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Showing results for tags 'open sea'.
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Delete hold in open sea
n_Ka posted a topic in Current Feature Improvement SuggestionsI think it would be more realist than there is a time, for each item to be destroyed. I met a player I attacked, he told me to have destroyed 1000 silvers and 15 labors contract, during the 15 seconds of waiting before the fight, then to surrender in the battle. I understand, but that does not Should not be as simple as a simple click, but as long as the brace command for example, to give a chance to the hunters to have something. Thank you.
Why not remove the fight over ports altogether? Maybe its the ports and claiming land that is the whole misere in this game? We should fight over the sea instead. Make the ports fixed but not the sea... Split the map up in zones of control. Make each nation able to plant an amount of battle flags each night. When battles are won, the nation have honor points. When enough points is recieved something happens... The sea changes colour, the leading nation has some bars over their flags - whatever. A lot of discussion about ROE and Port Battles have been too complicated for too long. You need to simplify things and take the perspective of the player: 1. You log in. 2. Take a look on nation chat - "whats going on tonight?" 3. Sail around to find nothing of importance.. 4. Log off. 5. Drops the game when 1-4 has been done for x amount of times. After the log in, the player need some VERY CLEAR TOOLS to lead them toward the action. WHERE IS SOMETHING GOING ON? HOW CAN I FIND A BATTLE? PvP needs to be FUN and addictive. 1vs5 is no fun. PLaying for hours with no PvP is no fun etc... Rethink the OW and make battles happen from the players perspective. Make the map into a minigame where nations fight over like 10 areas or maybe even less... Each area or zone gives some bonusses or honor or something.
victor posted a topic in Current Feature Improvement SuggestionsJust a suggestion: why not adding a new category of upgrades (maybe for permanent slots) and/or perks that affect OS performance? I.e.: add speed downwind add speed upwind improving the radius of the tagging max distance (useful both for hunters and for preys) improving the distance at which you can spot a boat on the OS (useful for prays) diminishing the distance ar which you can be spotted on the OS (useful for hunters)
This might be the most modified game mechanic until now and I would like to share some more ideas here. I have seen in different threads similar ideas, and here is my total RoE package for a robust, fun and sustainable PvP environment on the open sea. The Concept: The main difference here for the initiation of OS engagements is, that the location is not only factor for determining the allocation of ships in the instance, but also the time itself. So, basically after the OS attacking, the instance is created. And any ship, outside this first initiation circle, would be joining to the instance as reinforcements. Until this point, it is similar to the current system. The reinforcements on the other hand, would be again positional according to their open sea location, but the reinforcements would be relative further away to the engaging ships in the instance. I would like to use here the term cutter minutes, similar to light years, the distance a cutter would cover in one minute. For example, the first joiner would start in that instance 6 cutter minutes away (outer rims of orange circle) from the engaging ships. The reinforcement who joins after one minute of the start of the instance would be 6+1 minutes away (outer rims of green circle); the one who joins after 2 minutes of initiation would start 6+2 minutes away and so on. As a result, the more late you join a battle, the further away you would spawn from the initial battle location in the instance. What would this allow for the game? The open sea battle instances could stay open for much longer times instead of just 2 minutes, which would increase the dynamism and activity of the open sea and rendering it more lively. This would not end ganks, but if a captain is ganked close to a friendly port, there might be a chance for reinforcements to arrive at the horizon On the other hand, it might also lay the groundwork for a good organized gank, using the positional reinforcement. However, the distance to reinforcement point depending on timer (6 + x minutes) would still give a chance for the ganked captain. No BR limits Smooth transition from open sea to the instance Need and thrill of searching the horizon not only in open sea but also in the instance Attack Circle and Timer: The attack circle on open sea could be adjusted. A relative smaller circle and shorter timer, would increase the importance of the open sea positioning and engaging. Keeping the Target in Battle: At the current state, if you land a cannonball from 800 yard distance on the sails or hull and inflict some damage, you would reset the battle timer for the target. In most cases, this would result in a very long and boring chasing situation. The current tagging mechanism also gives opportunity to the griefers. To prevent those, a damage threshold could be applied like the need of inflicting minimum 1% damage to sails (or hull) to be able to reset the battle timer for the target. Similar measures were also taken in PotBS to prevent griefing. Even in the worst gank scenario, this would give the gankers at least several chances to attack the target for resetting the timer, whereas, the target also keeps its fair chance to be able to run away and click out. Instance Join Timer for Reinforcements: The timer for reinforcements could be easily increased in this concept. I would say a time between 5 and 10 minutes might be the optimal point. Ship Polars: Minor changes to the directional speed limits should be made according to the gameplay instead of realism here, I think. This means appointing different best speed directions for different ships, so that every ship could overtake others at a specific direction or similar to that. If we look below graph, Trincomalee curve (orange) is a good example being at some directions more slow and at some directions relative faster. In conclusion, I think all those rules together would render the open world much more lively and active place for PvP and RvR compared to the current situation.
I do not know if the feature is already included as an option of the game, but I would find very useful if - when you click on a player in the OS - it appears also the name and acronym of the org he belogns to.
All hauling MUST be done on the open sea. At least thats my opinion. Therefor it does not matter if stuff is hauled by NPC or PPL. I am aware of the impact a fully AI driven real time hauling system can have on the server, so I recommend to limit NPC hauling ships to a fixed amount, i.e. 10 or 20 for each port (it really depends on the server load). Those hauling NPCs should not have a specific base harbor, they will do the hauling as it is scheduled by the players. To prevent players stacking hauling contracts, each player can place one hauling contract every 30 minutes. Example: A player places a hauling contract from Port A to B wich will be placed in the schedule. The server looks if there is a hauler available. If all haulers are in use. If a hauler is available, a ship will be generated by the server and starts to travel from A to B, having exactly the cargo on board, that was ordered for delivery. If the hauler reaches its destination, the server will "delete" the ship and proceeds with the next hauling contract in the schedule. While this is gonna happen, the player might get notified, once the procedure starts and once it arrived or - in worst case - once it was lost on the OS. [optional] Escorts: The player should also have the possibility to decide whether he wants to add an escort to the hauler or not. Escort should cost an extra fee. [optional] Insurance: The player should also have the possibility to decide whether he wants to have his haul insured or not. Insurance should cost an extra fee. So instead of having all the NPC ships sailing around without having anything to do and beeing just there for the grind, make an AI with a job. If you can do so - and I bet you can - you will solve 2 issues at the same time: Having NPCs sailing around acting as a target for player and having a proper "real time hauling system". For the player this system will be easy to use, so i cant see any game design issues. If i missed something feel free to show me. Cheers and happy dicussing. Brog