. I'm not complaining about stern camping in general. Raking and smart positioning is an important part of the game and should be rewarded. My main complaint about the snow is that a Semi competent captain can stern camp with impunity in it. Mistakes made by the Snow Captain can't be punished because they are so maneuverable and quick that the captain can easily just reverse their way out or just turn to avoid/kite a broadside. Stern camping in general doesn't need a nerf. The Snow does.
  5. I think that nerfing acceleration and de-acceleration is a good compromise. What makes the snow OP isn't the fact that it can carry 32lb carronades. What makes it OP is that it can turn on a dime and can very quickly stop and start again. A reduction in it's ability to stern camp is all that it needs. Increasing it's BR won't do that.
  6. Practice fight system against friends/people in your own nation One of the biggest complaints that new players have is how steep the learning curve is. This in itself is not an issue, but what it takes to learn is. New players who may not be in a clan probably won't be able to afford to lose ships in PvP to gain experience (not talking in game XP, but them actually learning how to fight), and when they do get attacked they often lose quite badly not just because of ship differences but individual skill levels being extremely different. Giving them a way to practice against friendly players would allow them to gain valuable experience without major loss of resources. This will result in a better new player experience and thus higher new player retention. Requirements/details for the practice fights: Players must be in the same port Players must be in the same nation Players can only play with ships that they have and are in the same port Battle ends when hull (center bar) hitpoints reach 25% and or boarding action is completed (Done to preserve a small semblance of realism) Repairs consumed during the battle are not refunded. The ships still sustain the damage received during the battle and thus need to be repaired/replenished. This is done so that there is a small cost associated with the practice fight (Irl military exercise's aren't free) No rewards (XP, Reals, Doubloons) are rewarded for the battle
  7. National Voice pack DLC ($15-$20) Adding voices of the various nations in game would add to the immersive experience of the game without changing gameplay Downside is that US/GB would require extra work to make it worthwhile for them Pirates would require extra work to have "piraty speech" in the various languages.
  8. Should have just made it always fall on Russia.
  9. I'm fine with a workshop as long as it's client side. If the other guy wants to see loliboat skins, let him indulge in it. As long as I don't see it and it doesn't give an unfair advantage, I don't care.
  10. I think an issue with alts and nation switching is that it's impossible to keep track of anything. There needs to be an ingame database of every player and and clan that way individuals and clans can keep track of who a player is and what nation/clan they fight for. That way alts are still relevant (they shouldn't exist imo but whatever), the forger DLC is still relevant, but it's no longer a massive pain that others have pointed out.
  11. It's in French, but the first line says "Would you like to reset officer Felipe Fayerman". A while back I remember there being an officer system where you had to train an officer up to give him skills. Is this a leftover from that?
  12. That's a good thing. DLC ships already have the massive advantage of being replaceable. Giving them the opportunity to be redeemed will result in people not using them to fight but rather using them to farm rare woods. We already see that with the DLC's we have in game for seasoned woods where people just redeem once a day and then break the ship.
  13. Actually I was talking about mechanic abusing and cheating, not zerging.
  14. You're also forgetting that these guys are some of the best and most prolific PVP'ers on the server, so they'll have access to upgrades that will turn their ships into UFO's.
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