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huliotkd

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Posts posted by huliotkd

  1. 3 hours ago, Chromey said:

    your thinking too small hulio. The costs of 1st place natoin to keep large navies would be taxed heavily by this and force them to be more cautious. 1st place nation has the most captains but also the most to loose if they loose too many battles. Sure alot of richer 1st place natoin players can afford this no problem but they will have to help pay the costs for thier less rich clan mates to be able to keep up in the 'zerg'. Currently all pay only 4 reals per ships crewman. If first place had to pay 400 per, it would go A LONG WAY to help balancing out the zerg.

     

    THINK ABOUT IT.

    nope.

    why i have to pay for less rich clan? i can pay only for  my 25 1st rates clan and others will use cheaper ships. also, 400 each crewman will be 440k for an ocean that is nothing for a player of a clan of the 1 place nation. many players have more than 100 kk so 400k is nothing. and 400k is only for the 1st rates lost cause if you have 25 1st rates you don't have to pay for each 25 1st rates crew...but only 1100 per time until you lost a 1st rate.

    but if you are the richest nation with best pvp players you wont loose many battle so if you loose 5 1st rates you, as richest nation, can always replace immediatly and without any problem for money.

    so i'm the richest, i can store 80 1st rates with only 3 account , i have to pay crew once and for only 1100 crew, i have the nation with best pvp players...is there something can stop me ??

    no

     

    the only thing that can stop the zerg/spam is limit number of ship tier for each account.

    1 1st rate for account, 70k frame wood 40k planking wood for crafting only 1 and we will stop in 3-4 PB the spam and the zerg of 1st rates ships + reduce HP of each ships so a 1st rates become a real threat that can kill every 5th rate with a single broadside so a noob but rich player can have more chances to survive a vet player attack in trinco or endymion...and population grow up cause new players have an end-game and the big ships will finally make sense in the game

  2. 43 minutes ago, erelkivtuadrater said:

     

    think you countered yourself :P @huliotkd

    not really, limiting slots for each accounts will limit also Alt account, that are actually a feature (wrong imo, but they are in the game) . so there is nothing by now able to solve the problem of Alt account so the only solution is to limit them limiting slots for ships rate.

    today, if i have a main + 2 Alt i can store 30 + 25+25 ships (80 possible 1st rates), if my idea is developed i can have a main + 2 Alt where i can store only 3 1st rates (1 for each account). this is the best simple solution i found to solve the spam of lineships

  3. 8 minutes ago, AeRoTR said:

    I still think, the bigger the ship, the more repair and maintenance cost it requires. 

    Just like bigger tanks in WOT without premium account, may be it should require dubloons for line ships :)

    also.

    we are now in the situation where we log in, choose 1 of our 4-5 1st rates, go in battle, log out, bored....so we are now in a Arena game like Wot or WoW.  crafting and trading lost their purpose so they are 2 mechanics for wasting time more than  being necessary for reaching an end game target. 

    i understand that human resources of this game are limited (1 programmer) so we must suggest solution using what we already have but changing something like value of some numbers in codeline

    • Like 1
  4. 11 minutes ago, Chromey said:

    its not the ship amount that is problem. Devs need to charge 1st place nation 100x price for crew, then 50x for 2nd place, then 20x for 3rd, then so on.

    1100 x 400 = alot of grumbling russians!

    raising money isn't solution. reals are an unlimited resources and if you link the maintenance of ships to an unlimited resource you will have an unlimited maintenance so nothing will change.

    the only way to limit things is to limit the slots for each account. the game will still be fun and more stimulating for players.   it is also needed a raise in resource requirements for crafting lineships, as i wrote in this thread

  5. 18 minutes ago, Conte D. Catellani said:

    what about a tax tonnage? Maybe the models have a weight and for sure devs have data about the real weight of these ships..

    That could also be used to balance big nation fleets like the treated after the WWI

     

    no because earn money is too simple and don't solve the problem of 1st rates spam. look at Vera Cruz daily 3-6kk reals...even if you put a tax on tonnage the clan owning Vera Crux can cover all the expenses of every tonnage thay have so they still can have a spam of 10 1st rate for each account.

    a reasonable limit to numbers of ship's tier for each account is the only solution to solve the spam: i suggested many times 1 1st rate , 2 2nd , 3 3rd rate, 4 4th rate and unlimited 5th-6th rates for each account, so even if you have 10 Alt you can store only 11 1st rates that is better than now where some players can store about 30 1st rates or more without consequences

    • Like 3
  6. 13 hours ago, admin said:

    To summarize
    Crafting can be improved - probably. Can it be done without research and iteration - No. Are current customers of crafting happy? Based on the forums - No. Is there risk in changing crafting - Yes huge risk. Did those customers bash us, expressed outrage and punish us for risky changes - yes. Based on this answers crafting should not be touched.

    We do not believe in changes in crafting because community got tired of experiments. Will it be better if we cut out crafting completely? No. So let it be as is.. Crafting its not the best but its ok and it will be worse without it for those who like it as it is.

    crafting can be changed as you did in the past @admin , so you can change it again. but crafting cannot be changed alone.

    crafting is creation of ships so it must be changed simultaneously with death of the ships, and death of ships has to be changed before crafting.  so the ships must die more than now and the only thing you can do is to bring back the 1st Damage Patch of test server that means reducing HP of every ships (because you changed HP after guns damages).

    the parameter on which to base the correct balance is that which allows a 1st rate to kill a 5th rate with 1 single broaside dismantling 2 or 3 masts and killing half the crew and wiping all structure. this is the correct parameter for Ship's Death.

    Ship's Crafting , instead, has to be raised in resource demanding: 1st rates are end game for every player,especially the new ones that think ''i will have a 1st rates so i can destroy everything'' (clearly, if they are noobs they will always die VS a Vet but a strong damage output of the 1st Damage Patch can compensate a little the lack of skill), so the end game must be challenging and Line Ships must costs al lot of resources (1st rate 70k frame wood-45k planking, 2nd rate 50k - 30k, 3rd rate 30k-15k) and the other ships costs as they costs now. this will solve also the problem of spam of 1st rates in RVR or Screening battle.

    all i wrote doesn't need any long programmer work because you have already the code and you need only to change numbers in codelines(Hp and Resources). you need only the will to do it, so open again Test Server

     

    for Economy instead, you can introduce resource consumption by ports every N hours (this will require programmer work). that means players have their motivation to trade again from port to port to bring resources to port because without resources their Production Buildings can't produce the resources they need for crafting. so, for example, every port will consume 2k food resources (livestock + maze + beans etc etc = 2k ) every 6 hours and the port can stock a max of 10k of each food resource (10k livestock, 10k beans etc etc) so you have to move food every 3-4 days (or it will become a pain in the ass again). Capitals will require also some luxury goods like Historical Artifacts (in low quantity) and every port where you invest an N amount of port investment (new farm or port bonus) will start asking luxury goods also.

    every 6 hours of resource consuming, prices will change so players can earn money with basic resources transports or filling empty port never used by nation but useful to make money with this resource consming

    • Like 3
  7. assuming raider win every battle.

    assuming ports turn neutral with liv 1 bonus...

    what happens when any nation can't develop a port again due too repeated attak of Neutrals?

    i mean, i lose Caracas so another port become the ''richests'' of my nation and raiders will attak this other port on weekend...winning. so, assuming all my nation's ports are reduced to liv1...which port will be the richest? will raiders going on attaking also port with 0 liv bonus but with high income for some kind of trading?

    and what happens if i start to re-build caracas? i must re-build in less than 6 days due to next weekend attak of Raiders because Caracas become again the ''richest'' port of nation (cause i invested maybe simply 10 medals on a bonus)?

     

    i suppose you introduced a feature based only on victory of Defenders to be limited. but , what if defenders lose every battle?

  8. 8 minutes ago, Snoopy said:

    Time to bring out my favorite statistic about this: if you join the Royal Navy during the Napoleonic wars, you have a 2/3 chance to end up on a 1-3rate. Not rare. Frigates were the sought-after commands.

    3rd rate were intended to use as we use 1st rates in naval action. important Naval action of the period were fought on 3rd rate max, with a lot of lower rate ships. 1st rates were used in 3-4 real battle...nothing more.

    • Like 1
  9. 10 minutes ago, Never said:

    Many players would quit if they lost a ship that cost 80k wood. I think it's way too late to make such drastic changes, the game is what it is, small adjustments are better than trying to change everything to something entirely different at this point.
    Think of how many players already own multiple 1st rates, you would just be making it harder on new players. How many casuals would the game lose if you tell them that they are likely to never be able to own a first rate? Probably the vast majority of them 
    Also 1st rates are capturable from AI now. I don't know how much sense there is making crated ones 100 times more expensive than NPC captured ones. 

    many player stops using it out of PB or important battle. many player quit the game because there is no end game and they use a 1st rate as a 5th rate. many players quit because when they go out with their first crafted 5th rate they find 6 crafted 1st rates faster than it's 5th rate. many player quit because capped 1st rates are useless due to no port bonus ,useless also for patrol or whatevere you want to use them.

    many palyers quit because they grind everytime but they loose in battle because pretend to use a 1st rates without knowing anything of ships manouvers, just ''i have big ship why i can't win?''. many player quit because every important activity is 25 1st rates vs 25 1st rates and they cannot afford or go near to afford a participation ticket for that events because they have only 1 or 2 not repleacable 1st rates so the only solution is to increase the difficult to build a line ship more than a 4th rate so everyone ,even the biggest nation, find some difficulties to producing a spam of lineship for every nation player and all the server will use easy crafting 4th rates

     

    1st rates should cost 70k frame and 40 planking, 2nd rate 50k and 30k , 3rd rate 30k and 15k...the other ships remain as it is now. also Russia or Dutch will have hard time spamming  235908290582089 lineship to use in always the same screening battles ,same PB every 2 days and with same people...

    this is a persistent universe, the end game must be harder and harder and harder and harder...variety of the ships is the key to survive.

    soon i'll also propose to link ship model to each nation of time...no more spam of santisima out of spain, only cap them from spanish player and so on...

    variety

  10. 14 minutes ago, erelkivtuadrater said:

    they do need a boost in the resource costs, but i would have the 3rd rate lineships alot lower then the 2nd and 1st rates, not that low that its no fuzz to make them, but low enough so you would probably spend the resources on the 3rd rates rather then the 2nd and 1st rates :) 

    yes and no...3rd rate were intended to be the backbone of national fleet but they were still expensive so maybe 35k frame wood and 15 planking wood...most affordable ships were 4th rates after 5th rates. i'm really tired of all the spam of 1st-2nd-3rd rate all over the server.

    it's boring

    13 minutes ago, o7Captain said:

    Many people are still scared to sail crafted ships and always will be. Making chepaer ships like St. Pavel or 3rd Rate might be good compromise. 

    wrong, they are scared for installed good mod. btw, they can't use crafted line ships as they use a 6th or 5th rates. each ship has its role and purpose...now they don't...

  11. 12 minutes ago, Despe said:

    Baracoa and New Orleans is BF not REDS, so ask Reverse for that.

    you are in the same nation, it's easy to say ''not my clan'' but still your nation.

    other ports are available crafting ports and your crafting port is vera cruz and never been attacked and you don't cry cause you have 4 of 6 55points ports of the map using only 2 of them, maybe 3...

    • Like 1
  12. btw, it's quite boring that every 2 days Cartagena PB is set, like any other port with repeated attack attempts....it would be nice if devs introduce some kind of lock-timer after 5 or 6 failed attempt to cap that port of about 1 month or 2 for that nation who lost too many pb on the same target.

    • Like 1
  13. 1 hour ago, Thonys said:

    the capability to choose :

    portuguese with portuguese ships -

    china and a jonk 

    dutch with a dutch ship 

    that makes sense  in a historical way whatever the mechanics will be, or choice you make what ship you sail

    it could be also a solution for RVR and meaning of those many nation in the game.   if Devs don't want to reduce port BR they have to lock numbers of ships allowed to enter in PB: for example, each big PB can have only 1 or 2 santisima, 1 or 2 ocean, 1 or 2 victory and so on until 5th rates.

    every nation can produce only its owns ships so spaniards are the only ones can produce Santisima and everyone have to buy or cap from them, GB victory , france L'ocean and Buc and so on.  you can use them in OW as you want but in PB you have to mix fleet for a 25 V 25 , each nation its own ships

    • Like 2
  14. 26 minutes ago, JG14_Cuzn said:

    No, please no wipes.  
    There is no way in hell any of us will grind for ports again.   Period. 
    ALLIANCES  are all that can save NA.  
     

    i agree, it will be a pain in the ass...but how alliances can save NA if Russian going to cap all crafting port of all nations before alliances will be introduced?

     

  15. 10 hours ago, admin said:

    But you cannot destroy capitals or free towns. So you CANNOT lose "pretty much everything", even if you lose the port you do not lose anything - your personal assets are not destroyed, your warehouses are not emptied, you can move all out in trading ships.

    false!

    you will not lose the stuff or the ''things'' in your warehouse but you lose the ability to fight!

    if you lose your invested port with full port bonus you cannot build anymore ships with port bonus, and a ship without port bonus is completely useless in Naval Action now. 

    you can't compete with penetration ability of Port Bonus + Mods without Port Bonus, even if you have a Gold Ship; you can't compete with repair ability of port bonus + mods , or speed of port bonus + mods EVEN if you have art of ship handling but no port bonus.

     

    so yes, if you lose your crafting port bonus port you lose everything in this game and you cannot play anymore.

    you can solve this problem removing all Port Bonus or giving Capitals a standard amount of 40 port bonus points to use (that means all capitals can produce ships with Liv3 in all port bonus...) not creating a NA2 where you don't understand the mistakes you did for palyer base.

     

    the actual mechanics are good ONLY , and i say ONLY, if you will wipe the map periodically or when a nation wins over the others. if no wipe, you will lose all the players before you start thinking at NA2.

     

    • Like 1
  16. 1 hour ago, Lars Kjær said:

    Except the nation with "90%" PvP'ers happens to have 5/7 55p ports, it makes it a lot easier to go "PvP" if we can call it that.. The problem here is there is no balancing out, the investments in ports practically ensures that ppl either stick to their nation, leaves or joins the zerg in order to keep future investments safe.

    If u played the game and crafted, you'd know that a shipyard is 4.25m reals, 80k dubs, the academy is another cool million and 10k dubs and the workshop is if I remember right 5k dubs and 500k reals.. If you like cannons, and I bet you do, then add another million for the forge. If that port gets taken are you going to do 68 long (100k+ reals) cargo deliveries all over again, assuming you can get dubs on each of them you then only need to grind another 27k dubs..

    This shit doesn't "balance" itself out, ppl just quit.

    Then comes the investments in the port.. Lvl'ing one area from 0-4 costs 180k dubs, 150 VM and 375 combat medals.. I'm just not going to do that grind to build up a port again, so if fx. SJ gets taken what would be my reaction? - I'll just play something else.

    This shit doesn't "balance" itself out, ppl just quit.

     

    And again for the record:

    Ppl who states that port bonus' doesn't matter is just not very good at math.. Hull bonus 4 compared to no hull bonus is an entire broadsides worth of difference between to L'Oceans, add to that the 8% xtra crew (sails, reps, reloading of guns), add to that gunnery bonus, sailing bonus etc..

    Why do new players stop before they even really get startet in the game?

    - The grinding

    - The monotonous delivery missions, no risk = no rewards (inflation eats the profits) and no fun (run into an enemy port with contraband goods? - fun.. run into a port with free boxes? - no fun).

    - The only missions you can do is either combat missions or delivery missions. No escort missions, no patrols, no scouting, no investigation, no exploration. The world is a shallow world with no content so why shouldn't ppl leave?

    - If you get into the game and want to do crafting, you have to be in the largest faction to pull out the best ships and then only if your clan is on the friendslist otherwise you need to join the clan that owns the 55p port or you can choose a different path... you can flip a 55p port and lose in the PB because... oh yeah the only ones arguing for the port bonus' is those that already has them and know that they don't have the skills to keep their ports without the advantage of mods and 55p ships. That leaves one more option for a new player starting out or a clan wanting to play on equal terms as the zerg - you can leave the game.

    Steamcharts are in: People left.

    AMEN

    • Like 3
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