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Found 123 results

  1. Conquest Marks, PVP marks, PVE Marks, Gold... There are so many currencies in this game that it is impossible to balance them all. Get rid of them all except Gold. Combat earns XP and Gold. Crafting earns XP (and profits in gold if you sell your wares). All items in admiralty are priced in gold. Adjust the amount of rewards and prices as you will based on difficulty and desired scarcity. It seems to me that a) this system would be easier to get the economy right and b)would allow players to pursue their own paths to "success".
  2. Hi, Most Gold and Silver resources looted from ships and Shipwrecks are often in the form of Coins. Also, cannons drop as loot, often not the caliber of gun you want or need. Therefore i suggest the following: Reverse Engineering for some items. This should be the case for Silver Coins and Gold Coins, that could be re melted into Ingots. Also for Cannons, since they could be taken apart and have the barrels melted down and recast again as ingots to be used in Cannons of a different caliber. As we can break down ships, i find it makes sense to be able to do the same with other materials that can be reworked into a previous state. This would help with the Gold and Silver being scarce, and being essential to building ships. @admin So perhaps, a break-down button for certain materials, which refund x % of the resources used to make them. Remelting Iron, Silver or Gold does not really lose that much material in the process, so the percentage could be fairly high, say 75-80% of the original required resources. Remelting 100 Silver coins would then return some 70-80 ish Silver Ingots. Since you need to work a forge to to this kind of work, perhaps coupled with a operation cost of Coal? I suggest the same Coal cost as the casting of these Ingots. It would give the Silver Coins and Gold Coins a second purpose, next to being used in Refits and such.
  3. So I should start by stating that I haven't gone as in depth as some other more veteran players here, I'm sure you can tell by my amount of posts. My play time isn't that absurdly high either, but I have listened to as many players as I could and though I don't know a tremendous amount about the game, I thought of some things that hopefully veteran gamers could either expand on, run with, or completely shut down. Either way, it's a learning experience for me. I've noticed that this game is focused on OW PvP and Port battles (I think that awesome and it drew me to this game on the first place), but what I'm also noticing is a lot of grind. Now I've grounded a lot, I don't mind grinding for a good cause, as long as I can see a reward in the not so distant future. The major problem I'm seeing is that grinding is on EVERY front in this game. Gold, Character XP, Ship XP, Crafting XP, PvE Marks, PvP Marks, Conquest Marks, I mean even mission runs, delivery missions, and Trading runs! This whole thing seems very disconnected with each other. PvP seems to be completely counter to Trading. Why can't we come up with a different solution? Bear with me as I break with down as best as I can, and my suggestions that I think could help the game, traders, PvPers, Roleplayers, and RvR. First and foremost: Trading Trading should be the lifeblood of any major empire, it dictates the market for its Captains and its military might! Why not have all ports consume goods? Use this to push traders to transport more goods of a particular type towards specific places. This already occurs to some ports in the game, but what happens if you make it all ports? What happens if the price of the goods reflect this. What would happen if after a while, those ports weren't getting their shipments of goods? Maybe a small bonus to grinding out hostility in that area(small bump)? Maybe less powerful AI fleets would appear. As time goes on, the less and less shipments that get through, the more damage it does to the port (accumulating negatives). Either way, it's a benefit to those who would possibly want to nab that port. What happens if that port is well supplied however? The traders are doing their jobs? Maybe a small negative (just hamper) to would be hostility hits. More powerful AI fleets? Maybe a cheaper crew cost, since they're in a wealthy area and there's a surplus of sailors or scallywags? Why not have all ports producing goods? I mean every hour on the hour, more resources or goods show up. Have them be on sale for more than what a player can make, as to preserve the need for buildings, but when an AI trader comes into port, have them at least have a higher chance to carry that ports produced items out. Both of these could work into a wicked PvP mechanic. Port Raids Blockading a port should hamper it, Raiding a port should strip it of most stockpiled resources that the port was using to survive. While I think, having players items be stolen could be realistic, I would think having the trading goods, food, and port products from its own production be a much easier hit on the economy. PvP Bounty missions/Letters of Marque I detest these marks, absolutely hate them as they only benefit those that are already playing in PvP, so they can obtain better ships. (It's like how WoW was with Grand Marshal gear way back when. It's pretty easy to pummel down a guy with green or blue gear when you have epic gear.) I actually liked it how it was before the patch in that aspect. Wars should be decided by two things; Battles of men and the battles of Wealth. With Dura being 1, I fail to see the need for this as another grindfest. But if the game has determined to keep them, maybe using a bounty system on specific Nationalities might better help the choking bottleneck of these items. You could even add letters of Marque by clans to hire other nationalities to attack specific ports or nations. Having PvPers earn more than what they earn now. Crafting Let players cap unranked ships. This will not only help them get out of the monotonous grind for gold when they start, but get them into a ship they can PvP with. Likewise, they can deconstruct them and use that to help them push their Crafting XP. They become more useful in PvP AND they start having a goal to become investors in crafting, pushing the economy more! I know I'm not a veteran, nor do I post much, but I do want to make this game better, and I want to bring in more people. But I can see why some are getting slightly aggravated with everything right now and why some are reluctant to join. Thanks for your time.
  4. I recently bought a book note (Hammocks 5th rate), at the Admiralty store, clicked "use" and it disappeared. I am hoping that this book will add Hammocks (extra crew), to the ships I craft in the future. Can anyone tell me if this is correct or if not, how do you use the Books function? Thanks
  5. What is the best ship to grind in order to level up crafting since we do not get exp from making ship parts anymore, i would like to know the best ship for LH.`My craft level is 32.
  6. Hey there! If you haven't noticed it yet; you can exchange marks in the admiralty by clicking on one of the marks if you are looking at a permit / bp / ... I'm not sure if this feature is removed or simply doesn't work but as of now; it's bugged (?). Every time i click craft, the menu tells me it is crafting but no goods (in this case PvP marks) have been received. The PvE marks still remain in the inventory (be it in the warehouse or in the captain chest). Any idea what's going on? Thanks! o7
  7. Edit: after reading responses, and thinking things over, I've decided to update my post from yesterday with fixes, which will be at the bottom. So I attempted to do crafting... Yea.. guess I'll stop playing already. I want to point out I really like 99% of all the changes in the last patch. To me though many of it was just.. implemented wrong, or badly imbalanced in terms of economy. To make a Brig for instance, will cost me between 47,000 to 30,000 gold.... The NPC's are selling the Brig for 18,000..... Yea, never going to make a profit in a million years crafting ships at this rate. Not without spending 24+ hours pulling teeth to get the absolute best price at a steal discount price for every single part. To break things down, lets forget the Brig, and go back to a 7th rate, the lowest end of ships that beginners will be looking at. Lets choose a pickle. Breaking everything down this is how it looks for a crafter: PIckle: Final resources: 184x Oak Log = 13,432 76x Fir Log = 4,560 57x Hemp = 3,420 20x lignum vitae logs <Buy at 80 per 1> = 1,600 48x stone blocks = <Buy at 25 per 1> = 1,200 60x Iron Ore = 4,800 100x fish meat <Buying at 42> = 4,200 8x salt <Buying at 40> = 320 Final cost= 33,532 <If you ignore fish meat and salt since those are easy to come by> Final cost= 29,012 The costs are what it costs me to pull out of my buildings, naturally a crafter is most likely going to build the buildings that he needs the most of to save money. The "Buying at" price is me adding 5g to whatever it'll cost a person to pull out of their economy building to sell to me. costs a person 75-70 gold per lignum viteae log to pull from their building as an example so I'll buy it at 80. So assuming I don't buy the fishmeat and salt since those are easy to come by just by sailing around. That'll be 29,012. To make a reasonable profit i'll probably want to sell it at around 40,000 - 50,000k to make it worth my time and effort. So this is how it looks to a new player. Pickle: 45,000 12 36lb medium cannons: 83,304 (atm they are being sold for 6,942 per 1) Rig repairs (lets say 5) : 3,025 Hull Repairs (lets say 5 again): 5,800 Rum well its cheap cuz you can buy it from NPC for 144 each. Final Price for a complete beginner: 137,128....... By the time a beginner has that much gold grinding atrocious missions, or ganking NPC's in the OW, they'll be ready to be sailing 5-6th Rates, which cost about 2-3x this much. Progressions, economy, and crafting is completely out of whack. -------------------- WHy is it like this? Because of the buildings. For instance.... Iron Ore Mine, costs me 20 gold more per iron ore than just buying it on the market at market price... Why? That seems so backwards. Arguably you could say as players buy more the costs will go up alot when the market isn't flooded with the item, which is fair, if there wasn't only 100-300 people on and that situation actually happened more often than it does now. Not worth the time, or effort for 90% of the players who want to play. -------------------- Like-wise, with the limited building space, it would make sense to lower the price you're forced to pay workers to a more reasonable level. You'll never be able to "harvest" everything you need to build a ship and will always have to buy stuff in one way or another on the market, that's the point of having a buliding and sinking so much money and resources into getting your crafting setup, is so you pay less and can actually make a profit by crafting... ---------------------- Now with the cost being insane to craft items, and players having to buy cannons individually, you run into the problem that its going to cost players 10x more than ever before. Not only is crafting ships more expensive now from what I can tell, but building cannons is incredibly pricy as well, meaning those long cannons, and higher grade cannons are going to cost you an insane amount because of how expensive it is to craft things in the first place. ---------------------- Crafting should take time, and be limited, I agree. Crafting should have a gold sink. I agree with this as well. Not everyone should want to craft due to how much time you need to spend to do it, this I agree with as well, and this is everything the game has in terms of crafting... just implemented in a way that also severely punishes the player base and crafter by being implemented in a way that's severely imbalanced Edit: Out of frustration I forgot to finish my conclusion. With how expensive buying ships and cannons are going to be, people are going to play extremely passively on the PvP servers. I don't see this as good. While yes losing a higher end ship between tiers 1-4 should be a big loss, at the same time it shouldn't cost people an arm and leg and their first born when they lose a tier 7 ship like a brig either, if someones buying a brig from me a tier 7 ship, at 30k, then dropping another 30+ k down on guns + another 20+ k down on repairs, and crew, and loses the ship due to no longer having more than 1 durability (which I do like the fact ships are lost immediately with only 1 durability), then the cost of ships and the cost of constructing ships and cannons really needs to be pulled back and balanced out. ---------------------------- Fix Suggestions: The issue is a spiral. It seems to me the devs want us to sell things at the same price we are paying for them, which.. doesn't work on many levels... To build a Brig as I explained above will cost me 30-50k depending on prices. That's alot for JUST the ship at tier 8 and a player who's been playing for maybe a day or two, that's of course assuming I sell the brig at that price.. the cost I spent to make it... not gonna happen, I'm gonna sell that ship for at least 20-30k more so I can make something out of it for my troubles. so a new player has to dish out over 100k easy for a tier 8 ship + cannons + crew + repairs.... Ridiculous. Problem Crafters rely on players filling the market with the resources they need. Since you can't buy these cheap from NPC ports anymore..... Getting oak from a oak building costs roughly 80g per 1 oak. That's ridiculous. For a player to supply a crafter with oak they'd then have to turn around and sell the oak for at least 85g to make any meaningful profit. Fix: Cut the cost for getting supplies from buildings down by half. This creates an economy where all players can build economy buildings and feed the resources to crafters in the market. With the price being cheap IF you own a building, this allows for prices to fluctuate with supply/demand, which is essential for a healthy economy. -------------------------- Personally I think there should be a difference in crafting, different experiences and crafting tree's. Ship Builder, Cannon Maker, and something else for the permanent modules you can install. Each having their own leveling tree. Level 1 cannon maker can only make low tier medium cannons, as they go up they unlock long cannons for that tier, then the next tier of medium cannons, etc. But that's an entirely different monster.
  8. I am cp 50. I was in my outpost at Brunswick. I went to Admiralty store to exchange 40 PVE for Trader Brig Blueprint. Admiralty store took my 40 PVE, BUT DID NOT give me trader brig blueprint. I checked in my crafting under Ships but no trader brig blueprint. I logged off. still no Trader Brig Blueprint. Where is it? Do I need a shipyard to purchase a blueprint? Has anyone else use admiralty store to get a blueprint was there a problem. I logged an F11.
  9. It seems the Niagara can not be crafted anymore, even at level 45. Is it intentional or just a glitch? Thank you.
  10. After the return of shipyards on the testbed it seems the concentration of the population around the capitals will be even more pronounced than before. These suggestions might hopefully reduce this and create a more organic spread of players on the open world Resources -- At the moment there are no limits on resources coming out of a port so the vast majority of crafting, trading and sailing is done around each nation's capital. This leaves massive areas of the map feeling empty (meaning a lot of conquest battles could be undefended for a while). While I'm against hard limits on the number of buildings etc in a port I think a soft limit of some kind could be useful. For example, after a certain number of mines/farms/buildings have been built in a port (depending on the % of players in a nation/a certain number with buildings there?) the cost in gold/LH will be increased and the amount of resources will be decreased on a sliding scale (depending on the size of the empire/number of ports/buildings present etc etc). This will help create shortages in ports with massive populations and push people towards other regions, as well as creating lots of opportunities for haulers, traders and pirates. If those nations and clans want to continue crafting ships in one central area the resources will have to be hauled from further afield to make it economically viable. Buildings -- While it's nice to see new buildings I don't think it makes good sense ingame to make each player individually create their own dockyard or foundry to progress in their crafting. Most clans will have dedicated crafters so dockyards will just become a nuisance (if you personally don't have one) rather than something which adds to the gameplay - resources will simply be passed over to the crafters creating even more downtime between sailing/pvp. The current shipyards also tie players and clans to one area, if you've spent the last week getting a level 3 shipyard built you're not going to want to move any time soon or use up another building slot for another shipyard somewhere else. Perhaps a shipyard or foundry needs to be a national project? Once a certain number of resources are taken to any port and 'paid in' to the shipyard building project a shipyard will appear in that port and be usable by anyone in that nation. This price could increase exponentially with numbers of shipyards and distance from capital etc. These projects might also need upkeep in the form of resources per week but i'll leave that to another time. This would also help create new trading/crafting hubs in areas away from the capital. Any comments/suggestions/insults welcome
  11. I noticed that there are several basic ships not craftable on the testbed server and was wondering if they were simply missed or if this is intentional. Basic ships that currently aren't craftable on testserver are Rattlesnake and Niagara as well as LGV and Indiaman. I guess the LGV and Indiaman might become available for "Trading Manifest" tokens but for the missing shallow water ships i have no explanation whatsoever. Can anybody enlighten me, please? Thanks in advance.
  12. We have a wipe coming up with about a week to go. I figured this is a great time for a slew of suggestions since the devs are so open to suggestions lately First, I really think if there's going to be new pirate mechanics then they should slip it in this patch. It will probably involve a conquest/port wipe later and I'd hate to go through another wipe. A lot of people treat pirates as though they're not a real nation even though they are currently. Even admin has said pirates are evil hinting that they should be treated differently. Pirate lives matter. I'm a pirate and agree we should be different. But not half-arsed like it is currently. Pirates shouldn't be able to conquer ports Pirates shouldn't be able to craft ships Pirates shouldn't have AI on the OW Pirates should be able to freely attack each other Pirates should get half xp on AI Pirates should get double xp for pvp(double what nats get) Pirates should have a small number of unconquerable ports Pirates should be able to sneak into low authority ports and buy produced resources at about double the price(will explain later) Pirates should be able to fly false national flags Pirates should be the only faction that can reliably cap ships(including AI) Pirates should be able to raid national ports All in all pirates are losing their rights to conquest and ship building. They're not going to have to worry about their ports being taken though and they can grab resources from a good number of ports. They can cap other ships 100% of the time and the raiding will be harsh. Raids would basically be like buying a flag with pvp marks at a pirate port and heading to the intended port with a large group. Except no actual flag is bought and at least 10 pirates need to buy in piece meal at 5 pvp marks each. The raiders have 1 hour to make it to the raid and can't leave the port until at least 10 have bought in. After that raid doesn't start until at least 5 pirates have made it in. There's one circle 2000m across right at the mouth of the port. If the defender has at least double the BR in the circle after the first 30 minutes of the battle then a 15 minute timer starts. The timer gets halted if BR is not met and continues when it is. This is to make the attacker move in after taking down forts/towers. Attacker can get near town within circle and start bombarding town. Other attackers protect them. A health bar at 50k is above the town. When it gets down to zero ships can send out long boats with marines to take over the town. A successful raid means attackers get to plunder 10% of all player's goods in warehouses and all the stuff in the shop. All items are placed on a giant loot screen. Player who had the most kills/damage gets first dibs and so on so forth. If the defenders successfully defend they don't lose their stuff. Besides pirate mechanics I'd love to see a few other cool changes too. A more creative crafting system. Fully customizable ships from the ground up. No more Connies and Surprises. We create our own off of a base. Hull shape/size, sail size, cargo space, crew space, cannon count/size(within length limits), bow style, aesthetic trimming, paint, figurehead, etc. Choice of wood types for all different types of subcomponents to lighten the load or make it stronger. Choose a sweet national/pirate refit for some extra diversity. And then make a blue print. The blue print will require all subcomponents including the refit schematic to be crafted. In order to get subcomponents you don't want to craft wouldn't it be nice to have work orders you could put up to get them made. Maybe even being able to include the resources to craft them with the work order. This would give newer players or players not interested in crafting an easy way to make some cash. Could even put xp on subcomponents so the more someone makes the better quality it comes out. That could give players a way to set themselves apart from people making inferior grind quality parts and it would take the risk out of using someone's craft hours. Also having these and other work orders show globally would bring us a step closer to a player based economy. With no more named ships you would basically work from a base ship of the style you want to make. Maybe sloop, brig, small frigate, big frigate, 4th rate, 3rd rate, 2nd rate, and 1st rate. Xp would be gained per each base style of ship for combat purposes as well as crafting. The more type of ship you make the better you get at it. Although no more named ships they could start giving us the ability to name our own ships. Of course someone who caps your ship could change the name. Even a step further would be having a cool ship history attached to the ship. Maybe see how many kills scored with that ship. Even specific names or full battle list. Preferably even on owner transfer. Maybe more levels of buildings so instead of having multiple buildings for one resource in a port you just upgrade. One building per resource type instead of a specific resource. Add some other buildings to actually do the crafting like the workshop. Most permanent style mods could be added into the ship before the blueprint is made. Maybe some other equipment mods that are easily swapped like studding sails or a reinforced rudder. Or the book system is fine, but it would be nice to cap a ship that has everything on it except the original crew. That good feeling of loss. Get back to that academy idea so everything is craftable. Get a ton more officer perks and separate econ from fighting perks so crafters can still fight effectively. If your not cool with the way a ship is setup you should be able to retrofit it for some labor hours and materials. More if you changing something big like the frame parts. Less if you're changing to more smaller cannons. Replacing the regular leveling system I'd like to see a fame/infamy system. At certain milestones players get more crew like leveling, but there is many rewards up the chain. For example you can get 10 crew per 25 fame at first, but that goes up after 100 or so to 50 and so on. This will be cooler than huge chunks of crew gained. In between there is other things that get opened up in the admiralty shop or small items given to you. When a player kills another player their points are dependent on BR difference and fame difference. When you die you lose points the same. If a player that's at 500 in a surprise kills someone at 850 in a bellona he'll get a huge amount of fame and the loser would lose a decent amount. If 2 guys at 200 each in endymions kill someone at 200 in an lgv the killers would get only a bit of fame and the loser would barely lose any. It will become very hard for players to reach line ship fame. Oh yeah and no cap. Same system could be done with crafting. Small rewards in short intervals. Maybe a variety of milestones that unlock most of the non ship blue prints, figureheads, and bow styles. Nats can cap AI and player's ships. Upon returning to port though any non player AI gets sent to admiralty. Even player ships have a chance of going to admiralty based on fame level. Historically many nat captains did not keep ships they capped. Marines should do something more than playing cards on the deck while they wait for boarding to come up. They should be shooting up crew on the enemy ship if it's close(like 50m). Same with swivel guns. We need those. Entry point when joining a battle that already started should be further away from battle relative to the time it took to enter... and open forever. Exit point from a battle should put you in the same spot on the OW. To avoid griefing just have a tag timer that goes up after an unsuccessful tag. Maybe an extra 30 seconds on the first, a minute on the next one then 5 minutes after that. Let's see fire burn up sails, storms in battle, and damaged masts that snap when going full sails or in high wind. Bring back alliances with no use of friendly ports. For pirate clans let them build alliances with other pirate clans. The option to say screw the alliance and attack an ally with consequences. Some way to reverse those alliances before they expire. Turn pirate if you kill a fellow nat again. Turn to another nationality even. Without deleting your character. If your rep with that nation is cool. A rep system with other nations. For pirates if they are cool enough with another nation they can get into port battles as a privateer if invited. Nations can invite pirates to pb's for cash. Trading with other nations that your nation isn't allied with to give you negative faction. Between that and minimal fame and faction loss from killing another player over and over it will be much more difficult to grind on alts. Go back to the flag system with like 50 pvp mark cost. Then no more dozen fake flag days. Pb's should be similar to the raids above. No more 3 circles. Successful taking of the port means flag carrier becomes governor. Governor can upgrade town. Higher authority level on a port will give you some AI to fight. Only enough to stop small groups from taking a port super fast. Set tax rates. Actually make money if the port is busy enough. Buy forts/towers. Oh and back to one port taken at a time. Give port logs available at the ports that show who left and when. Not showing pirates or nats with smuggler tag on. Maybe a bounty system where you can accept someones request to hunt them. Being able to make it a specific named ship that killed you or a certain level of ship. If we're crafting cannons might as well do cannon balls too. Maybe some basic balls that are free but less damage. Stone shot or something. More noob friendly stuff to keep them. As mentioned before being able to swap nations as long as your faction is not negative. A little tutorial. Some higher tier starter ships just in case they get killed a lot. Nothing above a frigate though. Some level up rewards. Nothing big. Like a little bit of cash or pve marks. Maybe some fireworks when they level. This is what happens when I'm bored out of my mind. Sorry about the long post. Please discuss.
  13. Part of a balanced MMO is more than just PvP. Other forms of Player-to-player interaction are also required, including cooperation. One of the professed purposes of the upcoming wipe is to bring about a new economy, putting behind us - hopefully - the utterly broken one that we’ve been living with for a year, which allowed us to test every other aspect of the game. Creating this new and working MMO-economy is surely no small task. I am not a trader in this game. I trade and craft mainly to support other activities, and to sustain my clan. Yet I see that for PvP and the open world to have a sustainable environment as well as a proper balance, trading gameplay needs to be developed, and those players who choose to focus on it need to be encouraged. The old economy we have on the live server drove traders away a long time ago. There was no challenge, no unique gameplay, and no supply and demand - only endless supply. The new economy that we are testing on the testbed forces a "division of labour» so to say. Everyone cannot do everything anymore. With new production levels, travel times, and the partial removal of teleports, you can no longer collect every resource, and craft every ship yourself. PvP-players in each nation will depend on the traders and crafters of their respective nation or clan. If well balanced, this looks very promising, yet there are a few issues presumably yet to be solved about this part of the game. Like how do we prevent people from each sitting on a heap of their particular valuable, looking enviously on the heap of somebody else, yet not willing to trade away any of their own production? How do we unite the players who are lacking a resource, with a supplier? And how do we prevent clans from organising an economy internally, while leaving the rest of the nation, and solo-players to their own meagre devices? On the latter issue, you could dismiss it entirely, and say that if the clans are not contributing to the national economy, then that is a national problem of having selfish clans. However on the former issue, I believe we need more trade tools, and some mechanisms that encourage player-to-player interaction, even out of OW in port. -We should be able to put up buy contracts for ships. You request wood type, trim and refit, and the crafter fulfills the order. -If not already implemented, we need to be able to put buy contracts for the refit items. -There should be ways to acquire Marks outside of PvP and RvR. Crafters, haulers and traders should be able to gain marks from these activities. Interactions with players from your own nation, besides PvP or PvE, should have the potential to generate marks. Being a dedicated crafter/trader, who does PvP only secondarily, will be unsustainable once all ships in high demand will require copious amounts of marks for crafters to make them. They need to be able to take payment that includes coverage of the Marks used in crafting. To make this simpler, Marks could be an item that you can buy from NPCs for gold. The Marks are an infinite resource anyway - its production limited only by how many NPCs we can find and kill. And if the economy is properly balanced so as not to flood the market with gold, then having Marks be an item that you can purchase from NPCs for a steep price would not be a problem. In fact it could help the economy, by taking gold out (giving it to NPC) and putting only a quantity of an infinitely regenerating resource into the economy. Secondly it would be worth exploring to encourage trade between players and nudging players to put their surpluses on the market for others to get access to, by rewarding trading with Marks. As an example, when you put a quantity of an item on the market with a contract, once that contract is emptied, you are rewarded with a relative number of Marks. And when you sell someone a ship that you crafted, or fulfull someone elses’ contracts, you likewise get marks. Without some mechanics to ensure its integrity, this system would be very exploitable of course, by players trading back and forth between each other. However, you could put limits on it or other measures to prevent abuse, as well as increase the tax on contracts - to then accept that some marks may be generated by players, but in exchange for a money sink. Thirdly, crafters could get derivative marks, in addition to XP, for kills done with ships that they crafted. So if the player who purchased your ship kills a connie and get 3 marks, then you, as the crafter, are rewarded with maybe 1 Mark.
  14. I'm hoping this thread can stay constructive. Please don't bother to use this as a place to whine about how much you hate the idea of a PVE zone in the Gulf coexisting on the same server as PVP. Unless the Devs change their minds, it's going to happen and unless there are things we don't know about its implementation, it is going to cause some pain points. Hopefully we as a community of PVP and PVEers can make some constructive suggestions about how to minimize these pain points. @admin if there is something we just don't understand about implementation, please clarify. BTW, I'm not saying I like all these "solutions" but I'm putting them out there for discussion. Community, please add pain points you see and possible solutions as well, Pain Point: Admin has indicated that players will be able to freely move between PVP and PVE. Also free ports will not exist in PVE zone. Still, assuming all resources can be obtained in the PVE zone, ship construction and resource accumulation can be accomplished in relative safety either by PVP players in the PVE zone or by ALTS specifically created for the purpose. Possible full or partial solutions: 1. Disable the ability to have ALTS or at least make it a huge pain to switch back and forth between characters. While I like this idea, I doubt it would get any traction. 2. Disble the ability to teleport characters and/or tow ships between the two zones. 3. Make some classes of ships or necessary mats not craftable in PVE zone. 4. Sink 'em as they come out. While it may sound like ithe border will be a target rich environment, the (roughly) north-south boundary between zones covers a lot of ocean. Solution: Choke points. For example in order to change your status from PVE to PVP you have to visit a friendly port in the PVP zone in order to "obtain your orders" or whatever we want to call it. Making folks exit the PVE zone through the straight of Florida might be another idea. What other problems do you see and how might they be solved?
  15. I use this spreadsheet to organize my trading. Transportation whether Harbor Freight Fast (Delivery) or Harbor Freight Slow (Ship) depends on weight. This helps to combine and round up shipments. I have seven home ports labeled (A-G) from which I choose my Missions which I check daily. I put in the numbers, find total weights using two columns on left labeled “T wt” and ” #” that automatically calculate weight. I then look for compatible transportation and ports, put in orders and start making rounds with my ships while other orders are in transit. I made it to fit a single paper sheet. In the afternoon I train for battles and later in evening I finish up when Harbor Freight Express makes deliveries. My goal is to improve so I can beat up on the cowardly Pee Rats who have taken my ships, sailors, and cargo. There may be mistakes in this spreadsheet. Please share as you like. I love all the varied challenges this game provides while recognizing it isn’t for everyone. It’s a shame there is so much rancor. My nome de nave “Captain Blackie” is in honor of my Celestial Navigation teacher from Portland Oregon from late 1980’s. He loved the So Pacific, was tired of crashing wooden boats on reefs and built a steel boat in his backyard in Oregon City. Towed it to Willamette River and I have never heard from him since. If anyone knows of him or how to contact him please let me know. Here is a small part of spreadsheet. T wt # A B C D E F G H I 0 0 American Cotton 3.60 x 0 0 Arabian Coffee 1.86 115.2 2 Arctic Fox Pelts 57.60 x x 0 0 Assam Tea 1.34 x 0 0 Black Ironwood 108.80 0 0 Burgundian Wine 8.00 400 100 Cape Coast Honey 4.00 X goodslistsheetsbase.xls
  16. Hello all, It's clear that not all regional bonuses are created equal. However, I want to get community clarification on one in particular: it would seem that strong hull encompasses the bonus of build strength in addition to also providing a planking and armor bonus. If so, apart from unavailability of ports to build and get the strong hull bonus, is there any incentive to using a port with regional build strength?
  17. Been thinking lately about how much I dislike the current system, regional trims and their importance on the map. I didn't really like the fine wood system either, but it seems now we're as much of a slave to the fine woods as we are to compass wood. Seems like not much has changed. I'd like to propose a new system that I've been brewing on for a while. Apologize in advance if I pulled a Melania Trump and borrow some ideas from people, not sure if these are honestly my own or stuff I've seen proposed over the months. Total Removal of Regional Crafting Areas - Remove region bonuses and turn them into region-specific materials. - Crafting can now be done in any port, as long as materials are there. - An example of region specific mats. Strong Hull Bonus - requires "Southern Live Oak". "Southern Live Oak" can be found in various ports from Savannah to the Texas areas, making it more historically accurate. Strong Rigging Bonus - requires "Habana Hemp". Found in of course multiple regions near the Habana area. You guys get the right idea. - Capital ports in that region will start selling limited quantities of resources connected throughout the empire. If you have one of the 7 or 8 southern live oak regions will start appearing in your capital via AI traders. Of course setting up farms or plantations will yield the best results. Crafting Contracts - Player Contracts for various ships can now be placed in capitals or free ports. Example - Place a contract for an Exceptional Stong Hull Live Oak Build Strength Connie. This contact is visible in all "allied" ports and to fulfill a Connie need to be sailed teleported in. Contract fulfilled, crafter earns money and maybe some XP. Contracts can be placed for various ships and Mods. Contracts are visible on some sort of bulletin system seen in every port within the alliance or free port. - AI Ship Contracts. The AI will place various contracts for the green ships that you typically purchase at random in various ports. Players fulfill contracts and replenish the stock of ships getting money and additional XP. Not all ships will be player constructed, but to replenish supplies quicker than say once a week ships will need to be made. Player accepts the contract, has x amount of days to deliver and sails or tows in ship. Cannons & Sails - Introduce some sort of cannon specialties. IE flintlocks, touchhole fire, sighted cannons...you get the idea. Introduce some sort of cannon specialization to the officer perks and cannons made this way are more powerful or more accurate, but maybe very expensive. - Similar idea with the sails. Introduce player crafted sails that have more downforce or whatever. More durability. Use an officer perk to give specialties. Permanent Crafting Officer - Get rid of the officer for crafting related duties. Some something similar but call it a foreman or shipwright. Crafter must choose whether or not to make frigates, line ships, traders AND/OR specialize in cannons, sails, mods. You get the idea. Officer is then permanent and can only be replaced via crafting XP or something similar. You have to craft x amount of frigates to reach frigate specialization and once that is reached you can build region build trims. Something like that. Just some rough stuff I was working on. Thoughts?
  18. Hey Folks! Dear developers, can't you rethink the whole PvP systhem? ATM it is a chase or try to run, gank or be ganked simulator. Many things take way to much time, so the most people are running even it is a fair fight. If you lose a ship, all of your officers lives, your upgrades, or your cargo, it takes WAY to much time to rebuilt. For example, to craft a renomee, with, lets say pirate refit, copper plating and speedtrim, it takes at least 2-5 days, if you craft all your needed materials by yourself, and ship them from a city like Gustavia, or Wilhelmstadt, or other capitals. What abought a Constitution? 7days? Come on! I understand that players lurk each other in the real world, mostly at least just massive insult each other, if they sink there ship. The penalties for loosing ar way to high! So what hapens? Everybody is running from a fight if you can, me too. One dura ships btw. are useless, caus you will lose all your Upgrades, which are mostly not craftable, but needed.... So why not make dura a thing that you can restore with gold and time? So when you have your first rate sunk, your dura droppes to zero, but you still keep your ship and upgrades and you need to pay 500.000 and wait 2 days till your dura is restored? Maybe the ships with restored dura may become slightly woser (lower hp, speed and armor) than new ones, but still usable. Even captured ships gain a second chance and at least some use then. The trader not looses 100 % of there goods, maybe only 30%, and the corsair will get a propper reward from the admirality, or the 30 % of the goods. Why not? Will make it at leas less serious but more fun and less punishing. The officer with 10 lives is also a miscreation, so people will mostly surrender. Cause level up a new officer will consume up to 6-8 houres. More time to grind, then using time to play trough a normal AA+ game. Make the game less grind and less useless sailing around (when you attract more players, the ocean will get more populated). PvP ist the core of this game, so reduce the penalties of loosing a fight, and we all get more fights and more fun. Even if you loose one. Give normal gamers with 5-8 hours gametime in a week, a chance to have some fun (no not just with cutters), dont frustrate them with grind when they lose a ship ind PvP and give them the chance to participate in bigger Events, then we will have full servers all the time. Dont listen to the gamers who say, that achiving something must be hard work. It should be a challange, but not "hard" work. hold fast Karotte
  19. Might I suggest players when crafting a ship that we have the option to craft a ship note or craft straight to a ship. Make ship notes stackable. We then store ship notes in our warehouse. Or, simply give us dockyards to store ships for clanmates. PS make paints craftable and stackable also. Plz and ty.
  20. I advocate a more flexible construction/modification feature in the shipyard. I want to be able to trim the ship fitting my play - in this case making my traders fast, dumping all main guns to achieve more speed and fitting a couple of HEAVY stern guns to slow down pursuers. The ship mod section (and initial construction page) should have sliders to select weight, speed, gun sizes, gun placements, rigging quality, hold, powder storage, ammunition, crew selection (number of gunners, sailors, marines...) and all of course having results in speed, stability tonnage and so forth shown... Then I can make fast raiders with light broadsides, speed traders with only stern guns or heavy Corvettes for pirate hunting.... All in all this will make gameplay more interesting as all will have different preferences, so you never know exactly what you are up against. And in fact more period exact - just look at how all the ships stolen from Denmark were outfitted with heavier armaments by the brits and thereby got slower..... regional bonuses and some upgrades could stay in slots but many would be better integrated here
  21. All right.. I'm out.. I've been sailing around for 3 hours yesterday - no PvP other than an unfortunate pickle and a noob LGV that didn't know what hit it.. Normally I'd even let it slip as the player clearly wasn't an experienced captain.. Any sort of PvP is however very few and far between atm.. So I sank the poor bastard.. Sailed around for 1.5 hours today - No PvP at all.. I've been at Bonacca, New smyrna/st. Marys, La Tortue, CS/GS traderun.. IF you find an enemy player he's protected either by HUGE AI battlefleets (several SoL - yeah that was out patrolling in the day not unrealistic at all *sarcasm*) or he's protected by HUGE forts with a completely unrealistic amount of guns and a firing rate that would have made a machinegunner proud. Crafting - regional bonuses has sent crafters out all over the map, and PvP all the way down. IF a trader is spotted, the trader has little to no help incoming as the other players are too far away, that is if he isn't protected by the huge AI fleets and towers/forts. The solution would be to remove regional bonuses and implement special regional ressouces and reintroduce shipyards. This would converge crafting around the capitols and the traders would have a lot of players neaby and PvP hunters would more often than not be engaged by intercepting fleets - like the good old days. Trading - It's too easy to make gold. Period. Traders tool and the huge profits to be made from some commodities, coupled with the extremely low playerbase, makes trading insanely profitable and with a very low risk. I've mentioned it in another post, but I've made around 80 mill since the econ system changed and I haven't even been dedicated to it. The solution? - reduce available trade commodities or reduce pricedivergence. Jutland amber for example yields a profit of around 250% from buy to sell price - and the low playernumbers ensures u can allways make atleast 4-5 mill a day.. by just making 2 trips from CS to GS. Easy. Way too easy. PvP - The low playerbase, the many different crafting regions, and the PB mechanic that effectively means there's only 9-12 PBs a week reduces PvP chances to a point where it's no longer vaguely rewarding to go out hunting.. 3 hours of my life that I never get back yesterday. 1.5 hours today. Increase the rewards from PvP'ing either by making BP's available, paints or increase the chances of getting some of the uncraftable upgrades. As it is - we're too few who makes PvP and we can't find each other. Contrary to what many traders believe - I don't like hunting traders, they are a means to an end.. Most traders ditch their cargo when they get cought, but hurt enough traders and hunters comes out to play - that's when the good PvP begins.. Yet atm there's just too far between the trader and the interceptionfleets. Solutions: Increase the amount of available OP, get rid of the regional bonuses, reduce profitability from trading, increase profitability from PvP'ing, reduce crew-hiring costs and reinstate shipyards..
  22. EDIT: Think I made this thread in the wrong forum so pls delete the inappropriate one (mods that is?) All right.. I'm out.. I've been sailing around for 3 hours yesterday - no PvP other than an unfortunate pickle and a noob LGV that didn't know what hit it.. Normally I'd even let it slip as the player clearly wasn't an experienced captain.. Any sort of PvP is however very few and far between atm.. So I sank the poor bastard.. Sailed around for 1.5 hours today - No PvP at all.. I've been at Bonacca, New smyrna/st. Marys, La Tortue, CS/GS traderun.. IF you find an enemy player he's protected either by HUGE AI battlefleets (several SoL - yeah that was out patrolling in the day not unrealistic at all *sarcasm*) or he's protected by HUGE forts with a completely unrealistic amount of guns and a firing rate that would have made a machinegunner proud. Crafting - regional bonuses has sent crafters out all over the map, and PvP all the way down. IF a trader is spotted, the trader has little to no help incoming as the other players are too far away, that is if he isn't protected by the huge AI fleets and towers/forts. The solution would be to remove regional bonuses and implement special regional ressouces and reintroduce shipyards. This would converge crafting around the capitols and the traders would have a lot of players neaby and PvP hunters would more often than not be engaged by intercepting fleets - like the good old days. Trading - It's too easy to make gold. Period. Traders tool and the huge profits to be made from some commodities, coupled with the extremely low playerbase, makes trading insanely profitable and with a very low risk. I've mentioned it in another post, but I've made around 80 mill since the econ system changed and I haven't even been dedicated to it. The solution? - reduce available trade commodities or reduce pricedivergence. Jutland amber for example yields a profit of around 250% from buy to sell price - and the low playernumbers ensures u can allways make atleast 4-5 mill a day.. by just making 2 trips from CS to GS. Easy. Way too easy. PvP - The low playerbase, the many different crafting regions, and the PB mechanic that effectively means there's only 9-12 PBs a week reduces PvP chances to a point where it's no longer vaguely rewarding to go out hunting.. 3 hours of my life that I never get back yesterday. 1.5 hours today. Increase the rewards from PvP'ing either by making BP's available, paints or increase the chances of getting some of the uncraftable upgrades. As it is - we're too few who makes PvP and we can't find each other. Contrary to what many traders believe - I don't like hunting traders, they are a means to an end.. Most traders ditch their cargo when they get cought, but hurt enough traders and hunters comes out to play - that's when the good PvP begins.. Yet atm there's just too far between the trader and the interceptionfleets. Solutions: Increase the amount of available OP, get rid of the regional bonuses, reduce profitability from trading, increase profitability from PvP'ing, reduce crew-hiring costs and reinstate shipyards.. EDIT2: And reduce amounts of forts/their sizes and remove AI battlefleets with BRs above 1k
  23. Hello, captains and devs! I would like to discuss an issue with capped ships and upgrades. Yesterday together with a friend we capped nice exceptional Bermuda Cedar Pirate refit Frigate. Last week before Bridgetown PB I also was able to cap nice LiveOak strong hull Agamemnon. Both are very good ships (though for different purposes) and I will be happy to sail them. Except that I won't. Cause to outfit such a good ship to be competitive I require 8 yellow upgrades which boils down to 32 mid grade notes. And this is too much risk for guy like me to sail one dura ship and risking to lose 32 mid grade notes. And the first rule of sandbox PVP game - don't sail what you can't afford to lose. So from my point of view capped ships are almost useless now. Just because on one side you can quite easily aquire 5-6 yellow regular upgrades and just trade them from ship to ship without risk of loosing them if you don't like living on the edge sailing 1 dura ships with upgrades installed. And spending 3 permanent upgrades for 5 dura frigates once in a while is not a big deal. 1st rates are quite another thing but outfitting 1st/2nd rates SHOULD BE expensive so I am ok with that. What I am not ok with is to cap enemy ship and have all permanent and regular upgrades magically dissapearing from it rendering it useless. We have 2 kind of solutions for that: 1. Make all ships one dura. This is pretty good solution - if devs will implement it I just assume we will cap ships with all upgrades installed. Nothing to be said more on this. But I think 1 dura won't be accepted well by a "whining" part of the community. So maybe we can discuss another solution. Introduce upgrades durability. Make all upgrades have like 5 duras (or any other agreed number) after crafting. When ship is capped or sunk all installed upgrades lose durability. Capped ships have 1 dura and all installed upgrades will have 1 dura. You can put 5-dura upgrade on a 1 dura ship and if you lost ship you will still have 4-dura upgrade with you. The concept may be a little "magical" and "ahistorical" but it's no more magical than ships having more than 1 life. So let's discuss pros: 1. Finally you can sail capped ships and be competitive. Even better - now for really good capped ships they will come with upgrades preinstalled. 2. It will create natural sink for upgrades. Currently I can just craft 5-6 yellow regular upgrades and use them between all my ships. I need to craft/aquire them only once and use them forever. 3. It may shift OW battling from 3-5 yellow upgrade meta. For PB most probably everyone still will use the best they have (like now with 1st rate PBs) but for daily OW hunting people MAYBE will tend to more casual upgrade quality. Cons: 1. whining part of the community will probably tell it will make crafting more "unbearable" than it is even now (For god sake I had to spent around 5 hours of real time in a week to get myself a yellow Agamemnon!) Discuss!
  24. Well.. Today I took my ship to Port Royal/Kingston... Right into the harbor... sat there... took a screenshot of the pretty environs.... And left in my Renomee... Later I sailed from Coquibacoa to La Orchilla... Took the time and opportunity to sit in the harbor of Willemstadt... Took a screenshot of the pretty depopulated environs... And left in my endymion... All nice and all.. taking my warships to other nations capitols, going right into their harbors and fishing in their waters and finding no-one there.. I'm a dane mind you.. playing for Denmark-Norway... And I've never experienced such a demotivating hunting trip as to be able to sail right into enemy capitols harbours (did it twice btw) and finding no-one who cared to raise a challenge.. Dastardly dutch! Where did thou go? Bloody britts!! Where art thou?! The only faction I found a player presence in was the pirates.... And they ran faster than my Renomee - They were however polite enough to tell me that their ships were made of fir and therefore no match for my Renomee... And that the ships today are so hard to come by that they wouldn't risk them in battle.. If any1 know where the dutch are - please let me know.... If any1 know where the brits went - please tell... If anyone say they has seen someone playing for the US - you must be lying.. For I have found no-one..
  25. Dear Devs, Please let us melt down our coins to make the respective metal ingots. I wouldn't even mind if there was some inefficiency so that if you went ingots > coins > ingots you would come out with less ingots than when you started. (has 5k coins of every type but no ingots )
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