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PowderMonkey

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Everything posted by PowderMonkey

  1. No it is not are responsibility, But its what we can do to help, your personal issues with the game have nothing to do with this post, all i was asking was for us to band together and try to make post wipe a lot more fun and give admin more data Post wipe. Sadly this community has degraded to something alien and grotesque, wasn't expecting this much negativity from a request!
  2. All this complaint about transporting goods, why don't you trade players who have access to the goods, back in this time period every region had access to diffrent goods, you all are complaining about not having easy access to every material in the entire map, simple way to fix that implement a contract system players in any port can see and they will fulfill the contract bringing you the recourses or vice versa, then PVP players will see which ports are gonna have traders going too. It fixes your 3 hour trade route, and gives traders content. This Post isn't about NA issues it's about bringing players back and getting the game properly appreciates and to fix these issues, Not to gripe and fight. Has the community really turned this bad?
  3. There is a lot of negative aspects to the game as pointed out in many other posts, and have been present for some time. I personally have issues with the game that can never be fixed, and does make the game un-enjoyable but the fact remains if we all abandon the project then there is no opportunity to fix these issues! Alot of us have issues with the game but lets just see after wipe if Admin and the rest surprise us and make the game better! Also, the lack of content in the game is an issue but we can create are own. Organize tournaments, community events for the entire player base not just your friends and clan. We all have issues but what the game needs is player vs player content and its up to us to create that, I just hope they figure out a way to remove META ships from 4th rate PB's and 1st rate PB's thats all id like to see, and maybe for awhile the crafting changes, making it more tedious might help that
  4. Hello everyone, i have been a part of this community since Sea Trials and have loved the game and the community. Some of the best moments were when we changed and directed Admin and the others to improve the game. Id like to ask a favor from all players who are still active on the forums, pass the word along to everyone who has quit or haven't played in a year to return in 2 weeks (lets hope they keep that timetable). Organize are selves so we have constant community wide content we will make our selves. If we pump up are numbers we increase are content we can enjoy. I do hope everyone does come back and we show how much we love this game
  5. Good luck with the ship change! I do hope we get a population return in 2 weeks, let's hope everyone comes back and plays! A bit dissapointed it is delayed, but not surprised. Good luck!
  6. Upon release of more content id like to propose a feature, a tax rate when you join a armada, a rate a guild lead sets and its applied to all transactions of the player that involves all transactions when you make money. It will be a rate you set, and all funds will be transfers to a account (or if your feeling audacious a account of a players choosing). This will give armadas better management of Gross income! Itll work exactly like EVES, and since you have to join a fleet for it to apply it wont get out of control because people can just leave!
  7. Privateers are always welcome as long as you sail under saints iron fist wear are flag and give all your prizes to us!
  8. Id like to suggest a choice of many figureheads to choose from in a cash shop, like rams, mermaids, birds, sea-monsters, and maybe ornate figureheads that take up your whole bow. This will bring cash flow and make ships a little different if there the same ship, also the best part money, it affects nothing in game but brings accessories to make you look better than the competition!
  9. Will you be adding schooners of 2 mast or more? they were quite common at the time for piracy, merching, and privateering plus they were added to navy fleets. heres a few pictures if i get a response ill begin posting the plans and ships ive researched, theirs many during the time period we have.
  10. If this game is only battle and everything else is secondary, there just following the cookie cutter model of all MMO's, gear up pvp endgame or in this case grind up to ship and equipment pvp. some poeple like that i for one dont, i want PVP, exploration, merching, Influence, AI SuperPowers, and the ability to own sections of coast and sea persistant and mean something except bragging rights. THAT is a game not a instance based simulatoir battle game. Open world is much more than a none battle arena map, its a concept of true freedom from the endless gear grind, Tier grind, and money grind, it awards players of all diffrent play styles, it makes you wonder what will i do today? not will be faceing 20 1st rates god so unbalanced. The thing is we as a commuinity have to understand that open world isnt just a lable and a open map, its a complex machine that has many cogs that can make it great, or one big cog that will make it fail. Game Labs i hope you see this comment, because i truly beleive with your passion and work ethic you can give us a battle game of the naval era with all the individual cogs included to make this game a true and persistant open world.
  11. Sadly the arguemnt isnt about cannons and loadouts, its about cargo capacity and game logic (remember in a game everyone thinks diffrently about risk and reward than in reallife) in a fully armed ship of war, with provisons included for a 3 month journey is the average, but in a game why couldnt i just take half the size of my biggest cannons all fully crewed i could take half the cargo space of a merchant vessel so i would make two trips, but with an extra 3-2 knots of extra speed, two decks of cannons, and a full complimet of crew plus enough provisions JUST to get to my location. The merchant men carrys more, yes but thats its only advantage over the frigate. Remember in the game world specialization because everything is quantified, is much easier and repetitive tasks can be farmed.
  12. The thing is is that the early clippers were almost to a point, had crosswind yards and weren't square rigged, when pushed into the wind by a privateer or pirate group (yes there will be those groups, and yes they will outnumber navy groups 3 to 1 is my guess) your now slower and a sitting duck for them to kill you. These ships were square rigged and could travel in the wind, making them capabale of outrunning foes and blockades in most wind conditions. That is why i want them included, if Game Labs doesn't include ships to give merchants a fighting chance upon full release the beating heart of this game (carrying and trading) will die out due to the over population of pirates. Merchants don't need guns or armor, we need to have two choices, fast ships with limited cargo hold to solo trade, and bulky ships for supported trading. I personally have experienced this in EVE, and Archage, pirates are a dime a dozen, dedicated traders are rare, and people to hunt the pirates were, for every 6 pirates there was 1 person to combat them. its sad but true and keep this in mind not everyone has a group to play with, and some like the solo experience.
  13. yes i see all the good points you've all laid out and see the complications, and i think my case has been thoroughly trashed and sent off hahahah. Its sad to think that all us merchantmen will have a limited selection of cargo runners, bulk carriers and thats that. and to be so fragile and slow. Just seems like to me this is going to be another game where the economic ships will be just stepping stones to other vessels, and the poeple who do stay with the merchant ships will be loseing them to the horde of pirates that will be present upon release. I do like historical accuracy and the timeline, but i dont like the idea of being stuck with slow merchant vessels if i want to carry anything over 40 tons. But thats just me hahah can a moderator close the post?
  14. Sadly this is a game and you cant force behavior on players. and due to accuracy of the cannons you can pretty much hit the masts, back then the only reliable way to hit masts was to close in to nelsons tactic range (right beside the ship) a fix could be adding a extremely high bounce to cylindrical surfaces so from range you couldn't take down masts.
  15. This topic has devolved into a argument, and for the sake of realism and historical accuracy demasting will always be here and Reki, you have to understand that this is a SIMULATOR NAVAL COMBAT GAME, demasts were common, crew giveing up fighting was a thing, this is not Potbs 2 and if you want it to be that way so be it, go create another game to suit your taste, masts are weakness like the back of a tank people will blow off your track and hit you in the but cause its historically accurate and happened. You seem to be complaining about anything else except the English style of war (primarily nelsons) roll up alongside and fire as much as possible. So admiral nelson i wish you luck on the open world please remember that people who have open minds and tactics will win against tunnel vision opponents. (most of the time)
  16. also weirdguy clippers WERE REPLACED by steam ships, where did you get this info? the last ship that was a clipper to operate was the cutty sark
  17. Also maturin how so? its a unarmaed ship capable of 17 knots, with limited cargo space. so in essence how would it be overpowerd?
  18. Weirdguy, all those points no, First all sail, second only metal skeleton and that were the ones in 1854 on, 3rd no engine, 4th all wood exceot skeleton mast included.
  19. Thats another very nice vessel, too bad its just past the timeline. i hope there is a alternative to these vessels dureing this time period that operate in the same way, but i cant find any hahahah!
  20. If you cant track targets with your cannon fire, then dont complain when you miss. and there unarmed and in reality arent faster than the trincomalee (ive broken 17 knots in it and in my consti i can hit 16) so in reality if your in a frigate and use chain theres no way i could get away, just saying. Also if the game is a instance game count me out. im not playing a dungeon crawler in the form of a naval game.
  21. Reki, you misunderstand he was perpendicular to me and my squadmates so yes it took that may balls to take out his mast and if you havent noticed fireing a 32 pound iron ball at high velocity even is hit just once on a mast dead center could weaken it enough to bring it down solely on wind strain, you have to remember this isnt going to be a game of who can aim for the waterline the most and fire faster. simple fact is with no moral, no ammo, and no ability to surrender this will keep happening, upon full release with these features including, demasting will be much more difficult to pull off ESPECIALLY if your smart.
  22. Hello and i know these ships were 23 years past the time where this game is set, but due to the ships being unarmed id like to make a case for them to be included. these vessels were extremely fast bulk transporters, usually used in the tea trade, and could break 17 knots (like the trincomalee we have now) ill present a few at the end of this case but hear me out. Every game should have meaningfull progresion and including these will give a nice step up from slow and limited merchant vessels, giveing us traders awsome ships to look at and enjoy! i will give you the specifications on my favourite of the bunch the Cutty sark. Keep in mind they were a composite frame of a iron skeleton and wooden outer coating this could easily be changed to full wood for playability and i dont mind if you change them Cutty sark: http://en.wikipedia.org/wiki/Cutty_Sark Wiki link for career and general information: Plans and drawings Please consider changing the skeleton! please see attached. I do hope you consider this vessel and others of this class, there is many to be made! Regards PowderMonkey.
  23. what i mean is simply, in a vedio game the lines are blurred on a customizable game, if you were given the choice to carry 300 tons of cargo in a slow, unarmed vessel or on the other hand lets say a 38 gun frigate could carry 300 tons of cargo while fully crewed and armed for battle would you rather sail a merchant ship or your 38 gun frigate fully armed, faster. thats what i mean. I dont want any ship in NA to just be a stepping stone, all should have a niche they can fill and in the sake of playability paying your crew will probably not be included so there will be no downside to useing a frigate over a merchant vessel. Also being overwhelmed in anything means your going to lose, so that doesnt really make the merchantman and frigate any diffrent, the argument here is to make merchant vessels usefull in the grand scheme of things, not a ship to just grind through.
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