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Showing results for tags 'crafting'.
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Just an Idea but what if you edited the durability system in this way: Basic: 1 durability Common: 2 durability Fine: 3 durability Mastercraft: 4 durability Exceptional: 5 durability Makes exceptional ships sell for more money thus making them rare.
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Hello, and welcome to the page of BLKS, we are a Pirate clan in PvP2 US. We are currently Recruiting and all players are welcome from new players and Crafters to exiled players of other nations. To join Message any of the following Officers: David Batista Roberto de Castilla Julio Ortega Alan Garcia Requirements: Members must be active, If inactive for over 2 weeks without notice Members will be kicked Members must use Discord https://discordapp.com/download Join out channel with https://discord.gg/0pyhJOQvfvYnBYX9 (Microphone for communication is encouraged, but Not necessary.) Black Sails is currently Based out of Mortimer, although that could change with events. We are a PvP centered clan, but we do everything. We enjoy Hunting down other nations and doing as Pirates are meant to do. We also welcome all Pirate Alliances and will partake in Port Battles.
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As a crafter i find myself often short of 2,3-5h to craft another ship,and it`s frustrating that i need to wait another full hour to get the next 42 crafting hours.I would suggest that instead of getting 42 crafting hours once per hour we should get 10.5 crafting hours every 15 min.
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Hallo, ich wollte mich jetzt mal an das Crafting ran wagen und dachte ich fange erstmal damit an etwas zu handeln. Nun guckte ich auf der Karte, was die Häfen produzieren und was sie Konsumieren. Ich kaufte also paar Sachen, die in einem Hafen produziert wurden und wollte sie gewinnbringend in einem Hafen verkaufen, der die eingekaufte Ware konsumiert. Nun waren die Preise im Hafen, der meine Waren produzierte höher, als in Häfen die meine Ware benötigten. Somit habe ich meinen Kram jetzt erstmal im Warenhaus gelagert, um keinen Verlust zu machen. Bin ich das Thema falsch angegangen? Sind die Meldungen auf der Karte noch nicht richtig ins Spiel integriert? Wie schafft ihr es euch die Materialien fürs craften zu besorgen. Wie handelt ihr, um damit Geld zu verdienen?
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Currently, ships are all (for the most part) named based on their original name in the real world. For example, 'the Renommee'. The Renomme was was a 'Galathee class frigate' and there were sister ships to her. Another, the Cerberus, would fall into the 'Coventry-class frigate'. I feel that for the sake of immersion the ships should be renamed in-game to the class which they are, if applicable. There are ships like the HMS Victory, which have a class of 'First-Rate and obviously the size, guns, etc of first rate's differed from nation to nation and ship to ship and year to year. So it's difficult to pin some to a specific class. Those could perhaps continue to be listed as they are, or possibly named something like 'Victory Class First Rate' or 'Santísima Class First Rate'. So, similar to how you see 'Frigate, Cutter, Brig,' now. You'd see more of that and less of named ships in the world. EDIT: The main reason for this, being that someday hopefully we'll be able to name our ships and have the names appear in the world. So having a 'Renommee named Intimidator' wouldn't seem as right as having a 'Galathee Class Frigate, named Intimidator.'
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I've been reading these forums like crazy the last days since I found out about the game. As former/current player of PotBS and EvE Online, I have some questions/suggestions about the connection of the economy with the PvP/PvE in the sandbox. First of all, I haven't found yet any big update about the design of the sandbox, maybe it is still early (or me being blind), therefore I have some questions that I really hope the developers will answer sooner or later 1) What will the main concept of the sandbox be? EvE Online - Player alliance/coalition territorial and market domination. PotBS - Faction point/territorial domination a.k.a English/French/Spanish/Pirates gather points from conquering ports to win the round (lasting some months), new round doesnt mean that player loses his/her ships/levels. 2) What will the PvP/PvE risk factor be for the player concerning ship destruction? EvE Online - Ship can be insured, but ship is forever gone if destroyed once. PotBS - Ship can be insured, but according to the model it has 2-3 "lives". After the 2-3 destructions, ship is gone forever. 3) What will the difficulty to set up a construction line for a given ship be (probably difficulty varying from model to model)? EvE Online - Player can create multi accounts (permitted), create characters and train them with the book reading feature (no leveling up) and start his production line. PotBS - Player can create multi accounts (permitted), but has to level up every single trader/manufacturer with missions (very time consuming). 4) What wil the PvP area design be? EvE Online - Solar systems vary in security according to the presence of NPC police from -0.9 - 1.0. Anything below 0.5 is a potential PvP area. PotBS - PvP zones form around ports that are under attack/blockade, if port remains red for 2 days there is a Port Battle (24v24) in which the winner gets the port/island. Thinking the economy through the spectrum of battles and overall war in a war game, the sandbox design that will give answers to these questions, will profoundly impact the importance of a player driven economy. For example: 1) Territorial domination could impact trading routes. 2) Island faction/alliance holder could overtax the opponent manufacturers of the conquered island. 3) Consistent blockade of trading routes or opponent ports could impact the future opponent's shipyard (No resources to build for the supposed upcoming big battles of a war). 4) Player can get a crew from the local tavern and train them for money (with some timer involved). 5) Player has a reputation which will define him as respectable or pirate. This could have an impact on how easily he can find a crew or what levels of crew would trust him, or on which islands he can find a crew. 6) Crew ability to act/fight could be defined by 2-3 factors: Moral and Level and maybe Injuries. 7) Crew trainer could be a profession for a player (having a building and offering fast crew training to other players for money), or maybe an NPC entity. 8) Crew training could be defined by the available equipment for training, trainer level, training fees (default or player driven), port holder (opponent can't train crew on this island). 9) Holding specific ports (with small distances between them and variety in resources a.k.a map balance and design is important) could boost the economy of the holding group. How dynamic and challenging do you want this sandbox to be? Any other suggestions about the connection of the economy to the PvP?? Please developers share your ideas <3