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Showing results for tags 'reinforcement zones'.
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Pandering to the hardcore PvP players who want PvP and nothing but PvP has, once again, made the concept of sovereign national waters a pathetic joke. Previously, the R-zone was a joke, but now that joke is pathetic. A nation of one player should be able to defend ALL of that nation's foundational sovereign waters rather than only the capital - PERIOD. Whether that one player is the attacker or the defender should be totally irrelevant. When hostile foreign ships are sailing in hostile sovereign territorial waters every nation, regardless of how many players are in that nation, should be able to defend its territorial waters by being able to call for enough reinforcements to make such a defense feasible - PERIOD. A nation of only a few players, or a nation with only a few players online, should be able to defend ALL of that nation's foundational sovereign waters and not only the capital - PERIOD. Whether those few players are the attackers or the defenders, and whether they are defending their waters alone or as a group, should be totally irrelevant. When hostile foreign ships are sailing in sovereign territorial waters every nation, regardless of how many players are in that nation or online at any given time, should be able to defend its territorial waters by being able to call for enough reinforcements to make such a defense feasible. Limiting sovereign national waters to only the capital stupidly makes small nations and even medium or big nations with only a few players online untenable. Making it difficult if not impossible for one or a few players to effectively defend territorial waters from invaders by attacking those invaders makes the concept of sovereign territorial waters a pathetic joke, and again makes small nations untenable. If I'm the only player in my nation and I cannot defend my territorial waters against invaders why in the hell should I play that nation? If I'm the only player in my nation online and I cannot defend my territorial waters against invaders why in the hell should I or anyone else play that nation? The way the developers keep making it easy for hostile ships/navies to sail with impunity in foreign territorial waters, the way the developers keep pandering to hardcore PvP players, spits in the eyes of every other style of play other players might prefer. HOW in the world does giving nations more than only a small area around its capital as fairly safe and defensible territory rationally qualify as giving countries with either a few players (i.e. small countries) or a lot of players (i.e. big countries) too much of an R-zone? HOW in the world does giving nations at least one or two counties worth of relatively safe and defensible coastline rationally qualify as giving countries with either a few players (i.e. small countries) or a lot of players (i.e. big countries) too much of an R-zone? Having access to 96% of the map open for a PvP free-for-all is not enough? Having access to 97% of the map open for a PvP free-for-all is not enough? Having access to 98% of the map open for a PvP free-for-all is not enough? Having access to 99% of the map open for a PvP free-for-all is not enough? The developers might as well give the hard core PvPers the entire map with no reinforcement zones and be done with it. Unfortunately, the developers keep making it more and more clear that players who prefer a playing style somewhere in between the two extremes of hard core PvP or PvE are an after thought at best, IF they are even an after thought. Naval Action had already devolved into Naval Gank Fest. Now Naval Action is devolving into a worse Naval Gank Fest. Other arbitrary, unnecessary, and sometimes irrational changes are turning Naval Action into Naval Fantasy Action, but those issues are topics for other discussions. This game used to have tremendous potential as a tactical war game simulator and a strategic war game simulator that could have broad appeal to players with a wide variety of playing styles. Now, as the developers pander to hard core PvP players and thumb their nose at everyone else, it is a shadow of that glorious potential. Sad
With the low server population and the giant map, it has become increasingly hard to find consistent pvp. This has led to 'hard core pvpers' camping capital/reinforcement zones to find players. They end up finding and sinking new players, who then quit the game. The Devs seem to realize this is a issue and have tried to bring players together away from the capital areas first with 'rumors of sunken fleets' and then with different variations on the 'pvp zone'. Yet it seems even the allure of getting ganked in the 'pvp zone' with no escape timer, for rewards the likes of which can also be found capping ai traders, has not drawn the numbers of players away from the capital zones that the devs were probably hoping for. So, this topic is for making suggestions on how to attract players away from the capital areas, and into one place for easily attained pvp. First lets ask: Why did the previous attempts fail? How I see it, there are three types of players: the pvpers - solo or small groups, can easily replace ships, go looking for pvp (I'd guess <10% of the server population) the non-pvping rear admirals - max rank, yet stay in the relative safety of the R zones, maybe because they don't have the funding to replace ships (most of the server population) the new players - actual new players, different than noobs Under the current system, the pvpers camp the capital/reinforcement zones looking for the large portion of the server that is the non-pvping rear admiral population, because that's where the players are. The previous attempts by the devs to make 'pvp zones' only tried to attract the small 'pvpers' population, which is simply not a large enough group to sustain consistent pvp. (also low rewards from zones and 100% chance of being ganked) So, I think any new suggestions should ignore the pvpers and instead focus on trying to draw the 'non-pvping rear admiral population' into one place, and the pvpers will follow, leaving the capital areas as places for new players to level up in relative safety.
Dear esteemed developers, (yes, lil Willy is helping my with my elocution) It has come to my attention that the size of the reinforcement zones becomes problematic in areas where territorial capitols are too close together, (i.e.) the East Coast of the U.S. The overlap of the reinforcement zones there makes hitting ships impossible except in two, narrow, corridors just north and just south of Charelston. US shipping on the remainder of the coast is utterly immune to attack. Please consider giving olde Pete a nice Christmas present by reducing the size of these zones so that they don't overlap. Make Pyracy great Again! Yarrr, Pagan Pete