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Found 14 results

  1. @admin @Ink I'm still confused as to why 1st rates are allowed to raise hostility against a shallow port. This should've been changed like a long time ago.
  2. Some fellow clan members and I began hostility on the shallow port La Guanaja. Then the players DarkSun and SeagulGonaCumPokeMeInTheCoconut, both [BL4CK] clan members, joined the hostility mission with the intention of lowering hostility. [BL4CK] DarkSun didn't even bring cannons. This was a blatant, though failed, attempt to try and prevent VCO from setting a port battle. Below is a screenshot of the battle results showing both [BL4CK] clan members having been captured. I have also included a short video of the incident. In the video, from 20-40 seconds you can see
  3. Change name from Hostility to Stability Invert meter - e.g. Stability in El Dorado dropped to 10% Review factor needed to drop Stability to 0% - now 1.0, change to 0.5 - to accommodate all playstyles Include port demand/supply in the Stability formula Details for each topic as needed 3 - Sum of all parts being better. Still possible to completely drop Stability to zero just with combat missions -or- by trade alone. Reduce Hostility Missions factor to accommodate with Trade Stability. Full cycle of X missions, drops by 100%. Reduce factor per mission. Ful
  4. With the current RvR rules after a successful port defense the there is only a 24 hour break before the attackers can build hostility again, this leads to a couple of issues. Firstly if you are a new defender of a port you do not get any reward for defending the port and have to wait till the end of the week to get your victory mark. But in this time there could potentially be two more port battles and if you are not present at them or are unlucky enough not to get a place in the port battle defense group you lose out on your victory mark because either the port is lost or you were not on
  5. The past month has seen a large decline in port battles and those groups who take the time and effort to create them. It seems every time I hear of someone saying "we should take X port" the immediate response is "will you grind it?" That may be acceptable and the effort required bring hostility to 100% allows both sides to engage in a fight whether that be to defend it, or the opportunity to kill players to make the PB happen faster through the hostility mechanic. I personally hear more folks dislike the current RvR mechanic and wish for change. I propose we drop Hostility missions and rework
  6. Hello all powerful devs, As you know we have a fair few port battles tomorrow (04/03/2018). I understand that multiflipping is perfectly valid as a tactic as we know but as stated in "Alts for port battle activities - BAN WARNING" the use of alts to generate hostility is not permitted. I hereby accuse Christendom of using his American alt, ChristendomToo to flip RSC ports in the Bahamas, namely Marsh Harbour and La Desconcida (and perhaps Walker's Cay as well). So in short - Christendom/ChristendomToo Russia/USA Bahamas/Grand Bahamas Generation of hostility w
  7. 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
  8. What percentage does hostility in regions go down by per maintenance?
  9. As one of the admins posted in another thread : " the conquest is still being discussed/reworked. Current ideas are 1) return conquest flag - sell it for pvp marks and create PB on purchase removing all exploits potential 2) change (bring back) hostility missions to only generate for regional capitals and be open all the time (allow missions to generate only for nearest 2 enemy regions - to create some form of frontlines " These are the only possibilities to achieve sustainable conquest in the game. Why? 1 .FLAGS: Pos : Surprise, unpredictability, Conquest around the
  10. When grinding up a port battle at Castries our missions was joined by 4 french players who after a moment of fighting proceeded to run away up wind for the full hour the fight had remaining despite requests to leave if they had no intention of fighting us. They ran away dragging our mission out for the full 1.5 hours despite repeated offers and requests to leave if they did not want to fight. I would like a ruling on if this is acceptable behavior, as if this is ok then we WILL start using the same to prevent flips at times we don't want. As it stands the result is the french get a battle l
  11. So, here's an odd idea I had. Premise: the gripe with port battles vis-a-vis nightflips and so on does not look like it will be resolved in the near future (for reasons that have been discussed in boatloads of other threads, so let's not rehash this here). It appears to me that the root causes people get so emotionally worked up are that, currently, the culmination and decisive point for conquering a region is happening at one point in time, in a very narrow time-frame (two hours for the battle, more like two minutes for the join window). Thus individual captains are upset when
  12. I may be a little behind the curve on this due to the time from the announcement of implementing raids and now, but I figured I'd share my two cents on the matter. Hopefully the community and developers like this concept enough to support and adopt it as future gameplay. Conquest: Taking Control of Counties. Conquest should happen by port battles as it does now, though how we get to port battles will be a little different - through raiding non-capital towns. A captain would be able to purchase a Raid token from the Admiralty (or Brethren Council). Once acquired, the captain would sai
  13. I would suggest reintroducing the warbombing or flags as well as port battle timers. The reason why is that the current mechanic isn't working as intended and I doubt that a meaningfull solution can be created on basis of the current mechanics. Atm the bombs have merely changed from warsupplies to a combination of warsupplies and hostility missions.. The tactic: Make missions in the target area - enough to produce 50% hostility. Don't leave battlescreen before the warsupplies have been dropped. The points for hostility creation doesn't count before you leave battlescreen and the
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