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Found 4 results

  1. Recently, the mindset of "Make Safezones Safe again!" has gained a lot of supporters. Requins are sniping noobs all over the place. In this thread I would like to have a formal discussion about safezones, if they should be a thing, and if so, under what circumstances. I think the game (-devs) have to finally make the decision whether or not newbs should get absolute protection in a certain area or not. In their current state, the reinforcment zones are not fullfulling their role of protecting noobs. Those often don't even know how to call for help in nation chat. It's rather the more experienced captains that are gaining from it, so they can craft / trade in peace. The game is getting closer to a release state, Port UI should attract quite a few new players and perhaps we will also see some returning players. However, it will most likely not take them long to say *eff this* after getting sniped @ the capital and put the game away again. There was an attempt to fill the spot of PvP for those that want it, with the Patrol Zones. However, with a pretty bad execution. Personally I don't even dare anymore to attack certain nation players in the zones, because I know the probability of more of them spawning in half an hour later is pretty high. Thus, I think having a 100% safe zone (nation owning the zone is not attackable) is the right way to go, given... 1 Zone per nation Smaller zone than the ones we currently got Chooseable "High-Sec missions", which ONLY spawn in the green zone, granting significantly less rewards than... "Low Sec" missions, which spawn in an area outside the first, green zone, grant more rewards by @Christendom: Ships crafted in the zone are only basic (green or blue) Cannot tow a ship to / from ports within the safe zone The idea of a 100% sec zone should be to give new players a place to get into the game; not give vets a secret cave to hite at to produce all their stuff they need. *Ermagerd, where do I now go to kill stuff??* For there to be a safe zone; I think there needs to be a reliable alternative for players to find PvP. *You scrub, we got Patrol zones for that*... yeah sure, we do. However, with a pretty bad execution. 30 min open battles @ a place where both sides on their own will, to get PvP, is not a solution. A while ago, I posted a suggestion, how the ideal PvP zone (in my opinion, of course) would look like. As far as I know, the patrol zone IS on the devs to do list, however only after the Port UI (and localization?) is done. I fear that will be too late, though. The two zones explained: "High Sec" - Players of the nation owning the zone CANNOT be attacked, at all. "Low Sec" - Players of the nation owning the zone CAN be attacked, Only extra rule is battles stay open for a little longer than the rest of OW - perhaps 10 minutes Zones visualized (Just an example, not too sure about the zones size), just for you to get the idea: Pro's Noobs are safe. Better player retention rate Less salt. Con's Less sandboxy. PvP zones are more Arena-ish.
  2. Pirate Blackbeard

    Capital zone only

    I hunt all over the map and get most of my pvp out at sea. I try to avoid reinforcement Zone. However I have fought there if I can fight a suitable target to gank quiclkly and escape. But I think @admin should remove it. Remove the reinforcement zone and replace it with Capital zone. Make it less profitable and have gaps in it. Noobs and pve players can play with a small risk and lower profits and we have no crappy reinforcement zone because we can't attack anyone in this zone at all.
  3. So it doesnt get lost in "spam". I think making safezones realy safe and providing a working, accessible pvp zone should be the way to go. Tl;dr version: Make safezone reqly safe. Game grows with pve players until pvp players have fun. pvp players then destroy pve player fun. game shrinks again with that. Close holes between safezones by making safezones double the size and reintroduce the bug again that safezones get cut from other port zones (example philippsburg) - Fix pvp event RoE with 1.5BR rule and decrease BR limits (for low pop) - Fix RvR (described suggestions in other post) Bonus would be default freeport outposts. Then the map realy shrinks Long post: that must come from someone who isnt going to pvp events. Because the RoE in these events is utter rubbish. Also tbey spawn all over the map so sometimes you dont have a outpost close. And then you lose a ship you towed and you dont have a ship anymore. What to do now? People wouldnt camp capitals anymore or less often withbmore fights elsewhere becquse at caps you just get ganked but getting ganked is often better than sailing around 4 hours without getting a fight. Last time I was online in NA we sailed to KPR because you cant expect anfight elsewhere. We sat at KPR for 2 hours while we played something else to fight 25 ppl and get killed. In my oppinion NA depends heavy on population. The bigger the pop the more the game is a pvp/rvr game. The smaller the pop the more it is a pve game. That is mostly because the map is so big. Right now NA is a pve game. When pop is bigger again it will be a pvp game. And that might be the problem of NA btw. The game grows with pve players to a certain point where pvp players are very attracted. Then pve players leave because they get "ganked" all the time. I think safezones should be realy safe. Make safezone AI hunt enemy players in that zone. All battles close instantly. When tagging a enemy player while you are in the safezone a message should appear "you are about to attack a enemy player. Are you sure?" to avoid mistakes by noobs thinking its AI. Make safezones pve only to avoid the playerleak with a certain population. Also the size of the safezones should be changed and the mechanic tweaked. Remember when safezones got cut away by other portzones? We need that back because right now philippsburg, Roseau and other towns are entirely reachable with the safezone. So in my oppinion: Make safezone 100% bigger to close gaps in between safe ports (double the size) AND introduce the bug again that safezones get cut by other portzones. Making the travel to philippsburg or other realy close capitalports/not safezone ports more dangerous. AND change pvp event RoE AND maybe even introduce default freeport outposts (you dont have to open outposts in freeports. Everyone suould have them as default) to avoid hours of basic cutter sailing)
  4. RedNeckMilkMan

    Safe Zones OP?

    With the addition of Capital "Safe Zones" if a player is tagged inside of the zone he can call for reinforcements. Not too shabby of an Idea right? The problem lies with the reinforcements being composed of 2 first rates for every enemy player. Kinda overkill. In the current iteration there is no point in even tagging a player inside their safe zone. Why allow tagging at all? I would personally like to see the reinforcements reduced to maybe 2-3 ships ranging from 5th rates to 3rd rates. Obviously these numbers could be adjusted to fit how many enemies you find yourself facing but as it stands now OW PVP has taken a serious hit since max level players tend to never leave the safe zone unless they have to. I understand that Capital camping was a serious problem in previous patches but I would like to see a happy medium reached. Make gank fleets less effective by allowing reinforcements. But don't make the reinforcements unbeatable. TL;DR Reinforcements OP either remove tagging in safe zone or give the tagger(s) a fighting chance. EDIT: I'm happy to see so many people care about the game still. Hopefully the devs still have a vision for the game.
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