Search the Community
Showing results for tags 'World'.
-
Hi Logged out in Openworld and used 'wait' function. Logged out safely. Logged back in about an hour later (5.30pm 9th April 2018) and found myself in port and have lost ship I was in (Endymion) Clan mates have checked Combat News and there were no kills of Pirate players in that area over that time. I understand it is a known bug Cheers
-
At the moment open world battles are locked at the start to not exceed the higher battle rating. I am proposing a change that BOTH sides of the battle can escalate the battle to 1.5 times the lower br continuously This allows the battle to escalate from 300 vs 300 to a battle of 2000 vs 2000. Allowing each side to recieve reinforcements once they have lower BR. This allows the fight to stay competitive and involve more ppl and even discourages outright ganking. Any suggestions to build on this ides pls share
-
As many of may know OW has no map yet. Im sure some map will come at some point, but for now most of us use Google Map witch is also fine. But google maps doenst show where to keep a look out for pirats or other player on a raid for gold. So i made a quick map, with the most bacis stuff i know about. So far i have only been close to Peurto Rico and the Virgin islands, so i cant put all this on the map alone. I was hoping that people who wanted could copie the map and put stuff they know about on the map and then repost it, until the map is really good. I put all the flags in the buttom, too make it easy, and feel free to add tips and tricks to it.
-
I am wondering if open world will have free camera mode. Think that it could help people to find land if there are lost, or find other player's ships and this would be like some kind of cheating. However, some of us like to take lot of screenshots and to record cinematics for youtube, and this tool is fantastic for doing that. Maybe you can adjust the free camera movement limitation to a 1km area around your ship. This could be a solution to have everyboddy happy. What do you think about it?
-
I have a suggestion for how we deal with long voyages and local areas of operation (PVP/PVE opportunities) As it would be quite impossible to utilise real time for sailing around the world, we obviously need a workaround that is both usable and believable. Obviously I can't do this in just a couple of sentences so bear with me pls I propose that we have a system based on 18th and 19th century trade routes and Port/harbour locations. I propose that your ship is in 1 of 5 states/situations. In Harbour - You are docked and going about your business in the town. In Harbour approach area - interception possible In General shipping area - Blockading & interception possible In Deep sea voyage - Travel only, possible random 'events'. In Battle - Shooting stuff For simplicity assume in most cases, the harbour approach is last 2 miles radius around harbour, general coastal is a band up to 20 miles from the coast. Deep sea voyage is your time compacter to allow crossing of oceans. Harbour approach is always from the deck General shipping is on map but accelerated speed, interceptions drop into deck combat mode. Deep sea voyage is a short period of time where your ship is a dot on a world map moving of its own accord along a pre determined trade route once a route is selected and exits into a general shipping area. Possible random events such as losing topmast in a sudden squall, picking up survivors from open boat(reward/mission), Logging location of unknown island or wreck (Possible mission opportunity etc etc) Before I get shouted at for not being able to interdict those juicy merchantment, or intercept that enemy fleet during deep sea voyage. There were historically very few deap sea encounters for the simplest reason, No Radar, No Satallites. However you could work out a probable destination for your targets and would attempt to put your ships in the way e.g. a favoured frigate captain or a pirate would patrol/cruise a given area of sea because it was a natural location for your target ships to travel through. A fleet would do the same thing to intercept another fleet. This area is your general shipping area. So, where historically possible, each deep sea voyage would start outside general shipping area, and finish outside target general shipping area with additions of known or probable bottleneck areas having additional 'general shipping' feature where you drop back to ship on a map, sail safely through and then continue deep sea voyage. So you 'sail' out of harbour, you mini map through general shipping, you reach and enter deep sea voyage, you 'puddle hop' your deep sea voyage through any additional general shipping areas that could be considered bottleneck areas good for interception, then at your final destination, you reverse the order, dropping into general shipping area, sail last 2 miles to harbour and with luck you safely enter harbour and do your 'thing' Obviously the devs will decide how many harbours/ports will be in game, and it is possible that more than 1 port will exist within the same general shipping area. depending on proximity and importance to the game. I also propose that there is a method of slowing down deep sea travel speed for each additional deep sea voyage within a certain timeframe, this would prevent someone for instance making 10 trips to jamaicas and back to England in a half hour gaming period. Perhaps a greater penalty if you enter harbour for trade or repairs. Something to think on. No pretty pictures I'm sure you guys can picture this yourself.