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Showing results for tags 'Experience'.
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I have crafted numerous ships now (mostly Lynx out of Fir and Oak) and I have not gone up a crafting level from 0 to 1 yet. The wiki shows that you need 55 XP for level 1 which I should have surpassed a while ago. Am I doing something incorrectly?
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- crafting
- experience
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better rank up a Better Rank Up System
AeRoTR posted a topic in Current Feature Improvement Suggestions
Hi guys, I have been thinking this for a long time, I have mentioned in many unrelated threads. I know many has similiar ideas. As new ranks has been introduced, which is very welcome addition because players kind of rushed to much bigger ships without learning vital game mechanics like manuel sailing, which ended up with lots of pain, rage cause they were losing their valuable/bigger ships to other players and to npcs! Time to time even effecting group battles. I really think this new rank system should get proper improvements and changes to fit the purpose. AIM: Change levelin -
Hello, I have a question - maybe someone could help me. Are unit stats capped at 100 or they can be higher ? If they can reach above 100 is there a method to see what they actually are ? How it influence unit performance ? Is the unit with firearms 200, efficiency 80 and command 80 shooting better than unit with firearms 100, efficiency 80 and command 80 ? Is it twice as good ? I would be really thankful for help. Cobramys
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I made this Perk Calculator/Emulator, just to make an idea how your units will end. It could be helpful when deciding which Perks you want for a given Brigade. Ultimate_General_Civil_War_Perk_Emulator_v0.4.xlsm Usage: click the cells and chose options from a list. Feedback would be appreciated. I hope it helps.
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- perk
- calculator
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Currently, experience is provided to players based on the hull hits they score on a killed target. This entirely leaves out players who score primarily sail or crew hits. This is a major flaw especially for sail hits because there are many situations and strategies when playing alongside friendly ships wherein a captain may legitimately maximize their effectiveness by focusing on rigging or crew damage, and as of now they receive zero credit for it. Even further, the task of dedicated rigging attackers is best suited to smaller vessels that are commonly captained by newer players. It is v
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- experience
- combat
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Problem: As I see it experienced players gaining even more of an edge over new players through ship experience and upgrades/builds. For veteran players it upgrades + mods + builds means a player must have a PvE ship and a PvP ship if they want to do both. If they are on a PvE mission and are jumped they are at a disadvantage or if they want to now PvP they have to sail back and change to their PvP build (how many times have I seen/heard "let me go back to port and get my PvP build..."). Evidence: Two players encounter each other in OW, both of them in say a Lynx. One is brand new and the
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- new player experience
- experience
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Add a profile page, with all ships of the game and the curent experience you have in all ships, so you can easy check if you have all the unlocks and what ships need more training to get the upgrades, guys, what do you think about this idea?
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Howdy Folks, Personally, I hate the new system of having to unlock Knowledge Slots of certain ships to then be able to unlock the Slots of other ships. It annoys me to be forced to drive something to make something else better. To me, it takes sand out of the box. As soon as I'm done with the Brig I'll never drive one again (until another wipe and I have to do it again...) But since this is the way it is now, I'll deal with it. That said, it would be nice if the Experience you get from Sailing between ports, would also be added to the specific Ship Knowledge experience. I
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- grind
- experience
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It seems like the enemy has almost the best rifles and superior experience no matter how many battles I win. Make it all the way to Gettysburg fighting through that anyway and it's just annoying at this point. After all that time my experienced troops with mostly 2 stars hold a little while but everyone else seems to run when a gun fires. Then the game will start me with my troops in the worse places while the AI charges or just seems to appear in perfect position. Love the game and idea but this is killing it for me.
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- difficulty
- better equipment
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Originating off my post in the patch notes thread: http://forum.game-labs.net/index.php?/topic/15638-development-plans-for-conquest-mechanics-rvr/?p=293895 Note: These are just rough ideas. The rewards, map design, ship types, fleet designs, etc.. Minor details can be worked out or discussed. Myself and a few of the players in the community have begun to feel that the current mission system is getting a bit stale. Things became a bit more fun and exciting when fleet missions were introduced but the base mechanics remained the same in that your objective scenario is always the same
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I am levelling a character but yesterday, when I reached the limit of 3000xp (BTW I did it with the travel XP) instead of getting the new rank, I kept the old one with the indication "XP to next rank 3004/3000". I will check today if it is fixed, but I wanted to highlight this weird bug that occurred yesterday (and maybe ask if you can fix it)
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This is a suggestion from the perspective of a completely new player. Keep that in mind please. If you have been hanging around the faction or help chat any, you may see this post "CRAP...I have a leak and repair isn't fixing it." or may be "%#$@ $%#$@%^ #$@% I just sank to a leak I could not fix $@#!$##!!" Why, why is this so prevalent in new players? Simply put when your new in the game and you get a leak you think "repair". You have a leak, you want to repair it. The term "survival" means something different in many minds, it means to stay alive and is not directly related to re
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- Survival
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I like the introduction of the 'Honour Kill' system, but like many I think the release version should be modified somewhat. What is an Honourable kill.= Destroying or otherwise doing the most 'damage' to a ship of equal or greater strength. Suggestion. Long Term. The ship you are sailing should be of a suitable Rate to your RANK. The targeted ship should be of an equal or higher rating than the SHIP you are sailing. In order for suitable ships to be available for this task, I believe at least 1 basic recipe ship should be available for each Rate. Players should ha