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Koltes

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Everything posted by Koltes

  1. I hear you. I really do. You want to give more PVP opportunity to people who otherwise cant get to PBs. I get that. My issue with this is that it affects PB balance depending on who from the attacking side could make it in. Sorting one issue creates another. I have proposed many times a simple conquest mechanic and PB system that would work and quite elegantly tackle all the aspects that we are trying to cover without creating new issues. This system has been well received by many pvp oriented players. 1. Each region has 5 ports. 3 Shallows, 1 deep and 1 lineships. 2. You have to fight each port in the region in order to take the region. First shallows needs to be taken, then you can attack deep port and if you take that you can attack the capital. Take the capital and the region is yours. 3. One clan can declare war on one region only. No flags, no hostility. You simply declare war on the region and it become contested. During war attacker can open PB and set any time for the battle (on shallow ports first) but minimum 1 hour timer is given. 4. When/If shallows are taken, then attackers can set PB time for the deep port, but again minimum 1 hour time is given. Taking deep port opens ability to set time for Capital PB, this time 24 hour timer is given. 5. Failing attack on any of the ports will delay second attack for 12 hours, e.g. Team attacked 3 shallow ports, took 2 and lost 1. The port that has been lost can be attacked again in 12 hours or later. Same is for the deep port. 6. War declaration on region last for 3 days (72 hours). 7. If capital port has been defended or the region has not been taken in 72 hours from the moment of war declaration then the region is defended and receives immunity for the next 7 days. PORT BATTLE DEPLOYMENT SCREEN: Not to be confused with a lobby type matches. To join PB player have to sail to the region. Soon as he reaches the region he is able to join the Deployment screen where teams are being sorted.. In this screen there are 5 windows. 3 for shallow battles, 1 for deep and 1 for capital. Clan that is responsible for declaring war on the region is in charge of setting up the teams. Officers from this clan can shift players into slots from general room. Or clan can run this battle on "first in first served" principal. Each team fights its own port battle. Then they meet back in general room to sort next teams. Ports that have been taken players are able to enter and setup outposts. These ports are now being plundered (reward mechanic). Because battles are fought in different type ports, players can bring different fighting ships in fleet with them for each port type battle. SHALLOW PBs: Maximum 7 ships allowed, 5th rate being the highest. All three shallow ports can be fought at the same time by the attacking team (21 players fighting in 3 different shallow port battles). If one shallow has not been taken then the next attack is delayed for 12 hours. All shallows needs to be taken before attackers can open PB for the deep port. Attackers have to take all 3 Shallow ports in order to be able to attack Deep port. Loosing battle means 12 hour minimum delay before reopening another PB and having another try. Single stage Shallow port battle is set close to the shore line with a basic fort. Old school victory objective - 2/2 BR advantage + destroyed/capped fort. DEEP PB: Maximum 15 ships allowed: Participation slots are - one 2nd rate or two 3rd rates, 7-8 ships of 4th rate and 7 ships of 5th rate. First stage is Screening. The battle is in the open waters away from the shore of even numbers. Attacker's ships that got sunk close their relative participation slots for the next stage, e.g. when maximum x8 4th rates allowed for deep port battle have x3 4th rates sunk during the screening stage, then only x5 4th rates can join the Second stage of Fort Battle. If ships where captured by the attackers that opens additional slots for the next stage. Defenders are able to fill in their team slots fully no matter their previous stage losses. Victory condition is 2/2 BR advantage. Second stage is Fort Battle. Set close to the shore line entry to the Port with an intermediate Fort strength. Victory condition is 2/2 BR advantage and the fort destroyed. Only those ships can participate on the Attackers side that made it through the First stage. Participation slots could be lost (attackers ships sunk or capped) or gained if attackers capped defender's ships. But number participating in the battle not exceeding maximum allowed by the port battle type. CAPITAL PB: Maximum 25 ships allowed. 2 stages - First stage is Screening and the Second stage is Fort Battle. Participation slots are: x5 ships of 1st rate, x8 of 2nd rate and x12 of 3rd rate. Screening and Fort Battle stages are otherwise same as for the Deep PB. Attackers objective is to save as many participation slots for the Fort Battle and defenders team is to reduce attackers participation slots. Victory conditions are the same also. If any of the battles for Capital Port has been lost by the attackers then the region is considered to be defended and plundering stopped in all ports of the region. PLUNDER REWARDS: While ports remain under control of the attacker's team the plundering is under way during which the attackers receive 5% of port's wealth each hour. The wealth of the port is a combined figure of what port is producing, player's buy contracts investments, players sell contracts investments, players production stock (players normal assets like upgrades and resources that are not being produced in the actual port are not being plundered. It takes 20 hours in total to completely plunder the port. This sorts the following issues: 1. The regions are not taken fast which was an issue with flag system and why hostility introduced. 2. Number of regions in war depending on number of active clans. 3. Screening is implemented as part of the battle stage and affects the next stage however gives attackers a chance to have a fair fight. 4. Taking a regions is still somewhat difficult and rely on attackers skills and teamwork as they basically need to have 2 victories per PB. More so if the first victory was not very clean it makes it a lot more difficult for the next fight. 5. Plundering is implemented and allows smaller clans to have fights in the regions and take plundering rewards even if they are unable to bring force for deep or capital PB. 6. Because war is declared by a clan and can be done any time it makes it easier to participate for the new guy. Also number of PB fights will naturally increase giving people more opportunity to participate; This system is somewhat hybrid of gathered knowledge of NA PVP experience and other similar set games and has actually been over calculated and balanced on paper taking into account: - Newcomers participation; - Battle tactics and ship variations; - PVP dynamics and improvisation; - Rewarding activity; - In-game tools and what is possible and realistic to implement with a relative easiness; - Players interest; - PVE and PVP type players brought together; - Interesting, but most importantly fun conquest mechanic
  2. What is there hard to undersrand? Current screening mechanic combined with the rewards only encouraging more screening around bottleneck point and preventing fair and square PB. Rewards will be welcomed after screening mechanic is changed so its doesnt negatively affects PB. Ideally they should implement staged PB instance where first stage is screening stage. Equal numbers are present. Get rid of these capture circles. Max combined BR is allowed and the rest is up to players to figure what they want to bring how they want to fill in the BR. You get your rewards after the battle in form of PVP points earned based on your actions (kills, assists, cap points whatever). Screeners get their screening action and PB match is still a fair contest. Did I answer your question or are you going to gimme another: "and then?!"
  3. No, there should be no screening outside bottleneck battle join. Join PB button should appear soon as player entered the region or at least a huge circle size of a square on the map. Screening still posible when allied fleets will be hunting in the area (which by the way smaller than the current pvp zone) but wont give significant PB advantage when it prevets the PB to actually happen
  4. You are missing few points. Point 1. There ARE small nations in this game which have tried to recruit more people but cant due to low server population. These people dont want to play with a large nation of carebears or just new pkayers for whatever reasons. Its good that they have a choice. Point 2. Whether you like it or not, believe it or not, you have just said that you "keep hearing about small nations". So you keep hearing about this and want to ignore? Point 3. On PVP2 GB and US two largest nations have been in alliance for quite some time. This means that while one is in PB the other is screening for them. No matter how many numbers small nation bring to PB, one of the largest nations is capable to screen them for eternity and prevent to enter PB and even if sone do get to enter there is full force of other nation waiting for them there. Point 4. Naturally there are more small nations than big nations. Together they provide about 40% of the server population. Making conquest impossible for them (fair or unfair is a separate issue) denies them ability to compete. If they are unable to compete they either reroll to the large nation or quit. When PVP2 server has lost 40% of PVP players from small nations the large nations had no one left to fight. Server went into sleep mode. Point 5. There cannot be peaceful stability in open world PVP game setting which has war and fighting as a core activity and reason to play altogether. This means there needs to be ongoing conflict of interests, fair chance for everyone to compete. During times when we were pulling flags small nations had better chances to fight large nations. Server was buzzing, fights were going all the time and could happen in an instant. Now players log in to do a bit of this and that and sonetimes pvp event and log off. Point 6. While small nations only take 40% of the setver population they form 75% of PVPers. You kill them - you kill PVP aspect of the game. You kill contest and competition. Of there is no PVP aspect in the game it is doomed to die. Point 7. For most PVP players OW means oportunistic PVP. Its the place that require risk and either play safe and ask for help or take bold moves. Its ok to get ganged on OW or be outnumbered. Its ok to have unfair fights. This is where your name is forged due to your own actions. People get to know who you are because you have a choice to act the way you like. Point 8. PB are part of conquest and therefore must promote fair fight team vs other team where best team is winning not the largest. The conquest type game game must have equal balance. BF3 would have bases in fair positions to both teams, WOT global map is a fair fight between two teams and battles are scheduled and preorganised etc etc. Because of NA nature the teams (nations) are unbalanced and NEVER will be. This means that game must have means to balance teams in PB mechanics. ...and so far its the largest teams that gets all the cream and the balance keep falling off the scale
  5. OK I get this we are discussing screening here. The question remains the same - small nation vs big nation. Right now screening is killing conquest for the small nation completely. When small nation can provide 25 players to fill in the PB and give a fair fight, but they are all screened by a huge force outside the PB and can't even get in do you find this fair and actually want in your mechanics? Or are you exploring other means to balance this issue? Thats right, but non-attendance is also an issue for actual PB fights because small nation of hardcore PVPers can't give a fight to large nation of carebears due to pure numbers screening issue. You said that you have some ideas to solve PVP generated hostility, does this mean you also will look at PB screening to balance big/small nations?
  6. Also here is idea for random fire mode. Right now no one is really using it. Remove it from fire mode and instead make random fire automatic and only option when Brace is active. This will represent that there is only few people run around firing lodaded guns firing them randomly while the rest of crew is hiding. because they can't reload during brace this will be one random fire broadside
  7. Just had a fight with BSR was fair and arranged. Thanks BSR. Very sporty indeed
  8. I go for half hour find me a target and tag him. The tag is easy to screw since the speed in the OW is pretty high. We enter the battle and I'm too far away to keep the target in the battle. He runs away and disappears in a cloud. This is a PVP oriented game yet you somehow keep coming up with solutions to avoid PVP and encourage carebear behaviors. Your last patch nearly killed Opportunistic PVP in the OW and people are now inclining back to lobby matches just to get pvp. Safe pvp... This option teleporting away from the battle is going to further penalize OW pvp and decrease player base. Yes if person has escaped then he escaped the battle, but it does not mean he can't be chased again and attacked again and you are removing that. What is realistic about that? How do you address the issue that has been raised over and over again: Small nation has NO CHANCE of defending or attacking the port because Large nation (or in case of pvp2 two large nations united) is capable of blocking the PB entry and screen. How does this proposed solution helps the smaller nations to survive? They only thing they could do to bypass the blockade and actually enter PB was to log off outside port. So you keep denying small nations tools and ways to survive and thus reducing people's interest to stick with the game. ------------------------------------------------------ COUNTER-PROPOSALS I can't see much of an issue of being able to re-tag. Its an OW. You are supposed to be far away from the shore and faster ship needs to be able to catch up. That is the danger of traveling alone. There should be fear of being alone and unprotected. There should be SOMETHING to give adrenaline. Make it safe and you can call it a PVE game. Bye-bye all the potentials this game have. Battlescreen Camping Make compulsory exit after 5 minutes into the OW. If player closed the game while in battlescreen his ship automatically enters OW immediately and normal 2 min timer kicks in like if you would log off in OW now. During this timer countdown his ship can be attacked all the same. Camping problem - SORTED Ambush Outside Battle Make ships travel in battle reflect the OW exit. This way ambushes will have to hard guess where the target is gonna exit. If target will be able to make it to the port in battle and escape then he will appear outside port and will be able to dock. Dont let them teleport by some short-cut game mechanics, this will bring further disappointment. Ambush problem - SORTED Ninja travel To prevent people from traveling inside the battle and reappear on the other side of the region or sneak up to enemy ports, make 5 minute "no battle" timer force to exit battle. The timer kicks in when there are no enemy left in the battle or there was no damage done by enemy ship. You have a 2 min tag on which you can escape, add 5 min no tag force exit. Ninja travel problem - SORTED Logging off outside PB. You do realize that this is done only because your game mechanics does not allow free entry to PB match when the port is screened, thus leaving small nation the only option to get to PB safely. Is that what you are trying to do? Penalize those who are already heavily penalized and further unbalance the community? Instead, allow people join PB soon as they reached the region. When player enters the region and the region name appears in OW description then PB battle JOIN BUTTON appears and allows to jump straight to PB. This way players still travel to PB and are able to avoid being tagged in front of the bottleneck entry point. People logging off in front of PB - SORTED as there will no longer be any need for that
  9. Make Brace button more dynamic. So it does not put crew in shock for a minute. Instead make crew stop putting and taking down sails, depowering and stop reloading, however let them fire, turn yards and rudder (you only need one person to turn the rudder). Also cooldown timer on Brace is too long. 2 Minutes is mighty plenty. If shallow ships are so vulnerable then give us barricades perk that will add bonus to reduced damages to the crew while bracing.
  10. To all captains of PVP2 server, PVP events are designed to bring people together and encourage fighting by providing rewards to top 10 captains on the list. As you all know our server is greatly suffers from loss of population. On top of that people do not show up to those events in fear to be ganged. The common believe will be that if I'm not surrounded by friends there is no way I could get a fair fight. Those few of us who come to PVP Events and wait for hours just to get one or two fights can confirm that the above is not the case. Knowing how hard it is to get a group together on PVP2 we have been arranging fair fights for a few days now. Therefore I would like to propose that all PVP events on PVP2 server will follow basic rules below: 1. Everyone shows up in the middle of the circle in their ship of choice no matter the numbers; 2. There shall be no ganging, chasing lone captains or any unprovoked attacks; 3. When people get in the middle they arrange fair fights whether 1on1 or team on team based on numbers and ships; 4. Players who break this rule and attack without arrangement shall be exposed by screenshots, shamed and hunted by others for the length of the event NOTE: Copy / Paste this post in Global during the PVP event so everyone who participates and those who wanting to give it a try will be on the same page. Thank you for your attention [BLACK] Koltes
  11. While some unbalanced mechanics (including the Fine Woods) certainly had its chip-in to server population drop, the main reason why pvp died was because OW is all about 2 things: 1. Looking for fights (chasing traders, ganging, ambushing etc); 2. Conquest territories and(or) fighting in missive PVP battles. The first is broken because: a.) There was (and mostly still is) no conflict zones that attract player activities (recent PVP events is a test to create such conflict zone) so you have to look for targets around the entire Caribbean; b.) Unbalanced speed difference in ship setups in OW. Fast ships are catching slower ships way too slow in OW. The speed ships travel in OW allows to make it to a port even across 2 square sectors on the map. No matter how faster your ship in the battle, but in OW it struggles to catch up before pursued player reaches the port. The above made SOLO pvp nearly non-existent in NA. The second is broken because: a.) In order to even start the PORT BATTLE you have to do enormous amount of PVE; b.) Due to above the amount of PBs have had a huge drop, thus driving people off the game c.) Freedom of choice is removed from PB. You no longer could just do as you will. PBs were often a spontaneous decision which had a good drive for community. You can't force PVP player to do PVE and hope he will stick with the game. It is ridicules when PVE players winning on PVP server because game mechanics made it so. As for the Fine Woods. The problem is not in the material. Problem is in the crafting itself. It is too linear and simple. They tried to bring more complex mechanic into a simple mechanics and it become an anchor. Everything else in crafting needs to be tuned up first. Removing Fine Woods simply tells us that they walking away from complex crafting and making it a simple one. I recon one thing at the time. Get OW pvp sorted first. Then work on crafting
  12. Lots of MMOs where you grind materials will have special drops that are requirements for better staff. The better the drops are, rarer the rate and are used for higher level stuff. Asheron's Call, Age of Conan, SWTOR, WOW There are also arena based strategy games that get similar drops. Like crystals for example. Green crystals for low level magic, purple for high sorcery, diamond crystals some uber shit. Point is there needs to be various quality wood types for various quality ships. You cant have one rare quality woods that covers the entire spectrum of ships. Its not gonna work. No one will waste those fine woods to craft anything lower than gold.
  13. Yes please!! Scenario one - Your free port becomes a bottleneck/meeting point, so us pirates camping the area. Whoever gets in or out is attacked and ganged. Scenario two - there is no second scenario
  14. @admin Good to hear Sir. Part of frustration players have is due to uncertainty of where the next of development is gonna take them. If I take my time and do a full write up of a complete game mechanics that is not too far off from what you currently have, but keeps the game interesting and fun and has support of many players will you read and confirm what will you consider to implement and what will not even be looked at? I just need reassurance that few hours / days of my work will not be wasted for nothing and will be heard.
  15. First of all we are on a same mission and desire to improve the game. The trouble that you have with your summed ideas is that they are parts of different game mechanics and would need a new gameplay system to fit. It is totally fine if you have such game mechanics thought through and proposed. But right now are are fixing holes of a barrel that just faintly holds together. We need the gameplay system that everyone is generally happy about. It is definitely doable. In fact such system has already shown signs of existence though on paper only. Just needs to be heard Answering your post specifically: Teleporting ships (Skip it entirely, but increase OW speeds by 100%) If you mean no teleporting of your ship from OW then definite NO. This mechanic is not abused and gives non-uber option to skip frustrating sail ones in a while. Less frustration = more fun. If you mean teleport ships from battle screen then again NO. This needs to be regulated by gameplay mechanics. 1. Player can only take so many crew on board. Extension can be reached by having Marines who can be transferred to crew if needed; 2. Players are allowed to have multiple officers on board; 3. When crew dies they are not magically replaceable from Free Crew, but rather reduced number restored from Doc perk, after battle recruiting etc.; 4. From battle screen ship can be sent to your outpost IF: a.) min required crew assigned to sail the ship; b.) an officer assigned to sail that ship to outpost; c.) "teleported" ship does not appear at the outpost instantly, but it takes few hours for it to get there; 5. By sending ships to outposts player reduces his own crew that is currently sailing with him. OW: BR / Battletimer (Skip it!) You mean Attack timer not battlescreen timer right? I agree with that. Why have a timer? If you see something in the open world just get into the action like you would in real life. HOWEVER! There are people on the other side of the planet who play this game (like me for example) who have much longer loading time due to distant connections. The time allows to give people with distant connections or slow computers to catch up. The attack timer issues needs to be address later, but right now not a priority. Its fine as it is. BR on the other hand needs to be removed. Instead sailing characteristics of a ship needs to be properly reflected in OW. Two Renommees of different construction, speed and sails while have different speeds in battle they also needs to be different in OW. Players themselves will create ship setups usable for the intended job. OW: Personal fleets (Skip it) / introducing convoys instead. Do not skip fleet. Fleet needs to be crew regulated. Having ships in fleet should allow to carry more crew to the battle. Instead when loading the battle give option to send fleet ships away and keep distance (not participate in battle). They will still appear on the battle screen after the battle, but not going to be in the actual combat. Also if feel ships have minimum crew this should also affect how AI performs. In fact crew damages needs to have higher penalties on AI. Right now if AI is ordered to demast there is like a rain of chains coming in non stop. Reduce AI shooting performance that is all that is required. Re Player convoys. Should be organized by players themselves. Give merchants more profit and increase value of goods hauled. Make it possible to pay others to provide security. What you are proposing (sign up through game means) can be exploited real easy. Any pirate alt will take the job with pleasure. Re: deliveries On the other hand player made delivery missions needs to be implemented. Like in EVE, player creates delivery contract. He packs his cargo (only he can unpack it) and creates delivery contract and sets the security bond that is payable by person who accepts the contract and refunded upon delivery and the payment for completing contract. I'm personally not a delivery guy, but if I know I'm gonna travel A to B, then I will look up delivery contracts I cold take on my way there. OW: Logging off in battlescreen (allow 30 min. then you will return to OW no matter what) 30 mins for battle screen timer is too much. It would still allow to be abused such as ambushing in battlescreen outside capitals. Battle instance is there only to reduce lag and should not be used as means to get in or avoid combat. All that needs to be done in OW itself (running/chasing). Battlescreen timer - 3 mins. That's enough to take a leak or dump, have a cigi, sort your ships and crew in the battle screen, grab a drink etc. If player has closed the game while in battlescreen, then his ship should immediately get out of battle screen to the OW and normal 3 min loggin off timer starts (yes loggin off timer needs to be increased to 3 mins). During this time the ship can be attacked and capped all the same as of now when you close the game while in OW. This will stop player from logging off from battlescreen. 2 hours for the battle itself seems to be ok. 1.5 hours sometimes not enough. Agree that in battle travel needs to be reflected where you are getting out of combat in OW too. OW: Map coordinates (Get rid of them) I agree with the identification of the problem, dont agree with the solution though. Keep coordinates, instead remove GPS. Introduce mini game that represents sextant that will give you approximate location like a size of a square. It should take couple of minutes or so to tell your location. At night this feature will be switched off. - Stop abusing GPS during chases - sorted. - Still allow players to find way home and not to get lost completely - sorted OW: Special ships /Special perks / upgrades Its OK to grant players one of a kind ships as special rewards. Those ships needs to be sinkable / captureable though so continues to be a trophy. It is NOT ok to give player a BP and solo ability to craft such ships. It is NOT ok to make those ships available to everyone either. They are rewards. They should be unique, but BP instead of a ship is just wrong and disbalancing the game. Everything else should be craftable by everyone yes. Like L'Ocean and H.Rattle. Premium ships needs to be introduced in the game. 5-4 rate. Those ships have no use in PVP and are generally of average quality, but allows to sail with lesser number of crew and generates more XP and gold from killing AI. So they are good for lower rank players to earn extra cash and level faster doing missions. The premium ships cannot be added to fleet neither they can be sailed with fleet. OW: AI fleets (Reduce size and make them more diversified) YES to general idea. NO to details. Re: AI fleet should be aggressive and patrolling the area. It is not as simple as it may appear as touches too many other game mechanics. This needs to be a part of different conquest / hostility mechanic system. Yes. This needs to be done as a replacement of current coastal defenses. Size and strength of the fleet needs to be dependent on nation influence level it has in the region (part of different conquest mechanic introduced earlier on forums) ala EVE security level of the system, so there are areas that are pvp free as there is no security, but higher rewards for missions, trading, crafting. Re: AI agro Needs to be dependent on player hostility status (also part of different conquest mechanic introduced earlier on forums). AI argo triggers if: - players is at war with AI nation; - player's hostility has reached level allowed by the region's security status; - player has black flag and no letter of marque granted by the nation of the AI; - AI agro can be triggered if player has meet any of the above and within distance from the AI fleet; - AI agro can be triggered outside distance from AI fleet (forcing AI patrol come looking for the player) if player's hostility level has reached maximum Officer and officer perks What you are proposing is like a mini officer game. Might have some merits, but with all the honesty not gonna be implemented due to being whole other game. There are too many other things to worry about right now and too many "easy fixes" for officers not to do above that. To make usable, but easy to implement there should be 2 types of officers. Those who sail with the ship (hired for a specific ship and remain on the ship in form of upgrade): - Carpenter - Surgeon - Master Gunner etc Those who are players own officers and transferred to the ship with the player (follows the player) : - Quarter Master - Boatswain etc Those who are "with the player" (Quarter Master, Boatswain etc) are the ones that are sent to sail ships to outpost from the battle screen. You get the ship in the end, but loosing officer bonuses while you currently sailing. WOWS style arena battle Proper mechanics for OW game that requires lots of sailing should target both MMO type and pub type player. However, if you create WOT type pub matches this will kill the OW completely. Players will get their PVP fix quick and easy and walk away from the game. PVP evens might not be such a bad idea if done properly. So let them implement it and see how its gonna work. I don't want to speculate on this as no one has the right info yet. it will most probably fail or be very unbalanced, but should gives us more ideas to work on. The ultimate type of OW will be dev driven map of permanent nation land and free-for-all land that is capturable and that gives best cream. Conquest mechanics needs to encourage pvp by creating conflict zone, high value loot spawn zone, great trade routes ala Spanish Silver Route where you know people will haul high profit cargo which also means they will be hiring player convoys.
  16. Because proposed system is too linear and simple. It removes ownership from the ship. It makes crafting not interesting and definitely NOT FUN. Its just as you said a time clicker. Soon players will be clicking it though like robots because they know what they want. Done. If you want the game to appeal to all sort of people it needs to be complex. You must give players the ownership of their creation. This takes research, exploration, lots of testing.
  17. 5 Dura today: You have your gold precious ship with 5 duras. You know that loosing 1 dura is not end of the world, but its upsetting (for some) so you are extra cautious. Because your enemies those hardcore pvpers only sail gold ships you kinda know you have little chance of survival. Especially in the current gang happy mechanics. Sail or not sail? Pvp or not pvp? hmm probably not 1 dura tomorrow with new crafting mechanics (green timber for green ships, gold for gold): Getting gold ships is hard. It took some effort to get it so you saving it for battles that really matter. For time being you sail what you have available or can afford to lose. Green, blue whatever. Because they all take same number of upgrades (proposed earlier) just lower quality you are not in that huge disadvantage. Here comes pvp. Participate or not participate? Well loosing this ships is not the end of the world, its only green or blue. I still have my precious gold in docks if I need it. The other guy probably got same green or blue too. If he has gold then heck yes I will risk my blue to get his gold off him. There you have it. You can stare at it a bit longer
  18. Because there are tons of ships and each is good for its purpose. Variations are going from small Frigs that are cheap to buy and fit to Titans ala 1st rates. Those are so rate that only handful of people are sailing them. It is simply not possible to build one yourself so its many month combined effort of the entire corporation or even alliance. Other capital ships are hard to build, but not impossible. If you make good money then you can buy one. You will fly it with team as 75% of gameplay in EVE is the teamwork. Loosing small ships is not a biggie and lots of players flying small, even those who have over 50mil skill points (few RL years worth of character developing) are flying them, because they are cheap and still good fun and still good for solo pvp or fleet. Making ships one dura will stop people sailing there good ships and make them be more careful. They will start making lesser cost ships that are not too costly to lose. In fact this will increase PVP becuase player will know he has better ships and this one he sails was built to lose.
  19. Not really mate. Most of it is just twitching the current mechanics. Walking away from quality ships like they proposing is really all new mechanics. It might work, but we didnt fully test the system there is there now. We can jump the ship for another 5 years and still looking for that "perfect" system.
  20. Yes, EVE is perma loss. People logging off because players spoiled of having gold ships only so it gives them 3-5 upgrades. I proposed that all ships will have 3-5 upgrade slots, but green ships only take green upgrades or lower, purple take purple or lower etc. this way they all have same number of upgrades, just vary in bonus strengths. Also in same way we gather resources now, but instead of one type of fine wood we would get all common (grey) for grey ships and frames, good (green), fine (blue), mastercraft (purple) and finaly exceptional (gold) timber. Right now its just stupid to waste fine for anything not gold so of course there is no need for lower quality ships. But if gold only makes gold and fine timber only makes fine ships then people will craft what they can craft and save for exceptional. also they will start sailing what they can afford to lose. One dura will make less expensive ships valuable option
  21. Thats why I wrote that you also missing other points that were discussed and getting popularity among players. This way you poll is not one sided and suggested it to be edited and include those I mention.
  22. By making gold ships rare and other ships valuable for pvp as expendables / affordable to lose.
  23. @jodgi dont we already have it your way? Haven't this proved to upset lots of players and answer to which from devs was we gonna walk away from the current system? Sandbox - this is sandbox game. not my idea, so yes it must be done unless we want to change everything again. i dont think we do. it will create even more mess. Realism - you craft what you have mats for. this is reality. you mentioned that it will take you 2 months to sail gold again, maybe if its a 6-4th rate, but if you think you will sail 1st rates in 2-3 months then that means you missed my point. Gold ships, 3-1st rates needs to be very rare and very expensive to the point that its a combined effort of the clan to build one and its a trust worthy player who will be sailing it for the clan needs. For personal stuff it will be easier and safer to sail what you can afford to lose - EVE online moto. Diversity - no it doesn't. the new system will pretty much give you what you currently have less quality variants (all player crafted ships will be gold thats it). moving sliders left and right will very quickly teach community an uber balance built and there you have your diversity. The system I propose is material dependent. Materials are vary of region and quality. Live Oak from Baracoa gives Build Strength bonus, Live Oak from Sunbury Strong Hull. You want to build your mast with more hit points and better armor, build it from Live Oak from Baracoa. It will give you amazing mast strength but lower your yard speed. Because its not simply what you select on slides, but rather your effort and mats availability. Plus there will be quality for each wood type and each material built. this will create huge diversity with minimal programming effort. Most of the stuff is already implemented. No need to reprogram half of the game mechanics. Ship variety - ^ Different quality of ship usefulness - if it takes 2 months to build gold ship you got to sail some how. Also loosing your gold ship is going to be wallet breaking, so lesser priced ships will be more useful due to their lower cost.
  24. @Black Spawn Sorry, your poll missing some key elements that must be there too. Those elements have been slowly coming to light by few players now, but you are not listing them. I will vote if you include the following: 1. Crafting I: Fine Woods Remove fine woods of one type. Instead intro quality goods for each quality of the ship built. Green for green, blue for blue etc. The better the quality the rarer the drop. So people will craft and sail whats available. Lower quality will become more usable and will be seen more in the OW 2. Crafting II: Regional Bonus Remove regional bonus from where you craft the ship - it makes no sense. Introduce regional bonus to timber. Any timber gathered from Baracoa country will give Build Strength Bonus. Any timber from Les Cayes gives gives Strong Rig Bonus. Gather the right resources for the bonuses you want and build anywhere you like 3. Crafting III: Wood distribution The answer is in question number 1. The higher quality wood should have rarer drop rate. To the point when gold is so rare it takes weeks for one crafter to get enough to build 1st rate so larger ships of exceptional quality are definitely a combined effort. 4. OWM PvP I: Fortifications All coastal defenses needs to be removed. They are a "quick fix" that cause more disbalance. Instead intro coastal AI patrols that attack players who's hostility level is high (yes intro player hostility for his actions ala EVE aggression timer, Assassins Creed Black Flag hostility level etc). The should be no timer for entering port battles. The battle instance is only in instance to fight the lag of the open world. Its it still a battle in the OW. No timer and anyone can join anytime. Make players getting out from battle instance not were they entered, but were they exited. 5. OWM PvP II: Battletimer 5 minutes max. Thats enough to take a dump or get a beer or have a ciggi. Can't log out from battle screen. If game is closed your ship gets out of combat immediately and 2 min timer starts counting before it log off. During this time anyone is free to attack and cap it. This will stop all abuse of the current system 6. OWM PvP III: Ships Dura Dura needs to be removed but ship death needs to be redone. When killed by AI ship reappear as wreck in nearest port and cost extra gold to rebuild. Maybe extra mats, but no crafting level required to repair. There is no dura, so death from AI is unlimited. When killed by other player the ship is gone - 1 dura. 7. OWM I: AI Fleets size Fleet size needs to be crew dependent. You can only have fully crewed ships in the fleet to sail out of the port. When you cap a ship you can teleport it from battle screen from any of your ships. You have to cap it and transfer crew. Undercrewed fleet should act accordingly. You cant magically get your extra crew from air no matter your rank. You need to transfer crew from your own ships. Ships needs to be able to carry marines that are not there for expense of the crew, but extra people on board (over crewing ship was not uncommon especially among pirates). When need arise those marines can join crew. 8. OWM II: AI Fleets frequency Currently make no sense. They just there like New York. They need to have a purpose. If there are traders, they need to carry some good loot and have decent protection, so attacking AI fleet and risking your ships makes worth while. Military patrol AI fleet needs to response to player hostility level (as per above) and chase you down to boundaries of the country. Patrolling fleet are just on a route (1-2 fleets sailing back and forth). But once player is attacked in the region after 2-5 minutes Fleet receives message and start sailing towards the player hostility event. it might take another few minutes to get there. The higher nation influence in the region the stronger the AI fleet in the area. 9. OWM III: mission rewards Current missions makes no sense on PVP server. Trying to force player to do PVE to raise hostility so they can get organised PVP is bad mechanics and killed conflict in the game evidently turning PVP servers into PVE haven. Missions needs to be progressive. Get there find and kill specific trader, he will drop next mission, go there kill next level and then next level etc etc. Each level gets harder and more rewards. Ultimate prize for doing number of missions and completing the quest is specific reward like paint or gold upgrade or BP drop. 10. OWM IV: PvP rewards - PVP kills needs to give more more experience - Your reward is players ship and everything that was on it including regular upgrades. - Some percentage of the crew will want to join you to save their lives.
  25. @jodgi This system works for all other games it has been implemented for and it will work for NA no exception. When you have plenty of green or blue mats to craft those ships would you not sail for 2-3 weeks until you get your gold ship or would you sail your green-blue while gathering resources for your gold? The answer is simple and common sense. Of course you will sail what you have available at the time. The asset wipe is a must for this to work and eventually we should be expecting it. Also main reason why people are "waiting" for those gold ships is ONLY because it gives them number of upgrades to use. Remove permanent upgrades and make them installed when ship is built without ability to change later. Make Regular upgrades 5 slots same for all quality ships. Instead make green ships be able to use only green upgrades or lower, blue ships blue upgrades or lower and so on, so only gold ships can use gold upgrades. This way you can still set your ship the way you like even if its green, just with less bonuses. Sandbox - tick Realism - tick Diversity - tick Ship variety - tick Different quality of ship usefulness - tick
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