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Found 10 results

  1. Hey guys! For a while now, it has been a problem that people leave when they see who you are in battle. Sometimes people prefer an easy fight, other times they tag someone they realise is a friend. Other times they have heard rumours of the person that they have attacked and prefers to stay away from whoever this person may be. This problem first started back when names were removed from Open World. This was not too bad initially, although I personally wanted the names to be displayed. With the latest changes to tagging I see some new problems arising in battle. People now spawn
  2. There was a tagging incident 20 minutes ago in OW. A req + niag tried to tag a herc. 240 BR trying to tag 170 BR and they got a "BR too high" error message. If this isn't a bug then what are we missing or what could have caused it?
  3. I've been experiencing problems with the tag circle since it was introduced - I have to be extremely close to tag. The same happens to me when I'm in a group with someone it won't drag me into combat unless I'm almost next to my opponent. This guy made it into port despite me sailing behind him (inside the circle) for ages before he got close enough to the forts: https://imgur.com/a/DOVyh
  4. After leaving a battle there should be a restriction that prevents you from entering a port battle for 5 minutes, as is the case now when you log out at open sea but for less time. There are certain players who in order to avoid screeners get a friend from another nation (or an alt) and then tag them and sit in the battle. They then jump straight out into the port battle, avoiding screeners etc...
  5. We still struggle with problems caused by the difference between OW speeds / time compression and battle instance speeds. Here's a new (I think) idea. In port battles, attackers already have to be inside an outer circle while defenders join inside the inner circle. Could we use an expanding outer circle idea in OW? The first circle represents the tag and immediately after. Players within the tag circle are pulled into battle like they are now. Players outside the tag circle need to be within the outer ring (but not inside the inner circle) to join the battle. Obviously they will be j
  6. Let's talk about "ganking". What is a gank? For most players it is any fight that they start with any perceived disadvantage. Let's talk about this game. This is a wide open world, very large. The odds of two fighting forces matching open sea and having a "fair" fight is remote, to say the least. So, intended or not, one side will usually be the "gankers" and the poor victims the "whiners on the forums". There is just no way around it in an open world pvp game. Or is there? Various mechanics have been tried that have all resulted in loss of playability, and in my experience,
  7. Often times captains can get distracted or tired on long voyages. As such they can be easily caught off guard when tagged. A captain may not realize he has been tagged on the open sea because he is checking his charts (looking at the map), or observing the crew (have another window open, like looking at the forums). Currently, there are only visual cues to when someone is tagging or being tagged. A simple addition may be to add an audible cue for when a tag is commenced as well. For example, a quick beat upon a drum followed by the chatter of crew as they scurry to quarters. Similarly, a f
  8. Today I was sitting outside of the British harbor of Ruatan with my Trader Lynx. Pietjenoob came sailing up to the harbor and started tagging me. At which point I entered the harbor and exited again. Subsequently he tagged me again and I entered port again. This went on for 8 or 9 times. In Go this would be called a 劫, kō situation. "A play is illegal if it would have the effect (after all steps of the play have been completed) of creating a position that has occurred previously in the game." I think it needs addressing in the mechanics to prevent it from happening. I'll open
  9. I see a problem with Counter tagging. Counter tagging is used by people who don't want to get caught. It works in the way that you tag the hunter as soon as possible (So that you spawn as far away as possible in the battle instance). This makes it very hard and time consuming, and in many cases even impossible to catch a trader. So here is my suggestion. Introduce a second tag radius. The first radius is as big as currently in game, however it is only possible to tag people in front of you. Tagging people who are behind you is impossible. The exact angles can be discussed, but I think
  10. So today I was sailing my privateer around and got tagged/ganked by a group of 5: 2 connies, 1 trinc, 1 surprise, and 1 frigate I believe. I really don't mind bc I'm learning pvp & running but with that br they should not be able to tag such a small ship as the privateer. I'm curious as to how tagging actually works. Is there even a br percentage cap (i.e. In order to tag, the tag group br cannot be more than 120% greater) or such? If not, there should be to reduce ganking. If there is such a mechanic, it needs fixing.
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