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Koltes

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Posts posted by Koltes

  1. 1 hour ago, Archaos said:

    This is exploitable. Get an alt clan to constantly flip one of the satellite ports as a defense mechanism.

    Yeah I was thinking about this too and though about timers etc. But then I realized that this is self-sorting issue. If someone choose to use an alt to pull hostility then everyone can still attack that port and flip it. That port is still open for everyone to pull hostilities on. Sooner or later regions will run out of ports to pull - sorted.
    Also (thanks for bringing this up as I forgot to put it in as I originally intended) - taking hostility mission should cost lots of reals. Regional port - 500km, capital 2mil.
    There you have it. Only serious intentions please :) 

    Main post updated. Cheers

  2. Well I actually agree with you and also stood for clan wars and even have a post about it.
    However I dont think port bonuses should go. They just needs to be available to all nation. If nation likes the way bonuses setup they will naturally use the port.
    I think that clan should be able to charge tax not only on the shop transactions, but on everything that is done in that port - crafting cost reals (whatever small amount it cost should go to the clan as well as portion of doubloons that it cost to craft), pulling resources our cost reals right? they should also go to the port owner.

    This makes ports different and give more natural influence within a nation. Makes some ports more important than others.

     

    27 minutes ago, William Death said:

    Just go full out clan vs clan.
    I proposed that and was told by devs they are against the idea for different reasons. So hence why I'm trying another ideas that are not so OP and does not gives power to one clan own it all repeat issue. Why step on the same shovel again and again?
     

    Clan you don't like owns the port? Take it from them. Solo players can hunt whoever. Port bonuses and the other magic just needs to be gone totally. Go back to cookie cutter ships with a small pool of reasonable-percentage mods that allow for customization of performance. Let skill triumph over pretty pixels once again.
    I would love it, but see above. Devs are afraid (and rightfully so) that this will cause even more power concentration issue even more so than it is now.
    So I propose a Civil War that gives nation some control over it. If one clan will start having too much of a power the nation can stop it from keep taking ports.

     

    Agreed on "pass port ownership" option. Should already be in the game.
    👍
     

    Agreed that we need larger friends list so more clans can be added. Why limit it to 15?
    👍

     

    Somewhat agreed on having the shielding effect of capital ports removed.
    I'd go with Hammy's suggestion in his thread about reversing the roles of capital and surrounding ports: first take the surrounding ports, then take the capital.
    Or implement a sliding BR effect. So if you want to take the capital without first conquering the surround ports, you'll only have room for half the BR that the defenders can bring. Take more of the surrounding ports, and you can fit more BR into the battle. Take all the surrounding ports and you can fit full BR into it on both sides.

    I totally agree that shielding should be reversed, but again was turned down by the devs. The answer was that historically no one would have gone for the ports that dont matter. An escadra would have been formed and sent to attack the richest port in the region. Why waste time on smaller ports. I can see the historical reasons behind that, but disagreed with the devs for the balance of game mechanic. Historically that situation was mainly referred not to conquest but rather to raiding. In my opinion that permanent conquest needs to be done starting from regional ports, then move to capital. Raiding (temporary conquest) should be able to attack capitals right away like it is now, but hold only limited time during the plunder. Then yeah sure. But then again we were turned down on this so there is no point arguing.
    The easiest way to sort this is to make all ports available for attack (remove shielding), but make it so only one at the time can be attacked so there are no multyflips. Players can decide for themselves which ports are more important for them to attack. Maybe they just want an outpost in the region.
     

     

    Disagree on what the clan ownership should entail. It SHOULD allow a clan to put pressure on other clans, by refusing the use of resources. It'll drive clan wars within a "nation." See above for my suggestion to go all-out clan based gameplay. Have the nations (and cut nations back to 4-6 nations max, no need for so many) be like a loose affiliation of players under the same flag, but clans fly their own flags and wage their own wars. Sometimes those are civil wars against other clans within their nation. If the friendly clan list can extend beyond nation boundaries, then we can have true diplomacy in the game.
    I personally would love clan wars and believe that it would make this game go back to its glory. But for any reasons devs are against that idea. I'm not gonna waste my time arguing with the gods 🤣
    It is what it is. Question is - if they wont make new mechanic (clan wars), how can we change the current one so its playable? I agree with what you said in regards resources. Was thinking that too, just forgot to put it in

     

    And one does have to wonder...if the friendly clan list was working well for you, would you be complaining about the terrible mechanics? When my friends who remained in pirates after some of us left the nation got removed from the friendly clan lists, it was all well and good in the world: because they weren't deemed "true pirates." Perhaps another pirate king has risen to power and deemed you unfit to be a "true pirate" and removed you from the friendly list. Perhaps power blinded some to the injustices they wrought.
    I rather you not turning this discussion into clan politics that we have in the game and continue civilized non-trolling non-prejudice discussion about things that matters for everyone.
    And no, I didnt have an issue with VCO members that stayed with pirates (or left to russian for that matter). I always had an issue with anyone playing for one nation while being able to control ports in another nation.
    Also no, neither myself or my clan are cut off from port bonuses so I'm genuinely not pullig the blanket on my side only and thinking about the game in general. I all against this same issue of one person holding nation or his own clan hostage of his personal agenda or ego.

    Please make no mistake. When I say this I don't mean they should be denied that option either. Its just OTHERS should not be denied to be able to retaliate. This time around its happening in my own clan and all the same - I'm against that wholeheartedly.
    So its not actions of few that annoys me as I believe that everyone should have a freedom to act as the wish. Its the inability to answer those actions by normal game mechanics that I find to be the primary issue here.

     

    • Like 1
  3. This post is not about poking any clan in particular. This post is about discussing current issues at hand with the game mechanic.

    I think everyone agrees that the current system of "port ownership - friends list" leads to bully and mechanic abuse.
    We have seen plenty of examples of that.

    Current flaws at hand:
    1. Owner of the port switches to another nation, but may still retain control over the port. It is hard-coded mechanic that nation CAN NOT deal with such situation using intended game mechanic;
    2. Owner of the port quits the game without leaving Diplos in the clan - the port becomes inactive and a waste for the nation;
    3. Sometimes it's not about the capital, but it's satellite port. Guibara produces WO but JAWS clan leadership were not online for months. No one can get to their friends list and this port can't even be lost and retaken without first loosing Baracoa (the only crafting port that Pirates have - so not an option). This becomes a total waste for the nation;
    4. Due to friends list limitation lots of legitimate clans are missing out which again cripples the nation as not everyone can craft good ships;
    5. Clan friends list kills solo play in NA. There is no way a casual player who plays at his own pace is capable of being competitive captain. Because solo play is the most activity of the new players = no wonder we have poor new player retaining rate;
    6. Owner of the port decided to troll the nation. He has tools to hurt the nation and nation has no tools to retaliate

    Issues summed up:
    1. Friends list limitation;
    2. Immunity of satellite ports (can't be attacked without capitals falling first);
    3. Immunity of rogue clans in a nation (no GnG or other mechanics to deal with trolls);
    4. Port bonuses are only available to those who are on the friends list;
    5. Inability for the port owner to simply pass the ownership to another clan


    Below is how I propose to sort all these issues:
    1. Keep the friends list, but remove limitation and only make it applicable to who can enter the PBs of the given clan. Edited: (added by @WilsonMG's suggestion: friends list also gives access to port investments. Not being on friends list does not cut off the port bonuses;
    2. Remove shielding of satellite ports by the capital. Allow all ports to be attacked (if hostility missions can be pulled on any given region then all ports can gain hostility with one exception! When hostility mission is taken on one of the ports, the hostility missions on other ports becomes unavailable, thus removes multiple flips on any given region). All hostilities should cost to take. Regional ports 500k, capitals - 2m per hostility, thus makes it expensive if someone chooses to use this as defensive tactic;
    3. In port management add "Pass port ownership to another clan" button for easier transition. The new ownership takes effect after downtime. Only clan creator is able to do so;
    4. Use previous Alliance voting mechanic for a new Civil War mechanic - allow any given clan to start voting on attacking any given clan within a nation. If rebels have 30+ % votes in favor - they have grounds for the Civil War. Two sides are created - defenders and rebels and all clans will have 3 options - either join one or the other or stay impartial (neutral). Civil War runs for a limited time and has a cooldown. Only one vote at any given time may be created


    Thank you for your time

    Koltes out...

    • Like 4
  4. Want to know everyone's opinion on this new mechanic.

    Hull repair:
    1. It's impossible to perform Structure repairs in battle while you still have enemy players present, so when your ship is loosing structure in battle there is no return. When you pop that Hull repair only the armor is fixed. There is no way to fix your structure because it's been so badly damaged you just can't plug all these holes during the battle;
    2. You have 2 Hull repairs in any given battle and you have to apply it to either side of the ship. There is no timer between using the repairs and you can apply both Hull repairs to
    fix the armor on both side simultaneously or apply both on one side only; 
    3. Amount of armor fixed is depending on the amount of damage it received. More damage was done to the armor more penalty applies. So when armor was dropped zero only 5% of it will be fixed no matter the upgrades. If the armor have taken only half damage then its possible to fully repair it. Bottom line  - more damage was done to the armor, less you will be able to fix. 

    Rig repairs:
    1. Rig mechanic is changed. You are no longer repair rigs in battle, but you carry extra sets that you can REPLACE during the battle. You would have 1 extra by default;
    2. Other sets are permanent mods that either give you 1 or 2 extra on top of your default one (3 sets max in total);
    3. These sets can be changed back and forth, but they cannot be repaired during the battle;
    4. Same as rigs you can fix your sets in battle instance when there are no more players left or when you get out in the OW.

    For example you have 1 extra set of sails on your ship (no extra mods). Your sails were damaged to 85%. You are making a call to replace with the new set. You are back to 100%. This second set been shred to pieces and is now 55%. You are making a call to replace this set back with your 1st sails set. After finishing it your sails are 85% (the condition of the fist sails set).
    After the battle you can repair all your sails sets and get them back to 100% either in battle after there are no enemies left of in the OW.

    I don't really have much issues with how Rum works apart from calling it Rum and not First Aid or Field Surgery :D
    Please lets discuss

  5. I always believed that gameplay should have been local in NA.
    Take EVE Online. Yes you can jump and go to another part of the space, but it will take you lots of effort. Especially logistics. So you really play only around few star systems. Very locally.

    NA should be one instance supported by multiple servers. Sailing speed should have no speed cap. Ships speeds slightly increased like it was before.
    Fightings will then be very local. RVR more of a local character. You wont see one nation all over the map. You will see lots of fights in one area

    This all your manual sailing applies in OW... well there ill be no OW anymore. Wind is randomly changes slightly and jumps dramatically once or twice a day.

    Bang! Tagging is gone
    Bang! 25 vs 25 limitation is gone
    Bang! Larger battles (must be supported by multiple servers
    Bang! 4/5th of the exploits gone

     

    • Like 1
  6. 19 hours ago, Georg Fromm said:

    Is NA slowly becoming a fantasy game? I understand the intention behind it, but somehow I would like to keep a rest reality 18./19. century.

    It is a fantasy game

     

    18 hours ago, William Death said:

    I don't think you understand what I mean.
    I think I do man, but you are too focus on the negative side and missing my point
     

    You damage me. I repair my ship. My alt brought repairs in a fir/fir requin and joined my side. My alt repairs my ship again. I get 2 repairs for the price of one.
    1. I said that you must go real slow in order to do it. 3.5kn or slower;
    2. They must go side-by-side, which means if you choose to do it in small fights then you are welcome to. I will sink both your ship and the ship that is repairing you;
    3. Also we can add to this that when two ships initiate repair assistance then both of them disabled and cant shoot, cant turn. Just like bracing. If they cancel they go back to normal, with repair countdown timer.
     

    Or you damage me. I repair my ship. My clanmate who hasn't been shot at because everyone focused me lets me have his repair. He repairs me and plays cautiously for 12 minutes. Meanwhile the enemy team is doing the same thing. Nobody is sinking because even focused fire of 4-5 ships against 1 is not enough to sink it the moment it turns away to angle and repair.
    As per above. Same thing. You need to actually play this scenario in your head. You will see that if anything it makes you MUCH more vulnerable while you repair. This means that you really need lots of team work to protect you. Which also means that this feature will be more useful in long port battle or large fleet fights and will be useless in small fights
     

    If your goal was to make sure fewer of your teammates sink, then your suggestion will accomplish it. But it'll also mean fewer of your enemies sink (unless you only fight inexperienced players who won't know the proper tactics to use the repair meta).
    My goal is this. I want ships to become more specialized. Have different purpose in the battle. I want battles to be more diverse. World of Warships or War Thunder we have all sorts of different classes that have different roles. No, I'm not saying that this is what we need. But we need something to make one ship to excel at something that others don't.
    We lost that when sailing profiles where normalized. We lost that when speed cap was introduced. We lost that when larger ships could enter shallows. We lost that when Victory lost its turn rate etc. etc etc.

     

    I escaped many ganks under the old 1/1 repair. I know for a fact you did too. 
    In fact, I'd argue it was easier to escape the ganks then. Because then I could string them out in a line behind me, chain, demast, or even sink the fastest ship, pop my repair and get away.

    Yes, having good experience and knowing when to pop the repair was the key. However the damages that were done to sails were greater. Escaping was easier back then if you had stern chasers. Now they can get on your stern and you cant do much shaking them off. But that is subject for different discussion



    Currently with the multi-repair meta, the game encourages ganks even more. How would you defeat a super fancy gold Bellona that does 13.8kn+, has northern master carpenters, and unbreakable masts? Easiest method is to bring something fast to keep it tagged and get some chain, and a couple tanky ships to brawl it out and sink it. Sounds like a gank to me.
    I agree, but this does not apply to my suggestion whatsoever. You're comparing apples and oranges

     

    You've been out of the game a long time. Perhaps you haven't seen a battle where ships get smashed to the point of almost sinking, pull away for a few minutes, print a new ship using hull repair, and jump right back into the fight. I have, and its not as fun for either side. What would make it even less fun is if we could have an alt (or someone dedicated to staying out of the action) sail away with them and repair them completely back to full.
    I have seen it, I was always around all that time and though didnt commit playing heavily I would pop in and play for a week or two to see what the new changes were all about.
    And No I dont like this either. I always said that repairs should have been done that lesser armor you have left when you popped the repair more repair penalty applies so you repair less. Means you have to pop repairs early. When ship is almost sunk then it should repair 5-10% max just so it can float. Also repairing structure on a water to me is sci-fi. Structure should not be repaired at all or a very tiny amount. But then again. This is another subject.

     

    Bottom line:

    Allowing a player to use more repairs is not a way to add depth to combat. What it will do, however, is make sure players sink even less often.
    No. I offer to change how repairs working altogether. Right now they are too OP and not because they repair too much, but mainly because there are no penalties while repairing. Crew transfer is a shit penalty. Its nothing. I was always puzzled WHY bracing disables the entire crew and that even one sailor cant steer the rudder, while we put so many crew on fixing the ship and its still operates, turns, maneuvers, changes sails and even fires broadside after broadside. I believe that HULL repairs (not RIG) should slow your ship below 3.5 kn and disable any kind of turning and reloading. This way repairing cannot save you in small engagements. But in large fights you could come up with different strategy and ship setups.

     

    18 hours ago, Raekur said:

    While the idea is interesting, I would counter with being able to transfer repairs between ships instead. The reason for this is what happens to your idea if someone brings in a small fleet of basic cutters which require no repairs to actually repair a ship? 

    Proposed that many moons ago. Over 2 years to be exact.

     

    17 hours ago, Gilles de Rais said:

    It would only promote the alt-thing ... a ship that sail behind the lines and is only needed once in 12 minutes ... 

    If you dare to repair in a small fight like you described I would like to see you controlling 2 ships, alt-tabing, both half disabled during the repair while facing one good captain. Good luck

     

    16 hours ago, Raekur said:

    This would be true only if the repair ship was in the larger fleet. If it was part of the smaller fleet it would be unable to repair a ship without being engaged.
    Spot on!!! This ^

    This would greatly depend on the amount of time required for it to initiate a repair. If it could sail up and drop sails and instantly initiate the repair and sail off, then it is not feasible for playability. If it had to stay next to the ship it was repairing for the duration of the repair, then it does not make this idea unbalanced considering that most repairs takes several minutes to complete and during this time both the repair ship and the one it is repairing are susceptible to attack.
    Exactly sir! The assisting ship MUST remain side-by-side with another ship else the repair will be canceled, thus removing 2 ships from the fight for some time.


    The biggest impact this will have is during port battles where the attackers are the larger force and can keep a few ships back out of range of the defenders. Since most of the ports have at least one circle right next to the port this would not work very well for the defenders as they have no area to retreat to in order to make repairs that will not be assaulted during the battle.
    Usually there is always a room to maneuver for defenders unless its a specific port like Nuevitas or Remedious alike. Also any larger force would have upper hand on smaller force regardless. Just dont forget that assisting ship also gonna have repair cooldown timer so wont be able to repair in return.

     

    11 hours ago, Teutonic said:

    I and many others would abuse the shit out of this.

    can you imagine if 2 players pop a repair each at the same time? that is 20% +20% repair amount minimum - add in any perks, mods, or books. and you can essentially revive a dead ship.
    Sure potentially you will be able to revive the ship, however during small engagements attempting to do so will actually kill both of ya

     

    we should be able to trade while in battle - similar to how we can trade in port and in the OW. having to trade through a sinking ship is rather irritating and I can see situations where someone uses all their repairs and being able to trade repairs from another ship could be a nice addition.
    Not only trade with friendlies, but also with the enemy (which I have proposed long time ago too). Not talking PB fights, but OW engagements. We need more interactions with the enemy.

     




     

    9 hours ago, William Death said:

    Now THAT is something I (and probably many others) could go along with.

    It should have been in the game a long time ago, IMO. If within looting range of a (still floating) friendly ship, you can trade with him.

    Even go a step further, and allow us to trade with enemy ships in battle. Chasing that trader who swears he'll pay you well if you don't sink him? Have him heave to and you sail near his ship and trade with him. Then you can choose to be the honorable captain and allow him to go on his way, or be a cutthroat pirate, throw your honor out the window, take his money and sink him too!

    Agree. See above link to that proposal 2 years ago.
    Here is another two
     

     

     

    • Like 1
  7. 35 minutes ago, William Death said:

    No.

    Repair meta is strong enough as is. Crew 4 + Northern Master Carps + Carpentry Combat Reports + Carpenter perk is too much repair spec as it is, yet everyone is running that (or the poor man's version of that) anyways because its the best.

     

     

    Better idea as I've suggested dozens of times already:

    • Go back to max 1 repair of hull, 1 repair of rig in battle. No necromancer Rum repair. No cooldowns.
    • Reduce mods to a maximum (all stacked) of +/- 5%

     

    Result: Game goes back to more skill-based combat, not repair and gear meta.

    No.

    Amount of HP repaired in battle is still the same as it is now. You choose to repair someone and you yourself is out of repairs.
    You choose to bring repair ship and instead of fighting ship and it lowers your team fighting ability, but increasing survivability.

    Most successful games have classes, e.g. WOW have healers. EVE Online - logistic ships. War Thunder - repair assist available to all tanks
    Something the class is specialized for. This brings more teamwork.


    Result: Game goes back to more skill-based combat, not repair and gear meta.
    Or a gank fest without escape chances

  8. Suggestion: Allow players to use their repairs on friendly ships.

    1. Both ships needs to be going side by side slow (3.5kn or below else it cancels the repair);
    2. If you choose to repair friendly ship it still pops the cooldown like if you have repaired your own ship;
    3. If you repair friendly ship then its your mods, perks and knowledge that applied like if you would have repaired yourself;
    4. Both repairs (two ships repairing one) can be applied simultaneously.

    This feature will:
    - Add so much more to the strategy and playability of battles;
    - Will make sense to bring logistics ships to the battles with maxed up repairs instead of fighting fit;
    - Promote ship specialty and team work;
    - Allows players on lower ranks to be not just useful, but actually  important in battles of larger ships and learn the ropes under fire

    • Like 3
  9. 1 hour ago, AeRoTR said:

    As the required man hour for this huge project and rewritting the game engine, plus requirement of some alien technology to perform all of this...

    Thats ok. I'm an average Joe when it comes to programming, but I'm willing to do the impossible and sell my soul to the aliens and get it done for them... in an hour... for free :D 

  10. This is what really would make players happy. 
    1.) Enlarge doubloon wallet capacity (why do I have to teleport back and forth just to bring enough doubloons to buy a building?). I dont think this limitation serves any purpose or has any benefit to the gameplay;
    2.) Reals... Make them that we can pay someone instantly no matter where they are. Right click on person's name > send money. This teleport to one place to transfer amounts between players or characters really adds nothing to the game. Just another time sink and extra 10 clicks.

    • Like 9
  11. I dont get it. Where in description does it say there is a BR limit? Or ship rate limit?

    HM4L07T.png

     



    No description on the map either


    p2SrGn3.png

     

    But when you try to join the battle it says in the heading that this is Frigate Patrol Battle and there is a BR limit. Shouldn't there be a description available BEFORE you equip the ship and head to the zone???

    da5RPoU.png

    • Like 2
  12. 1 minute ago, Angus MacDuff said:

    I'm not talking about blame.  this is exactly my point.  As @koltes points out, we don't all have to hold hands and hug.  The fact that one group has a hate on for another and can block them from aspects of the game is (IMHO) a problem that Devs need to fix. 

    But you are not getting it. We CANT block them from the game and should not. But we can block them from OUR assets and so we should. Big map. If they are so damn good as they portray themselves then let them work for their own assets.
    Go organize their own force, attack national ports. Claim it. Build ports, bonuses. There you have it. Just keep your hands from mine that I worked for. 

  13. 9 minutes ago, Angus MacDuff said:

    @admin, this is a perfect example of why the Friendly clans list for crafting purposes is not working and needs to be replaced.  Regardless of who is right or wrong in this conflict, many players are having their game play poisoned by the actions and/or opinions of a few.  A single individual (or small group) should not be able to give orders to others and impact the game play of a large group in this manner.  Players are literally being shunned, based on personal conflict.  Human nature cannot be trusted in this sort of environment.

    Why? Because everyone have to hold hands or be able to troll with immunity???
    1. If my mates and I have invested efforts and time into something - this should be our choice to share or not to share;
    2. I would totally be ok with Friends list replaced by GnG;
    3. I even be ok with GnG replaced with war declaration aka Clan wars

    Pick any

  14. 10 hours ago, Atreides said:

    If I might weigh in here on Ed Rose's behalf.  He only joined VCO due to wanting to be involved with RVR.  VCO was always RVR oriented whilst at the time the other pirate clans were not interested.  Ed and I have issues, but I would hate to see his fledgling clan being put behind the black ball because he felt it necessary to join VCO in the past just to get some RVR fun.

    Just a point I think people may not know, or may get drowned out in the flame throwing.

    Never had an issue with Ed, which I stated many times. Well until now anyway when he started throwing tantrum and cursing everyone, but whatever.

    Reason why his clan is rejected is because he admitted that he cant control if VCO’s alts wont make it into his clan. We pointed at few. He still have some and even mains who were trolling us and still do. Never supported our cause. Never seen him in our battles. 

    Can someone enlighten me as to why pirates who were hard working together, together achieved lots of shit and had some great battles together why should we allow someone to feed of our results when all they did is trying to stop us? Even to date they are trying to be a nuisance.

    But that is what they always been and ever be. A nuisance. VCO have never done in 2 years in our absence what we have done in 2 moths. They are now biting their lips being butt hurt jealous seeing our results.

    We told them if they dont pass the port to pirates and stop milking us we will take it ourselves. They didnt believe us. We took it. They cried.

    We told them to stop smack talk in chat or they will lose all their ports in pirates. They didnt. We allowed for these ports to go and will take them back in due course. Purge is under way. They cry again.

    We told them to stop smack talk in nation, they didnt. We told them to stop fkng with La Guanaja, they didn’t. We took SdC. Not them. We took it. Our work and efforts. Privateer shows up and start grinding its satellite port. No asking nothing.

    So why should that lot to be allowed on the friends list if they are no friends of any pirates?

    Why should we allow any clans who take them to be on friends list? In our mind they’ve chosen  the side. These are just the consequences of their decisions, which we were always open and clear about.

    Further more, we are always open to work with good people. There are still some people in VCO who we have no problems with and will never pursue them. They can join any clans we will never have an issue with them using our ports.

    So its not just VCO. Its certain members of it. They have a choice to be trolls. We have a choice to fk them up for that. Today that they are jumping from clan to clan trying to get the access to the crafting ports, today they are crying about the consequences of their own actions they just forgot that yesterday they were laughing at those consequences.

    Members of VCO (specifically their leadership) have put so much shit on these forums its beyond comprehensive. Their clan of alts have made over 40 tribunal posts that I could count. Let that sink into your heads. Over 40 tribunal posts! What all around them are cheaters? All around them are exploiters? VCO guys are the best out there. So pure. Never exploited anything. Were never involved in such unspeakable thing like gold ships duping.

    Karma is a bitch and its not going to stop there. I think she is on some kinda mission here 🤔

    Whatever we have in presence is the results of our decisions and actions in the past.

    • Like 4
  15. 1 minute ago, admin said:

    да - бой не сложный - потеть не пришлось
    если не будет отцепа город защищается очень просто

    Можно вопрос, если так легко защищается, а тогда какой смысл в таких атаках? Что это добавляет для игры?
    Просто поденная работа получается? Chores

  16. 40 minutes ago, admin said:

     

    War Server

    1. Raiders will only attack most developed ports of top 3 nations (mix of investments and tax rate)
    2. Raiders will ignore all other nations

    @adminI dont like this simply because this is not PVP raids, but I'm excited to test new PB battle mechanic. 
    However my VERY strong suggestion will be that you first try this on NPC attacking SMALL ports that are satellites of the 55 point ports. Reason behind that is that your mechanic was never tested. It will be buggy. It will need balancing. Players loosing 55 port with full bonuses investments due to a bug or a bad mechanic gonna cost you and us more players getting pissed off and leave.
    Lets test on smaller towns first

    • Like 7
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