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Koltes

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Everything posted by Koltes

  1. 4th rate ship of the line - HMS Kingfisher was an amazing pirate hunter frigate masqueraded as a merchant ship. In the battle that made her famous she have fought Algerian 3 sail ships and 5 galleys for 12 hours and won with 8 casualties and somewhat 30 wounded. Same year she have sank Moroccan pirate and few years later captured Sophia 12 gun ship. https://en.wikipedia.org/wiki/HMS_Kingfisher_(1675) https://modelshipworld.com/index.php?/gallery/album/1738-hms-kingfisher-lss-by-jeff/
  2. I'm forever grateful for his job on Renommee!! Pandora indeed looks VERY promising!
  3. Content and economy. We have had quite a few players including myself who were very interested to work together and offer our hand to devs in creating interactive economy model which would solve lots ongoing issues. Some of the aspects of interactive economy model: 1. player created delivery missions (so I can have same account fighting and doing trading asking other players to deliver from A to B for a price); 2. money sink in-game insurance system to help with the collateral of the delivery goods; 3. in-battle trading to allow ransoms to be paid instead of sinking traders (money sink for traders, but not a deal breaker); 4. interconnected trade hubs - brings people together (including pirates). good things with those that you can add them or remove as you need when managing traffic; 5. professions - so each player can create or do something unique to his profession. this too brings player driven interaction. trading professions. crafting professions (even if its just a profession to give bonus for creating better masts. Thus to create best ships in the game will require either lots of money to buy perfect parts from trade hubs or have lots of contacts (read player interaction); 6. conquest of ports should always equals to ether ownership and management or raiding and plundering. Cities needs to be built and developed. Clans needs to be able to invest time, money and resources to build their home. give purpose and player interaction. This is what imho is lacking in the game. This is what needs to be done with the game to give people purpose to play. This is what comes before conquest or leeway mechanic (now don't get me wrong here, its great to have more immerse naval combat, but in my view it was not a deal maker).
  4. @vazco Good fight mate. I have to admit I do miss NA days and some crazy shit we did Just some notes: 1. The entire fight consists of mini engagements (when you line up for a broadside) and disengagements (when you are protecting your weak or angling). Think of Messerschmitt Bf 109 air combat when they would drop down from the sky and engage while building up kinetic energy during the dive and then disengage using built up energy to go back to the high altitude where they cannot be reached again. Trinc does is brilliantly with its long hull and decent speed inertia. Your fight was more like a dogfight circling each other, which is a pretty hard thing to do in a Trinc and is really not utilizing his strength fully; 2. If you choose to sink him and work on one side then select the leeward side and try to maintain same overall course when you disengage. What this means is that a) you will do more damage to the crew as well as the armor; b) if he shows you his strong side (windward) then you give him leaks, either or he is in disadvantage; 3. When both of you moving in the same direction and you just gave him a broadside, then you tried to turn away to make a circle so you could unload again into the same side, its very easy for him to control the positioning. He just needs to sail brake and maintain on your six and stern camp you. With 4 bow cannons its not a very hard task to take out your rudder and therefore win positioning. Instead it might be a good idea to initially maintain about 100m distance when you move side by side and after you have fired a broad side circle into him instead. This way a) you are taking your weak side out of combat and b) give him a choice to either take another broadside into his weak or expose stern for raking. Either or is bad for him; 4. Manual sailing was off few times especially during the tack. Trinc is not a very maneuverable ship (unless it was completely revamped in the past year). I don't know if you got stuck in irons and game him an opportunity to board or your tried to break his bowsprit. If it was a duel with no-boarding agreement then all good, otherwise something to consider. I haven't sailed for a year and ships speeds I believe have changed a lot. Back in the day a perfectly executed tack on the trinc was around 8-9kn. Yours was 3.4kn when you faced the wind thats why it dropped so fast and you almost got stuck. Of course you have not built up enough speed when you decided to execute the tack, but this is also a thing to consider. I just want to point out that the Trinc does not like the bow tack like you did. Its when you flip your back yards just before your bow passes the wind (@10:36). This way you lose lots of kinetic momentum. Instead you should have flipped back yards @10:21. This way your entire turn would have happened lot faster and you would have retained more energy to pass you through the tack. You would probably still loose all the speed, but that would have happened when you were further on the other side, which means your acceleration would have been notably faster. Anyways, its already a long text. Good fight regardless. Definitely a great example for a new player what they should be doing during the combat. Keep in mind that I haven't played for a year, but if NA is still "true" to the sailing combat which I hope it is, then the above should still apply.
  5. Howdy, I think the issue will always be PVE content mixed up with PVP. Flags gave us instant PVP, lots of action, lots of activity, brought life to the game. Taking it away dulled the conquest at once. Had flaws - yes, but the idea was (and always should be) that in RVR as global player vs payer on a larger scale as team work no PVE should be involved. It should strictly be PVP only. In a game such as this PVE should be just the "filling"content. Something that you would do to pass time, if you want an easy solo play or learn the game or do some missions. The RVR process should instead be only PVP oriented. I have offered before another look at the conquest. Specifically how hostility is built. Basically marry the best of two together. I'm not playing much, but keeping my eye on the progress and to be honest still prefer this idea raised exactly a year ago. With all due respect
  6. lol I was not aware of that. So Forged Papers no longer allows to swap nation permanently? Is it a temporary switch?
  7. Not sure if I haven't logged for too long and this was the reason, but pretty sure I was told that regardless I wont lose my assets. When Global was merged I logged with Koltes on EU and redeemed some of the items, like xp, gold, some ships. I have had like nearly 100 redeemables still which I decided to "save" They are all gone now including gold for opened warehouse slots, ship xp, buildings, materials etc. Any suggestions will be much appreciated. Thanks
  8. Definitely relevant. Simple search for "hideouts" reveals that such suggestions were made for years now 😕 Such a simple thing to do and somehow still not relevant or not prioritized. http://forum.game-labs.net/search/?q=hideouts&search_and_or=and
  9. to OP Yeah hidden islands, pirate dens, hideouts is what pirates need. One thing to note, on your example pics you are showing islands surrounded by shallow waters. The dens needs to be deep water if you hunt in deep water areas. Example. I'm a pirate and come to deep water area to hunt for some larger fish it will make no sense for me to bring shallow water ships. I would want to be in at least 5th rate to hunt an India right? So I would make my den somewhere where my 5th rate can have access to. So if devs will create those hideouts they needs to be relevant to the hunted territory. Otherwise kudos to you sir
  10. Didnt say im back Just checking on you ya know
  11. Hi all, Its been a while lol Question-suggestion Re: hunting. Understand capital zones are now not possible to hunt due to safe zones or whatever they are called. I have a suggestion to give some loving to pirates (long due, no?) give us pirate dens or hideouts all around the map. Lots of them (20-30 maybe). Can't build ships there. No shop, nothing. All we need is a warehouse and space to store ships. That's it. I see pirates have become what you always wanted - they are not an organized force anymore (like it was with BLACK on Global) and do not invest time or resources into conquest. So why not remove pirates ability to capture ports altogether and instead give us the hideouts that can only be entered by pirates. This will allow us to be just pirates and hunt. It just makes no sense when I'm hunting and there is no free ports to store my supplies. In normal pirate's life I would just anchor anywhere even on Jamaica's coast and make a hideout myself or make a stash. Who cold stop me? This simple "mechanic" also has other benefits too: Pirate nation WILL become unique as the whole purpose will be to hunt and be hunted. It removes pirates need to own SOLs. They can still have them, but they can't use it in conquest, because there is no conquest there for them. Your thoughts? P.S. is it just me or Global chat have become less toxic?
  12. This is not my IP mate. I think its closed on their side. Also I'm running my normal NA no probs
  13. Thanks guys. The update will follow soon as we have set mechanics in place. Something more solid that doesn't change with every patch. Some mechanics described in the guide are no longer applicable, but as a solo hunter this should still set you in the right direction.
  14. Yeah because unique nationals response to that is rolling eyes.
  15. When did you switch pirates mate?
  16. Not sure if pirates would agree to miss on such opportunity to grab 'em some fat trader ships
  17. New patch - awesome! 2 days notice - not so much Would have been better if patch would have been set for Mon the following week. In a mean time start talking to community to encourage people to comeback. Make Deadman's Even each day, more chests, last longer etc. Give people a week of double xp and pvp marks. Make ships insured. Anything like that which you can make with a hot fix. People will start coming back and work on shifting resources. All my assets are in Mort. Are they gone now because I'm away from town this weekend and I can't reschedule?
  18. @admin I could not vote unfortunately. The Invisibility mechanic does not come here alone. It comes with the speed buff which is also a part of the same issue. Why is the speed buff not on the same poll? We can't fix one mechanic without addressing the other. Its like fixing one basement log of the house and ignoring others with the same issue. ^ This We can all talk about how revenge fleet should not be there due to the time compression, but why there is no proper mention of the fact that when running ships will defense tag and use speed and invisibility to run away from battles. This can continue for hours. Yes we removed revenge fleet time sink, but instead added chain tagging time sink. The whole reason of removing the time sink is failed because we still waste each other's time, just for different reasons. At the end of the day and this is the key here that sorts EVERYTHING - faster ships should be able to run. Better captains (or lucky) should also be able to slip away. End of story. This is a disgrace for a game of this scale and depth to allow slow ships such as Wappen to run from fast ships such as Surps, just because of defensive tag and following invisibility and speed buff. I have addressed this issue earlier IMHO finding the right balance between the hunters and the hunted. In short: 1. To counter defense tagging, the Invisibility and speed can only be granted to those who where TAGGED, not to the tagger. What does this mean? Yes you will have to face the revenge fleet. But the issue was never that there was a revenge fleet because people still must have an ability to defend their home waters, but the time sink when revenge could go on for hours. If there are revenge fleet than you will have to face it. Once. Allow them to tag you which will allow you to earn invisibility so on exit you will run. Some will say, but what if I'm in a slower ship? Well, then they will catch you wont they? Isn't it just logical and inline with laws of physics... errr common sense? You could still defense tag them, but you wont get invisibility and its more than fair. 2. In order to get invisibility and speed buff player must earn it INSIDE the battle. If he is faster and is able to increase distance outside tagging range (1,250 meter) or he is stronger and kills all enemies inside, then he gets his invisibility and speed buff, providing that he was tagged. Else if he tagged someone and sunk them why should he get invisibility and get out of jail card? Nope, they have to face home defenses and make a run for it. If they then get tagged and earn their invisibility so be it, but its not free. If he was faster in the battle that represents the fact that he would be faster in the OW too and slip away.3. Also, to fix battle camping and ambushes, getting out off ANY battle MUST have No Join, No Attack 3 min timer, so all battle instance that started prior will be closed (or whatever battle join timer there will be in future - its 3 minutes now) Hopefully devs will find solution to this, else this game will not celebrate Christmas unfortunately. Capital waters will be high security zone where you cant really hunt anybody. It will be fine as long as they implement mechanics that will make larger clans looking to extend and go out of noob zone.
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