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greybuscat

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Everything posted by greybuscat

  1. My only problem with this is that, in practice, you often don't get to fight what you see with extremely short timers. If this is the intent, any battle within your horizon (or for any ship within a hypothetical second, much larger circle than the pull circle) should stay open for as long as it is within your horizon, with little to no regard for time-based limitations.
  2. Oh boy, so we can enjoy them for a couple of months before they go poof.
  3. This isn't really a problem. Ranks don't have to carefully follow real-life naval structures. For example, the real-life pirate nation's real-life pirate navy didn't even have Marauders and Demons. 🙄
  4. My main issue with the skillbooks is that people who have the best ones were able to obtain them when a) mission were much more farmable than they are now and b) enemy AI fleets regularly visited every port. It creates a huge gap that can't be closed by a skilled captain putting in the same amount of time and effort as people who have been around for a couple of years. I'm sure I'm in the minority on this one, but I don't think ship XP should even be a thing. Just about everyone seems to hate it, anyway. All ships should have all slots for all captains. We already have haves and have-nots with the books, don't we?
  5. It's bad enough how condescending your other posts are, but do I have to read crap like this while viewing a news and announcements thread? Mods? Anyone? I see a lot of fuss being made of whether someone chooses to say "lie" or "unintentionally misled," but it would be nice if moderation could be used to improve the forum experience for other users, and not just as a means of managing criticism, deserved or not. @admin As someone else already asked, how does this affect testbed rewards? Kind of takes the wind out of the paint and Santa Cecilia sails if we only get them for a few months/weeks. I have more to say regarding the wipes, and the way they are being announced, but you have a tendency to only reply to the parts of my post you take exception with, while ignoring the rest, and I'd really appreciate it if you could answer the question.
  6. Not sure what's gained from making smaller cannons "stronger" (physical damage doesn't really scale linearly, as-is, so do you mean penetration???). I'm just sort of confused because in the first couple of paragraphs, you suggest making heavier cannons weaker, but then in the last paragraph you say you want them to be expensive, rare, and dangerous. Maybe something is being lost in translation. As far as allowing heavier guns on smaller ships, I think we would need a more dynamic model for ship weight and boyancy. Sure, you can put those 32 lbers on Endymion, but don't get mad when it capsizes during a hard turn, can't slow down to save its life, or loses 2 knots of top end speed, or whatever would be appropriate for a severely overloaded and unbalanced ship. Crew requirements aside, there were physical constraints that limited what guns could be on what ships IRL, so lines have to be drawn somewhere in the absence of those physical constraints. Some of those lines can appear a little arbitrary, but they can always be fine-tuned.
  7. I could be wrong here, but I feel like all OP was asking for was a more streamlined way to do what can already do right now, so less clicks and time are wasted, which is something that seems entirely reasonable to me. Quality of life features are rarely a bad idea. I'm also pretty sure that his intent wasn't to start off-topic discussions about the patently stupid, anti-fun idea of not allowing any amount of dubs in the captain's chest.
  8. I agree. I took a pretty big break between early 2017 and mid 2018, and I think removing OW comms between enemy nations is the single worst change made during that time. At least colossal blunders like 8 knot boarding were quickly reverted. This and the blink-and-you'll-miss-it join timers are easily my biggest gripes with the current game.
  9. I really don't mean this to come off as rude as it's probably gonna sound, but this doesn't sound that much like an "improvement" to me as much as a way for people who hit 9 way too late to punish people who are good at forcing a boarding action with high prep, which already risks taking crew damage if you don't know what you are doing. I'd rather see a big rework to the whole system, or simply no change at all, than see bad crew management rewarded. I'm not a big fan of boarding, by the way, and avoid it as much as I possibly can, so don't take this as criticism coming form somebody that doesn't want their preferred playstyle nerfed.
  10. Until/unless we get more dynamic wind, it should just be shown somewhere on the main map, which should also be accessible in battle with an additional button press while in the battle map.
  11. Pretty hard to do that when your green zones extend right up the edge of enemy ports. Some of them are so close to enemy docks that if you were standing on one in real-life, you could skip rocks into your guys' reinforcement zones. It makes solo hunting more difficult. Ganking fleets will remain unaffected, or will even screen and kite AI fleets if they have to.
  12. Will this be the entirety of the game, outside of set-piece "custom" battles? Just wondering if there will be something a little more dynamic/sandboxy than the UG:CW experience, for replayability's sake. Still excited, either way.
  13. Here's hoping that the focus on localization will lead to a basic UI tutorial, or at least a .pdf manual. This game is a never ending series of facepalm/a-ha moments.
  14. I hate to pull the "this would be heavily abused by griefers and rage monsters" card, but do you really not see the potential for green on green abuse here? It's like a blank check to troll people or fire a broadside into their hull over some perceived slight. Setting jerks aside for a moment, friendly fire and collisions already happen pretty regularly among experienced players with the best intentions, especially in 10v10 and larger battles. Without basic command&control tools, the game would be a frustrating mess, which is a novelty that I fear would fade very quickly. Now, as special rules for a hypothetical clan-based PvP tournament, or something along those lines where one opts in and out of it freely, I could get behind this. As a general rule change, frankly, the idea scares me.
  15. I would love to see outlaw battles come back, either for pirates or for all. If we need to carebear it slightly (e.g. no outlaw tags in R zones, perhaps forbidding outlaw tags on the bottom rank or two, etc.) to discourage human nature from ruining the game, then that's fine by me. Open world tagging mechanics are vastly different from what they were ~2 years ago, so I don't think the specific exploits of hiding from countergank fleets and sneaking past screening fleets would be as viable as they had been in the past. It's hard to reason with you more specifically because you yourself aren't being at all specific with what your concerns are.
  16. Saying that the map killed a thing we had before doesn't tell me you want to remove the map. The open world "killed" sea trials, which was a nice thing in its time, but I don't want the open world to go away. I feel like you're being needlessly obtuse.
  17. This is starting to get silly. Smoke's main role in battle is to obscure shots and make aiming harder, not anything to do with the other players' names. We have a map for keeping track of the battlespace, anyway, or do you think we should get ride of that, too?
  18. There are lots of historical anecdotes that would either add nothing to the game or actively detract from the experience. What are you hoping to get out of this, to offset the people it would undoubtedly annoy or piss off?
  19. This tool should have decent information for both ships. On the top right side of the page, there is a "game tools" button that leads to a drop down menu. Select "ships" from that menu and then you can compare the stats and sailing profiles of up to three ships/builds. As far as I know, Santa Cecilia cannot be crafted and the notes don't drop anymore, so your only hope is to see an enemy player in one and take it from them as a prize. Mes excuses pour le traducteur automatique: Cet outil devrait avoir des informations dĂ©centes pour les deux navires. Sur le cĂŽtĂ© supĂ©rieur droit de la page, il y a un bouton "outils de jeu " qui mĂšne Ă  un menu dĂ©roulant. SĂ©lectionnez "vaisseaux " Ă  partir de ce menu et puis vous pouvez comparer les statistiques et les profils de navigation de jusqu'Ă  trois navires/builds. Pour autant que je sache, Santa Cecilia ne peut pas ĂȘtre conçu et les notes ne tombent plus, de sorte que votre seul espoir est de voir un joueur ennemi dans un et de le prendre comme un prix.
  20. Right, but if being a Pirate was a punishing experience, and a severely limited one without the help of a sizeable clan, the numbers would reflect that. Currently, being a pirate gives basically no disadvantages, other than the borderline-fanatical hatred it seems to inspire among players of other nations, so of course it's a popular choice. Everyone always wants to be a Jedi/Super Saiyan/pirate/etc, unless you have game mechanics in place that make that difficult or out of the reach of new players. The game could go out of its way to warn you about how terrible and risky being a pirate is, and even have a rank requirement of some kind (or at least require someone finish the final exam tutorial under a certain limit, or something along those lines) to make sure that only people with the proper attitude and minimum skill will even try it. Popular suggestions are popular I'm not sure who these "average joes" are. When I play, I see 100-300 people online, mostly dedicated regulars, and the few "new" players seem to pick the nation they originate from, if possible. I say "new" because you never know which players are actually "new" and which are alts, unless they join your clan and you get to know them over teamspeak. In my admittedly limited experience, most people who join the pirate nation on their own (i.e. they didn't leave as part of a clan flipping nations) are former victims of pirates, not people who have any particular interest in the pirate aesthetic. Such players would do fine in any nation as long as they have an active clan to play with, and many of them might even enjoy playing a more "hardcore" (God, I hate that word) experience. I agree that a 2nd "outlaw" nation wouldn't be helpful, but I disagree with the idea that it would at all be necessary. For all the reasons to get fed up with this game and leave, I have a hard time seeing the jolly roger as a hill for anyone to die on. Any pirate players are welcome to come to this thread and prove me wrong, though.
  21. Are naval clocks really all that commonly used, anyway? Aside from the one you get in the tutorial, which I imagine a lot of people promptly lose, or simply never even use, I thought they were extremely rare. And I'd be leery of any other speed nerfs besides that one, since the <2% ones are far too expensive relative to the bonuses that they give (seriously, 300 douples for 1% and a sail crew debuff???). For those of us that don't have stockpiles of copper plating in our warehouses, and access to art of ship handling, you're hard pressed to be able to get a 7-8% bonus, which is hardly game-breaking and that requires sacrificing most of your skillbook and mod slots.
  22. This isn't the only solution to complaints that sailing is boring, and "sailing is boring" isn't a universal complain in terms of who is complaining, nor is it universal in the sense that all sailing should always be stressful, all of the time. And picking best point of sail, sailing in a straight line, and hoping for the best while the timer runs out isn't really "something to do" as much as a tedious waste of time.
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