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Everything posted by Havelock

  1. Havelock

    Better Ships for All!

    Can you name a 40 gun ship fulfilling these requirements that can sail the shallows? Can you name a 6th rate outclassing the Requin in the same way? (HP, mast HP, crew, thickness, mast thickness, sails, broadside weight)
  2. Havelock

    Patrol ROE

    Current problems i see with patrols: BR limit is meant to even out battles, yet is never met under current player numbers. If you really want to advertise even battles, the old "you can only join with x1.5BR" rule would work fine (especially since its not based on fixed BR numbers and therefore play activity) 1st rate patrols are kinda pointless because nobody risks lineships there atm. However it can lead to situations where large groups of lineships block the whole zone It offers easy loot stealing Damage values for different rates are not adjusted to rates. In shallows, when i need 1-2 battles for 20k damage, i usually quit after that because i wont reach 70k anyways. Pretty much the same goes for 70k in 4th rate patrols. For example, in shallows, you could add stages 10k - 1000 dubs and 50k - 3000 dubs and delete 200k and 500k stages.
  3. Havelock

    zwei neue preußische Flaggen...

    Well, i guess ill keep using my own modded clanflag then 😢
  4. Not quite related to in-game issues, but... It would be very helpful if the store page told me which flags are available for which nations. I dont see me (or anyone) investing money if he doesnt really know what he gets.
  5. Havelock

    Emergency Repairs, Fires, and demasting!

    (sry @rediii) Are we playing the same game??? 13 mast hits, all 3 masts gone. Took out 2 masts while passing his stern, about 10 shots needed (medium 24pders with double shot), then finished the front mast with 32pd carros on the weather deck. Absolutely no skill involved, just pointing my guns at an almost not moving target. No brilliant maneuvre required, masts are vulnerable from every angle. Going for masts doesnt seem to be very fashionable these times, but its OP as hell.
  6. Its quite easy, you just sail fir/fir Rattlesnake with elite spanish rig and escape all that nasty AI. Then you go to shallows and hunt player trader brigs (prefered low ranks). True story! Regarding mast balance, theres one simple rule for duels: Use elite french rig or get rekt. Dont have it? Either you get demasted right away or you get demasted after your enemy sprayed 4 random broadsides into your rig after losing in hull damage. Musket upgrades added a new rule: Dont board if you dont have them. I dont think you can disengage in time even if you board someone at 100vs25 prep and he has the upgrade. Even if you disengage once he will be able to pull again instantly. Good luck surviving 4 of those musket volleys...
  7. As long as this proves im better than @HachiRoku everything is fine. But really, i only do patrol zone these days and a few awesome battles pushed my score a lot (like getting 4 kills in a 2v4 in Nassau once). Im mad about that one time last week where @Captain Reverse and kaktus escaped certain death because i disconnected. Even though i like battles against x2 or x3 BR the best fight i had since update was the duel against @Imperator1, so i hope the upcoming duel tournaments will add a nice feature for players interested in competitive battles. PS: Also, grats to @Sir Loorkon for 0 deaths even though i know he often sails alone PPS: Another shout out to @Palatinose who shows up at least 4 times on the last chart (afaik, maybe its even more ). Youre my hero! PPPS: Dont forget the legendary Mr Bunny Hop, the most talented player this game has ever seen.
  8. Is there any chance the DLCs will get an discount too in the future, not only the base game?
  9. As you know, some upgrades like Rum Rations moved to the permanent upgrades group. Some of them make perfect sense, for example Winged out Ballast is now a refit you can apply to your ship once. I understand the logic about it not being learnable by your captain, but others make no sense. Rum rations is not a knowledge (the skill of drinking rum? art of rum distilling?), but it shouldnt be a permanent upgrade either. You move the rum onto your ship and it gets consumed, but why does it stay there forever? Or if you decide to use hold for more muskets, why cant you move them back to your warehouse if you decide to take something different with you? For such items, i suggest a 3rd group of upgrades called "consumables", which, who wouldve guessed, get consumed after some time. Eg muskets get consumed after using musket volley in boarding 10 times, or extra chain gets consumed after having fired 200 shots of chain shot. Since they would create ongoing demand, they could become one of the moneysinks many ask for. I know this is by far not a top priority, but the devs have invested work in moving around upgrades to make game logic more coherent but imo just replaced it with another illogical system. This also leads to the problem that we have WAY too much permanent upgrades which are NEVER gonna get used (fake feature/dead content). What do you think? Would this make ship modding more diverse? Would it benefit game logic? Gimme yer thougts.
  10. Havelock

    Muskets need to go

    But why add an upgrade then which gives so insane bonuses? Why not increase casualties in boarding overall? Imo boarding should never be the first option. When you board an enemy with same crew, it should not be possible to win in the same boarding if both parties chose the correct means of attack and defense. To win a boarding, one should decrew his enemy by superior maneuvering or disabling. The benefit of boarding mods would then mean that you need to kill less crew before going into a decisive boarding action.
  11. Havelock

    Cannot progress on War server

    This is extremely valuable feedback from a new player perspective. Hope @admin to read this instead of 200th topic about multirepairs. Some advice to @reiser on how to make this even better: Since this topic contains feedback rather than a suggestion, "Patch Feedback and General discussions" probably wouldve been the better subforum "Broken Game" is a really bad topic description since it gives no hint on what is broken. Technical issue, bugs, economy problems, RoE...? A fitting alteration would be "Broken new player experience", which would conclude in your main post with what you think is broken and why (and ideally, how to change it, then it would fit "Suggestion" subforum)
  12. I like boats. Sign me up.
  13. Since dubloons are a way more important currency now, id like to see a feature added to set up contracts for dubloons, not only reals (or a mix of both). For example selling a ship for 100k reals and 5000 dubloons, or buying hull repairs for 20 reals and 1 dubloon each.
  14. Have to agree, patrol zone is a better option.
  15. Theres many wolves out there who just think theyre sheep. This operation will tell em! Sinking is part of the game, theyll better learn it right away and accept it as a given concept of this game. Nobody forces you to do shit man. I will gladly help out new players and make resilient fighters out of them and they will go to PvP with me. You can build a fence around your clan and do your thing.
  16. These operations are good as they are! Warriors will be born instead of another army of carebears. Come on guys, 2k damage? With medium cannons, 5 broadsides of a Snow have 2200 potential damage, 3 broadsides of a Surprise 2460. You think a new player cant even fire 3 decent broadsides? 5 PvP assists, easily done in any coastguard action or patrol event. Port battle, this one is a bit tricky of course. Help your newbies by taking them into a shallow PB, theyre cheap, teach the mechanic and are generally fun and chaotic. I still remember the first time i went out for solo PvP, holy shit that was stressful. I only get that thrill from a very demanding duel these days. Making new players experience that thrill early is a gift, not a burden!
  17. Id like to hear a decision on this. It pretty much equals a case from last month which is still flagged as "under review":
  18. Havelock

    Duel/Small Battles

    First off, a nice Nassau battle shattering some Hercules dreams... And today, i had a great duel vs Ram Dinark which lasted about an hour: A real duelist values an defeated opponent higher than some ugly dubloons >:) R.I.P. this beauty though... GG!
  19. Imo the whole "you hve to loot to get rewards" is a questionable mechanic. It has really bad impact on the flow of a battle, especially if fighting outnumbered. Is it possible to let the dubloons drop into the hold of the player who killed the ship instead of the ship itself? If dubloons got split up between assists it would be even better. What happened to "We want to encourage fighting over running" btw @admin? Fighting a bigger group, sinking some enemies but dying in the end will cost you all the dubloons youve looted in that battle. Is that design goal no longer active?
  20. jodgis trading guide when?
  21. Havelock

    Flags Flags Flags

    (╯°□°)╯︵ ┻━┻
  22. Havelock

    Testbed - Teleport fees

    What really bugs me... how much dobloons can we ecpect as PvP rewards? I tried one PvP duel and killed a Hercules for 10 dubloons, that seems really low (but i guess thats just the old PvP mark reward). Why are we talking about prices here when rewards are not final? Also, since @admin keeps bringing up crew cost: The reason nobody cares about that is the low cost. When you sink, crew cost is like 5% of the overall value lost, with most value being the ship. Money is devalued and thus crew costs are a fake feature imo (it has absolutely no impact except on your first 10 hours of gameplay). I thougt originally it was meant as an incentive to surrender more often to keep the crew, in that case a maximum crew pool and crew regeneration wouldve been better (something like 2400 at max rank with 100 crew/hour regen).
  23. Hi there! Last Sunday evening a medium sized swedish fleet went to Bridgetown. After one of the various Hostility Missions, one of the small french ships, sailed by Wolf74, kept tagging or "Control"ing at least one ship at a time without any intent to fight. This went on for about 20-30 minutes. Screenshots and video: @ furious french captains: Keep in mind only the accusing and accused parties are allowed to comment on Tribunal cases if they want to yield additional proof.
  24. Havelock

    Griefing by Wolf74

    1. Of course we shoot, when you are sitting in control range... 2. Because wasting someones time is not very gentle. 3. 6 hits would demast you. And then? Even at 50% youd be faster, having a rep every 12 mins... If it would be so easy, we wouldve done it. 4. I dont see a difference between griefing one ship or ten ships. (also i didnt even accuse you of blocking the full fleet if you read carefully) 5. You not initiating a battle after 30mins is proof enough of you... not initiating a battle i guess? 6. Thanks, thats basically the confession you just held us in battle. Your intent could have influence on penalty, but a crime stays a crime (if devs convict you of that of course). 7. I think there is more video material if devs wish. This section is just an example. 8. Another ship you tagged was not able to leave, should be the close left one. 9. See 4 and 6. Doesnt matter if griefing for 20 minutes or 2 hours. Crime stays crime. I think nobody asked you to keep tagging so someone could repair. PS: "Only noob do that". Nobody is calling you a noob here. He is just implying that your behaviour is typical for noobs. Also getting called "noob" can barely be considered "menace" and is a widely used term for inexperienced or low skilled players. PS2: True, you should have rightclick reported that. I dont see tho how this lightens up your case, as i am the one reporting you. EDIT: He didnt even type that lol. TS is not part of the game and there we can say what we want.
  25. Havelock

    Griefing by Wolf74

    Could a moderator remove all these posts as they do not provide further evidence nor are part of accused parties? Thanks. @Hethwill the Harmless Also might i add, im enough of an able player to know when i can sink an enemy and when not.