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hoarmurath

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Posts posted by hoarmurath

  1. im sick of this. like in trial. month after month we get some hp to rudder, take some HP from rudder. month after month we get cooldown repairs, we loose cooldown repairs. The real battle part of this game is really good, and no need changes, but as all other part (crafting, lookout, mission variability, etc) are frugal and boring, u should hardly work on them. Appart from that we had a clear vote that we dont want repairs, u implement it again. First of all make new variable type of missions and lookout! After new craft system with production buildings, new crew management, take some land in some (not all) PB-s, but forget these useless repair changes. Make changes fast, as time killing, boring repetitive missions wont keep playerz in for a long time. Its an early acces as i know, and we playing with a full grey interface. Joke. The battle and repair system is good as it is now, or should be better if there is no repair at all just emergency modul repair!  U go forward 3 steps, after get back 2. fine work. One of the most immportant fun factor is in the game the reality factor! i can imagine when 2 ships in a bloody duel, they shoot shitload to each other and the crew hanging on the masts to repair them.... Lol.

     

    Gankers wanted no repairs... You can imagine how ridiculous the situation from another point of view "We are sinking captain!!!!!", "I don't give a shit about sinking, all i want is to keep those guns firing, don't repair! Reload!"...

     

    And yes, there were repairs in battle, as battles lasted for hours, you had to repair the most urgent damage. POTBS was better for this, allowing for more tactical gameplay, where badly damaged ships would retire from battle line to repair before they could return to battle.

     

    In fact, the game was way more interesting from a tactical point of view before the wacky patch. Right now, the lack of repair increase the importance of numerical advantage. Gankers paradise.

  2.  

    New system: Penalties and reload will depend on the gun composition of cannons for this particular vessel.  If you have 20 men left and switched to a gunnery crew focus it will be enough to reload 2 heavy guns per minute allowing you to fire them individually. All guns have a minimum and optimal crew requirements and the gun composition for the vessel will become extremely important in battle.

    • Equip lighter guns – you will have more flexibility in choices when you start losing crew.
    • Equip heavier guns – you will have to manage the crew.

     

    Will locking decks reduce crew requirement for guns?

    • Like 1
  3. I don't know if they just aren't paying attention to the discussion window tabs, if they closed the help tab by mistake, or if they are just too lazy to switch to help tab, but i see a lot of new players asking questions in global.

     

    There's also a lot of people trying to pm without having this option selected, and of course, if they try to pm someone from another nation, it fails.

     

    Maybe it would be simpler to allow communication with ennemy nations by default? Or maybe just allow them to have access to global tab only if the option is selected?

  4. So I take it yo activley seek out fights where 4-5 vs 1 when the odds are against you?

     

    I tried to play as neutral when there was a neutral faction... Everybody at this point start laughing, thinking "haha, neutrals, no ennemies"...

     

    And indeed, Neutral had only pirates as ennemies, and there was not that many pirates. So, how do you level on open world when you don't have ennemies?

     

    The answer is fairly simple, you sail around, check already started battles, and enter all you can. Sometime you enter pvp battles, sometime you enter pve battle. Since you have no idea who or what is actually fighting, sometime you fight alongside players against npc, and sometime it's the contrary. And since there are BR restrictions to enter a battle, you almost always side with the side that has the lowest BR.

     

    Some battles were... interesting, to say the least...

  5. The problem is honestly that an open world game that is purely PvE can't really work, since the whole point of open world PvP is to have the opposing players create the content and challenge of the game for you.

     

    At the same time, the PvE server is very obviously an outgrowth of people wanting to experience more of a swashbuckling adventure in the age of sail rather than be stuck in a perpetual cutthroat conflict where they need to be part of a clan or just get ganked all day.

     

    What we really need isn't a server that doesn't allow PvP at all, what we need is a server that has rules of engagement that make PvP palatable to more people. For example, surrendering should be a way to protect yourself from the worst consequences of a losing battle, not simply a way of skipping the fight straight to being destroyed.

     

    To me it would make a lot more sense to run a server where you are forced to accept a surrender, get to take someones cargo but then they get to go in peace, than a server where you are artificially restricted from attacking people at all for example.

     

    Enforced honor instead of enforced pacifism.

     

    It's because pvp players were against any kind of regulation that we ended with different servers. The initial plan was to have a pve/pvp flag. Since this idea encountered all kind of resistance from some alpha testers, it was finally abandoned.

  6. ...

     

    Bottom line is This is a fricken PVP server and no one wants to have an even match. No one has the balls to battle you in a 1v1. No one wants to risk their precious ship.

     

    ...

    ...

    ...

              I was out numbered 8 to 1 in a battle I simply called reinforcements and commanded the AI to focus each player as I ran away... when it got down to the last two players I turned around and finished them off myself. Stupid easy. Stupid cheap.

     

    ...

     

    So, you are explaining us that nobody want to fight, but they prefer to run if odds are not in their favor,

     

    then you relate that when facing a fight you had little chance to win, you ran...

     

    Hilarious :lol:

  7. Yeah, let's dream of a total Player Vs. Environment server where players actually fight against each element of their environment : weather conditions causing ship dommages, uncharted territories to explore, fog and rain hiding the presence of very aggressive Pirate bots, sandbanks and shallows causing shipwrecks, breakable or imprecise navigational tools making you lost, unruly crew to manage...

     

    Now let's wake up. Admin told both PvE and PvP would have identical features (at least for the moment). PvE will certainly be better when some features (such as Bots aggressiveness and mission RoE) are tuned but it's not a priority. Game is still under EA.

     

    Btw, PvE XP / gold rewards need not be changed.

     

    Well, the devs are very lucky that you are here to remind them of their priorities... You're right, no need of using the suggestion forum if it is not going to be done tomorrow... Or even better, yesterday... Maybe we should rename the forum "Priorities suggestions" to make it more clear? :P

  8. A perfect example of how the pvp ruleset adversely affect pve server is with the fleets... Yes, we know, in pvp you don't like them. However, it seem utterly ridiculous that you can command a fleet as an ensign, but not as an admiral. On pve server, having fleet at all levels would be nice.

     

    There's also the fact that npc have reduced aggro. I understand that on pvp server players were concerned about npc hindering their efforts for starting and fighting port battles. PVE server don't have port battles, and most pve players find it fun to have to dodge npc. (BTW, when i see how many port battles are going on everyday on pvp server, i think that they need npc aggro restored too).

     

    Too many features were toned down for pvp purpose, and i hope some will be restored for pve server, along with brand new features (pacific coast not suited for pvp purpose? Don't care, perfect for trading/exploration).

     

    And the good news is that i have the feeling that the devs have projects for making the pve server different.

  9. Oui enfin ca veut dire que je peux plus m'en servir pour les deliveries, du coup ce port ne me sert a rien par rapport a Fort Royal....  Pour ce qui est de la prise du port, je joue sur le serveur PVE, donc pas de souci.

     

    Dites donc, j'espere que si un port change de faction on sera prevenus suffisament a l'avance, parce que bonjour si on doit demenager avant.

  10. Camp du Roy passera en Neutral au prochain patch de contenu.

     

    Ben vous etes bien gentils, mais ca se passe comment pour les gens qui ont des outposts dans des free town, genre camp du roy? Va falloir deplacer les outposts? Et quid des extensions de warehouse? Comment ca se passe quand on deplace un outpost?

  11. I understand from other posts that the current balance of npcs is tilted so as to pose more of a challenge for vet players from the sea trials period. Unfortunately, there is now a huge influx of new players who find these new settings a real challenge and which, in turn, makes progression more of a slog than it needs to be.

     

    In fact, i think they have overdone it, fights were more interesting, even if still epics, last year in august/september...

  12. Well, anybody there that actually looked at the teams saw me there as Deviant in a Surprise. Look me up in game, I'm currently a Master Commandant and I was definitely there, and also the person who told you the name of the brig after you couldn't figure out which one it was. Also, again, your video only shows parts of the whole deal. But anyway, to your points:

     

    1) You apologizing after doing exactly the thing you were asked not to do makes very little difference. You were asked not to do something, you did it. Sorry doesn't make it better.

    2) Sure, you fired some chain, after you blasted the snow with ball, and got warned to stop.

    3)How should I know what you get out of ruining people's games? I see people complaining all over the place about people joining their battles and doing just what you did, or stealing there cap.

     My problem is people like you that join a game, ruin somebody else's experience, and then get angry when they don't just let it go. Seriously? How self-entitled do you have to be to expect no backlash after you sink the ship they're trying to capture?

     

    You seem to have problems understanding how rules works...

     

    Nimitz broke no rule. Your friends did.

     

    There literally thousands of npc sailing around. you failed to cap one? No problem, you go cap another. You don't want other players to come in your battles? You leave populated areas. You don't "own" a npc because you tagged it, or because you have a bigger ship. It is a gentlemen agreement to leave a ship to someone, and to be honest, your friends, obviously, aren't gentlemen.

    • Like 5
  13. Well, I was in this same match and I love how you left half of the actual thing out of the video/story. First of all, they clearly asked you from the beginning of the match not to mess with the snow they were trying to capture, which you agreed to. Then, not 30 seconds later, you started "helping" them by shooting the snow with cannon balls, not chain or grape. Then you flip it. You say it was accidental, but the general feeling of the whole thing is that you intentionally did it. Was it wrong to sink you? Maybe, but why are you even there ruining someone else's capture anyway? You said you were there for the brig. We all agreed it was yours. After that, this was all on you from what I saw.

     

    Green on green damage isn't allowed... Period. No excuse.

  14. je vois pas le motif d'appel au tribunal helene? C'est du troll?

    Ou alors est ce que tu dis qu'un joueur a pris le nom d'un npc pour te couler et t'a remercié après le combat?

    Je vois pas trop ou tu veux en venir...

     

    Liberty Jack n'est pas un npc, et d'ailleurs il n'est meme pas suedois, c'est un joueur US. Il est entre dans un combat ou j'étais deja a 1 contre 2, 120 vs 160 BR, avec sa frigate. Resultat, j'ai fini a 1 contre trois, 120 vs 310 BR. Je n'ai de toutes façons pas eu le temps de faire grand chose puisqu'apres m'etre pris une bordee de chain, je me suis direct fait rageboarde sans plus de preparation. Faut dire qu'en voyant les stats de son equipage, il avait marines et muskets and pistols, rien d'etonnant.

  15. To remove some of the crafting randomness and add a system allowing crafters to specialize in crafting some ships, i thought about an expertise system.

    For every rate, a crafter have the possibility to earn expertise points. The max number of expertise points for a given rate is equal to the number of ships to unlock at that rate, +3

    So, for example, 7th rate, there's 5 ships, or 3 if we consider the trader ships as just a variant. Let say 3 :

    Lynx/trader lynx
    Cutter/trader cutter
    Privateer

    only one of these is to be unlocked, the privateer, so the max points you could earn for 7th rate ships would be 4

    What do we use these points for?

    - to unlock a ship
    - to earn a level of expertise with a given ship

    Level of expertise?

    Yes, a level of expertise allow a crafter to remove some randomness while crafting a ship in which he is an expert. First level, the ship can't have grey built ins, second level, can't have grey and can't have no built in, third level, can't have grey, green, or no built in. The nature of the built ins and their level is still random, no way to be sure if you will get speed, explorer, crew space, and no way to know if the built ins will be blue, purple, yellow... You know that the ship will be good, but not how good it will be. Max level of expertise for a given ship is 3 (so for each rate, you can fully expert one ship and unlock all, or unlock less and expert more than one)

    How do you get expertise points?

    Every time you craft 10 ships of the same type, you earn 1 expertise point. That expertise point can be used to unlock a ship (there may be restrictions, as using only a frigate point to unlock belle poule or trincomalee, or for same ships you can use an expertise point from surprise or renommee if you already have three level in expertise in said ship), or it can be used to earn a level of expertise in that particular ship (crafting 10 lynx allow you to be a better lynx crafter, not a better cutter or privateer crafter).

    • Like 3
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