Jump to content
Game-Labs Forum

Kaos

Tester
  • Posts

    356
  • Joined

  • Last visited

Posts posted by Kaos

  1. It was tried but turned off pretty quickly (left into permanently bugged state) because jack sparrows couldn't comprehend other pirates possibly attacking them and it always caused a huge flamestorm so I guess it was too much freedom and devs decided to scrap this feature and put safety barriers by forcing pirate unity for the children to avoid further headaches.

  2. Kaos, this is a major issue and wastes a lot of peoples time and your comment while you are perhaps trolling, totally misses the point and the fact that if your not in battle you can hardly prevent them from exiting to the result screen.

     

    Anyone within sight of the battle or within two minutes (allowing for sound) should be able to enter a battle. The present 2 min timer is fatally flawed.

    I think your group's sailing cohesion is fatally flawed, not the game.

  3. If the current timer system was meant to reduce ganking how come ganking is 90% of all "pvp" interactions?

    It wasn't meant to reduce ganking, it was implemented to give some control over situation to potential solo/small group players. If they don't want to adapt and not have anykind of sailing cohesion with their friends to stay within 2 min range then I can only feel sorry for them because they ask to get ganked.

  4. Something, you need to live with in any other internet-multiplayer-game:

     

    ...just citing a comment for another game...

    "Then comes the cheaters that were forewarned long before they arrived as in all games.

    Some must win at any cost and pat themselves on the back for comfirming they are the

    lowest form of life breathing on the planet."

     

    The downside in NA is, I find it tiring being suspect of "spying for some other nation",

    because, as they say, there are players out there using multiple accounts? :ph34r:

    From my experience throughout gaming the most toxic reactions usually come from people who can't swallow a defeat and this cheater quote is pretty classic self-defense mechanism to point the blame on anyone/anything else than themselves, most of the times these people branding others cheaters do it just say anything to excuse themselves of their poor performance. Even in NA me and my friends have been called cheaters and whatnot just to cope with losing but why would anyone take these banters seriously and care enough to make videos about them is beyond me.

    Also people play competitively because it's fun to win for them. ''Fun'' is subjective and some people like to turn their brain off during gaming while others constantly scan for options to gain advantage, is their fun not allowed when it contradicts your own? Most people also play to win because what fun is there in losing after losing?

    LNrcWse.jpg

     

    • Like 1
  5. this is irrilevant for a few things

     

    -pve kills are more because Npc never surrender or escape battles 

    -as how is the game right now people can't pvp to rank XP(too much time consuming) but they can only pve for that

    -in almost all pvp battles 1 side try to escape and the other try to sank and/or board in pve npc always fight you back.

    -you must go where people are to pvp (and going for a 1h voyage with only the hope of a pvp fight is not what all the people can afford with 1h of free-time).

    -pvp battle are a lot more time consuming (defensive tag, coward perk etc... etc...) so most people can't do a pvp fight into another pvp fight most of the time.

    -pvp are more gold consuming than pve so people pve for conpensate the difference.

     

     

    and i can keep goin but i think i show my point.

     

    and to add, i'm fine with the game as is right now, but the coward perk is a bit frustrating sometimes when you know you are faster but the enemy defence tag you and your chaser decide to shoot in a different direction.

    I think you don't understand my post, you are repeating everything I wanted to say in it. I'll reword it then: in order to keep pve players on map we ''need'' to give them all kinds of crutches from ai fleets, missions, heavy bot traffic to perks like coward and you can't take it away from them once you introduce it or ratings will drop since this is the main influencer. If you question this you get answers that say that all pvp games are pve anyway and basically you know nothing, even EvE is pve game ...

    Also on a sidenote it's not the first time these features meant for making it easier for the gank victims are actually being used by gankers to make it more easier to avoid counter-ganks and enjoy even more risk free ganking.

  6. It is all normal and according to plan.

    This post might give you some insight of the direction this game is taking: http://forum.game-labs.net/index.php?/topic/14416-crew-management-update-discussion/?p=267864

    What do we learn from this statement?

    • PvE is dominant ( interesting to say this when the map is overflowed with bots and handhold missions that make it possible to lvl to rear admiral in one place without having to move to other zones, if only finding good pvp fights was that simple )
    • Restrictive changes towards PvE oriented players are bad because ratings will drop, does it imply that restrictions towards PvP oriented players in order to handhold PvErs is okay because pvpers are marginal minority anyway and it won't hurt ratings?
    • All PvP games are in fact PVE. (!?)
  7. Pirates need prey to make a pirate living. Like parasites on its hoast. Parasites almost never kill their host.

     

    Same thing as in Elite Dangerous... Only psychopaths kill their prey.

    What is this ''making a pirate living'' in this game? There's literally no money sink once you know what you're doing so does it mean these people have reached some pirate nirvana and should stop attacking traders because they have so much money accumulated that they don't know what to do with it?

  8. A timer, after accepting a bribe an inability to attack for 20 mins?

    If it's a timer only against the specific pirate then he will tell his partner(s) who is waiting outside of the instance ''ok I am on timer, your turn'', if it's timer against all potential attacks it would grant the briber 20 minute of invulnerability shield and then why not activate it each time with a help from friend before going through dangerous zones? I couldn't find a solution to these potential loopholes.

  9. Negative, I make 3 accounts and farm currency from 3 Nations and eventually break the game. 

    plot twist: you need at least flag captain rank (or higher) to get pvp currency against target nation and every death adds a cooldown for a period of time to prevent farming your alts. And if you still do it then good for you, take your 3 alts to port battle and see how this multiboxing works out for you.

  10. I agree. But if there is no-one in that zone and you want that port. What do you do?

    You implement a pvp currency like in potbs (mark of victory) and you make them nation-specific and dump them on the target port to get done with your points hassle.

    Group from Denmark wants a port that belongs to France, they accumulate their points through pvping against french players anywhere (not limited to specific zone) and then dump them on the target port to trigger port battle. Why should pve'rs have any say in the outcome of a pvp event? Do pvpers go to pve server and tell pve'rs that they need 1 PvP kill to start their pve mission, imagine the flamestorm...

     

    This pvp currency can be used to also obtain specific gear faster to bypass the mindless grind for people who just play to pvp.

    • Like 1
  11. pve and smuggling is needed if other nation is not in the zone (trying to deny kills) 

    but of course pvp kills will give a lot more than pve.

    + we are fixing mission entry spawns for hostiles - they will allow to interfere with pve in those zones

    additionally timers for entry into battles can also be affected by hostility levels - lets say - 75%+ hostility = timers are longer for both mission entry and pvp battle entry

    Believe me you don't want to step on the same rake as potbs did by forcing pvpers to farm pve to take part in supposed ''end game pvp content''...

    Suggestion to implement universal pvp currency you can get from any pvp that you can convert to port battle commendation so it won't end up who farms pve faster and more efficiently during off-hours to accumulate points for actual pvp event.

     

    Increasing or decreasing hostility levels grants War effort commendations per port 

    • During the first 10-20 mins of the port battle timer only people with war effort points for this port can enter the port battle
    • After this timer everyone else can enter
    • This stops port battle trolling when large groups enter and quit battle denying the victory or opportunity to fight.

    pvpers should enter first to prevent people who have nothing better to do than farm pve points to prevent key players from entering pb for said 10-20 minutes.

    • Like 3
  12.  

    Hostility levels

    Player actions generate hostility levels

    • PvP kills, by means of free hunting or pvp missions
    • PvE kills by means of hunting or pve missions
    • Smuggling and Sabotage - delivering war supplies to support increase or decrease of hostility
    • Potentially - Raids

    All ports have the hostility level that is increased or decreased by above mentioned actions. 

    Hostility levels will go up slowly to give the chance to respond in all time zones. 

    Increasing or decreasing hostility levels grants War effort commendations per port 

    • During the first 10-20 mins of the port battle timer only people with war effort points for this port can enter the port battle
    • After this timer everyone else can enter
    • This stops port battle trolling when large groups enter and quit battle denying the victory or opportunity to fight.

    Commendations are a cargo hold item and can be lost (and intercepted to use for your advantage). 

    Does this imply pvp and pve players competing over commendation points and port battle entrance? Let's say some pve group A farms all the npc's/missions outside said port for those points at off-hours and pvp group B who can't find any pvp outside that port (because enemy nation obviously does not want to feed them points) will have to resort to farming missions and npc's to get commendations too?

    • Like 1
  13. New player was hit by Pirate 2 ports away from Capital when he was exploring. 

     

    Problems 

     

    1. No warning system that let's players know before they set sail.

    2. No visual safe zone on the world map. 

    Is this really a problem of the game or problem of player?

    When you enter a game that tries to be an open world sandbox (btw it means open also for ganking and sealclubbing) then what do you really expect to happen in the long run?

    Maybe these people just joined for ships and didn't realize they are entering the gankbox but they can't say they were not warned.

  14. If I capped a Vic I would sail back and I dare someone try to take it back. ;) In the end if I die, I died fighting with honor and did not cry and that is better than any gold rewards. Knowing enemy got -1 pixel 1st rate and they had to sink their own ship. 

    Notice (everything below Santisima and Victory since these are 1 durability anyway)

     

    If you remember - we said some time before that current resources and welfare Gold for damage are temporary to provide everyone with enough funds to test the game better. I don't not think money for just shooting should stay in the game.

    Good to know, I never read anything like that and had an impression that this shooting-for-gold is the inevitable norm in this game.

    So perhaps it would make more sense to drag back captured ships under those conditions then though I doubt it would be anything more than a nuisance for average player. Let's see how you implement it before judging...

     

  15. It's impossible due to the number of players - because they will never arrive then.

    Bots sail slower, under crewed bots will be easy targets. No point to even do this because it will be a fake feature. 

    We believe that captured ships should be brought back to port by the player. Even Sid Meier's Pirates had this. 

     

     

    Regarding less PvP comments:

    if done right we believe that there will be more PvP because of increased traffic bringing valuable ships back home. 

    Maybe you are overestimating the value of yellow captured ships (everything below Santisima and Victory since these are 1 durability anyway). Why would anyone sail them back and put themselves at risk of being attacked while not at full complement and spend downtime if they can make same amount of money or even more by just sinking the enemy.

    And would undercrewed players sailing their captured ships back provide any more meaningful resistance once caught than bots would?

    I suggest send ships back to port using the current delivery system you have now implemented to decrease downtime for everyone.

    • Like 1
  16. In that case i think Morale needs to play a bigger role in Boarding. 

     

    Usually most crew is dead before morale is down to 0% ^^ 

    • Increased morale loss when your crew dies during ship combat
    • Increased morale loss after mast falls
    • Add some epic officer that lowers enemy morale in boarding when he swings his sword  (someone can now go and add it to officer proposal topic!)
    • Like 4
  17. What do you mean you have no idea when a patch will come? We provide updates every month its even stated in the first announcement on steam. 

     

    PS this would be the features if this was rust. 

    • Permadeath (you have to restart from 0 on death)
    • Ports are fully robbed on capture (all resources are looted, all ships taken, all buildings burnt)
    • Ships have 1 life
    • No teleports
    • Food, water requirements for you and your crew which dies if you don't have water after 3 days at sea. 
    • No NPC traders - all have to be player delivered
    • NO NPC ships - only players!

    Can you guys handle this like rust players? We can make an experiment one day. But we know what will happen. 

    Make it happen

  18. Thing is, that those changes wont help much making unpopular ships more popular. Only thing you'll achieve is forcing people into sailing 6th rate downgrading from a frigate. Guess what? People will choose Mercury or Niagara in this case. How will that help Brig or Navybrig? When it comes to SOL's, no one with half a brain will sail their biggest ships in OW afraid to loose durability ( maybe crew with that also ). No person will ever sail SOL in OW like they are sailing frigates right now.

     

    Basicaly this idea implemeted the way it is proposed will only make people sail mercury or niagara more often. It's not helping unpopular ships to become more usefull. Cerb, brigs, SOL's will still be a no go for OW. Is it really worth it? I myself would hate to downgrade for 6th rate as I dont like any of those ships. Not sure about other captains.

    I hope it will not have the same fate as the brief honor kills system that forced people to sail the ''filler'' ships to rank up or become an additional reason to afk/log off when the wind is unfavorable for your favourite ship. We have an open world sandbox and somehow people choosing the most effective tools is a problem it seems. It reminds me when WoT tried to make historical battles but failed and had to cut it out of their game because everyone wanted to play Tigers and Panthers instead of Panzer II's and no matter how much they increased the rewards for the lighter tanks trying to make them attractive, they remained unpopular.

    • Like 1
  19. Just looking forward to the new ROE, whatever it is. Currently this is NA's PvP:

     

    1v1 in equal ships: 90% of the people run

    1v1 when aggressor is in smaller ship: 60% of the people run

    3v1 anyone nearby who can pile in to join the numerical superior force is more than eager to due so

    5+ v1 you have to hold a lottery to see who can join the line is long 

     

    Makes you wonder if 90% of the people run from a 1v1, then what do we take from the majority of these posts? Anyways, flame away....

    This is sandbox pvp and it's been like this since pretty much day 1 of OW and will remain so, don't think any roe will be changing that if they intend to keep this game as a sandbox. To bait people to fight back you have to basicly gimp yourself by attacking people who are in bigger ships. 

    Also have noticed people tend to leave their nationmates under the bus so to speak when they could actually reinforce the guy in trouble many times by casually sailing by pretending to not notice or just wiser to not risk their durability for some random who they don't even know.

    • Like 1
  20. I said the opposite of all of these things.

     

    I have learned how to solo 4 players and sink 2 or 3 before getting away. I have learned how to sink two in a 1 vs. 6 or 7 fight before dying. I have learned how to fight retreating battles in a 6 vs 15 fight and get sinks. You only learn this by being forced into extreme pvp fights.

     

    With great odds you need to hone your skills far more than fighting even battles. You can't make any mistakes when the odds are heavily against you otherwise you go down fast.

     

    Even fights are dull and generally generate very little excitement. You can make numerous mistakes and still come out on top. In even fights unless you are really out classed those fights just aren't as epic. A fight with generally even odds unless it is massive (25 v 25) just doesn't hone skills like fights do when great odds are stacked against them.

     

    My entire point is making fights more even doesn't make the players skill any higher, it just makes it easier for bad pvp players to win more fights. It makes players lazy since the challenge now goes out of it.

     

    Making fights all equal and fair is like giving trophy's out for participation. That doesn't make anyone better. Competition in its most extreme makes people better.

    Fighting while outnumbered is all very heroic but reality of situation is 90% of the server would rather 6vs1 instead of trying 3vs7 and that's why we are getting to try these beautiful restrictions. And as you said it yourself, people like to minimize their risk and increase their winning chances as much as possible.

     

    Players never improve their skills unless faced with extreme threat. They always take the path of least resistance and it makes players lazy.

    Why bother improving anything at all if you can just outnumber enemies and be done with it? It's war after all and RvR and whatnot.

    • Like 1
  21. Actually it will dumb down PVP not increase the skill of players.

     

    Players learn to fight better when they are forced to not when you spoon feed them. Having to learn how to take on a beat 6 players when you only have 3 when out gunned or learn how to survive a 12 on 1 duel makes players better.

     

    1v1/3v3 creates PVP for dummies.

     

    Players never improve their skills unless faced with extreme threat. They always take the path of least resistance and it makes players lazy.

    ?

    Are you saying that having to rely on yourself and not on the countless meatshields and dps slaves you can bring to the meatgrinder will somehow make you more lazy? I believe it's the opposite from experience, all those epic RvR guys who got caught outside their packs were as clueless as expected without their bodyguards lol

    Also 9 times out of 10 when you gank someone, you are not being beacon of benevolence forcing them to get better, they just point at 135 and afk sail away to waste your time in spite. You can't force anyone to learn shit if they don't want to do it themselves and before you open fire, I am not supporting these restrictions since I believe they will not help anyone anyway.

     

×
×
  • Create New...