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Havelock

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Everything posted by Havelock

  1. Fire Deck Guns is disabled if ships have more than 1 deck difference. Navy Brig = 1 deck, Hercules = 3 decks.
  2. The problem with getting chained by multiple ships is not being able to counter it. You can only angle your sails towards 2 players at max, but avoiding hull damage is easier methinks. So when they run out of chain, at least i have a better chance of sinking something! We had the same discussion with repairs: "The enemy has 6 times more repairs than you, this makes ganking even more profitable!" But we actually see that smart use of repairs makes good players win more uneven battles.
  3. I just got sunk yesterday by a group of 6 ships that kept chaining me to 50% and only started shooting hull after they finally demasted me to 6% so... yeah, i think this will help!
  4. I officially reject your anti-acceptance on a national level.
  5. Official response of the swedish council to @Thonys proposal (in whatever name he was speaking): We concordantly reject the offer of a ceasefire zone or any agreements connected to it. This has been voted upon by HRE, CABAL, WIK, SOS and GJ. Best regards, Havelock
  6. 3 days ago they missed rediii so i guess i solved that problem LUL Sweden lost 2 main commanders recently which hurts But on the positive, it triggered new incentives to improve ourselves which is always a good thing! And as long as my members keep an generally healthy attidue even when losing im fine with losing ports <3
  7. You could do that, but not for long. HRE has a system of "verified traders" and no clan members are allowed to overbid them on several critical ressources (including cartagena tar ofc). They sell it to the clan warehouse for a fixed price, that way we keep costs low, accessibility high and the time invested in shipment efficient. So if that new player comes into my clan those traders will notice quickly and then tell him about that rule. You wont make much out of that. I think it just needs to be an option. It would suck if every non-clan player couldnt set contracts in any clan-owned ports. What if you add to the entry rights "Friendly Clans only" (besides national and free-for-all)? That would not change the entry rights per se, but close the port for contracts. Right now RvR doesnt matter much on critical ressources since alts can buy everything. Friendly clan lists already solved the problem of port battle entry, i think it would work for economy too.
  8. If you really want ports to matter and actually develop the clan-based conquest further, we could make it so only the clan capturing the port and its friendly clans can set contracts. This would solve the problem of alts buying critical ressources too. You'll have to deal with the "this game is already too hard for solo players!" crowd tho (aka ignore them).
  9. Hey @qw569, i took a look at the spreadsheet today to monitor my clans balance but noticed that the numbers are way off. Some ports make more than a million negative income which shouldnt even be possible (eg Marigot). Maybe todays hotfix hello kittyed something up.
  10. If you would know how to read statistics you would see that HRE has positive income and today is on 3rd place of top owning clans as well as our sister clan HREKK on 6th place. Furthermore rediii is just an port battle commander (a very good one btw) and is not involved in clan economy. I'd figure you know that because it hasnt changed since you left HRE several months ago. Same goes for EXILE, HachiRokus clan. It owns 1 port for VMs i guess and you have yet to explain how that one port loses 13 million each day. It shouldnt be possible by game design so if you discovered a bug pls report it (you can do it via F11 ingame btw, very helpful when actually trying to make the game better).
  11. No Sir, the core feature of this game is not sailing but combat in sailing ships. The OW is merely a hub to make battles happen. Imo the time needed in this hub is already too large (especially for stupid rep kits hauling).
  12. At the same time another battle vs Prussia was happening in the zone: Very nice battle o7 PS: To everyone complaining about mods, my Pavel had 3 basic upgrades and no slots.
  13. This conversation is pure trashtalk. LITERALLY.
  14. - reduce backwards turn rate (why tf do i turn twice as fast when sailing 4kn backwards instead of sailing 4kn forwards? does it have something to do with the rudder being located at the rear???) - increase thickness of 5ths and lower by just a bit (2-3cm should be enough) - perk rebalance (right now theres almost no diversity): double charge/ball: 2 points, defense drill: add -1 round disengage, pump inventor: increase to 25% (last resort), area control: 1 point, reduce to 500m, carronade master: change to -3m dispersion, determined defender: change to 30% morale advantage instead of crew, fisher: add increased chance to find bottles and reduce to 1 point, shipyard connections: change to increase chance to build rare ships +15%, hold optimization: should work on trading ships only (its used to buff warship speed atm which is not intended) (we need more perks and 3 captain slots btw, but this is for a future update) - add ability to take a ship to fleet after battle. fleet perk is a traders perk and should give you the ability to leave a port with fleetships - decrease rum timer to 20 mins, i think 25 mins is just too much. maybe reduce effectiveness to 20% to balance out - increase carpenters (the stock one from admiralty) to 2,5%. 1,5% is a joke and increases the gear gap for new players - give several speed upgrades completely new attributes. theres too many and it takes away diversity. crooked hull: change to +20% hull repair efficiency, cotton sails: change to +20% sail repair efficiency, bovenwinds refit: change to... something? cant think of anything atm
  15. Yes, this is great! Of course alt farming will be possible, but whats the difference to the current system? 99% of players dont farm alts and theyll be sad if this feature gets cut. Also, i dont agree that the PvP Event was better. These PvP missions are aimed at making it easier to access PvP. The new player spawning in his capital on day 1 and wants to try PvP will not sail from Christiansted to Tumbado to PvP there between 18 and 20 servertime or wait a few days for an event to spawn closer. He wants to click the mission, get directed to Aves, find other mission runners and have a fun experience. Hopefully hell find something better than a 5v1 tho. At least those 5 guys will not progress their missions fast.
  16. After using the forums for years now this problem popped up for me too. It happened after receiving an forum mail, but that might just be coincidence...
  17. How do you count battles with mixed clans? If only one of the 5 players is in my clan, will the rating only count for 20%? Its pretty clear what youre aiming for with this value. Different suggestion: What do you think about a karma rating for clans? After a battle, you can rate every enemy clan that participated in the battle. Only if the battle lasted 10 or more minutes, only one rating per clan per day. Thougts?
  18. To give new players a better indication what the true orientation of a clan is you might also add (and i think weekly stats give better feedback): Players logged in this week Ships crafted this week Accumulated gold this week Ressources mined this week (in tons) PvE kills this week
  19. Okay, 2nd try today: Is there a bounty on @Moscalb?
  20. Goddammit @Bloody Hound, why are you recently killed That fireship is bullshit! That doesnt count!
  21. Finally a good suggestion. I hope the devs keep attention to the community for one time unlike the latest changes we never asked for! If you implement this i might even change my review on Steam.
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