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Kanay

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Everything posted by Kanay

  1. edit : Never-mind it's only the dropped ones here, sorry for the confusion and thank you for the lists and work done on this, very helpful
  2. Starting to get short yeah : Still a few books possible to be added here i think, the speed trim for 4-5th rates, the art of ship handling seems to be a book going there and the proper cargo distribution one too, i have the later and keep it until i can make the art of ship handling one, and hopefully find another cargo distribution book later to add too, also light ropes and blocks probably ending in this section too, and following the UI design it seems i have room for only 1 more then it's the unknown... if i ever get lucky to make me the Art of ship handling one i will find out, until then i will not add a single book to this section and take the risk to note be able to use the art of ship handling one later ... Have also room for apparently only 2 more book in the boarding section now and quite some stuff possible, i am only one book away from making the 5 rings book, and what i am missing now is ... tada... the freaking fire book i used when i started :faceplam For sure i would like to find the " How things work in this game" book that will give me some answers, but seems like the Dev's keep this one well hidden in a secret place, unfortunately for us.
  3. Yeah... i did not knew it could be used for something better... Kept the water book when i discovered it could be used for something better few days later... Wish i could take it off from there and put it back on the library ... And also wish i had a library to store those things taking too much room in the warehouse ( same as upgrades not able to be stacked ) Hope this kind of noob error will not take one slot for nothing in case we are limited for books we can learn ... They probably know and it's most probably a prank on players.
  4. I hope he does I mean if the creators of the game don't know there is a problem ^^ For now i am storing books here and there until i know i can use most of them safely without being limited... won't start to learn a book bringing not much as bonus to get limited later
  5. bumping this but nobody have the answer to this simple question ?
  6. Hi, I asked the question in game chat but had no answers so i ask it here in hope to get a clear answer to this : The game seems to have quite a large number of books, the UI for the " Library" of books used seems to have a limited space for them, i don't know if the UI is dynamic and will adapt or not, until now i did not saw much examples of dynamic UI in this game so i have a doubt and have to ask before screwing up. There is still quite some book possible to be added for boarding or speed for example and room seems limited, so question is simple, do we have Captains with " limited Knowledge capacities" and do we have to make some choices for what we can use as books or the UI will adapt and create a second line so our captains can learn all stuff possible to be learned ? Since i restarted recently i did not paid attention to this and used the books i found, without knowing that for example the " Fire Book" could be more useful making the special 5 rings book, or spending 100 marks making an optimized ballast just to receive the next day the art of proper cargo distribution doing the same thing but a bit better, have not used it yet, want to be sure i am not limited for books space. Thanks in advance and i hope i did not screw up by learning all i could and doing this limiting myself :/
  7. Yesterday during PVE missions grinding xp for slots on my ship i had numerous times a single ship dropping 2 upgrades or books, never had more than one book or upgrade from a single ship before, when lucky enough to get one, not sure if really lucky or if something changed in the drop tables yesterday, best i got yesterday was 2 upgrades + 1 book from a mercury and a Niagara, both sunk and looted in a same mission...
  8. I don't know then, he probably offended RNGesus ... The lottery is bad and your friend is an example demonstrating how bad it can be, like back in the days when we had to craft 20-30 ships at pure loss just to get a BP for another ship, or make 10 same ships before getting the speed outcome we wanted and so on, not it's even worse with so many upgrades and books out there that only a few chosen ones can grab... Just frustrating like any other lottery "game", if this term can even be used, a game is supposed to be entertaining and fun to some degree, there is none of this in lottery. Does your friend get some repair kits or rum at least from the ships he sink ? or even medium cannons that can be sold for breadcrumbs only ? Only hope for him that he gets something nice quickly to not be too much more frustrated by all this than he already is. Nor ships used will matter much in such cases, however the real question is with 2 players equally skilled using 2 same ships, one full of nice rare upgrades and books, other using crappy ones or none... the advantages given to one will make all the difference, and not a small one.
  9. Silly question that needs to be asked just in case : does your friend approach the sunk ship close enough and use "x" to explore his cargo ? Small ships, even cutters in OW drop stuff regularly for what i could see, rarely good stuff but they do. As for the rookie missions the balance is completely off and probably extremely difficult and frustrating for new players given the ability of AI to do things no ships player controlled can do... As for the upgrades RNG stuff i hate it, they removed RNG from crafting process.... just to add more RNG into the game with all those drops able to transform completely a ship or turn them into motorboats, the books, the upgrades, the special notes you need to get + books to make more special books... All stuff should be possible to be crafted or grinded by all players after a few, RNG is bad, always was, always will be, don't know why some games still use this silly artificial mechanic nowadays ... Players " We don't want RNG stuff in game" ... Dev's "Ok guys, but let's add some more RNG ..." , i simply just don't get it. Getting 4 or 5 exemplars of a crappy upgrade that is worth nothing in terms of value or efficiency on a ship, just good to occupy one more slot to store it as they still can't be stacked to keep them for later use ... meanwhile some will get "lucky" and drop important stuff making a decisive difference on them ships, one of the most detestable things in this game or any other game having similar mechanics. All this does not reward the player for what he does in game or the time he spend he game, it just push to silly grind crossing fingers to be lucky one day and gives the illusion of some game content when it ain't... It's like playing lottery games for 20 years in hope to one day get a decent price that will probably not cover all money ( and here in game playing time ) wasted into this lottery. I made an optimized ballast waisting 100 pvp marks into this, just to get art of cargo distribution the next day offered by RNGesus ... both books doing the same thing with a tiny difference for roll rate being -8% for cargo and -5% for the optimized ballast... this is pure frustration, waste slowly collected marks into something that have no more use after RNG strikes back ... One question while I'm at it : are we limited for the number of books we can learn or is the UI dynamic, seems like for some things there is less room for books in the UI than there is books possible to be learned, wondering about this and if our captains have a "limited knowledge capacities " ...
  10. Sorry but you won't bring a tear on my eyes when a warship fully gunned and crewed is able to do almost 10kn more speed in OW compared to a trader not even loaded at 2/3... Pop out in OW and catch it in a blink, then ruin his sails in a single broadside from his superior firepower ... let's not forget his superior number of knowledge slots too... With the new ridiculous speedboats OW speeds and the still small draw distance for ships poping out a guy blink his eyes and click on a ship just displayed to have his identity and he already have a ship running at 30Kn+ in OW chasing his poor trader not even fully loaded but already being a whale. Yup, not even starting to get my eyes wet about the poor fate of warships vs traders... It's just ridiculous how it became now...
  11. Sheets are an old habit i have from the early days of OW when all shops had different buy/sell prices, and prices fluctuating all the time between a low and higher value depending the demand/offer, and you had to visit the all the shops in your trading destinations before having an idea of the prices, i'm used to it, it allows to cross various data and get some interesting stats on things, and will probably continue with such system even if something is done in game yes, the picture is only one aspect of the sheet. Like i said to keep track in game of transactions like you suggest it will be very heavy, they will have to keep track of all players transactions, take in account that not all materials bought at city X might be sold at once, that not all same kind of materials will be bought at the same price, it will be a heavy database to manage and never could be really match the real prices in the end i think. Something more simple will probably to keep track of only the last 5-10 transactions each player have done on each product, then they can make it like once in a shop when you hover the mouse on a product name a small too-lip appears with the last 5-10 buy/sell transactions you have done on this specific product. Additionally they can make a kind of Captain register in which you will have all the list of your transactions done in a month, a bit like current one above the chat but keeping logs of previous sessions so you can display all your transaction you have done on the Carolina Tobacco to follow your example. I'm just afraid how all this will be heavy on them database, the shops seems already very laggy probably due to the numerous access to the database by all players and all transactions done, UI used ot be responsive before, now with a lot more products in game it became a whale, it is possible to do something yes, but can or do they want to do it and invest on this, for development, for databases management is the question. It will make many players life easier indeed.
  12. This will probably be extremely demanding as if you buy one product in small quantities in various places at different prices you will need to get the average of it, if from this average sold price you then take in account that you sold let's say 100 units and kept 100 to craft something then it ill be messed up too. I use a sheet for this kind of stuff and keep track of my transactions, something more or less like this : left part is bought stuff, right part sold stuff. Cities are blurred here, but it also helps when you need something to remember best prices to buy and sell ^^ I just need to set the quantity bought or sold, the total cost i paid, then get all the rest set automatically like price per unit weight per unit, total weight, benefit, % of gain etc crossed with some other sheets... Wanted to do a stat based on travel distance vs gain too, but not sure if i will one day bother to find a way to get distances from city x to city y when i use the scroll down menu to set city sell and bought location...
  13. A trader lynx fully loaded will have same difficulties to reach high speed as any other ship. If you read what was said earlier i explained that no trader ship ever sailed empty, they were not designed for this, they carried loads of ballasts to simulate weight if they had to move with no cargo for some reasons, today we can still find in some old ports those accumulations of stones used for hundred of years for this sole purpose, once arrived at port they removed those stones ballasts and replaced with the stuff they had to haul, this is still seen in some countries like in the Arabic Gulf and them traditional transport ships, in game however traders get penalized for speed as soon as they one one single unit in the cargo, they were not working like this no... traders should start to get a peed penalty when let's say you have reached half cargo limit, not before and overall speed penalty when fully loaded should not be great as it is now, keeping it proportional to what is now but starting only once half cargo is reached.
  14. And i have the regret to inform you that i don't understand your answer either ... Those tiny traders are not fast... if you compare them to them armed counterparts... Of course if you try to catch such profiled ships while using a square sails ships they will leave you behind while sailing against the wind, and it will be your own fault... Use the right tools for the right job, rest is incompetence ... Them capacity is really low, i'd better make a Trincomalee or Connie build in fir and Bermuda Cedar planked, ships able to get 5 knowledge slots, well fitted for speed and under-gun it, keeping max large caliber on stern to shoot sails and adding only 4pd's anywhere else or even no guns at all to keep nice speed, at least i will profit of a larger cargo, have way more speed than a Tsnow, Tbrig or LGV, scare some smaller ships who consider attacking me, will be able to defense tag lot of stuff and so on ... A trinc cargo is 533, a connie is 751... leaves some room for quite some rig repair while being better than a trader lynx for cargo and way better than a LGV or Tbrig for anything else ... I see things did not changed in this game, those who like a false pretense of pvp against defenseless ships are still finding all possible excuses so the traders ships remain easy meat... Does no surprise me to see traders ships nerfed to abysses after my come back ...
  15. Nobody asked for safe or immune traders, just asking to not be the easiest meat in game for every noob crossing the path on a trader ship. Trading is the base income for starting players, you really expect them to have grinded enough to afford escort ships, to afford crewing them + enough grind to have all perks unlocked ? I probably won't use such perks and limit myself in combat with other perks missing, the reset perk stuff is only usable once so it's another useless thing from my point of view, if they make it like 300 or even 1000 marks to get and allowed a reset each 48h it will be useful, for 48h you do combat stuff, then you can reset it and apply some other perks and do other stuff like focus on trading for 48h and have an escort even if I'm really not convinced by the AI escorts as good defense, against a solo guy probably yeah, but only a couple of guys are needed, one to distract the AI and focus fire on him while the other one focus on trader to board it, plus you need escorts with same sailing profile to not be penalized even more for speed in OW if it's still like before, the short draw distances for other ships with higher speed now in OW is really a problem, enemies popup and get on you in a blink, you can glass the horizon all you want and make the camera spin non stop at 360° to scan around the reaction time is so short that you will be tagged quickly and not even have a chance to destroy the heaviest goods you are loaded with and this while not even fully loaded, full loaded the only thing you will escape is a mortar brig ... For the delivery missions the biggest craft XP i recall have seen is 50 or 51xp for a delivery mission, there might be higher ones i don't know, and as lvl 50 crafter it does not serves me anyways. There was one offer for 94 canvas rolls to deliver 20-25mns away with good wind, if you find them on a NPC shop at the lowest possible price available on the entire map, at 162 gold it makes 15228 gold paid for the 94 units, the delivery offer gives you 22484 and 50xp + 50xp craft, makes a profit of 7256 gold, for a trip taking around 20-25 minutes just to go to this free town where hostile activity is probably high, makes a 48.15% benefit per unit. This same destination already buys the same goods at 208 according to the trading tool, 28.4% benefit per unit, the contract for 94 units with the benefit is like selling them for 240 compared to 208, but you will be able to load and deliver a large quantity of them instead of 94 only, you will make a bigger profit per trip. If you craft the canvas rolls yourself you loose cash due to LH's price not accounted in NPC sold or bought stuff, your mate destroys and rebuild and an outpost -15k each time you do this. For the few i saw the most profitable destinations are Capitals and free towns, by a good margin, more chances to be ganked near capitals and free towns too... Is the risk worth it I'm not sure. What I'm sure about is that I can not see how this is better than finding a spot with AI traders passing regularly and attacking them, with one of the early 5th-6th rates you attack a brig or snow, shoot the sails with each of your boardsides to slow it down enough, prepare boarding, board it and you done more profit in less than 5 minutes and with no risks involved, you might take one or 2 broadsides now that traders are all armed but it will cost almost nothing to repair in a port, or you can take a bit more time and get a LGV in a very short time for 17k profit just for the capture + the loot you might get out of them that you can store in outpost, accumulate materials until you have good loads of them and then sell them around where the profit is higher .... or do small level pve missions that are still more profitable for income per time spent compared to delivery missions, even at low levels. Unless you had the delivery materials needed for a very low price ( like loot coming from traders ) and the destination is on the path to where you already plan to go i don't see any reasons to use deliveries, i can make more profit in a 10mn trip from one city to another close to it and a profit of 20% per unit carried, and can do this back and forth until i deplete the stock of producing city, travel time is short, risks are limited and benefit while not big is surely bigger than the delivery mission.
  16. Yup, if they change delivery missions a bit, this wasn't present when i left the game, looked a bit into them and it seems like a complete waste of time to even try them. Saw some missions where you need to travel for 30mn with only a few quantity of goods, 30mn with good wind to make barely any profit out of it, i mean you can spend 15mn-20mn in a LGV attacking another AI LGV, dancing behind him, shooting his stern and killing crew down to 60-50 before capturing it, get all his loot, sometimes you are lucky to find some interesting stuff that is worth some cash, sometimes you get 50 salt, get 3 pve marks and 17k on top of it for the combat ( not sure how many new combat marks it gives since today tho ) . The 17k alone is more profit than the delivery missions offer for a 30mn trip for the few i saw, if you attack a LGV in any warship it will be even faster and while you may not be able to get all his loot in case it have some heavy stuff it's still more profitable than most delivery missions i saw for now.
  17. I already asked for having 5 slots upgrades unlocked based on travel XP instead of combat XP, not getting them automatically like now and not getting limited to 3 only, not like traveling for hours in slow whales is less risky than fighting mostly dumb AI ships in pve missions to unlock slots on warships anyways. I know the advantages and the disadvantages it gives me when against the wind, the best is to choose when you travel to get the best winds, with a few shops stops on the way if all is well planned you can profit of best wind during almost all your long trip, might be more or less easier for each trader depending if you are in a corner of the map or more in the middle but it's doable and it's just a matter of planning things before leaving. I could not put my hands on other upgrades and books for now just after barely one week in game, but the speed gain is there, i know already some of the books or upgrades i want, need time and luck, or both to get them, still remains that cargo loaded will turn the ship into a whale and you cannot be efficient wiht those square sails traders ( i leave the indiaman out of the equation )
  18. Was he even loaded with something is the question. Were them using the same upgrades and books is another one, and with a Renomee full slots open vs a trader brig with only 3 slots who had won the race is the last question My LGV is fast empty but a trader can be fast as he want empty it serves no real purpose, if you plan your stuff well you rarely sail empty in the OW anyways, if a trader like the LGV or Tbrig needs to have less load on board than a trader lynx to have a tiny chance or survival you better go directly with the lynx and load it fully, beside meeting a privateer or lynx and such you won't risk much even fully loaded and will be still faster on most of your trips, while fully loaded.
  19. I never used the extended cargo space perk, like i said earlier speed is the best asset for a trader, won't ever use a perk lowering it, many players i know have the same mentality and never use it, don't know why you guys think most trader use this . You don't need to be full of cargo to get already slow, and again like said earlier, when you are 1/2 cargo you should not be penalized for speed, ships were designed and optimized with cargo loaded, they were loading tons of ballasts if they had to make an empty trip. As for upgrades weird choices some can make ... Do you really assume all traders make mistakes when selecting them perks ? For now i put all i could find giving me an advantage ( don't have much since i restarted only one week ago ) on a LGV fir+fir, studding sails, a treatise on square sails trim book, a treatise on rigging handling and a Spanish rig refit ...I am penalized against the wind with those but i plan most of my trips in function of the wind direction to be optimal... Hopefully i can put my hands on a cargo optimization and some other stuff giving a bit more speed, but in the actual form it is fast ... when empty... when you start to put some weight you became a fat whale in open world and battle sessions ,let apart loading it fully. Remains again that a warship will be able to use more options with 5 slots compared to a trader limited to 3... So you can flip it all around, up and down, left to right, traders will always be at disadvantage... Unless you only goal is to travel empty or loaded like with less than a trader lynx which in this case is pointless since you will more likely be able to escape most offenders using the trader lynx fully loaded... and on the top of this will have shorter trips on long distances hauling compared to the square sails ships .
  20. Beside the chaser ones it's useless to put guns on the Tbrig, you still get 60 crew to man the ship and the guns... it's just dead weight that will serve nothing in terms of defense or efficiency like trying to hit the sails of the attacking ship(s), same for the Tsnow, side guns are pointless, difference of weight can be seen as the difference of crew and provisions and stuff needed for them between the trader and warship variants. The LGV have 9pd's and nice load of crew, but will be most likely heavily outmaneuvered if you try to fight back, quickly get his crew graped to death after only a few minutes, and usually you won't build such ships with strong wood anyways, the best asset for a trader ship is speed, first to do the work faster and gain some precious minutes in long trips, then to try to escape pursuers (which they cannot do at all now if a bit loaded loaded), more likely traders will be built with very light wood and 6pd's will be enough to ruin it quickly, LGV doesn't have any stern guns that could be of great help for a trader ( it had some additional guns able to fire to the rear irl but not in game... ) , this making the trbrig even better with only 150 cargo less, cheap cost to build and buy, less crew loss that will need to be replaced if ship is lost and a better speed + his stern guns able to tickle a bit the sails, with low effect but still a plus.
  21. I did not asked for them to be faster than warships, i did not asked for traders to be immune, most guys hunting them before used fast ships with speed mods to attack or escape more easily, trading ships already and always were easy meat before those changes, but now they turned them into sitting ducks once they have a tiny bit of load and on the top of this crippled them with only 3 books upgrades instead of 5 for the other type of ships, and not even a thing like the Art of cargo Distribution book is exclusive to traders only... just to make sure the first noob passing by can take them down more easily than when attacking AI trader ships ... The LGV while needing a permit to be build, while costing more and needing more materials than a trader brig can carry only 150 more than the TBrig, and ... it is also slower than a trader brig... Traders like i said earlier were not made to run empty, when they had to do it they carried loads of ballasts to simulate the weight they were designed to sail with, once arrived at the destination port the surplus of ballast were removed and replaced with the merchandises. In game however they start to loose weight as soon as you put some things on the cargo and become whales once your start to half load them, combined with the short draw distances of ships in OW and the fast speed in OW for the attacker compared to a trader this turned into a ridiculous baby seals hunting for the first noob crossing the path of a trader ship. Game needs a lot more of trading now, long trips, and you cannot decently think that some guys will dedicate a lot of time just playing the scarecrow escorting them... Traders always received the low end of the stick in this game to provide easy targets, but this time they pushed it way too far.
  22. Is this a joke ? They are damn slow once you load them a tiny bit ... They can not use as many mods as the guys hunting them with ships for speed and boarding, and they are already way slower than them from the start ... As for escorts ... the game favors long trips if you want to make some kind of profit, and not necessary big profits, good luck finding someone who will sail for 2 hours just to escort my LGV in a 1 hour go and 1h come back trip ...
  23. Yeah traders are fat whale intended to be free meat for everybody crossing them path. Also why does traders gets only 3 slots for adding books stuff when others can cumulate 5 books of knowledge ? Why cripple them even more than they are ? Why not allow to unlock 2 more slots but instead of combat XP it will be based on travel Xp for traders... At least they could get some little bonus like any other ship. Oh and allow some books like "art of proper cargo distribution" to be mounted on traders only, not on warships to balance a bit. One thing that really bothers me since i came back to the game is how the cargo affects the speed, in real life no trader sailed empty, if they needed to sail empty they used stones as ballasts, we can still find on some old ports large stone depots used for this, on most ports they were used years ago to build or consolidate sea walls, but we can still see this practice in some countries of the Arabic Gulf with them traditional transport ships, yet in game as soon as you start to load a bit of stuff you are already penalized for speed, it should not be like this, the trader should start to loose speed when it's 1/2 -2/3 full to represent this. The loss of speed in OW for a LGV from empty to 3/4 or full loaded is just atrocious and leaves absolutely no chance to the trader if he meets a bad guy, beside trying to delete all cargo you will be caught in no time as other ships display distance is rather short and OW speed quite high for them, if you have only one single sort of product it might be doable but if you carry multiple things you will be caught before the first one will be thrown at sea. Thing is the Dev's always penalized the traders, i come back to the game and can only note that this is even worse than before, and since now trading is almost an obligation for many just to be able to afford sailing a small warship this is a real disaster. I do and put the few i could afford as i restarted not long ago, remains that warshisp are faster from the start, empty to empty ships, and they can have 5 slots for mods when traders have 3 only, and they won't be affected by the load as a trader will be on the top of this.
  24. I said the same stuff yesterday after discovered hat they done to this ship : Any small class ship can take on a LGV and stay immune to it, just dancing behind his ass, shooting sails and then killing the crew easily , the LGV won't be even once able to get the small ship in his sights, for 5th rates it's a piece of cake... Let's compare LGV to Trader Brig : Speed in favor of the trader Brig, 11.95 vs 11.90, and i have yet to try in a battle session fully unloaded to see if i can even reach the speed indicated on the stat cards. LGV have only 150 more cargo than the trader brig Trader brig can enter both shallow and deep ports when the LGV need only deep water ports Cost to build, permit for LGV + more materials cost than a simple trader Brig Trader Brig have a lower Battle Rating. The crew needed, 60 for the Trader brig, 240 for the LGV ... in case of loss the LGV that cost already much more to build also bring higher loss with the crew members on it. Armament ... the Trader brig have now guns but little crew compared to the LGV, but in any case the Trader brig will have better chances to escape as it have chasers to hit the sails of the pursuers ( something the LGV also had as seen on link, something that is really missing in game to help this fat whale get a survival chance ), brig also have a bit better speed and will be able to maneuver more than a LGV facing most of the common opponents, even if it have less firepower and less crew to reload the guns it have more chances to hit the sails of the enemies than the LGV, like said before the LGV won't be able to point his guns at a ship if the captain knows what he does, he will just be racked and graped to death easily, or even funnier, just for the giggles : just destroy all canons while raking it first with ball and then double charge, a simple basic cutter with longs is enough to do this and i won't take that long... then have fun hitting an unarmed trader. The cargo space of this ship, his speed nerfed to death ( it use to have a nice speed in game, but things like Surprises fitted for hunting had no issues catching it and staying out of his fireline tho ) all this combined with the requirements to build it is like i said in the link above the perfect definition of masquerade for me... Traders were always hit by the bat nerf soon after the game started, and this continues patch after patch, it's like the dev's only want the traders to be meat and only easy meat for the first guy able to make 2 neurons work together ... All excuses have been given to justify the trader's nerf, one of the first ones was that the AI traders were too fast ( they weren't, in fact players used to tag them from miles away and some newbies started to cry in steam forums ) but instead or nerfing AI navigation uberskills or teaching players how to properly tag AI, they nerfed the speed of AI traders ships... and players traders... and since it seems that each patch is a perfect occasion to nerf traders, often without any explanation at all for the speed loss for example ... you just notice that you lost speed on your ship...
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