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HarryButpain

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Everything posted by HarryButpain

  1. hi, could someone make either a video or screenshots in order to have a reference for distances? With cannon pen depending on range it has become even more important to know how far you are away. I'm not sure how it is for other people but I'm really having a hard time estimating range not only in NA .
  2. May I recommend to call future patches which mostly experiment with things "experimental patches" so that we can give angry people on the forum and steam a heads up when they overreact?
  3. here are the posts of the two guys which came up with it: source:http://forum.game-labs.net/index.php?/topic/14244-hegemony/?p=263009 source: http://forum.game-labs.net/index.php?/topic/14289-state-of-the-game-250-online-at-10pm-cst/?p=264213
  4. yes, I brought that up a while ago in response to the issue of promoting OS pvp. It's kind of a catch 22 to get into pvp as a new player since they somehow have to not care about durability to train/ make mistakes and maintain ships to sail at the same time which can be extremely discouraging. This was one of the big issues back in late potbs where the old players could basically die a 1000 times vs new players which did not have unlimited resources to fall back to.. Also people which are currently pissed off with the open world mechanics could resort back to the arguably best part of the game. Hence, won't vanish completely and increase chances of getting back some player pop eventually..
  5. I think port battles and ports should be more meaningful. Make them have an impact on economy, make it harder to conquer when you big and easy when small as a nation. They're kinda just there atm... The whole RvR mechanic needs a whole lot more detail and thought put into it.. NA has indeed so much potential and what is really needed to make ppl come back come back is easily achievable IMHO.
  6. Aye, I agree with that. However, hiding in result screens is a very 'gamey' and cowardly approach to the issue. I do agree that a ganking group has to show off their skill level on the OS to make a tag good and that they should be punished if the victim makes it out of the battle instance! Maybe instead of refreshing the tag timer just like that, force attackers to get out of the attack radius altogether to cancel and 'retag'? Cause actually, refreshing a tag is too easy if you think about it.. A timer which stops other players from tagging you is better i think. The timer should be long enough to reach the next best friendly port without anybody being able to tag you which we do for our dads, GFs and working class people ! If you're on the middle of the ocean with no port in sight you would still have enough time to call your allies and nation chat. Taking wind and distance into account while being chased is fun IMHO.. The thing is, there're reasons for getting ganked, situations where you were most likely caught with your pants down.. Such reasons are being lazy, not paying attention, afk sailing, using a slow trade ship because of cargo space or a warship for farming to get rich, trying to make shortcuts, sailing to a different port before you finish for the night just coz tomorrow it would be more convenient and suddenly BAM! you got ganked 5 mins before logging off and to be perfectly honest here the "I have a life, I can't play anymore" argument suddenly doesn't sound very convincing anymore! Because of that I think that there should be more to it than hiding inside a menu screen.. However, let us find a middle ground and say that you are allowed to go offline inside the result screen but that you won't be able to log in again for 8 hours which is the amount of time you need for work and sleep. This guarantees me that the trader won't immediately log in again like the sneaky carebear he is as soon as I turn my back on him..
  7. I enjoyed this documentary on youtube a whole lot.. It's about John Harrison, the royal navy and the search for longitude!
  8. I liked two suggestions of two different people which I recently read here on the forum. One suggested that it should become more and more expensive to buy conquest flags the more your empire grows while small empires pay significantly less than usual. The other guy suggested that production of resources should depend on how many players already produce a certain resource... For example, the Brits produce coal in Port Royal, let's say every single member of the British empire would produce coal exclusively in port royal what results in exhaustion of port royal's coal mines and only very small amounts of coal for everyone who has coal production in Port Royal. Because of that, a nation and its players had a reason to go and conquer more coal producing ports to open opportunities for British captains and move with their coal production to such newly conquered harbors and increase output of the desired resource. I find both suggestions work very well together. You might wanna tweak something here and there, though..
  9. I don't think that anybody here really thinks that hiding inside result screens is the right solution to the problem. Let's be pragmatic and find practical solutions like a timer which hinders other players from tagging you once you left a PvP combat instance. If a group of gankers tagged you and you got away it would have been the gankers' fault for being unable to tag you the right way.. How long should such a timer last or other solutions to the problem are the real questions here and not if hiding inside a silly result screen was right or wrong..
  10. so what you say is that someone shouldn't be able to tag someone a second time for an undefined amount of time? That's a start
  11. POTBS's rules, flip port to force a red(pvp) zone around a targeted harbor. Only in red zones around a port is pvp possible or by flagging yourself for pvp to allow full open world pvp. I prefer the old potbs rules anyway but am strongly against getting what you want without consequences besides the obvious exploit of hiding inside result screens..
  12. go pve lol. You can't have your cake and eat it, too.. Stop being that selfish like only YOU decide when to fight and when not once you're on the OS.. You lose 1 dura and teleport back to base, big deal.. You sail 1 dura ships, you should have known better.
  13. ye, i think you should pay 1 dura and surrender if you don't wanna play anymore.. Some fool went doing missions without any help and suddenly get tagged.. A clan sails into enemy waters and then hides inside result screens once it is getting too tough on the OS? What was the line of that loading screen again? "Making the wrong decisions, we're waiting for you when you do so" or something along those lines?
  14. Mhh, game could use a pop up like this: "XY resources/ blueprints were lost due to lack of warehouse or cargo space, consider expanding it!." The game makes use of the cargo hold of docked ships in such situations. If no ship is available game uses suggested pop up above. Or If you wanted to make such goods redeemable it would be like renting warehouse space within a certain port. A player would have to pay an initial fee + an extra fee depending on the amount of goods you wish to store. Every server day a player would automatically pay the rent. IF a player runs out of money his goods would be lost..
  15. Ye, ppl should be allowed to take a break of like 20-30 mins to have a snack, go bathroom etc but allowing a lonely 1st rate to hide from capture or destruction is something no command would ever approve of The captain stumbled into that mess and now he has to deal with it.. Not the attackers fault.. In other words, if you wish to log off nobody stops you from doing so.. You surrender your ship and learn from your mistakes..
  16. @sandwich, can pirates cap lvl 3 shipyard ships (no npcs)? IF the brits all form up in front of PR because of a pirate ganking party, will the rats have to run away? I'm thinking about a scenario where nation players all mob up as soon as the first rat shows up like "Come on rat, what u gonna do in your little boats?". Im not saying it's wrong I just wonder if that is what you've envisioned.. I mean, sure, that would be realistic. Rat players would want to raid unprotected ports but since almost all nats prefer SOLs I wonder if rats would see much pvp? That would be a downside of being a rat I guess.
  17. Caribbean pirates cause of their history like equality, democracy and rebellious attitude towards the authorities. Living the pirate life at beach of some laid-back pirate haven as portrayed in movies of course, too.. I also don't give a rat's ass about SOLs, so yeah..
  18. I think that issue happens because of the implementation of your position on the open sea when a battle is about to occur.. Like tagging someone in consideration of shoreline and wind to prevent the target from escaping what would have been a water only battle instance before.. Since that feature is relatively new I wonder what your rage is all about, especially because of the state of development in general.. Look at AAA games like that arkham game on pc which was soo buggy that warner bros. was even forced to publicly endorse refunding their own game.. *ucked up faces in assassin's creed or games like total war rome2 which are so broken at release that it took them almost an entire year to be where they should have been at day one..
  19. i think the module 'copper plating' is not regular but permanent. Wiki lists it as permanent and even tho i haven't seen one in ages im pretty sure wiki is right there. Still, thank you for your work! I kept using your information all day today
  20. have you seen this topic? They brought it up yesterday regarding how to deal with losing/winning too much territory..
  21. Yes, the wipes will happen and happened before and yes, there're too many which use exploits instead of reporting them.. The nature of PvP sadly supports such thinking.. The devs will implement diplomacy soon which will make it hopefully easier for the US, for example, to get back in shape again.
  22. mhh, when i was testing britain the danes even took a couple of the jamaican harbors and PR was constantly under siege... It'S not like jamaica was impossible to take over..
  23. Buenos días mis amigos just like arguably everything else in naval action switching nation or becoming pirate should consume an awful lot of the gamer's time! It is contradictory to the game's mentality to become pirate or switch nation with such little hassle which is why I propose the same old grind, known from leveling up and advancing through the ranks! Nobody likes to invest a lot of time into tedious things like sinking bot after bot just to be allowed to get to the 'meat and potatoes' of the game which is precisely why I, as well, suggest the reputation approach! Free towns could contain missions given by the nations' embassies/ representatives ( or the tavern's scallywag) of such free settlements. The more missions you complete for a nation the more increases your reputation with a chosen nation. Such missions are the same as known from grinding standard missions to level up. Once a player has reached enough reputation points an option within the free town's menu will become available which allows the player to make the 'switch'. Players will keep whatever stored in free towns but won't be able to get their possessions from ports of their former nation or the pirates until such ports will change ownership in favor of the player. You might wanna make it also costly for the player once the 'switch' option became available. Having to pay a fee to uhmm, 'convince' the representative of a nation doesn't sound all that unusual at all. The more annoying it is to switch the likelier it is to think twice before a player actually decides to switch. People should, however, also be allowed to switch immediately as long as they completely delete their characters and start from scratch again. If you like to include PvP into the whole switch nation/ to pirates thing you could make it so that while you increase reputation points with your nation of choice or pirates the more you also lose reputation with your old nation. Ultimately, you would be flagged as a traitor if you gain enough negative reputation points with your current nation. Obviously, this will only matter if you intend to go back to your old nation. An example, a player who sails for the brits wants to become a pirate. He sets up camp inside a free town and starts to grind embassy missions in order to increase reputation points with the pirates. This decreases reputation points with Britain at the same time. Once enough negative points are obtained the player will be flagged as a traitor so that every brit can tag and attack him. This makes it even more difficult to grind embassy missions since British players could jump into his battle and attack him, too. This is furthermore annoying because of the time it takes to transport all your stuff and ships to a free town far away from your old nation to avoid PvP and being exposed as a traitor. Now, once the player joined the pirates and intends to suddenly switch back to Britain he would have to grind an awful lot more than he had to become a pirate since his negative reputation with Britain still exists. There could also be embassy pvp missions, especially once we got diplomacy. However, such missions should only make a reputation increase possible if you win in pvp against something else than basic cutters to avoid alt-character shenanigans et cetera. Unanswered questions: 1. Can groups do embassy missions together like when a clan wants to switch nations? Are groups too powerful, would that make the switch too easy? 2. What happens when another player of the same nation jumps into an embassy mission? Will he get negative/positive reputation, too? Should a warning window pop up like when you're about to attack a friendly and are in danger of becoming a pirate only this time with the warning that the player risks negative reputation with his nation? I'm aware that reputation was used in POTBS and that it was brought up before. Feel free to add this thread to a collection if you want. I thank you for your interest !
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