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TrackTerror

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Posts posted by TrackTerror

  1. 1 hour ago, Intrepido said:

    Game doesnt recognize land masses, thats the issue. Thats why we have missions spawn in the other side of big islands, bottles in shallows...

    Game does recognize landmasses and there are collision detection already in OW.

    How this is implemented however is another issue, but I am sure that if given time the devs can translate this to calculating collision serverside as well and trough a simple recursive method can avoid entrycircles ending up on land it is just a question of prioritization and cost in time to implement, I don't find this a major issue but would like to have it addressed before official release.

  2. My 2 cents

    Flag price need to be dynamic and derived from the total amount of gold on server this way it will never be to cheap nor to expensive.

    Fake flags will then cost a significant amount of money and players will therefore think twice before faking an attack. Thus not removing fakes but limiting. Somehow i think in a sandbox that fake attacks are ok/Part of the game but needs moderation ofc.

     

     

     

     

     

    • Like 1
  3. This perk is soo overpowered, there has been several suggestions to remove/change this, why it is back in the game noone knows, there are no explanation from the devs why they put it back.

    Probably reload noObs who complain of getting boarded when they get to close without any boarding mods. Rather then up their game by equipping their ships accordingly and train in boarding they whine how unfair boarding are, there are certainly improvements to be done to boarding but it is still part of the game (almost).

    I agree that there are an issue with various types of boarding mechanics exploits such as smaller ships board and a second grape, but this perk punishes everyone and are not a good solution and limits the scope and tools of the game for players to use in this sandbox.

    Increasing perk cost and mitigating effects of the perk has been suggested before to moderate it, not to mention removing it again. 

    I would love to know how the devs are reasoning in regards to why it came back, maybe they can win me over, but i doubt it with it's current configuration.

    • Like 3
  4. I can see what you are trying to propose but I know that for me personally the game would get to sparsely populated. So your specific suggestion would probably lead to players like me leaving, but I am not against the principle itself.

    Unfortunately(for you) and fortunately for me, the developers are struggling with time and resources, and I think items in the backlog like a port UI would provide more players in the long run.

    There are always safezones and the PVE server, not only that there are many regions around the map which is practically uninhabited, I would recommend you to move to one of those if you are looking for a retreat to fall back to which in principle have everything you ask for apart from a PVE only flag.

    It would be good if you could limit the size of nations to help prevent dominance boredom but that may be to drastic.
    I say make RVR clanbased only(EVE style), but as the mechanics are now it is impossible to limit size of nations as this would lead to more issues then it would solve.

    Also remember, players come and goes from game to game and even there might be triggers to why they are leaving those players are likley to leave sooner or laters anyway.

    • Like 1
  5. Whatever the solution with the port timers are it needs to include players from all time zones.

    Perhaps a lateral solution are needed where port timers as we know them are scrapped yet still facilitates for players in all timezones to defend and attack. A server split would kill the game for me unless the game has a big resurgence in players beforehand.  

    One solution which some mmo's are using are usimg actual timezone on the map that sets static defender/attacker times depending on location on the map.

    I am not suggesting this would be a good alternative in NA but I believe an alternative to server split / night timers abuse need to be considered.

     

  6. 13 minutes ago, admin said:

    There are two ways were are considering

    • Give an option to start changing the timer for the enemy and also an option for a port holder to react (using war supplies for pvp marks for example). This will provoke and create economy wars (which is good).
    • Much cheaper and faster alternative, keeping the control with the port owner. Just make the timer cost pvp marks, lets say 20 per day or just raise the price to an appropriate amount in gold (not the amount that can be gained by killing three rookie brigs), some areas will be outside of the control still but it will be a lot more expensive to maintain. as current cost of the timer is ridiculous

    I think the upkeep of ports should be dynamic and scale with the total accumulated wealth on the server, each server restart. This way  it will auto correct itself in line future changes to income as well.

  7. OM GAHwd, I just buy Account from Ebay pay many itunes cards for it, I want to trade between french islands in  my Okean with speed trim (shortens the time) I choice french so no PVP ok?

    Edit : my suggestion are only safezone around 1 town/capital. This should be enough, multiple ports are to much and i believe it discourages pvp rather then protects players from it.

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