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  1. I have a few suggestions for fixing the pirate nations. First off, a little bit about me, the most recent wipe will have been the 3Rd wipe I've been through. My first outing as a player was on the pve server getting my sea legs. Soon after I transferred over to global to start sinking players! I'm not by any stretch an expert at pvp and I rarely participate in rvr as I find it rather boring so take the following observations and suggestions for what they're worth. 1. The Pirates as a "national power" is simply absurd. How this managed to make its way in to a game rooted in so much realism is simply beyond me. This should not and can not be. As it stands, smaller nations act more as pirates (or privateers if you rather) than the Pirates do themselves. They should be based around open world pvp with the occasional sack of a town here and there. - Suggestions: - Pirates should be a faction based solely around pvp where only the most veteran players find success and Profit, thus pirates should receive higher rewards for capturing and or sinking ships. Furthermore pirates should also receive a significantly higher sell price for ships back to the port. To offset this, pirate pve missions should remain open and visible for the duration of the mission, as any ship being attacked would certainly be signaling frantically for help while being attacked. Player engagement timers are fine the way they are. Other national factions should receive a slight buff in income of pve missions, and a significant buff in income from sinking pirate players as they are a scourge on the open seas. (maybe also receive a slight buff to income for sinking war targets if the alliance system were to come back, which I think it should, pirates would not be able to participate in diplomacy) 2. Pirates should neither be able to capture nor lose ports. - Suggestions: pirates should not be holding regional capitals, that's absurd. Instead the Pirates should have a total of 4-6 ports spread across the map from which to base out of, free towns would be a good idea, they would also be the only faction able to teleport between free towns so they may move around and plunder different areas with impunity. Raising hostility would do 2 things. First stolen or contraband good would be produced only in ports that the Pirates have raised hostility in. The goods would be extremely cheap and have very high sell prices in other portions of the map which does 2 things, brings more traders to the are where the hostility is raised and offer more gentle players in the pirate nation a valuable trade good to generate cash. The amount of these goods available should reflect the amount of hostility in the region. Another interesting thing would be to raise pvp rewards for killing pirates where the hostility is above a certain percentage. The weight of said goods should reflect the value. Should the Pirates set a port battle, the port battle should be a "raid". If the Pirates succeed in the raid, they should hold the port for 3 days after which it reverts back to its original nationality prior to the raid. After the port reverts, the port can not gain hostility for a week and the hostility will drop x amount per day back to 0 before the 7 days has elapsed. During the occupation, pirates receive a 25% discount on all resources in the port both npc and player contract items. This could extend to ships on sale as well. Pirates also would have free repairs and crew replacement in the port during the occupation. 3. Pirates in lineships -Suggestions: pirates should be limited to the construction of a level 2 shipyard. With a discount on the amount resources for crafting 5th and 6th rates. I would say that pirates should have no access to lineships at all but I feel that would take out a lot of fun for the faction, perhaps pirates sailing a sol would suffer speed, reload, and maneuverability penalties. National powers should receive a discount on the crafting of 1St, 2ND, and 3Rd rates. These discounts would also vary a slight amount based on the amount of regions held by the nation. 4. Victory marks Suggestions: since pirates would have no way of obtaining victory marks, I think a variant of the conquest mark system should be implemented. Once a region reaches 100% hostility, pirates should get an injection of x amount of combat marks instantly, however only players that get a certain percent of the hostility will receive them. Also, if the port battle is won they should receive x amount of additional combat marks each day the port is in their possession which would again apply to only the players present at the pb. This would hopefully encourage the Pirates to open up multiple fronts against multiple nations. These are a few of my suggestions and ideas. Let me know what you think.
  2. 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.
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