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Found 282 results

  1. So we had a port battle at Marsh Harbor tonight and I notice the defense goes down and suddenly the other team has 250 points. Even at full sales we would of just engaged them at this time. Than the second one goes down (they had two mortar brigs) and it was at 500 points. @admin is this how it's suppose to be with two AI fort/tower kills the Attackers had 500 points. Defenders have no real way to counter this. I remember the old points where 75 for Towers and 150 for forts.....250 is way to high. The battle was over really fast cause of this. While we would of lost the brawl in the long run getting over half points just for killing two useless for the most part AI that don't really help much as there range is two short is bad.; I'm just wondering if they are suppose to be worth so many points than they need to be doing more in defense or defenders need something else as this right now gives Attackers way to much a point advantage in the fights. Again we would of lost to the brawl (as neither us had complete control of two circles for long), but that 500 points straight off made the battle a very short one. Maybe the towers and forts need to be brought back down in points when killed as they should never be worth so many points you can win off just destroying them.
  2. [HAVOC] is recruiting [HAVOC] is a clan which focuses on PvP and RvR in the dutch nation. Message rediii ingame if you are interested in the challenge to make the dutch nation great again. Language = English Requirements: Teamspeak necessary don't be a asshole willing to learn a lot play in a team No need to write more. Since I'm away on friday and saturday recruitment will start on 01.04.2018 (no joke). Old post: ____ Hey! I decided to give my best and let a current underdog nation stand up from it’s current form and get shit done again. (hint: not sweden) A new clan will be created, a new system used. Crafters are needed, ships are needed, Officers to pass knowledge of pvp and captains are needed. A plan is in the works with all of it’s infrastructure to organise the clan and, if the nation lacks a system, to organise the nation. A new power will rise up. Are you up for the challenge? What is needed? Everyone! Target is to have a constant group of 10 guys doing rvr and pvp activities A lot of ships will be lost. A lot of ressources burned trough. A lot of pvp will be going on. You are a rvr/pvp player, a trader or a crafter then prepare yourself for a nation change. The targetnation will be announced today evening. Let’s make a minor power to a major one together. How to change nation? You need the forger DLC for naval action from steam Get your assets to freetowns like aves, la tortue, la mona or tumbado How can I prepare? Set up outposts: (For the nationchange and pvp activities) Shroud Cay Aves La Mona La Tortue
  3. We all know boarding mini game is not the best part of wonderful Naval Action. It is a bit difficult to understand, not enough guides or tutorials, too many books and mods to change outcome. Thus leading to frustrations amongs players time to time. Boarding is mostly a game of last second attack/defend/muskets etc. I remember capturing Bellonas, Agamemnons with our 6th rate ships with my mate, when I was fairly new to this game. Only reason those guys did not have idea of boarding game. So developers introduced the fake “Determined Defender” perk to counter these problems, to bypass the boarding game etc. After some time DD perk was also nerfed. I purpose it even to be removed. Remember that time in PVE (or PVP) that second your speed falls back to 3,5 knots for a half second, you already started accelerating but you are pulled instantly ! Your ship still sailing away but you are in boarding game already. REMOVE INSTA-PULLING, it looks weird, feels weird, does not fit into beatiful NA combat. A cheap way to win a battle (hello le req) Bring timers to achieve a succesful grappling, A GRAPPLING PHASE. IDEA is, it requires some time which ships are at or below a certain speed, inside grappling distance. Only after this conditions, grappling is successful and boarding starts. Easy to grapple a smaller ship, primary conditions fullfilled for 3 seconds. Grapple similiar ship, conditions fullfilled for 5 seconds. Grapple a bigger ships, takes 7 seconds. * Times required to grapple are examples, they can change. * As purposed earlier, musket, grenade damage starts when in grappling range. Bigger ship hurts more. Hugging is punished for smaller ships if long time hugging. * In this system you can increase maximum boarding speed a bit more, as you can avoid now. * You have to really damage that ship, so she can not evade you, so you can grapple. * No more insta-pull by AI ships or Rage Boarder players.
  4. Reverse

    Baltic Fleet

    Балтийский Флот Собственно началась наша история еще на просторах ПотБс. Так же как и в ПОтБс, наша группа занимается разбоем и грабежом, только пвп, только хардкор. Нету никакой политики, союзов и тому подобных вещей. Топим и тонем, догоняем и убегаем везде и всюду, всех и везде Играем за Российскую Империю, но в душе мы пираты! Сообщество создано для семейных и работающих людей, которые приходят в игру ради отдыха и получения удовольствия. Которые хотят, прийдя вечерком с работы, провести весело время в этой игре, в душевной и веселой компании, и потопив десяток буржуев, с хорошим настроением и приподнятым духом пойти брать на абордаж свою женщину Что для этого нужно: 1) Иметь микрофон с наушниками и установленную голосовую связь (ТС) адрес: danmarknorge.ts3.io 2) Быть адекватным, с чувством юмора и просто крутым мужиком 3) Возраст 20+ 4) Желание рвать и метать все что видно в море. 5) Не боятся сливать свои кораблики, ибо это всего лишь картинки 6) Написать в игре в национальный чат о желании присоединиться или же личным сообщением: "Captain Reverse
  5. do not say dlc

    Testing hardcore players devotion!

    After years of listening to the hardcore bunch, with coments like 'the ships are too cheap' or 'loosing a ship has to mean something' or 'there are too many first rates in the open world' here we are, allmost empty servers. Once again only the (lonely) left in the game! I allso belive that the flag dlc does not sell that well. So, my sugestion is to test the hardcore players dovotion to the game and propose a new way to pvp: I belive in this!
  6. Captain Woodpecker

    'I will pay if you let me go' situation

    I have caught an enemy player sailing in a loaded Trader Brig in OW. He had no cannons and knew he has no chance of getting away as he was fully loaded (slow). He offered to pay me if I let him go. To be honest I would probably take that option if it existed (only if he paid in doubloons though). This would have to be built into the battle instance somehow. I did not get much PVP points for sinking him and, I have to admit, I had a moral hangover after. I could imagine myself being on the other side (me sailing in a trader ship) - I would definitely like to have an option of bribing the attacker.
  7. Hawkwood

    Basic cutters in patrol zone

    I can understand basic cutters are used to sail to far destinations to open an outpost afterwards. I can NOT really understand why players use basic cutters in patrol zones. I don`t believe they don`t have enough resources or money to take an appropriate ship and do some PVP. I guess the only reason is,because it is allowed to do so. Please remove the ability to enter or start battles in patrol zone with basic cutters. Thank you.
  8. traitorous mctraitoro

    BAITY + repp.

    this is just a humble list I have gathered over some months of mostly the active clans and my experience of them along with what has been witnessed. also should any questions of BAITY be raised here is where you can talk freely. trusted - will generally do something if they say they will, i.e. not betray you should they say they will help gankers - this is NOT a list of clans who have ganked, but rather of those who CHOOSE to gank when there is another choice. non-gankers - those who have chosen on several occasions to not gank AND who sail around in fleets of fair size, i.e not disproportionate (10 1sts to go fight 3 etc) kiters - those who will not actually choose to fight a battle, but rather who choose to sail upwind waiting hours for the newbs to make a mistake, OR who run away for the majority of a battle, never committing to fight. will be edited with good enough evidence sent to - https://discord.gg/DkSd5fc TRUSTED LIBRA, ALOHA, PGP, HANSA, BCC, CSA, FLEKI, HYDRA, LSC, CRED, SNOW, TAYLER, RUS, CABRAL, DRAKE, HAVOK GANKERS BF, TALER, SH, BASTD, SLRN, WO, VLTRA, CBC, DNP, RUS, CABRAL, FELIX, WTF, BAIT, ARM, 7UP, SOL, SNOW NON-GANKERS NPG, BETEP, ALOHA, VINO, PDP, BCC, ALU, VCO, TSA, CSA, DRAKE, REDS, NN, RUBLI, DREAD, LIONS, VWIC, FLEKI, RED, NPG, SNOW KITERS VLTRA, SH, WTF, ARM, 7UP, KINGS, HRE, RUS, HAVOK, BETEP, BASTD, LIONS, HRE P.S what happens in the defense of newbs in the capital zone is not included. I doubt anyone cares what I think anyway. All is based on facts and evidence, terms and conditions apply, not sold separately, always read the label
  9. traitorous mctraitoro

    PvP missions.

    So, any chance of some kind of PvP missions. "Sink X amount of Prussian players in X senario.?" Or something players can create and pay rewards for in the form of a contract - i.e. a bounty on a player, or a contract for sinking a nation near a certain location? (Could be used port battles.) Or am I crazy? Mcbaity
  10. Introduction Building castles in the sky! I have just about 200 hours invested in this game. Most of that during the sea trials phase when there was no open world. I have spend 40-50 hours in the open world now. I have yet to actually win a PVP fight, or buy/craft a first rate. I'm not very high level.Nor have I played any other games similar to Naval Action, or worked on a dev team. Now, having said all that, here are my thoughts on what I would like this game to be in my own personal Utopia. If you agree with any of it, please comment, and maybe we will see it implemented in future. If you disagree, please keep it civil. Nations [N] I understand the desire of many people to sail under the flag of a certain nation. I love being able to fly the flag of my mother country myself, something that I'm not able to do in a lot of games. Having said that, I'm enough of a history nerd that seeing the "wrong" nations present bothers me. I'd like nations restricted to their historical starting positions. See [OW2] for ideas on nations. Having said all this, if we get a Baltic Sea "area" implemented, and the Russian nation decides to sail over and occupy Haiti, that's fine by me. Each nation should have a national government which should be made up of representatives from each of the three organizations. [See N 4-12 for organizations]The national government should have the ability to decide national policies through a voting system incorporated into the UI. This system would enable a player to make a suggestion, with a time limit for his fellow members to vote yay or nay. A majority of yays would mean the policy could go into effect on expiry of the timer. National policies - A limited list of ideas for what these could include: Raise / lower national taxes on x goods by x%. Create / cancel trade tariff of x% on x goods for x nation(s). Declare war on x nation. Sue for peace with x nation. Accept reject peace treaty / alliance with x nation. Offer alliance to x nation. Announce blockade of x nation's ports, making it illegal for citizens to trade with x nation, and making neutral ships within x distance of each port legitimate targets for citizens of blockading nation. Cancel blockade of x nation's ports. Issue warrant for player x with a reward of x for his capture. Each nation should be made up of players belonging to one of three organizations; the navy, the merchant marine or private captains. Clans should not be limited to players of a certain type, but should be able to recruit all kinds of players. The Navy - The navy should have a rank hierarchy. To rank up would need xp gained from missions issued by the ai navy, or from fighting foreign navies, much like xp are gained in-game now. Each rank would allow you to command larger ships, just like it does at the moment. I would like to see a few differences though - each rank should allow you to add more and or bigger ships to your fleet. Also, a navy player should not be able to command the largest merchant ships, and the rank requirements for merchant ships should be higher for each ship comparet to a player in the merchant marine. The ranks would also determine a players ability to initiate port battles and conquests, with larger battles reserved for the higher ranks. Battle and other groups should be limited in size by a player's rank. Players of the highest rank would be eligible for election to the national leadership. The national leadership of the navy would be responsible for setting priorities for the AI controlled national fleet, issue contracts for ship construction, and send representatives to the national government. The size of the leadership would be determined as a % of the number of players belonging to the navy and updated at intervals. AI fleet priorities - These would dictate the behavior of AI warships, and would be set by the leaders of a nations navy within the limits set by the national leadership. They could include trade protection, defensive patrols in x province, blockade duties of x ship type [warships/merchant ships] in x province. The priorities could be set as a % of each ship type assigned to the various duties. The decisions would be voted on by the navy leadership at regular intervals, and decided by a simple majority vote. AI ship construction - The navy leadership would issue contracts for warships, to be payed for using the national budget as determined by the national leadership at regular intervals. The contracts would be open for a set time, during which player crafters could build and sell ships to the navy at the set price. At the expiration of the timer the contract would be filled by AI crafters according to crafting capacity, and assuming the navy leadership set a price per ship that allows the AI crafters to make a profit. Player crafters, of course, could choose to meet orders at a loss, should they choose to do so. Player owned warships - Individual players would acquire their ships by crafting them, buying them on the open market, or buying them from the navy. Ships sold by the navy should be offered at ai determined prices, forcing the national and navy leadership to provide them at a loss, thereby making taxes and tariffs etc more relevant. The Merchant Marine - This organization should have an appropriate name in each nation. For example, the British merchant marine could be called the Honorable East India Company. Ranks in the merchant marine should govern the maximum crew and fleet size, as well as how many and what type of commercial orders can be created by a player. Merchant marine players should not be allowed to command the largest warships, and the rank requirements for warships should be higher than for players in the navy. The highest ranked players would be eligible for election to the board of directors of the merchant marine. Their responsibilities would include setting the insurance rates as a % of the value of the cargo transported by captains who desire insurance. The money made should go into a central account from which any claims would have to be filled. Merchant ship building - Merchant ships should be bought by the individual players from AI or player crafters. Merchant marine escorts- The board of directors would be responsible for issuing contracts for the construction of escort ships to be allocated to AI escort captains or sold to Merchant marine players who wish to take on that role. The ships would be payed for with money made from insurance profits, if available. Private Captains - These captains are free to play what ever role they desire in the nation. There should be no leadership for private captains, apart from the national leadership. Ship availability and crew/ fleet size should be dependent on player rank, and players should be restricted from owning the largest warships and merchant-ships. Letters of marque - These should be available for purchase by private captains, and be required in order for a player to purchase any but the smallest warships. Import / Export permits - These should be available for purchase by private captains, and be required for trade with ports outside the player's own nation. A separate document should be required for trade with each foreign nation. Sailing without a letter of marque / shipping contract - Sailing in a warship without a letter of marque would classify a player as a pirate and make him liable to be attacked by players of any nation as well as AI patrols. Sailing without an import/export permit would classify a player as a smuggler and make him liable to be attacked by a navy player of any nation as well as by AI patrols after his ship has been inspected. Outposts should be build-able by merchant players. Navy players should be able to build naval bases. Independent players should be able to build bases. Naval bases should have increased dock-space, but be unable to construct resource buildings such as farms. Outposts should likewise be limited to more civilian / trade focused buildings. Pirates Pirates should not be a nation. Piracy should be a legal status, as as such anyone wanting to play as a pirate should simply engage in piracy. It should not be possible to start the game as a pirate, although a new character could make himself a pirate instantly by illegally attacking a ship. Pirate havens - Pirates should not be allowed access to normal ports except through the smuggling mechanic. Instead, each island/ selected islands should have a hidden pirate cove. Players would identify these by engaging a mode in-game and sailing near / around an island for a sufficient time. Once identified, a pirate cove would be claimed by a pirate as his base, providing dock & warehouse space. Smaller versions of production buildings would be construct-able in pirate coves, reflecting the illegal nature of society in these places. I'm sure some unique ones could be imagined, making some form of profitable production possible for pirates. A cove could be shared by a number of pirates, such as a clan. Such groups would still not be considered nations though. Progression Different types of players should gain XP in different ways. I have listed the various player types above. Navy players should gain rank in the navy through earning combat XP. I see no reason to change anything about the way such XP are awarded at the moment. Navy players should earn less XP through trade. Let's say a 50% reduction, just for the sake of argument. Merchant players should earn XP through trade. Just like combat awards XP based on damage done, trade could award XP based on profits earned. Not simply on money made through selling things, but on actual profit. This would incentivize players to find profitable trade routes, as well as motivate them to sail farther afield despite the risks of piracy etc. Merchant players should earn less XP from combat. Let's say 10% of combat XP from battles where the merchant was the aggressor, and 90% from combat where the merchant was attacked by another player. After all, we don't want merchants to just linger in the safe zones! Diplomacy See [N 3] for how wars are declared, etc. Member(s) of the national leadership could be designated as a diplomat. A diplomat would use a UI function to propose/demand terms in order to agree a peace treaty. Once the dipomats have agreed terms, they would become available for ratification in the national leadership UI. All this should have real world time limits, enabling offensives, victories and losses to influence negotiations in progress. Diplomats should also be able to hammer out alliances using a similar system. Alliances should enable ships from separate nations to enter battles on the same side when fighting nations they are at war with. National leaderships should be able to define separate tarrifs for trade from allied nations. Intelligence Gathered by spies and networks established in enemy ports. Each spy/network would be able to gather only one type of intelligence. There ought to be four types of intelligence: Military, Commercial, Diplomatic and Technological. Military Intelligence- This would cover the number and type of ships based at the port as well as the number of troops and forts. Commercial Intelligence - This would cover stockpiles of goods, needs, availability and prices. Diplomatic Intelligence- This would cover any treaties, wars, orders, etc. currently in force. Technological Intelligence - This would cover the currently available technology, and perhaps give a chance to acquire same. Employing spies- Spies would be open world NPC's with skill levels and experience. They would be employable by players, nations, and companies. The employer would be charged a salary cost every day/month/year to keep the spy in his employ. Networks- A group of spies deployed in the same port by the same employer would form a network. The larger the network the more information it would be able to provide. The larger the network the easier it would be to detect. Counter-intelligence- A police chief/policemen would be other employable NPCs in the open world. They would limit the amount of intelligence enemy spies can gather, and also give a chance of capturing the spies working in a port. Ports and Capture Port capture should take place in phases. Phase one would require a declaration of war on the nation owning the port. Phase two would be a port battle as they are currently present in the game. In case the aggressor is victorious the next phase is enabled. Phase three would involve landing a force of soldiers to take control of the hinterland. The soldiers would have to be transported in on merchant ships, and there would be a timer for this activity. The troop transports would be intercept-able by defending ships. The number of soldiers necessary would be determined by the size of the target force, as well as any defending troops. If a sufficient number of troops are landed in phase three, the port is considered occupied. An occupied port contributes taxes to the occupying nation, and any buildings/ships are inaccessible to players from the original nation, except as per the smuggling mechanic. To gain permanent ownership of a port, it has to be ceded as part of an official peace treaty. This would slow down & hopefully limit zerging. Each port should have a governor. The governor would be responsible for local taxes and docking fees. He would be able to use this income to construct defenses and improvements. Possible improvements include infrastructure, such as roads which would give a bonus to any production buildings present. Housing, which would give a bonus to population growth. The governor could also invest in crop diversification, or introducing new industries, each of which would result in new production buildings becoming available. Each effort would have a real time implementation period, as well as a resource and money cost, and would have a chance of failure. Economy All ports should have a maximum capacity for buildings, determined by their population. Players should have priority in taking up this capacity, but any unoccupied capacity should be filled by AI producers. All goods should be produced in buildings either by players or AI. No goods should "drop" at any port. Goods should be transported by AI traders to meet first basic needs of ports lacking that good, and secondly luxury & production needs. Goods not produced in the Caribbean (or any other area)should need to be imported to that area from an area where such goods are available. All production buildings should be construct-able by players in ports where production of that good is possible. Production buildings should have needs. These could be basic, e.g. food for the workers, as well as advanced needs, e.g. a sugar farm would need slaves and fertilizer. These needs combined with the needs of the general population of the island would dictate prices in the local market. AI traders and small craft should follow routes designed to meet the needs of the cities. Sinking them should be a means of economic warfare, and protecting them should be important for players. The triangular trade was of enormous importance to the major powers at the time of the game. Thus I'd love to see it represented in-game. In case political correctness is a concern, slaves can be referred to as indentured labor. African indentured labor should originate in Africa, obviously, and Chinese indentured labor should be available from American ports. Historically the Chinese laborers arrived a bit later than the game period, but i suppose that can be forgiven. Players should be able to set up contracts offering loans of all kinds of money which would be repaid with interest determined by the lender. Players should be able to send trading ships on runs under AI control, to help keep important ports supplied. If a ship is lost under AI control it is destroyed. Goods transported this way would be sold to the shop in the target port, or delivered to the player's warehouse, depending on the player's choice when setting up the trade run. It should also be possible to ship owned goods from a warehouse in this way. More than one player should be able to join their AI ships together, creating convoys that sail together. It should also be possible to define the route taken by a convoy, and to drop off ships at ports passed. There should be an option to purchase insurance for any cargo. Insurance rates should depend on a player's history of successful or otherwise delivery of cargoes during his career. It should be possible for players to sell insurance to other players as well, at any rate desired. Crafting & Ships Each nation should rely mainly on ships historically employed by that nation. Blueprints for non-national ships should be more expensive to get - perhaps only obtainable through technology espionage. Upgrades should be craft-able, and dependent upon crafting level, so that only an expert crafter is able to craft the best upgrades. I do like the book system that we have now, so perhaps upgrades could be "learnt" from books, and then require a certain level to craft. Crew/Marines/Soldiers Crew should be recruit-able in ports subject to limitations of population size. Crew should be divided into categories according to skill levels - Landsmen (a small malus to re-load times, sail setting etc), Seamen (no bonus or malus), Able Seamen (a smal bonus) and priced according to their skill level. Lower leveled crew should be upgrade-able once they gain some experience. Crew should require food and water to be carried in a ship's hold. Lack of either should lead to crew deaths. Food and water should be consumed over time, limiting a ship's radius of action without replenishing these supplies from a port. Related to the above, relevant illnesses, such as scurvy, should be modeled, along with preventives, such as vitamin c rich fruits. Marines should be recruit-able for navy captains subject to the same limitations as crew. Soldiers should be recruit-able by port governors for defensive purposes subject to the same limitations as crew, and the availability of defensive buildings with spare capacity. They should also be recruit-able for merchant and private captains, subject to the same limitations as crew, for the purpose of port capture. Soundtrack I would love to be able to listen to a soundtrack of period music, including both instrumental/classical music popular at the time as well as shanties and sailor's songs in general. To make this even better, the soundtrack ought to reflect your nationality, so that a British captain would hear, for example, Hearts of Oak, but a Danish captain would not. Open World (OW) Spotting distance- I would like this to depend on the mast height of your ship, as well as the mast height of the other ships in the area. A cutter would not be as easy to spot as an SOL, etc. Related to this, I would like national flags to be rendered on open world ships, and I'd like the ability to fly a false flag. Just like in history, it should be illegal to fire at another ship while flying a false flag (unless you happen to be a pirate!), and there should be penalties for doing so. This would necessitate the creation of a system like the RN's private signal, or, in modern terms, IFF. A hotkey ordering the crew to hoist the private signal would do. The other ship would then respond, or not. A nice ( and i hope) simple way to introduce some more tension! Further, it would be nice if ships sank below the horizon, or vice versa, rather than pop in and out of view range. Size- this is definitely utopian, but hear me out. I'd like the world extended to the west coast of Africa and Europe, as well as southwards along the coast of South America. This would have several benefits. Portugal could become an in-game nation. The safe zones could be moved to the European coast for most nations. See other relevant sections for more detail. Alternatively a sort of off-map boxes could be used to achieve the same effect without having to create a huge map with all the problems that entails. Such a system could also be used to link a series of smaller maps, or theaters. The Caribbean would obviously be one. The Mediterranean could be another, the Baltic a third. Perhaps the English Channel and part of the North Sea would also be a nice addition. Off map boxes - These should rely on a teleportation mechanic that charges money and is not instant. I.e. to send a ship to the Baltic from the Caribbean could cost 50,000, and take 1 hour of real time to arrive. It should be possible to teleport ships with cargo in the hold when traveling to/from off map boxes. The same mechanic could be used to travel between separate map areas. This teleport should not work directly from port to port. Rather it should create a random-ish exit point on your current map. Once you reach that exit point the UI should prompt you in the same way it does on approaching a port, and by cicking the prompt you'd initiate the teleport. The player should be prompted to return to his outpost, like after losing his ship in battle (if the time delay mechanic is implemented). Winds- I would like the wind to be more closely based on actual weather patterns. With somewhat predictable winds, players will be channeled into certain routes/choke-points where PVP combat will naturally occur. Of course, due to the speeding up of time, real world patterns would not work well in game, but something similar to them, with an element of randomization would be very nice indeed. See here for animated wind map: http://yachtibis.com/caribbean-weather/ Ship inspection - Navy players and AI patrols should be able to perform an inspection by remaining close to a ship in the open world for a certain amount of time. Only after such an inspection is carried out should any smuggler status be revealed to the inspecting fleet. Ports- Each port should have a population. The size of the population would dictate the needs of the port, which in turn would dictate prices in that port's market. Shortage- A shortage of essential goods in a port should lead to a decrease in population in that port. Workforce- the available population should dictate how many production buildings can be constructed in that port. Exploration - The Caribbean was more or less fully explored in the geographical sense by our period. Exploration should follow the idea of the historical artifact good available now. These should be sub-divided into, for example, Mayan artifacts, Voodoo dolls, etc., as well as natural history artifacts, such as new species of insects etc. These should not be available in shops, unless they have been sold to the shop by a player. Instead, there should be fetch quests along the lines of the current sealed bottle mechanic. These should come from buildings available to governors to construct in their port. These buildings would be named after, for example, The National Geographic Society, depending on the nation. They could also be generated by ship's officers, with the relevant skill. Navigation - At noon each in-game day the ships position should be marked on the map. This should be weather dependent and in-exact to a degree. AI ships should spawn at ports, and require resources to build. Hence, if I sink an AI snow, the owning port would spend enough resources to rebuild that ship as it re-spawns it. AI ships should have proper missions. Hunt merchants, escort them, protect an area, etc. AI ships on a protection mission should attack players and other ai that intrude on their turf. There should be enough AI ships in the world to keep the economy going, but not so many that players can make no difference. Not that the role of the AI ships should be to keep the ECONOMY going, so simply to spawn as random targets! NPC Characters All NPCs should have appropriate skills, and be able to acquire more through leveling up. The employing player should be allowed to control the leveling up process, but if the NPC leaves his employ and is subsequently hired by a different player, it should not be possible for the new employer to re-arrange skills already gained. NPCs should be randomly generated and become available to employ in ports according to a logical system. A national capital should have more NPC available than other ports. The numbers generated should also depend on the type of port and the population level. NPCs should be transportable, just like the trade goods representing various persons we have in-game at the moment. There should be employable officers with a portrait and name available. Each ship should have slots for an appropriate number of named NPCs, effectively replacing the perk mechanic. Officer NPCs should give bonuses in suitable areas, according to the experience level of each officer. Each officer should have a chance of death in combat, and in case of capture should have a small chance of becoming available to the capturing player. Buildings should require NPC managers, with skill levels governing the output of a building. Each NPC should have, and gain as they level up, skills relevant to their position. The skills should provide bonuses and maluses, giving the officers a sense of personality. Example skills could be natural scientist, which would generate mini-quests that give the player a chance of acquiring valuable goods such as "insert name of rare butterfly here". More examples to come. Player Characters Avatar - Each player character should be represented by an avatar. I love the art style of the game so far, and I'd really enjoy a full length portrait of my captain wearing the appropriate uniform for his nation, rank and organization. Name - I'd love for each character to have a first name, a family name and a nickname. There should be some form of personalisation or role-playing aspects to a player character. The ability to buy a home in a port, preferably with a nice piece of art to enjoy. To find a wife, even if she is nothing but a portrait. To have children once a wife is present. These children could then grow up to be NPCs in their own right. In-game Encyclopaedia I would like to see one. I would like it to contain entries on the nations in the game, the history of their presence in the area, as well as entries on ports containing a brief history and perhaps basic information such as what production buildings are available there, populations size and type, current owner, etc. Sailing I'd like to see leeway modeled in the open world. I'd like to see the open world ability to sail directly into the wind changed to more realistic behavior. PVP I can't state strongly enough the belief that artificially encouraged pvp doesn't work well in an open world game. If you want merchants for pirates to attack you need an economy with appropriate game-play loops for traders to engage in. Rewards to motivate people to take the risk of being attacked by pirates. The economy is the bedrock on which the rest of this game should rest. Damage & Repairs In addition to sail damage I'd like to see rigging damage. To repair this would necessitate a new type of consumable. Crew damage should be split up into the various crew types outlined above, and dependent on hit location. Thus, chain to the sails and rigging would be much more likely to kill topmen. Damaged and destroyed cannon don't seem to have any impact after a battle at the moment. I'd this to be changed. I'd like to see weather damage to rigging and sails, as a consequence of raising too much sail in strong winds. Missions Passenger mission. Port to port. Fishing contract. Catch x amount of fish. Issued by ports lacking in food and at risk of population shrinkage. Ships Fishing vessels. Ability to convert traders cargo space to horse/cattle transport. Add passenger capacity to all ships. Ability to convert cargo hold to troop transport I'm done for now. I reserve the right to add more ideas, should any occur to me.
  11. Red Banner Fleet [REDS] Russian Empire PvPEU For the Great and Glorious Mother Russia! The Red Banner Fleet [REDS] has been chartered by our beloved Tsar Alexander the Blessed to pursue conquest in the Caribbean. Captains taking up arms in our Company are offered steady pay and commission aboard some of the many freshly build vessels already fitted and prepared for the Caribbean Campaign. To join us you must hoist the St. Andrew’s Cross, you must have Teamspeak, and you should understand English. Find us on our Teamspeak, rus.rdnn.eu, for an interview with one of our Officers. Server: PvPEU Nation: Russian Empire Teamspeak: rus.rdnn.eu REDS is the merger of clans PLANB, CHAOS/KINGS & RDNN/LEGO. For our freedom and yours! The Russians are coming!
  12. Slim McSauce

    Spotting From Land

    We don't see any activity from the land in this game. Presumably there would be military men stationed at each port, at every tower. Every time an unknown man o' war passed within sight it was likely marked down and sent as a letter to warn the admiralty. This is my suggestion. Ships within sight of a enemy port, forts, or towers, there's a % that they will be spotted within X time, percentage increasing with how many ships are spotted within that time. So say if 1 ship passes within sight of the people at the tower, there's something like an 11% chance that that nation will be warned of a ship within 10 minutes or so (a delay to simulate the time it takes for a message to travel by horse or small boat) If 20 ships pass within sight of a port, there's a 90% chance that the message will be broadcasted. Basically unless you have players themselves posted at these ports dedicated to typing away on nation chat then people easily go unnoticed, no one finds them and no PVP takes place. The forts, towers and port towers are there for exactly this reason. Take the annoying step of players having to do these entities jobs and make it a feature. Then more PVP can take place and less searching. Just imagine as a player sitting in port getting a message that 25+ enemy ships are about to converge on x port. Yeah I would shite myself in excitement. Pic related, the view from a tower where men are posted for this exact reason
  13. Killing a player trincomalee gives 13 dubloons. Is this intended or a bug ? Seems like it is giving us 13 pvp marks but in form of dubloons. I think it should be multiplied with some fixed amount. Why would I risk a ship costing let's say 2500 dubloons plus all the crafting woods and labour hours to kill another ship giving you 13 dubloons. This is a risk but no reward system. I do not care if RNG will give me 500 dubloons in one the pvp kills. It is better now to go and farm predictive and stupid ai ships, instead of attacking more dangerous human players. As I can kill much more ai with less risk hoping RNG will give me more dubloons in holds. *** to sum it up, Admirality should give fixed amount of dubloons for pvp kills which are worth the effort. RNG looted dubloons are your luck, but admirality will reward me more generous for kills.
  14. [SNOW] is now recruiting GB PvPers. You must be 18+ to apply. No mutes. We use both Discord & TS. English speaking clan though we do have some other strange languages in the mix, Greek and German for instance. Focus is on raiding with the odd PB... Experience is ideal as we only grant membership to players able and willing to kill other players.* *that doesn't include other GB players as tempting as that is sometimes If you're interested in PvP don't hesitate to drop us a line. It's an excellent opportunity to make snow puns for example, "you stand snow chance of escaping" or "it's snow problem sir!" Share your favourites with the rest of the gang on our Discord which has a dedicated channel just for puns! You MUST have passed the final exam of the tutorial to be considered. Contact @Gregory Rainsborough @William Wade @Tom Farseer @dark arisen @NethrosDefectus or just jump onto our Discord; the link is below. https://discord.gg/9J8YHBt All members of SNOW have access to the clan warehouse which is located in KPR. The only requirement for using it is that you update the GoogleDocs spreadsheet so that we can keep track of everything. Dean Martin was kind enough to record our official theme tune which can be found below Bing Crosby in a jealous rage had a crack at is as well. As did Michael Buble! (I had no idea who he was either until I googled "Let It Snow") May you have a sunny day 'cus it looks like it might snow in the Caribbean!
  15. Returning player! Was on the American faction a year ago, ran with a smaller group. Reasonable level of experience up to 2nd rates at the time. Fairly rusty, relearning game from scratch. Currently leveling a British captain but given my US west coast timezone I'm also willing to reroll American again if need be. I play generously in weekday evenings and every other weekend. I'll be staying on the PvP server, but a PvP-oriented group is not required. Thanks!
  16. vazco

    An advanced PvP guide

    I recorded my Trinco duel with Rorona, explaining my thought process and plans in subtitles. This gives you an unique option to get "into my head" during a fight. It can be a good guide for those of you who want to polish their PvP skills. ( I know I could have done a few things better and more effective. Critique and comments are welcomed. ) @admin I think this video, or similar ones, can be quite useful for new PvP players. Should people find this video interesting, I can voice-comment similar battles in the future.
  17. With all the discussions about safe zones and PvP I would really like to be clear on what exactly people are talking about. I am in my mid fifties and this is my first MMO so I admit I could be ignorant of what people are talking about when they say PvP, or player vs player. To me PvP is when you find yourself in a fight against another Player that actually has a chance to beat you. PVP to me is a fight that is a challenge. Their are some PvPers that come to Charleston that I have a lot of respect for. They come in groups of about 2-6 players, sailing fast Bellonas, and the occasional 5th rate. They sit outside the safe zone and wait for a group to form up against them. Sometimes they run because the group that is formed is to big, but usually they fight even when out numbered. Sometimes they lose their ships but usually they get most of their guys away from the fight while sinking USA ships. These guys are good. These guys is what I would call PvPers. Then you have the Hunters. Almost all of them come in Le Requins. A few come in Hercules. Some come solo and some come in groups. All of them are looking for someone that they can take down quickly without a chance of them getting hurt. They are not looking for a fight, they are more like a Hunter with a rifle looking for deer. Even though I have respect for The PvPers, I still watch them let Pirates and Prussians and French (oh my!!!!) go right by then up the coast to hunt for their prey. These PvPers only want US blood. so I ask you, are you a PvPer or a Hunter. Or are you mostly a Trader and therefore Prey?
  18. Dear @admin and players/testers. New proposal for hostility to activate port battles • In front of each port in OW a circle is drawn, the circle for the naval blockade of the port, with crossed swords at its center. We can use the same width of the circle used for patrol zones, no defensive forts must be in range to fire. • The enemy selects the swords and enters the battle phase by activating the naval blockade. This battle phase has no time limits, it remains always open. A ship that has spent 90 minutes in battle can choose to leave or continue for another 90 minutes. The ship that leaves is transported to the nearest friend port. • News is reported on reaching 10% hostilities in combat news. The defending nation has the ability to verify (a scout can join the battle and can report the extent of the threat) • The enemy who station in this circle begins to generate hostility, in proportion to their Br, every 60 min you generate points equal to your br. The friendly ships stationed in the circle generate negative hostility. • The battle remains open until there are ships in battle or until the PB is activated. When a ship is sunk, another can join up to the BR limit. • Battles have the same br limit of the PB expected for that port and remain limited to a maximum of 25 vs. 25. • Only one nation at a time can generate hostilities in a port (the first that triggers the battle). • If a ship is sunk it generates hostility equal to its BR (both offensively and defensively). • The circle can not be exceeded (as in the patrol zone) but it does not shrink. • You join the battle only from two points (one in attack and the other in defense). • The battle is open only for the attacking nation (clan who open the blockade and his friends) and for the defending nation (clan who own the port and his friends). • The port is assigned to the clan (attacking clan) that has generated the most points when the PB is activated. PRO Battles can last for hours and can involve many players. Variety of ships involved if the circle has adequate dimensions. PvP instead of PvE to activate the PBs Possibility for nations not involved to intercept the attacking ships in reinforcement. Battles that have a beginning and an end fixed and that therefore give the possibility also to players who have a pre-established time to participate in the RvR No need to take missions, I m in a group with friends and step in front of a port, the timer is activated and I decide to join to start the naval blockade, simple and immediate (remember the flags?) CONS Much PvP will take place in these areas, the OW will be even less populated
  19. Lars Kjaer

    Danish-Norwegian privateers

    Clan DNP is recruiting Denmark-Norway is as always recruiting new members. We in Denmark-Norway have a lot of diversity to offer - trading and PvE'ing for the casual player, fun and engaging PvP for the more combatitive player and as always RvR for those who wish to promote the glory of our nation to the rest of the carribean.. You name it and we either have the clan or the activity for you.. DNP is a clan of RvR, PvP and from time to time PvE.. Our original focus was on PvP and this is still where the hearth resides.. We have however taken RvR to hearth in order to safeguard our nation on behalf of the free commerce and the casual players.. We seek new members willing to exchange broadsides with the enemy and to promote the interests of our nation in an engaging contest with the rest of the Caribbean.. We're an easygoing fun loving clan that in general doesn't place huge demands on our members.. Recent events do force me however to reiterate a few guidelines.. We honor our agreements at all times - even when they turn out to be against our best interests.. Our word is binding.. We fight our enemies in the hills, the beaches and on the seas. We do not waiver, we do not surrender. We conduct ourselves in a manner befitting a member of the most honorable faction in the Caribbean and we will continue to do so. We do not cry when outnumbered, we make the best of it. We ask no quarter, as we give no quarter.. Recent events has forced me to reiterate these principles by which we sail, and any member conducting themselves in a dishonorable way is ofcourse liable to disciplinary measures at all times, from a public flogging to a private beheading. Regards Lars Kjaer, Captain of his majesty's privateers port of Christiansted, 1765
  20. Percival Merewether

    Make safe zones safe (again?).!

    Gentlemen Something I've been thinking about lately... It's become increasingly harder and harder to find PvP, I've found myself at La Habana and Charleston more often than I should. I’ve been attacking new players, PVE'ers and other individuals who really weren't too interested in getting their day ruined by a random British captain. I’ve had shit thrown at me in private messages by “honorable” captains from competing nations around French, American and Spanish waters for attacking them (PvP’ers), instead of attaking PVE’ers. This has made me think. Disclaimer: I know the devs have little to no interest in changing safe zones for now, especially with the new patches on their way. I'd like to propose the following: Make safe zones safe - no fighting PvP at all in safe zones.. let people do missions there for as many hours as they like. Remove enemy AIs from capital zones (have to leave the capitals if you want to engage AI fleets for books). Remove money reward for killing ships in missions, increase the cash reward for the mission itself. Make the cash reward higher for low tier missions, and lower for high tier missions. Make all basic books purchasable from the admiralty with CMs. Make ONE safe zone per nation. I believe that this will create a good, safe environment around capitals for new players, they will be able to get everything they need for the first week or two - if they want more money, skill books and marks they have to leave the zone. If experienced players feel like logging-in to fight some AI for an hour this can easily be done in the safe zone too. Most importantly: Casuals will never be annoyed again by any gankers or actual PvP’ers looking for a fight. PvP’ers can now fight each-other and brave PVE’ers can explore the beautiful map of Naval Action in hopes of finding new riches while I search for them.! Cheers guys. EDIT: Edited according to feedback. EDIT: For easier understanding.
  21. @admin and players, Would it be possible to take a break of 5 minutes every 30 minutes in all combat operations? The game would be frozen and a clock is running. (Of course it would be possible for you to suffer a disadvantage as well, but on the other hand you could also benefit from an advantage.) The reason: Philanthropy and disability-friendly This would give time for the fulfillment of human needs and a brief relaxation from a physical and mental compulsory attitude. Often you play to yourself. Suddenly you are drawn from outside into a fighting. These battles can take 90 minutes. When resolving a combat action, you can be drawn into a new fight. And again, a duty of possibly 90 minutes begins. Already we would be at 3 hours, etc .. Personally, I think it would be interesting for game developers to incorporate these basic human needs. "Gambling Addiction and PC Addiction" are well-known terms and I think that even a gaming community would understand an adequate compromise. (Ger man texts are always translated with the help of Google.) @admin und Spieler, wäre es möglich bei allen Kampfhandlungen alle 30 Minuten eine Pause von 5 Minuten einzuführen? Das Spiel würde eingefroren und eine Uhr läuft. (Natürlich wäre es möglich, daß man dadurch auch mal einen Nachteil erleiden würde. Auf der anderen Seite könnte man aber auch mal von einem Vorteil profitieren.) Der Grund: Menschenfreundlichkeit und Behindertenfreundlichkeit Dieses gäbe Zeit für die Erledigung menschlicher Bedürfnisse und eine kurzzeitige Entspannung aus einer physischen und psychischen Zwangshaltung. Häufig spielt man vor sich hin. Plötzlich wird man von Außen in eine Kampfhandlungen hineingezogen. Diese Kampfhandlungen können 90 Minuten dauern. Beim Lösen aus einer Kampfhandlung kann man in einen neuen Kampf hineingezogen werden. Und schon wieder beginnt eine Pflicht von eventuell 90 Minuten. Schon wären wir bei 3 Stunden, etc.. Ich persönlich fände es interessant, wenn Spielentwickler diese menschlichen Grundbedürfnisse mit einbeziehen täten. "Spielsucht und PC-Sucht" sind bekannte Begriffe und ich denke, daß auch eine Spielgemeinschaft Verständnis für einen adäquaten Kompromiss hätten.
  22. Lars Kjaer

    Killing the Swede

    Captains log, 3rd of March, 1765 Port of Christiansted Aboard his majestys ship "Tudefjæset", 74-guns and 684 crew compliment The swedes intercepted a Danish-Norwegian invasion fleet down at the french port of Carriacou. The Danish-Norwegian admiralty had charged us to go out and find frenchmen and failing that - capture the port of Carriacou. We set sails from Christiansted early in the afternoon on the 28th of February 1765, the danish-norwegian squadron was comprised of eight 2nd rates, 88 guns and mostly 840 crew compliments. We sailed with decent winds for the french port and arrived early in the evening, just after the 3rd bell. We started off-loading troops and supplies for the invasion fleet when suddenly we were set upon by a fleet of swedish first rates! 9 first rates, 2 second rates and some minor frigates and 3rd rates turned the point to the south of Carriacou island and was on an intercept course. Captains in the danish-norwegian fleet was not overly concerned, Denmark-Norway and Sweden had signed a non-RvR agreement just a few weeks before and as we we're attempting to capture a foothold in french waters we thought nothing of the swedish fleet. The bastards set upon us whilst we were completely unprepared! Most of the stores were either in boats en route to the shores with more than two hundred marines already set ashore. The swedish fleet tore through us, their superior firepower quickly bleeding the danish-norwegian 2nd rates and after a short bloody slaughter there was danish ships burning left and right. https://imgur.com/a/jY3jd The night became a complete and utter disaster for the danish-norwegian navy that hadn't lost so many ships to davy jones in quite a while. It did show however that the slithering swedes were not to be trusted and that actions have to be taken against them. The King of Denmark-Norway and the danish admiralty has now decided to wage a continous privateer war against the swedish kungliga marine and we danish-norwegian privateers are acking for revenge! These past 4 days has seen seven swedish first rates getting cought out in the open, half of them sunk and the rest returned to Christiansted as prizes from the raids in swedish homewaters. Along with the first rates we've managed to sink over a half a dozen smaller ships and this campaign of retribution is just getting started! This campaign it is said will continue untill the swedish menace is covering on their knees asking for both forgiveness and peace! The squadron has just returned to Christiansted after raining holy vengeance upon the swedish snakes.. __________________________________________________________________________________________________________________________________________________________________________________________________ Elsewhere in the carribean the danish-norwegian port of Misteriosa was attacked by the dutch. Most likely in retaliation of danish-norwegian seizure of dutch territories to the south. The dutch fleet joined with the wind against them and the battle was very quickly decided in favor of the danish-norwegian navy. The dutch had joined in 74's, seven to be exact S of the island and a renommee to the north. The danish-norwegian fleet commander sent a ship to the north to intercept and capture or sink the dutch renommee.. the rest of the danish-norwegian navy sailed S towards the main battlefleet of the dutch. The battle was engaged shortly after the 20 min mark, the danish-norwegian navy joined the battle with 64-gun third rates and the danish-norwegian commander ordered the fleet to put the ships along side that of the enemy and shoot them to pieces with more broadsides being weighed in on a few select targets at a time. After losing their 2nd Bellona class third rate the dutch fleet disengaged and went SE for the safety of dutch waters. The danish-norwegian fleet commander however was intend not to let the dutch slip past the danish-norwegian navy and set the fleet on an intercept course. The dutch fleet was cought a bit off the coast SE of Misteriosa and the battle turned into a messy brawl. My ship was entangled with multiple enemy third rates and both broadsides were firing left and right. The "Beskøjten" that has served me so faithfully since the great hurricane, luckily managed to push through the dutch ship of the lines and in the end the dutch lost all hands, all ships and their fleet joined davy jones. We did send one captain on his way back to Willemstad in a lynx to tell the story for their nations admiralty! https://imgur.com/a/UIck9 Regards Lars Kjaer, Captain of the danish-norwegian privateers Port of Christiansted 4th of march 1765
  23. Caribbean Red Squadron (CRED) CRED (pronounced "c-red", or "see red" if you prefer) is a band of private men of war operating under letters of marque and reprisal granted by His Britannic Majesty. In game terms, we are a small friendly GB clan with a strong focus on PvP and RvR (i.e. port battles and related stuff). We do not look down on players who prefer only to PvE (you bought the game - you are entitled to play it whatever way you want). But if that is your thing, this clan is probably not for you. This is a server that not only allows but actively promotes PvP. So unless you never leave the capital zone, you may not have to look for PvP in order to get it. Soon or later it will find you! As a clan we try to do all the usual things to support our members and make their game experience as enjoyable as possible. We provide access to ships, mods and books which a solo player might find difficult to obtain. We replace ships lost in pursuit of clan objectives. We offer advice on understanding the game mechanics, surviving in OW, and basically enjoying the game as much as its current unfinished state will let us. So all the things that nearly all clans promise. We just like to think we do it a bit better! To be recruited to CRED, you must be prepared to abide by our four basic rules, which are that members must:- 1. Be mature both in attitude and age (over 18) 2. Treat other players with politeness and consideration 3. Have a basic understanding of English 4. Use Teamspeak when asked To progress to being a full member (officer) of the clan, members will need to demonstrate that they:- 5. Contribute to the material wellbeing of the clan 6. Have completed the in-game tutorial 7. Have achieved at least one solo PvP kill 8. Command the liking, respect and trust of existing full members A happy and efficient ship - a very happy and a very efficient ship. Some of you might think I'm being a bit ambitious wanting both but in my experience you can't have one without the other. A ship can't be happy unless she's efficient and she certainly won't be efficient unless she's happy. Captain Edward V. Kinross (from the movie "In Which We Serve" 1942)
  24. Suppenkelle

    Why no xp in lost PVP battle?

    I suggest to give xp to the loosing side in PvP battles as well. As it is, the winner takes it all and the looser standing small, even without earning xp in a PvP battle, the system in my opinion ecourages people to level the knowledge slots of their ships in PvE instead. I would even like to see to in crease the xp earned in PvP compared to PvE
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