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Found 7 results

  1. This image is a great visual to see precisely how many ships require permits that are purchasable only via Combat Medals. It also shows which ships are out-classed by ships of lower class. Please answer the Poll that relates to this image. First section highlights which ships are not craftable without permits (denoted with *) or because they are DLC/Gift ships Notice only 2 of 4 4th rates are available; 50% - 1 of these 'uncraftables' being reclassified up to this class that has lower stats than the others Notice only 9 of 17 5th rates are available; 52.9% - 2 of them being Trader Ships, leaving only 7 craftable warships Notice only 7 of 12 6th rates are available; 58.3% - 2 of them being Trader Ships, 1 of them being only for Port Battles, leaving only 4 craftable warships Notice only 6 of 11 7th rates are available; 54.5% - 2 of them being Trader Ships, leaving only 4 craftable warships Remaining sections highlight which ships have worse stats than ships in rates below it. Categorized by: Guns Crew Broadside Notice how the 3 recently re-categorized ships fall significantly behind, not just slightly. This means that these ships are no longer usable in missions for these rates, means they are no longer usable in PvP Zones for these rates, means they are no longer usable in Port Battles because of their new BR. Frankly, it means these ships are worthless for anything but completing generic missions against lower rated NPC ships. Sure, they might be usable in PvP, but only against lower rated ships. Even adding the best buff mods you can, these ships will still under perform against ships of lower class with the same buff mods. An now with Rare Woods, these ships stand no chance if they are made of less quality woods. Add onto it the Crafting RNG that makes 90% of the ships only 3/5s. I suggest: Changing the USS United States, Constitution, and Indefatigable back to their respective Rates Making only 1 ship per rate uncraftable without a permit (except for DLC/Gift ships, of course) Decreasing the RNG effect as we level up in Crafting XP Getting rid of Rare Woods Making 4th Rate NPC capturable Discuss....
  2. In his notes to the update on 21st June @admin stated that: "Reinforcement zones ports and capitals (uncapturable ports including free towns) ability to build better vessels reduced, capturable ports ability to build better ships greatly increased" At least in case of Sweden (don't know about the other nations) this seems to be a bit misleading as Sweden has a capturable port within th reinforcement zone: Philipsburg. So, the simple question is: Is Philipsburg counted as a "Reinforcement zone port" or as a capturable port as it is clearly both? Thanks for answers.
  3. I hate RNG. With that out of the way: I suggest: Advancing crafting experience. Atm we have crafting lvls and the RNG that's is basically useless. I'd like to see the crafting trees expanded by for example giving the crafters increasing specialization: A clan (or individual) could have a crafter that specialized in first rates and for each first rate he moves up in the xp and after for example 20 first rates he get a choice for a trim he can add to the first rates in the future (and it is NOT random what trim he can add - it's a chosen perk just like the ordinary perks). This can be expanded to specific ships and not just ship types. If for example a crafter specializes in H.Rattlesnakes then he get's the possibility to add more and more trims to add. And most important of all: NO MORE RNG!
  4. Lars Kjaer

    RNG kill

    Suggestion: Kill off the RNG.. Make all upgrades/books obtainable for combat/PvP marks. And I'd really love it if there weren't exclusive mods/books that only reinforce the good players against the weak.. Make exclusive content be vanity items.
  5. While on another stiffness streak again (7 ships until now...), i thought about improving the current system with as little effort as possible. Its just sad to see all the stiffness rotting in the shops sometimes at prices, not even covering the notes. Ill keep it as short as possible: Current situation speed and stiffness imbalanced (essential trim vs situational trim) no disadvantage for speed in terms of stats useless wood/trim combinations like teak/stiffness (liveoak/speed faster and stronger) rigging quality useless (leightweight ropes and blocks does the same) build strenght/planking used for every combat ship one optimal, RNG based build for every ship (no diversity, no decisionmaking) non optimal build = rotting liveoak not balanced (value of stats too high) Possible solution changing rigging quality with speed -> speed as a main trim adjusting liveoak to -5% speed Results RNG between yard turn speed and lesser heel (seems balanced) same principle for the main trim as for fir, liveoak, extra planking and speedtrim: ​​either slow and tanky, or fast and weak players have to decide between survivability and speed for combat ships players have to decide between crewspace and speed for boarding ships lesser useless wood/trim combinations. For example liveoak/speed would provide +3cm armour, teak/strenght +1.4% speed instead (liveoak balanced) no useless trims anymore difference between same ships trimmed for different purposes and playstyles becomes much clearer no speed on tanky PB ships anymore greater variety of ship builds different demand for different trims less frustrated crafters Of course as an alternative you could just exchange stiffness with something better like reload time, or manouverability, but this wont result in more decisions to make. Fir without speed would always be bad. As long as such important boni are based on RNG, there will always be ships you have to throw away. Thanks for reading!
  6. I think most of us can agree that the luck based Blueprint drops aren't really benefiting the game. Up until recently it went fairly unnoticed as the ships most people wanted were the default ones crafter's unlocked through pure levelling. As we get more and more players wanting ships above the Frigate now, the problem is becoming more and more evident. The sheer number of Tríncomalee requests now are clear evidence that a bottleneck is forming. And it will only get worse as the average player gets higher and higher in their rank. This beautiful game has 24 craftable ships, a mere 8 of which are available to everyone. That's one third. The devs should be encouraging the use of a variety of ships by the player base, not making it as difficult as possible for people to acquire them(the XP barriers do that well enough). It also does horrid things to the costs of the rare ships, as the few who have got the blueprints can effectively charge a lot more than they are worth due to lack of competition. There are probably a lot of different ways this current blueprint system could be changed. My personal suggestions would either be the ability to craft the rare ship blueprints with Crafting Notes. Maybe 10-15 for the lower level blueprints, all the way up to 100+ for the 1st Rates. Yes this would cause Gold to increase in value, but at least there would be an obtainable goal crafter's could work towards. Or perhaps use the breaking down of said ship to award a "scrap" of a blueprint. 10 Scraps unlocks it to craft, maybe more scraps for higher rate ships. Again, it might not be the most elegant system, but at least you give players an obtainable goal, not this luck based rubbish we have now. The current system favourers very few people, and over all hurts the diversity of ships in the game.
  7. Want to make a trinco suited for speed testing (as vanilla as possible). Can't get the rng to give me trinco blueprint. Anyone have a spare trinco blueprint? I got a second belle blueprint, so if you want that...
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