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huliotkd

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Posts posted by huliotkd

  1. 12 minutes ago, Aquillas said:

    But this means that all crafting developed ports will become vulnerable. And none of them are fortified (at the contrary than real life)

    like timer for all the region instead of single port, devs can change fortification to all region instead for single ports.

    for example santo domingo region can build 4 forts,10 towers and 15 coastal batteries (unfortified, just guns on the shore). players can choose which port can be fortified or not, consuming ''defensive points'' and not investment points. some regions can have more defensive point than others due to geografic landscape.

    florida coastline, for example, can have more defensive points than maracaibo gulf due to natural land defences of maracaibo lake...

  2. the correct mindset should be as with 2 min timer:  ''ganking is an unfair gameplay. do you want to gank?ok but you have 2 min to join. if you can, your enemy has chance to receive reinforces to avoid your superiority and figth you in an equal battle.''

  3. 7 minutes ago, admin said:

    2 min timer allows ganking (if groups are organized) but also allows to equalize the battle for the weaker side giving hope.

    exactly. 2 minutes is a safety timer for players ganked by a big organized group, 10 min timer let 1 side to become a gank side...and gives only 10 min to defenders to receive help without entering a battle when at 9.59 min 2587435893 ships join the biggest team mantaining the gank situation active

    • Like 2
  4. but this isn't Raid, this is port battle...raids are intended to attack a port but without changing nation owner....

    and what happens if a nation attack a port same day of NPC raid? while countering PVP hostility you loose the port by NPC? will be there some time to prepare for NPC raid like PB does (1 day for setting , battle for the nex one)?

    how many ports will be attacked in the same nation? ....server population isn't enougth to counter more than 1 single  20+ NPC fleet simoultaneously attacking all most developed ports inside the same nation

    • Like 7
  5. 39 minutes ago, Hethwill said:

    why ? :( 

    i suppose you understand that no one can afford 500k each day for each port they own for the timer, timer that become strategical and quite mandatory with my idea of RVR new mechanic.

    if you want a server without timers (and i partially agree, but we have to rely on palyers fairness....) you have to find other solution to avoid nightflips or spam of PB during empty server time.

    the first i though about is to increase the number of hostility mission needed, so a PB can be set in 3-4 hours than in 20 min of Ai battle...

  6. 16 minutes ago, Rabman said:

    So timers would be pointless then?

    and btw, timers cannot be a complete defence tactics . 

    it's wrong if timers gives you the ability to be unvicible.  they can slow enemy down but you can't avoid the figth hiding only behind the timer.  i also have limited time to play and timers will give me the chance to be untouched until i'm online again but i understand that this is unfair for all palyer base.

  7. 16 minutes ago, Rabman said:

    So timers would be pointless then? Because your example is our PB window 03-06, but 15-18 is basically Euro prime-time, which would result in 100% defeat because attendance is required, and we're all employed.

    to defend from enemy FM you just need to defend 1 of the 4 secondary PB or counter 1 of the 4 hostility mission for each secondary port.  if you can't counter their hostility , you can counter their secondary port PB, if can't counter secondary PB you can counter they capital Hostility, if you can't you can defend capital PB.

    you have a lot of chance to defend your county, but also the attacker need a chance. you can ally with an Euro prime-time nation asking them to defend you until some of yours are online or you can find a 12h interval that can be covered with a small risk, in both port window.

    maybe window can be reduced from 3 to 2 hours, so also attackers need a good amount of players in those timer window (night and day ones) to set PB fast

  8. 4 minutes ago, rediii said:

    If the time of a regional capture is limited to 72 hours why shouldn't I put every port except the important one to the most difficult time for the attacker and doge the PB with timers?

    if the port timer window will be doubled with the interval of 12 hours it could be really hard to avoid PB with timers.  you put Ponce at 03-06 and you know that i don't have night players, but if i take FM, i can attack ponce at 03-06 or 03-06 + 12h so 15-18... so i can't attack Ponce on my favourite window and it's quite impossible , with this mechanic, find a timer that give you immunity.

    also 72 hours countdown can be improved to overcome this situation you are talking about, 72 hour are only an example to explain my idea

  9. 2 minutes ago, rediii said:

    And now edit your post and think about timers :D 

    yeah i know timers are a problem. maybe during FM , timers window can  increase from 3 to 6 hours so more players can try to attack/defend.   or can double the port window, with an interval of 12 hours between the selected timer and the next one (15-18 will generate , only during FM , another window at 03-06).

    ao are you talking about costs of timers?

  10. we should ask for  a RVR mission rework.

    A PB on capital can be set only after capping all county secondary port, but you have only 72 hours to complete the capture of all secondary ports : new kind of mission in port have to be ''Frontline Mission'' (FM) : you start a FM on a specific county and a cooldown od 72 hours starts on your journal.

    • only 1 clan can take the FM mission , paying Victory mark (about 30-50), but all nation can join and help in hostility mission. Once a FM is activated (DAY 1) , you can take Hostility mission for a specific secondary  ports, like it is now and with the selected timer, and complete them setting small PB for the next day (port BR reduction is needed, like the old smal port BR).
      • if you win the PB (DAY 2), the ports will stay contested by both nation until the end of the war action (FM + CA) (attackers cannot put an OP inside but defenders can still use their OP for teleport, extract resources , build ships and rebuild lost defences)
      • if you lose the PB (DAY 2) , the port will stay close but you can take again a new hostility mission (DAY 2) for the same port the same day (without witing for maintenance) and set a new BP for the next day (DAY 3)
      • if you lose the last secondary port PB on the DAY 3, all FM is lost and you have to start again and pay again Victory Marks and cap again the other already capped secondary ports
      • if you win on DAY 3 and you cap all secondary ports, FM is over and ''Capital Assault'' (CA) mission appears mission panel in your port ( you must always come back to your county to take mission for the next one).

     

    • once FM is completed, you can take CA mission and set the capital PB (like it is now, hostility mission and PB next day)
      • if you win the CA, all the county switch to new nation after next day maintenance.
      • if you lose the CA,  all is reverted back...also all secondary port of the FM mission

     

    So , the total amount of RVR Action for a single capital is about 96 hours if you don't fail.  

     

    After a CA is completed (win or lose), there will be a cooldown of 48 hours before FM mission can be taken again ( to recap back or retry).

     

    results:

    • more chance for weakest and smaller nation to defend a county, stopping 1 of the 4 PB for 1 of  the secondary ports during FM, or defending the final capital PB during CA
    • more chance to balance biggest nation cause they cannot defend a too big geographical area. expanding too much will mean losing too much if cannot be defended.

     

    Raids can be like the actual PB mechanics, taking a raid mission today for tomorrow for a single port (capital and secondary) , just to loot trading resources of the market or random amount of silver or gold chests. During the Raids, all defences of a port can only be deactivated and not destroyed...destruction is only during PB.

  11. On 7/17/2019 at 1:51 PM, admin said:

    Hello Captains

    We would like to share the development plans for the second half of 2019

    Content updates will be provided with less frequency as they will require more testing due to live status of the game.

    content update 1: Treacherous waters - Traditional update with 2-3 patches

    • Raids on ports - dangerous argument. Need a topic itself . the principles have to be that Raids cannot be an Advantage for only big clans/nation or small clan/nation neither only for attakers or defenders....the only target of Raid Mechanics should be the loot and speed of action.  clearly, attackers must have more difficulties
    • NPC Aggression (both in the world and in RVR) oh God...no please, not again as in 2015...a lot of wasted gameplay time for useless battles. it was already abused in the past and now , with changed game in the years, can be abused again with far more damages on player base
    • Massive Painter DLC and looted Paint Chest update. 
    • Final localization update including additions of some approved community translation to game client

    content update 2: Unfinished business (continuous updates)

    • Combat model update and improvements (including proper battle sails mechanics) STOP!!! you already changed too much the combat model. damage HP patch immediatly nerfed after 1 month on testbed server due to player complainin about their 5th rate tha cannot anymore survive a single 1st rate broadside...what a strange thing!!!!!!! and now you raised HP of ships to compensate the damages of the guns...so we are near back to pre-pacth situation.
    • reduce HP of ships...bring back the 1st damage patch of testbed server
    • improve wind power (strong wind can damage 5th rate masts meanwhile gives top speed to 1-3rd rate ships, soft wind let 5th rate go fast and 1-3rd rates go at the top speed of 3-4 kn...wind forecast in the OW bring more strategical decision by the players on which ships use to go out hunting
    • More variety in upgrades, loot and books
    • ROE update for patrols
    • BRING BACK STORM BATTLE ISTANCE- we are no more in SeaTrials where we had had to fight in Storm istance, now in OW we can choose to sail out of a storm (so , if tagged, the istance is calm sea like now) or to sail inside risking to get tagged (so storm battle istance).  if you improve also ''Wind Power'', Storm battle will become a really competitive istance due to the risk of capsize or getting demasted by wind power if sails are not properly choosen (battle sails o slow death for example). you have time to rework the code of storm istance so think about that, please

    content update 3: Welcome to the Caribbean - Seasonal update

    • New player experience missions and improvements
    • Low cost limited content edition (a-la wow lvl 20 trial)

    content update 4: Chatham Chest - Seasonal update

    • New progression system (including for crew)
    • Veteran ranks
    • Perk system revamp and improvements
    • Update to knowledge and book systems

    Content update 1 will be delivered first.

     

     

    • Like 1
  12. real p2w is buying ALT account, having  more than 5 building slots, more than 3k labour hours, more than 30 docks slots, mor than 15 vic mark a week....many player have 4-5 ALT

    this is the real p2w, even if a main account buy the admiralty DLC...the labour cap is still 3k hours and with a single ALT you have 6k and 60 ships slots....i know there are player (now in russian nation) with more than 10 ALT...

     

    how can you think a DLC ship can be a p2w???????

  13. 20 hours ago, Aegishjalmur said:

    @Vernon Merrill @huliotkd @rediii So have any of you actually tested it in the new model or are you just claiming it is fine without having tested it?

    yes i tested it. before release there was already new model and in st john's PB (swedish time), russians joined too close to forts getting demasted and damaged.  but they used 3 mortars brig so 2 of them was much less damaged and 1 of them positioned the ship in a blind spot of firing arc of forts. they lost battle anyway but they tried something new

    now, with new model, you have to use a good strategy to avoid gunfire...you can bring a useless ship as a fake target for the forts, or bring more than 2 mortars so 1 will survive or find a blind point of forts or destroy fort with close range fire of all the line of 1st rates...there are a lot of new strategy vs forts now, no more boring un.-sinkable mortar brigs that fire from 2095496369'3965035'4583688 km away from fort.  admins gave a good use to the 60k stone invested.

     

  14. it's a really good thing that mortar isn't anymore OP.   forts are now useful in pb, before they were useless target. 

    the purpose of the mortar is just to deal more damage than cannon but at cost of firing range, it fire vertically non horizontal as guns. youc an try to destroy a fort with a line of 1st rates due to high caliber guns as it was in the past in 1800. mortar brig is also a ship , so it moves with waves, wind , ricochet of gunfire etc etc...forts is a fixed battery so it has to be more accurate and more dangerous than any ship at sea.

    now a fort is a strategical defence that needs a strategical attack manouver to destroy it or avoiding its gun fire.

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