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MalakithSkadi

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Everything posted by MalakithSkadi

  1. Are there in game mechanics to prevent scamming, yes. (Both parties make an offer which is visible before clicking accept) Were they circumvented via a bug or exploit, no. It was a dick move and the community "black listing" them is a likely and sensible outcome but I fail to see how you can justify getting the admins to do anything. He willingly clicked multiple times to accept the trade knowing there was no ship in the slot. An expensive lesson for sure, but well within the working mechanics of the game. If they want to use it as justification for building a better trade system then great, but outside of that it just means developer time babysitting the tribunals because people don't apply some common sense.
  2. Would be nice if there were enough trade slots for this to actually be a reality... sending raw resources the 12 slots would be sufficient but no crafter accepts unmade goods because they save their hours for actual ships not the sub-components.
  3. I was arguing as to why that exact feature you just detailed needs to remain. The example is what would happen if it was removed (before player resource production is implemented). As you nicely pointed out, it did happen before and could easily happen again if the Euro Traders were removed. Especially for small nations like Sweden that have very limited access to begin with.
  4. Taking the extreme approach I see. Replace 1 shipwright with 1% of the population being viable to play "the crafting game". Example: 5 major clans all get together and decide to divy up the ports between them, they all max out the buy orders and horde the resources for themselves (to boost their crafters who are hunting the 1st rate white whale blueprint) other than a small drip feed that gets through to the public market. Hemp, Oak and Iron all goes to 800 per unit (as we saw before people were aware European Traders existed). Those 5 clans are fine, everyone else is at the mercy of their pricing and effectively banned from ship crafting as their cost for production is never going to be anywhere near the capability for a low sale price of those 5 clans. The huge profits the clans make only serve to further fuel their ability to buy up everything in a nice recurring growth cycle of cash. A nice system for the people on the good end of it, a total waste of time for everyone outside the bubble. At the end of the day it is a game and they have to attempt to make it entertaining for as many people as possible, keeping some semblance of resource accessibility to prevent inflation runaway is a sensible measure until they bring in the personal resource creation which will promote market competition and undercutting to keep prices sensible.
  5. To actually let people who haven't monopolised the Buy contract of every major resource port play the crafting part of the game perhaps? When people can produce their own resources the monopoly issue goes away, until then this feature needs to be there.
  6. Not really the place for it so I will spare the details but no not the Britain chat, the behavior of certain people inside port battles / the fleet protecting the port battle. As for future events when the details are known can we get a post inside the Steam group that I believe SLRN are getting all the British clans into (most seemed to be there), a little easier to find than trawling the forum for a post that's continually trying to slide onto page 2.
  7. Yea the middle of the day on a weekday is NEVER going to fly. People have work / school / whatever. Everyone appreciates timezones are at work and will be an issue but some common sense of making it a weekend thing would be sensible. As for the "rifts" closing based on the behavior of a certain clans members in last nights events I would say they are growing wider than ever.
  8. [TRR] - The Rum Runners - PvP, PvE, Trading & Crafting - Based around a core of experienced Sea Trials players but also busily training newer players to help them get to grips with the game. Primarily GMT Timezone based but all are welcome, Teamspeak is a requirement and all recruitment / announcements are handled through this - Server details: 85.236.100.85:14227 Points of contact: MalakithSkadi, Dropkick & Winterkaye
  9. The Naval Officer role as it is detailed there is obviously aimed at people who want to just dive in and fight without worrying about economy etc. That is a great thing as it is likely to widen the audience and also help people get started by limiting complexity but ultimately may end up limiting people when they want to branch out elsewhere. Rather than "buff" the role in terms of money or whatever as most of the suggestions here are implying such that they can be more freeform and still fill that role take a slightly different approach. Would it not be sensible to instead of classifying everyone as one of 2-3 (or however many) "roles" for the entirety of the game you make them optional and possible to leave at a later time if you do pick them. That would allow you to start fresh to the game, not worry about losing ships etc as you learn the mechanics. You get all the benefits and negatives of your selected class whilst you are associated to it. Then when you are confident enough to go it alone break away from that role and take on the other aspects of the game like trade & privateer/pirating etc but throw away the previous benefits you had at the same time. E.g "Naval Officer" as above. "Trader" gets you preferable trade rates across the factions ports and access to reduced cost trade vessels but prevents you going above X in combat vessels. (Edit: These are just examples of the KIND of thing, not actual suggestions before someone gets upset) Then on the side of all those you have a free form mode where you get none of the benefits and none of the weaknesses for those who want to dabble in a bit of everything. It would also end up giving you a system where you could bolt on more "roles" at a later time in updates without breaking the whole system as you roll out new features. So you either specialise and get benefits to your specific doctrine at the expense of all others, or go jack of all trades and have to foot the bill of everything yourself but the upside is freedom of choice. Edit: Obviously fine details like how you carry forward ships (or don't) and stuff between the change would need to be ironed out but this is just general suggested theme as opposed to hard locking people in a role which ultimately leads to multi-boxing / multiple characters.
  10. Pirates are pirates, I don't believe anywhere says they HAVE to work together? Those players likely got there by attacking their own faction anyway so I don't see how you can expect that behavior to suddenly change when they are in the pre-designated "Don't trust anyone with this label" faction. The admin is free to weigh in of course but surely of all the factions Pirates are the "do whatever you please" faction when it comes to who to fight? Sure the battle may match you on their "team" because it only operates on a two team basis. But I see no reason why all pirates should be expected to work together instead of looking after their own self interests. Especially in the case of loot and ship captures. In this case, you took "their" ship... so they came and returned the favor.
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