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Kleinburger

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About Kleinburger

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    Ordinary seaman
  • Birthday 03/14/1990

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    Houston, Republic of Texas

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  1. TDA is now prussian and might be recruiting ...
  2. Get one ship into the wind put that ship between you and the other ai. Rush board the first one, immediately set action to attack then last second switch to fire deck guns, rinse and repeat until its morale is down to 0 then attack. Repair and recrew then go after the remaining ai. Also don't forget to use your '[' ']' bracket keys during the boarding for extra crew kills on the enemy.
  3. I would like to be able to set the sell price of ships with Reals, Doubloons, and CM simultaneously.
  4. Currently I have purchased the Prolific Forger DLC so I can change my nation to join my friends and I am unable to utilize it because I am unable to delete outposts that contain ships in them. Currently I am unable to travel to these ports as they are all in enemy nation control and I cannot force remove them even though I have to click through warnings saying if you continue it will delete everything then it won't delete because a ship exists there. And I can't use the Forger because I have outposts that aren't in neutral or free ports. Thank you for the time addressing this issue. Look forward to hearing back about this soon.
  5. How do you get old flag officers for the British gunnery sergeant upgrade ?
  6. We want this game to succeed, many in TDA have been here since Sea Trials and are still around. The current system of port timers for port battles does not work, the fact that the EU server has restricted port timers is evidence that port timers are a failed implementation of port battles. This is just covering up the underlying issues of the port battle system. Port Battles need to go back to the drawing board an entirely new approach has been needed for this since release on steam. You could utilize "queued" port battles similar to how small/large battles are done but available outside of port ( the "Pray" button comes to mind). And then have victories of each side count towards the hostility generation (think tug of war). Amount of hostility gained or subtracted is based on the type of battle, SOL > Frigates > Shallow Water. Basically SOL battles provide 2x as much as Frigate battles which in turn provide 2x as much as Shallow Water battles. These would be instanced battles so no sailing to affected ports required. A port flips when the hostility reaches 100%. And best of all it does not depend on Port Timers. Regardless of what the solution is, Port Battles and the surrounding events that need to take place to make them happen need a full change not more features to existing port battles but entirely new way of having the battles. Many of us stopped participating in Port Battles because there was no one defending which made it boring and repetitive. I would wager that a large percentage of port battles are not defended and this is a serious problem.
  7. The focus on port battles has plagued this game which use to be about age of sail ship combat. And not trying to reclaim the glory days of Potbs but with more realistic combat. I have a pretty good solution to the port battle nonsense it doesn't involve timers and it's not dependent on where you are located on the map its an MMO solution to what is intrinsically an MMO problem. This solution involves multiple things working together: 1) Nation voting to decide the target region 2) Port Battle queue 3) Its not just 1 decisive battle that determines victory but all engaged battles that happen over the span of a week or 2 at the end of which a winner is announced. 4) Participation Awards, then awards for top players (for all involved not just the winners) once winner is announced 5) After winner nation is announced port flips in 24 hours Think of this as a pvp queue where you join it and when a full battle is ready a window pops up "would you like to join X Attacking Y at Z Port Battle?" you then join that instance from where ever you are when battle is over you return to where you were when you joined the battle if not already in one. If you lost your ship then you return to where you were but in a basic cutter. To deal with lack of playerbase for defenses simply make it so that anybody from any nation besides the one attacking can join the defense. This way everyone can play at their times and still have port battles and there should be enough people from all nations to put up a defense at any time. At the end of the week or 2 weeks of battles everyone gets rewards and such for how much the contributed to the war effort etc etc. This would work on both a EU/Global split servers and a Global only server. Solves the problems people are having with night flips, port battle timers, port battle locations, involvement in port battles when not in a clan, etc. This solution solves a large number of issues with this game in terms of port battles and what gameplay is lost by implementing this ? Potentially hours of time of open world realistic (yippee!!?) sailing to reach a port for a single battle where you are either 1) unopposed or 2) outnumbered, no more silly port battle flags. This may not be a purest of pure realism solution infact its not trying to be, but it would be fun and engaging. Here comes the hate in 3 ... 2 ... 1 ...
  8. The backgrounds and stuff people have posted here are nice and add flavor. But those default buttons and Data entries are an eye sore and have been since sea trials.
  9. Sailed through the amazon and out of Ecuador, then proceeded along coast up to Costa Rica then down to the Galapagos Islands. Even Live streamed most of it this was several weeks ago.
  10. As a compromise, I propose that the Pirate Nation as it currently sits, be split up into a loose coalition(think EU4 HRE) between pirate clans. In other words, each pirate clan that owns at least one port becomes their own "Nation". Non affiliated Pirates or clans without any owned ports could still port up at these different pirate clan ports so newbies aren't left without anything other than free ports to use. In order to give Non affiliated pirates a chance at having a nation this would be the only case someone would be allowed to pull a flag from a free port (but only once per day or something like that). This has the effect of potentially having small enclaves of pirates setting up shop outside of the main pirate hub in the Bahamas. With the eventual introduction of diplomacy between nations, these same mechanics should then be applied to pirates between their loose coalition of "Nations", however Pirates and National's should never be able to make a peace treaty between each other. That does not exclude the possibility of some kind of ceasefire agreement where the National party in question pays some kind of tribute every week or so to the pirate clan or clans that signed it. This proposal would make Pirate internal politics closer to history (just "closer" not exactly) while still remaining fun and interesting. TLDR - Split Pirate Nation into a loose Coalition of PCN's (Pirate Clan Nation) - Only Clans that have captured at least one port are a PCN - Non affiliated pirates or clans without a port can port at any pirate port - Can still assist with port assault/defense - Non affiliated pirates or clans without a port can pull a single flag per day(make it cost labor hours and gold) from a free port - capable of creating pirate enclaves outside pirate coalition borders - National's and PCN can never be at peace - National's and PCN can have a temp cease fire but will require tribute by the National - tribute comes from the admiralty coffers(once implemented), amount decided automatically by game, no 0 tribute exploit for constant peace - if tribute can't be met hostilities continue - PCN's can make treaty's with other PCN's the same way Nations to Nations would be able to with each other - This includes war, peace, port access, etc. TLDR;TLDR - Pirate Nation split into Pirate Clan Nations (PCN) - PCN can only make treaty's with other PCN - PCN can not make treaty's with Nationals except to offer cease fire for tribute - Any questions you may have, might have been answered above so please go back and read
  11. As a compromise, I propose that the Pirate Nation as it currently sits, be split up into a loose coalition(think EU4 HRE) between pirate clans. In other words, each pirate clan that owns at least one port becomes their own "Nation". Non affiliated Pirates or clans without any owned ports could still port up at these different pirate clan ports so newbies aren't left without anything other than free ports to use. In order to give Non affiliated pirates a chance at having a nation this would be the only case someone would be allowed to pull a flag from a free port (but only once per day or something like that). This has the effect of potentially having small enclaves of pirates setting up shop outside of the main pirate hub in the Bahamas. With the eventual introduction of diplomacy between nations, these same mechanics should then be applied to pirates between their loose coalition of "Nations", however Pirates and National's should never be able to make a peace treaty between each other. That does not exclude the possibility of some kind of ceasefire agreement where the National party in question pays some kind of tribute every week or so to the pirate clan or clans that signed it. This proposal would make Pirate internal politics closer to history (just "closer" not exactly) while still remaining fun and interesting. TLDR - Split Pirate Nation into a loose Coalition of PCN's (Pirate Clan Nation) - Only Clans that have captured at least one port are a PCN - Non affiliated pirates or clans without a port can port at any pirate port - Can still assist with port assault/defense - Non affiliated pirates or clans without a port can pull a single flag per day(make it cost labor hours and gold) from a free port - capable of creating pirate enclaves outside pirate coalition borders - National's and PCN can never be at peace - National's and PCN can have a temp cease fire but will require tribute by the National - tribute comes from the admiralty coffers(once implemented), amount decided automatically by game, no 0 tribute exploit for constant peace - if tribute can't be met hostilities continue - PCN's can make treaty's with other PCN's the same way Nations to Nations would be able to with each other - This includes war, peace, port access, etc. TLDR;TLDR - Pirate Nation split into Pirate Clan Nations (PCN) - PCN can only make treaty's with other PCN - PCN can not make treaty's with Nationals except to offer cease fire for tribute - Any questions you may have, might have been answered above so please go back and read
  12. 1) You have to catch 2000 weight of tuna 2) In the future ships will be added to fill this desired role. 3)2 xp per fish is still in testing as far as I know, before it was 4xp per caught fish. 4)No, it is the only viable fishing spot as it does not have alot of player traffic 5)Working as intended you wouldn't want to encounter a swordfish without some kind of cutter.
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