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Found 8 results

  1. I’m new to the game, only been on a couple weeks and LOVING it! I pulled another person into the game with me and we are both actively promoting the game to friends. My question is how do I reset my perks. Now that I’ve played a bit I’m seeing that some are needed more for my playing style than others and I’ve filled all my slots but I can’t find a good explanation of how to reset them. Thank you for the help. o7
  2. I know there is a lot on the developement teams' plate but our clan has been asking this question often as in frequently (Princess Bride reference sorry). When is the reset supposed to be released approximately of course, what will or can be reset and will we get to keep anything from this beta version?
  3. I would like an open discussion to see where Individuals, Clans, and Nations are as far as diplomacy goes for after the port wipe. There has been a lot of bad blood and alot of personal attacks and it has created a lot of poison and made the game toxic (at times). While there are other nations with their own diplomacy stuff to consider, I will start with my own (personal) stance. US, GB, VP, and Pirates. Its a vicious war and I have no qualms with continuing it. BUT not to the point where pirates take a capital or the pirates capital is taken (no nation will be able to resist Pirate Immunity, it will be a bum rush). This is because that will force the pirates into an alliance thus breaking what it means to be a pirate. Whether they cap or are capped the end result is the same. Additionally, the loser can also abuse their alliance to join battles and take up spaces and troll etc. I am on the fence on what to do, I back GB's US alliance 100% and would not support any peace if it meant they fight alone, but I also do not want to see Pirate nation ruined by a bad mechanic. (Thank you devs, we all know you work hard and that this is not the final product and was the lesser of several evils given your constraints o7) War or Peace among nations, that's what this thread is for. Please post your thoughts for your nation and your allies/enemies. This is not a thread to formally agree to anything, just a way for us to brainstorm and get what we're always saying and thinking written formally down.
  4. Premise: My understanding of the developer intent for game veterans at release is for players to keep their previously earned rank XP and crafting XP, and that those items remain tied to our Steam accounts. While there is merit to the idea that players have earned their XP over long periods of gameplay and shouldn't have to re-grind for it, I put together a proposal below for an alternate approach that could work using a credit system. The main worth of a credit system is that game vets would still keep rewards for some (or perhaps most) of their previous gameplay, but at the same time there would not be a complete transfer of rank and craft XP in 1 fell swoop as is currently planned. This still allows players to reap rewards for time spent, but more closely levels the playing field at release, between new customers and veteran alpha testers. Proposal: I propose a credit system, with a cap of let's say 25,000 credits, and scaling downward from there based upon your total XP earned. New customers or newbs with very few XP points at release would receive 0 credits. Since some players who've been around for 2 years could actually have less gametime spent than a 6-month player, it would be more logical that credits would not be time-based, but rather only XP-based. So everyone has between 0 and 25,000 credits at game release. Those players with any credits at release could apply them towards starting gold, ships, materials, upgrades, roll them back again into rank XP or crafting XP, etc....essentially any game asset that is attainable you can spend your credits on. You have a time window to spend them and must spend them prior to doing anything in the game. The cap of 25,000 credits (or whatever the appropriate number is) should be a scalable reduction in worth of the total XP that players have attained. For sake of argument, lets say rank and craft XP are equal in value. So the meaningful conversion is simply this: Credits = (Rank XP + Craft XP) x Conversion Factor So for example if prior to release you had just made it to rank level 8 and craft level 18, you would have earned at least 41,000 rank XP and around 8000 craft XP. You then have 49,000 XP to convert to credits. The conversion factor in this proposal is really subjective, but as a starting discussion point let's say it's going to be 3-to-1. So your 49,000 total XP yield you 16,333 credits in this example. You can then trade in those 16,333 credits at release. If you decided to make them all rank XP (and given a 1-to-1 trade-in value), you would start the game at rank level 7 with no other assets (except a basic cutter with cannons). Goals: They are multiple: - To avoid blindly taking away everything players have spent time accumulating, testing, grinding, etc. I believe you should get something for your investment. - To avoid allowing players to keep everything they've earned in alpha; not realistic for games really, and arguably poor for the outset of the final game configuration (- So it's a compromise of the two points above) - This method allows for leveling the player base much better at release (you still obviously keep your actual experience, no one can take that away) - This method allows you to spread your initial earned advantage over more things than just rank XP and crafting XP; you can choose gold, materials, upgrades, etc. So you choose and are in more control. Discussion: Some may disagree and say they earned it all and should keep it all, but bear in mind others are of the very opposite opinion that a total wipe of XP and assets similar to other alpha game experiences is more appropriate. This idea is a compromise of those ideas and gives you more control. The conversion factor above is what I might consider reasonable, but others will want conversion to be better than 3 to 1, or maybe worse at 4 or 5 to 1. Also, should rank XP and craft XP be equal in value for credits? I made them so in my example above. What are your thoughts? Any merit to this idea?
  5. From the album: Jean Ribault

    Reset button
  6. I was thinking about the change to the XP curve in Patch 9.7 today, and wondering what tools the developers have to identify the best shape of the XP curve. For example, how many players get stuck at rank 5 for a long time because the required XP for rank 6 is a big jump but their ability to gain XP doesn't go up as much? Is there a way to measure this? If you make an adjustment, how easy is it to measure the effect when you don't reset things? How are the developers going to test whether the new curve is in the right shape if there are no testers left at rank 1 to try the new curve and see? It occurred to me that in order to test how long leveling takes for a new player, you need the ability to reset your XP to 0. Very few players will be willing to do this for their entire account, but you could reasonably expect some players to do this if they could do it on a specific server only. So my suggestion is this: On character creation, allow a player to specify that for that character, XP (and crafting XP) should be stored in the server database and not synced to their Steam account. If the flag is set for that character on that server, XP is 'local' to that server and doesn't sync from/to Steam. If the flag is not set for that character on that server then XP is synced to/from Steam as before. This would allow players to keep their XP on their 'main' characters and still make new rank 1 players on other servers for testing purposes. Or they could even delete their main and start from scratch, knowing that they can regain their 'parked' XP by making another character with Steam sync enabled. And perhaps more importantly, it would allow players to do this via self-service rather than requiring admin intervention.
  7. Does the map ever rest? If so how often ? Also is there a map showing what it looks like at reset.?
  8. Ok this sucks I updated the game with the patch and tried to log in. The game immediately asked for my name (I usually just logged in through steam and never had this line pop up before). I thought "oh cool, I can finally changed my name like I read you could on a forum post." My steam name is Smackcrack4 and that's what it was in game as well since steam login. When I bought the game, I made my forum name to be what you see here. So I entered the name "Halt Tranty" and got in the game. And that's where I noticed that my entire progress through the ships was gone, it was like I'd never played the game before. So please developpers, check your logs and see where "Smackcrack4" was and either put my name back as that or transfer my progress to "Halt Tranty". I'm not going to grind 50 hours or so to get back to the Trinc. Please fix this as soon as possible, and let me know if I need to do something on my end. Thanks in advance. P.S: I'm pretty sure it's my fault for not putting my steam name in, but in case it's a bug, you have information on it now. My face right now:
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