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huliotkd

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Posts posted by huliotkd

  1. 22 minutes ago, Galt said:

    Wait, please walk me through this: you knew there was an exploit where you could raise hostility on any port, and this is the part I don't get, so you dropped some ports?

    If that's the case then you really don't have a place to complain because you clearly didn't want the port anyways. 

    we dropped our port Santiago because it was exploited. we don't fight exploited battle. isn't correct, isn't fun

    • Like 3
  2. 30 minutes ago, Galt said:

    This is quickly becoming less about fixing an issue and more about retribution and that is wrong. Nothing should be done because not a single PvP kill was earned in the PBs. no ships lost, no damage done; ports were neutral. People are just salty they couldn't block people from taking ports pure and simple. 

    port weren't neutral, was GB and my clan dropped it due to exploit. the only one who can set the PB was Pirates and it went to BF clan, russian...so it is an exploit.

    yes, people should look for exploits but not use it.   you only have to report them and stop.

    • Like 6
  3. the previous thread has been locked for review...so what are the Devs decision?  all the evidence is inside previous thread, also Reverse streaming video.

     

    and Russians took Santiago the cuba instead not using exploited PB...

     

    i ask for a punishment same for SORRY clan: 

    permaban for Reverse,permaban for WTF started hostility exploited mission, demote all BF and WTF clan (the action of 1 will touch all other players) to midshipman , reset ports to previous nation (also St. Mary to neutral or USA), reset all BF ports to starting level.

     

     

     

    looks like WO clan deserve same punishment for Jeremie PB

    • Like 1
  4. 7 minutes ago, Bragan Benigaris said:

    As far as i know the impossible nations start all from Shroud Cay and can't choose their starting freetown.

    Don't forget, the recent wipe didn't touch the existing outposts, so everybody could use his already existing ones in the freeports, regular and impossible nations alike.

    my mistake then.

    but it confirm my point. impossible nation start too close to a port that no one can defend faster than them. they should be a 2nd choice, every one should start ina regular nation first

  5. 6 minutes ago, El Patron said:

    russian polish and Prussians have to sail form shroud cay. the danish from Christiansted. 

     who is faster? 

    spanish can direct sail to el rancho and go for orleans. brits can sail to dariana and cap cartagena.

    brits can sail from KPR to Dariena and cap Cartagena   (because all brits will start at KPR, all rats at Mortitown etc etc)

    Russian can sail from Dariena and cap Cartagena

    who is faster?

  6. 9 minutes ago, Complete-Disaster said:

    if you have acces to shroud cay from day one after reset in your port selection. you can go for nassau as fast as russians. ether in basic cutters or in a redemable ship after 2hours tutorial.

    if we have access to Shroud Cay and freeports in generale, what is the difference from a regular nation and an Impossible nation? what's the sense of a regular nation capital?

  7. you are looking at situation as it is now.

    after Release, last wipe, we will start again in basic cutter from our capital...if Nassau is neutral i can start as Russian, choose Shroud Cay, redeem a ship, and go for hostility at Nassau and no one can stop me. if i am a player of a regular nation i still have to sail from my capital (KPR?Mortimer Town?) to Shroud Cay, take hostility, and finish before you have finished...

    i have lost from the beginning

    same for Santo Domingo...who can stop you from La Mona?

     

  8. 1. a friend buy this game to play the game, not to have a flag of a nation. btw, you too have to play in a regural nation as it was before Impossible Nation introduction ( call your ''friend'' with his name...ALT)

    2. they shouldn't be introduced indeed... but they are, and now they have too many advantage with frontlines.  which regular nation can stop you from shroud cay to Nassau? Pirates? nope...they are 2 county far from shroud, 3 from Nassu...and they are the closest.

    3. it matters, where you start determine what you cap. and all interesting port are 1 county from Freetowns

  9. 8 minutes ago, Angus MacDuff said:

    Frontlines gameplay should mean the end of Impossible Nations.  Just give them a capitol

    if they have a capital, they will be a regular nation.  impossible nation must be very hard

     

    15 minutes ago, El Patron said:

    thats not working and its not fair. polish, russian and prussian nation can lose all ports. thats hart enough.

     

     

    they have to take it first. and if they start where they want is too easy capping one...no one can stop them

  10. - Freetown should not give Hostility Mission cause they will ignore all the new Frontlines mechanic giving to Russian,Prussian,Poland players too many advantages choosing their favourite Freetowns to take fast the best port of server (shroud-nassau, la tortue - cap francis, la mona- santo domingo and san juan) while Regular nations player are still fixed in their capital far away from those ports.

    Impossible Nation must be a 2nd choice after a period of 30 days  in a regular nation...

    ''how can i switch to Impossible Nation after 30 days if Free Towns can't drop Hostility Missions?'' - when you change to Impossible Nation you will find on the map 3 RANDOM Hostility Mission already set.  do you organize your nation change at Aves? you can find 3 Hostility Mission at Sisal or Philippsburg etc etc...you must do it. stop.

    if you switch to Impossible Mission you are supposed to be:  - Skilled player - full of resources - full of money - full of ships - full of organization  so you are perfectly able to survive this new Impossible Nations difficulties, otherwise you should stay national.

    - Frontlines Mechanic it's good but too easy: in 3 days the map is already capped again, too fast, too easy.  Anolytic suggestion is good but can be improved more 

    he is proposing to cap Capital and regional port before being able to attack the next region but i think it's still to fast cause we start all VS neutral ports and once you cap the capital, in 1 day you can take all regional port jumping on the 2nd day to the next County, again capping all the map in few days.

    ''- taking the example of La Mona, just to talk about the frontlines progression, you can take hostility only for Higuey...from Higuey you can take hostility for Macao or El Soco (choosing the county you want to invade,Domingo OR Plata), from El Soco to Domingo and so on. after you cap Capital, you must cap all region ports to unlock the points of that 25BR capital. so , for example, you capped Higuey (10 points), El soco (10 points) , Santo Domingo (5 point) and you have now only 25 points of 55 of Santo Domingo. if you want all the points, you must cap all the region ports.

    IF, a big IF , the next capital port is already national (Les Cayes is GB while you are capping the last Santo Domingo port, Barahona) you cannot go on capping the first port of next region, Sale-Trou in this case, but you have to use your mechanic so you must cap Les Cayes first and then cap all region to go to next County capital (Santo Domingo or Port au Prince)''

     

    - lower the port bonus, they are too high and too unbalancing. especially cause they can all be upgraded in 55 points ports that are too few and too concentrated in the middle of Map (Santiago, Santo Domingo, San Juan, Nassau ...then there is Vera Cruz , Nouvelle Orleans all on the left side of map and nothing to the rigth side of swedish, french , Verenidge.). i am for removing 25k BR port with their 55 point and setting all port to the max of 20k BR and 25 port-points max...you have to choose what upgrade invest and fill remaining with perma-upgrades.

    IF NOT, raise the number of 55 points port splitting Santo Domingo and San Juan.    they should be , only if you remove missions from FreeTowns, Nouvelle orleans , Vera cruz , Omoa, Portobelo, Santa Marta, Pampatar, Basse - terre , san Juan, Santiago de Cuba, Pinar del rio,  Nassau - if you don't remove missions from Freetowns, remove Santo Domingo from 55 points ports.

     

    - put a player number cap on nation.  we are now, once again, in the situation where 2 nation have most of player of server becoming unbeatable by other players due to numbers and skill. recently many palyers switched Russian from many nation, france, pirate, prussian, spain....forming up a too powerfull team that will ruin gameplay of all server and no one can also prevent all of us joining Russian or GB unbalancing even more the server.

    so the solution: when someone want to change nation, the only nation he can join have to be from the 2nd largest to go down. devs can collect server info so it will be easy to code. and will solve a low population situation and a high population (we hope) situation.

    this will protect the new palyer base when it will come, from being demoralized due too many attack while trying to develop (they will still be capital-camped but not alny by a single numerous nation...many raiders that can attack each others if they want)

     

     

    • Like 1
  11. 20 hours ago, Anolytic said:

    Two major issues with the current way regions work in the Frontlines system is that:

    A. Big nations are able to go to every freeport and ports close to their starting territory and immediately capture the 3 closest Counties everywhere remeber that is temporary, devs will revert back to only 2 closest Counties . Allowing just a few nations to grab an enormous amount of territory already on day 1, securing frontlines and laying the grounds for further occupation of territory.

    B. Besides the County Capital the other ports of a region are utterly unimportant and once you occupy a County Capital, you can take your leisurely time capturing the other ports - if you even bother to. Instead it is better to jump from one County Capital to the next, to secure control over another county before thinking of consolidating control over the ones you already have access to. On top of this, in the future once a nation looses the county capital of one of their Counties, they will have little incentive to defend the rest of the ports in the County, and we will see conquest focused only on County Capitals while other port battles will be undefended, abandoned or half-heartedly defended. Making most of RvR just about grinding rather than the battles.

    My suggestion is to involve whole regions in conquest, rather than just the capital. In my proposal, the next Region can only be attacked from the outer ports of a Region, and after capturing a County Capital, you need to progressively expand outwards in the region to control it before being able to capture the next one.

    Others I have discussed with, such as El Patron, would favour the inverse of my proposal, that in order to attack a County Capital you first have to capture all of the other ports in the region.
    Another option is to lessen the significance of regions and simply have conquest move from port to adjacent port, without the need to capture capitals first or last, but rather as you get to them.

    In this topic I will however use as premise the current model of capturing regions as a whole.

    Imagine that you seek to conquer Hispaniola, starting in this case from the freeport of La Mona. You would first have to attack the County Capital of Santo Domingo. After capturing it, you could not directly attack Les Cayes or Puerto Plata. If you wanted to attack Les Cayes, you would first have to take Bani, then Azua, then Barahona, before being able to attack Les Cayes County Capital. If you wanted to attack Puerto Plata, you would similarly have to make your way to the border port Higuey first.

    My proposal is illustrated below:

    Regionalconquest.thumb.png.03062e29864fcc764fdc0304f1e82406.png

    I would pair this system with proposals I have made elsewhere to limit the number of Regions that can be simultaneously engaged to 2 per day (EU-time) and 2 per US-time day.

    And with a remapping of what constitutes adjacent regions. Ideally I would also move away from freeports as "jump-points" and to using captureable ports instead as jump-points between different parts of the map.

    this is a correct 'frontline' but it is still too easy.

    - you are considering it by Impossible Nation starting view, and Impossible Nations must be a secondary choice after 30 days in a regular nation start.  this is the most important point

    - free towns must not drop hostility. full stop. it's too easy to start close to important port while regular nations players are fixed in their capital.

    - taking the example of La Mona, just to talk about the frontlines progression, you can take hostility only for Higuey...from Higuey you can take hostility for Macao or El Soco (choosing the county you want to invade,Domingo OR Plata), from El Soco to Domingo and so on. after you cap Capital, you must cap all region ports to unlock the points of that 25BR capital. so , for example, you capped Higuey (10 points), El soco (10 points) , Santo Domingo (5 point) and you have now only 25 points of 55 of Santo Domingo. if you want all the points, you must cap all the region ports.

    IF, a big IF , the next capital port is already national (Les Cayes is GB while you are capping the last Santo Domingo port, Barahona) you cannot go on capping the first port of next region, Sale-Trou in this case, but you have to use your mechanic so you must cap Les Cayes first and then cap all region to go to next County capital (Santo Domingo or Port au Prince)

    - ''how i can switch to Impossible Nation after 30 days if Free Towns can't drop Hostility Missions?'' - when you change to Impossible Nation you will find on the map 3 RANDOM Hostility Mission already set.  do you organize your nation change at Aves? you can find 3 Hostility Mission at Sisal or Philippsburg...you must do it. stop.

    if you switch to Impossible Mission you are supposed to be:  - Skilled player - full of resources - full of money - full of ships - full of organization  so you are perfectly able to survive this new Impossible Nations difficulties, otherwise you should stay national.

     

    • Like 1
  12. On 4/27/2019 at 5:10 PM, Anolytic said:

    I suggest adding a 2nd type of Free-for-all port that the owner can select. This option would allow other nations to take Hostility Missions to adjacent ports from said port.

    This would be useful for a couple of reasons:

    • Allowing a nation/clan that you are collaborating with to use the port to move through your territory and attack the territory of a common enemy.
    • Inviting a foreign clan to attack a port owned by another clan in your nation. Either simply to sabotage this clan, or because you wish to engineer a takeover of the port in question.

    It is an option that only the Pirate nation would be able to utilise such ports, and that this way mercenary clans within Pirates could be hired to help impact disputes between clans within the same nation.

    This mechanic would only really be worth to consider presuming that some other changes (discussed in other topics) were first done to the current Frontlines and County Conquest system.

    nope, this mechanic will destroy balance in the server. 

    let's assume there are 100 skilled player , split in 2 nation A50-B50. then, for some reason, 25 of nation A switch to nation C...so now we have 25 vs 50 + 25. but 25 still own all the port they took when they was 50 and the only protection they have is frontlines. if you let 2 nation do what you suggested , all balance of the game will drop...and we have situation as it is now.

    russian is the all-man nation that no one can stop, due to numbers of skilled player coming from all nation and joining all the same nation. so we have Skilled Nation VS Server noob.

    with the akward new port-bonuses....

    it's matter of time until all the playerbase quit the game.        

  13. 24 minutes ago, Anolytic said:

    Most of my proposals go against my immediate self-interes

    you proposed raising BR up to 25 1st rates - only russian have ships and players

    you proposed to remove frontlines at bahamas - only russian have players to attack all bahamas capital simultaneously and reach hidden island and bermuda

    can you link me something you proposed that goes against your immediate self-interest?

     

     

    49 minutes ago, Socialism said:

    You are correct about BR, majority of those need to be lower (all over the map TBH).  But that's the cart before the horse.  The area needs to be removed from the front lines crap first.  It'll be easier for a nation to get 25 mercs together than it would be for 25 1st rates.

    true, but also 25 mercury are too hard to find cause it means you need 25 players and they must be skilled cause the other 25 attackers are vets, usually. so the solution is only to bring back BR to let small clans to fight an equal battle...

    the usual clan is 4-5 players

  14. 1 hour ago, Anolytic said:
    I have made this proposal before, but I want to repeat for emphasis:
    Please remove the frontlines mechanic from the Bahamas Region. Specifically the Counties of Grand Bahama, Abaco, Andros, New Providence, and Exuma.
    The ports in this region should be available for all nations to fight over at will. Missions for any port within the Bahamas, county capital or not, should be possible to take from Shroud Cay. Regardless of whether your nation holds any adjacent ports or regions. 
    The Bahamas should be an active RvR-area, with ports constantly shifting hands, and individual ports PvP and piracy abounds. Not locked behind the bars of frontlines allowing one or a couple of nations to control the whole region by their ability to lock down Regional Capitals using numbers, and the construction of forts that will be more significant in Shallow PBs than anywhere else.
    I would consider also the option to not allow construction of forts in Shallow/Bahamas Ports (Shallow Ports elsewhere on the map, i.e. Pedro Cay, is a different story).
    The frontline-mechanic, is a good idea for the general map, but in the Bahamas it only serves to limit diversity, access and gameplay.
    Removing Frontlines from Bahamas will allow the «Strong» nations to fight over the ports perceived as important and valuable, because of strategic location, profit, resources, or proximity to Patrol Zones. While leaving «lesser» nations or clans to fight over ports with great value, though they are often overlooked or ignored by the powerful nations.

    i know you really want Nassau but we set PB before you. don't ask to remove a new mechanic only because you didn't set PB...

    you are talking about Strong Nation and you, Russian nation, are THE Stronger Nation of server now: you have numbers, skill, ships, resources in your Strong nation, more than GB can do now.

    when you asked for bigger PB Battle Ratings, to have 25 1st rates vs 25 1st rates, don't you think that this would have favored only large and numerous nation like Russia?  now devs raised them, as you wanted,  but it wasn't enought to put Bahama under your flag so now you ask for removal of Frontlines

     

    frontlines should have been introduced from the beginning cause is unreal that a nation can go easy to 325098205983294085 miles distant to attack a port whitout risk. devs should reduce target regions to 1 from each nearby capital....

    1 by 1, this is a frontline

    • Like 1
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