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Found 64 results

  1. I found an interesting piece of information regarding the Wapen on this wikipedia article about the ship that is sadly only available in german: "Das Schiff wurde nach dem Verkauf zum bewaffneten Handelsschiff umgebaut und war in dieser Funktion nachweislich noch bis 1757 tätig." - "After being sold the ship was refitted as armed trader and verifiably served in this role until 1757." This means the Wapen von Hamburg III actually saw service as trader for 20 years compared to only 2 years serving as Konvoischiff ( warship used only for escort duty ) - the role it was first built for. I think a increase in hold capacity aswell as a very minor speed buff would help making this beautiful ship more viable in OW without actually making it stronger in combat. Currently it only has 748 hold while even the tiny trader snow has 900 and with its crippling low speed and small guns it isn't viable in OW at all, facing faster frigates and much harder hitting and more durable Bellonas with the same speed. Increasing cargo hold to at least 1200 and maybe speed by 0.2 knots to make it a heavily armed semi trader could give the Wapen a role in the OW and would also be historically accurate. The Wapen should however not be able to enter enemy ports like normal traders. I think this might be the best way to make one of the oldest ships in game viable / popular without having to make it competitive with more modern and advanced warships. @admin
  2. We are recruiting, We operate mainly from Kingston Port Royale. We do Fleet missions, OW PvE and PvP, Port Battles, Trade Runs, Craft Ships. We have many experienced players willing to share knowledge, helping you to level up. If you have mature nature, looking to have some fun in a respectful manner and without pressure, you can knock our door, You are welcome. Now please read below; BCC POLICY: Dear Captains, There is only one rule in BCC: Teamspeak. We ask you to join our Teamspeak and be polite. We are mostly adults and we treat all of you same way and we expect you to treat other players with respect. We have a few thing to offer: We will build all ships for clan mates. You have to deliver only the ship permit. We deliver all consumables: rum, hull and rig repairs. We will help you to level up. We are willing to help you as much as possible with all other issues if you may need it. What you may offer us if you like: Join us on teamspeak on voice378.ismett.de and talk to us. Help improving our clan. Supplying resources. Help to craft by supplying hours and craft components. Join port battles and do PvP. You can Contact us in game: Felix Victor, Pompeyck, Captain Woodpecker, AeRoTR, Yellow Allien, Bandy. nation teamspeak: 62.104.20.137:10073 website: https://bccnavalaction.wordpress.com/ forum: http://bccnavalaction.freeforums.net/ application: http://bccnavalaction.freeforums.net/board/7/application bcc discord: BCC (British Captain's Club) https://discord.gg/EkKgPMF BONUS Training Tutorials and Guides: https://bccnavalaction.freeforums.net/board/20/naval-action-guides
  3. Prolog Recently i got more into trading and one thing that annoys me most is waiting. Waiting for the other guy to finally reach the port where the trading will happen. Sure it would be possible to place a contract but sometimes we dont want to trade goods for money. Its not possible to trade goods for goods other than player to player trade. Therefore I suggest: Suggestion: Players can place contracts for a specific person with goods for goods trade option. Here is one example: @rediii wants to buy 300 pve marks for 10 pvp. We both agree and set La Tortue as trading location. He is still occupied and needs 20 min to reach La Tortue. Currently i would have to wait 20min. 20 mins are not enough time to start a fight or whatever. Its wasted time for me. But with the specific contract that works like a player to player trade but without being there at the same time there is no wasted time anymore. How it works: I place a contract and enter rediiis name. The trading window could look like this: Now i can leave port and do whatever and my time is not wasted i can deliver content to other players. Rediii now has xy amount of time (maybe 1 maintenance cycle) to claim the contract by paying with 10 pvp marks. This contract would simulate a middleman. He would ofc receive a fee ( tax generation for the port) It could be a fix fee because calculation of the tradevalue will be hard when no money is involved. Fee contains rating of trading good and their amount. Its simulates a middleman and rented warehousespace (numbers presented are just examples) Rules of the Player to Player Contract: Its like the current contracts with some additions. Its possible to withdraw before the other person claims the contract. If the contract isnt concluded in the timeframe (my suggestion was 1 maintenance cycle) the Item returns to the owner + fee has to be paid. When contract is placed the player named in the contract receives a Mail with all contract details, when contract is cancelled the player receives a message as well Both players have to pay a fee fee could depends on item category and amount (kind of similar to the old delivery system) Pros: less time waiting more time to be content in ow quality of life improvement Improves port value items still have to be hauled in OW no Scam what you see is what you get Uncertain: easier alt trading but alts would contribute towards portowners (more tax) Cons: Annyoing other players by canceling the contract
  4. Lars Kjaer

    Monopoly

    Suggestion: Port owners should be able to reserve a certain limited amount of dropped goods - in particularly trading good - for their clan at a fixed price. My suggestion would be 20% or something similar - payed up front by the clan the day before. Why? - Make RvR matter for the clans - It's fair that the clan that pays the timer/maintenance to get some sort of advantage. - Monopolies were commonly used in the timeperiod as a means of organizing the suplies of a colony. Basically merchants were charged with the maintenance of a colony (for European goods) and in return had a monopoly on traded goods from the colony.
  5. Hi everyone, I've played Naval Action for a while although I am no expert and there is a question I still don't know how to answer: Is it long-distance trading worth? I've seen that I can buy a product in a harbour and triple the price 2 or 3 harbours away. If I go to the other side of the map (which would require hours rather than minutes), will the reward be even bigger or it will be same reward and more time consuming (so not worth at all)? Happy to hear your thoughts
  6. John Jacob Astor

    Buying port produced resources

    I am a new player on the PvE server and am attempting to buy a resource in a port that produces it. It is identified on the shop screen under "Allows production" but none currently appears. My understanding is that the production port will fill a contract immediately for 4 times the production value of 1 quantity of the resource. My question. Where do I find the production value? I've looked at at the trader tool on the map and it is not clear to me how this applies.
  7. HMS Victory

    Whaling

    Hello fellow Captains, Long ago me and my clan mates discussed a possibility for the Devs to introduce Whaling to the OW. This could be an option such as fishing which would in return enhance trading and economy as whaling was one of the most rewarding, however, harsh and gruelling activities in the Age of Sailing. If such a gameplay opportunity exists it would: 1. Enhance Trading and Economy, by adding additional depth to it (new resource, balance difference between other rare resources); 2. Enhance PvP. It could potentially bring more traders into deep seas where PvP would be done. To go into more detail, these would be specific zones for, say, whale migration, thus making some waters more dangerous and profitable. In return, not only us, PvPers, the Master Race, would benefit but also those who trade would have to defend themselves by adding combat ships to their whaling fleets; 3. Enhance Global Chat trash talk and PvE rage (depends); 4. Add some side history to sailing vessels and the region. The resource would obviously be, Whale Oil and it should be extremely rewarding, however, balanced between other resources so they don't become obsolete. What is very important - do not make it as a fishing option or Pray option (yes, I know). This should be a completely different action, which can be done at specific zones (need to do some animal migration research there) so it does not come a free ticket to unlimited wealth and has it's downside. I haven't thought about this in more detail but I'm keen to participate in developing this with and advice etc. Please share your thoughts on this. May the wind be with you, HMS Victory
  8. Hello NA Community We are West India Trading Company a new Creat Clan in the Nation of the Great Britain. We are searching for Players they wanna do PvP/PvE/Crafting/Trading in a Family Clan. We are based in Trinidad and when we grow up i think we make another Base in KPR. What we are looking for Ts3 + Headset 18+ Ambition Rank and Ship doesnt matter What we offer: Ts3 Server Familiar Clan Active Leaders Helpin each Other If ur Interested contact Laempi, Yinyangpanda or Lord Iron Ingame, or leave me a Message in Forum or Poste. Have a nice evening.
  9. Lars Kjaer

    Mission boards

    My suggestion: Make every port/capital have a missionsboard/tavern where players can put up missions for other players. One thing that has bugged me since joining the game is basically that the OW is a big empty space with very little player interactions outside of the battles. I think this is a real shame and there's so many opportunities for playerbased gameplay - if it was enabled and promoted from ingame mechanics. Examples of playermissions: Escorts - self explanatory Traderuns - rent out your ship for a run to help a player empty an OP PvP - Form an impromptu fleet for those pesky raiders, or go raid yourself Fishing - I know, we all laugh... And yet all crafters love it. Crafting - get a ship crafted to your specs, or a crafter can advertise his handiwork without actually making the ship beforehand. My imagination is severely limited, but the idea is that one player can set up a contract with marks, xp (possibly), gold or other items for a mission to be fulfilled by another player. To avoid exploitation - what is given to one player must be taken from another 1:1.
  10. Guten Tag liebe NA Community Wir die neu gegründete Gilde "West Indian Trading Company (WICO)" möchte sich hier kurz vorstellen. Über WICO: Wir sind eine neu gegründete Gilde auf der seite der Briten, unsere Orientierung gilt allen Aspekten des Spiels ( PvP, PvE, Crafting, Trading). Momentan bestehen wir noch aus wenigen Mitgliedern, jedoch haben wir später auch vor bei den PortBattles mitzumischen. Beheimatet sind wir auf dem PvP EU Server. Deshalb suchen wir Mitglieder Wir suchen: Briten 18+ Headset mit Ts3 Ehrgeiz Rank und Schiff egal Was wir bieten: Ts3 Server Aktive Gildenleitung Unterstützung innerhalb der Gilde Später auch Events Bei Interesse bitte einfach Ingame bei: Laempi melden oder hier im Forum. Lg West India Trading Company (WICO)
  11. After the wipe, neither the shop quantities and prices nor the ship building materials details seem to be accurate on navalactioncraft.com. Does anyone know when/if the site is going to mate with the latest API ?
  12. Whydah Gally (commonly known simply as Whydah or Whidah,), pronounced "wi-duh", was a fully rigged galley ship that was originally built as a passenger, cargo, and slave ship, owned by Lawrence (Laurins) Prince. On the return leg of its maiden voyage of the triangular trade, it began a new role in the Golden Age of Piracy, when it was captured by the pirate Captain Samuel "Black Sam" Bellamy, and was refitted as his flagship. She was armed with 28 guns, and could sail at a top speed of 13 Knots! Bellamy sailed the Whydah up the coast of Colonial America, capturing ships as he went. On April 26, 1717, the Whydah was caught in a violent storm and wrecked. Only two of Bellamy's crew survived, along with seven others who were on a sloop captured by Bellamy earlier that day. Six of the nine survivors were hanged, two who had been forced into piracy were freed, and one Indian crewman was sold into slavery. Whydah and her treasure eluded discovery for over 260 years until 1984, when the wreck was found – buried between 10 and 50 feet of sand, under water depths of 16 to 30 feet deep, spread four miles parallel to the Cape's coast. With the discovery of the ship's bell in 1985 and a small brass placard in 2013, both inscribed with the ship's name and maiden voyage date, Whydah is the only fully authenticated Golden Age pirate shipwreck ever. Dimensions Tons burthen: 300 tons Length: 110 ft (34 m) Propulsion: Sail & oar Sail plan: fully rigged, 3 masts Speed: 13 knots (24 km/h; 15 mph) Complement: 150 men at launch; went down with 145 men & 1 boy (incl. 6 prisoners) Armament: AT LAUNCH: 18 Active Guns PIRATE UPGRADE: 28 Active Guns Here is a drawing of the Whydah. A scale model of Whydah. Another scale model of Whydah, with a different paint scheme. I think that Naval Action should have at least one Pirate Ship in the game. She is fast, at 13 Knots, has good cargo carrying capabilities, and is sufficiently armed, with 28 guns. In other words, she is the perfect Pirate Ship, or a perfect trade ship. This is THE best documented Pirate Ship, and therefore a good contender for a Pirate Ship in game. I know the Le Gros Ventre, and Indiaman are similar to this ship, and since the Whydah would probably be in the trading ship category, it is really up to the community to decide whether to upvote this ship or not. I think she could be a nice addition, tell me in the comments what you guys think.
  13. Lars Kjaer

    Slaves

    Please introduce one of the most important import items in the carribean - slaves. I know this may be politically incorrect but facts are facts. Pirates, smuglers and legitimate traders all made fortunes dealing with their fellow man and to neglect and ignore this aspect of the history of all carribean powers would be to diminish the sufferings of those traded and frankly to ignore an aspect of human nature that I for one believe we should acknowledge and learn from. That humans are both willing and capable of enslaving their fellow man in the name of profit. Let the individual players conscience dictate their morals ingame - let's see how many would turn down a sizable profit. And introduce a new fleet type - Slaveships + escorts that can be looted for this precious commodity.
  14. Hello Admins, I was buying labour hours in Kingston/Port Royal to let them materials craft. I provided the resources and agreed to pay for 1900lh 50.000gold. Gold would be provided after the crafting is done. I gave him the resources, 400Lignum Vitae, 180 White Oak log and 600 Oak logs to craft 1000Blocks, 300 White Oak Frame Parts and 1000 oak Planks. After I gave him the resources, he disappered. I tried it for more than half an hour but to no prevail. The name of the player was Phill Mcrakken I would preciate it if my materials are handed back or if the guy is severely punished for beeing a fraud. Picture is provided, I tried to write to him several times but with no answer (picture does only show a 10min periode, i tried it more than half an hour and the following day). Date: 14.06.17(23.30pm)-15.06.17(00.20am)
  15. I sold roughly 1.2 million gold worth of Versailles Terricotta from Jacmel to Willemstad and the game didn't update my gold. I restarted the game but I still got nothing. Is there a way I could get my 852,362 gold back?
  16. NickAsher

    Торговая карта

    Народ, знает кто-нибудь, есть где-нибудь карта на которой отмечено какой город какие ресурсы продает/покупает, ВСЕ, с/без цены поф(про trader tools в курсе, но перебирать товары по поиску слишком бесполезная рутина)? А то блокнотик заканчивается=)
  17. King of Crowns

    TRADE SHIPS

    these trade ships have to slowed down. lgv can only be caught by surprise/santa Cecilia if its built only for chasing traders and then it can no longer fight anything except traders. INDIANMENS can only be caught by 5th rates that are made of fir. You have done so much to help the carebears in this game its troubling. AI fleets and fortresses everywhere only do one thing..... DENY PVP. traders need to be escorted or work together. AND on top of they they have AI ships in their fleet that can chain you down while chasing. This means you get about 5% of all traders you spot on open sea if they see you in open world and are not totally afk. I'm sure that there will be a flood of players respond and say do better. but this is just insanely stupid to catch a trade ship in a frig being this difficult.
  18. Fenris

    "REAL" TRADE BETWEEN PLAYERS

    I am wondering myself for a while, why we cannot trade with players from another nations in this game, in some kind of TRADE MARKET. Now it is always possible to "SEND TO CHAT" something that you HAVE, signaling you would like to sell it, usually the buyer would contact you per PM, meet at Free Port, trade. So far so good. Now if the GLOBAL chat is gone, this possibility is not given anymore, but that is not the main reason. Well someone would say " you can set a CONTRACT" in any Free Port, if you want to sell something or buy, and that is true..Here is my problem. I DO NOT WANT TO SELL ONLY FOR MONEY, I WANT GOODS OR MATERIALS. I think we should be able to CHOOSE not only WHAT are we selling, or BUYING, but also what are we OFFERING.No matter if selling or buying. So instead of OFFERING money when buying, i would be able to OFFER what ever i want. An example: OFFER 100 Repair Kits for 500 Silver, OFFER 500 Gold for 50 000 Money, BUYING 50 Medium Carriages for 500 Compass Wood. And so on and so on...... Everyone can offer what he wants,demanding what he wants, for the price he THINKS it might be "reasonable". Placing Contract would still cost a bit of money, a Contract would expire after 1 Week. To provide meaningless sailing,hoping to find what might be good for you, it would be helpful if the GAME/DEVELOPERS could provide us a window, similar to DELIVERY MISSIONS, where we would be able to SEE the contracts, and in which Free Port are they placed. All you have to do is sail away and get your stuff:) But be aware of the enemies Well, i think that would provide a lot of sailing,escorting, PeeWeePeeing, and allow us to have a chance for "REAL" TRADE Thank you for reading.
  19. Part of a balanced MMO is more than just PvP. Other forms of Player-to-player interaction are also required, including cooperation. One of the professed purposes of the upcoming wipe is to bring about a new economy, putting behind us - hopefully - the utterly broken one that we’ve been living with for a year, which allowed us to test every other aspect of the game. Creating this new and working MMO-economy is surely no small task. I am not a trader in this game. I trade and craft mainly to support other activities, and to sustain my clan. Yet I see that for PvP and the open world to have a sustainable environment as well as a proper balance, trading gameplay needs to be developed, and those players who choose to focus on it need to be encouraged. The old economy we have on the live server drove traders away a long time ago. There was no challenge, no unique gameplay, and no supply and demand - only endless supply. The new economy that we are testing on the testbed forces a "division of labour» so to say. Everyone cannot do everything anymore. With new production levels, travel times, and the partial removal of teleports, you can no longer collect every resource, and craft every ship yourself. PvP-players in each nation will depend on the traders and crafters of their respective nation or clan. If well balanced, this looks very promising, yet there are a few issues presumably yet to be solved about this part of the game. Like how do we prevent people from each sitting on a heap of their particular valuable, looking enviously on the heap of somebody else, yet not willing to trade away any of their own production? How do we unite the players who are lacking a resource, with a supplier? And how do we prevent clans from organising an economy internally, while leaving the rest of the nation, and solo-players to their own meagre devices? On the latter issue, you could dismiss it entirely, and say that if the clans are not contributing to the national economy, then that is a national problem of having selfish clans. However on the former issue, I believe we need more trade tools, and some mechanisms that encourage player-to-player interaction, even out of OW in port. -We should be able to put up buy contracts for ships. You request wood type, trim and refit, and the crafter fulfills the order. -If not already implemented, we need to be able to put buy contracts for the refit items. -There should be ways to acquire Marks outside of PvP and RvR. Crafters, haulers and traders should be able to gain marks from these activities. Interactions with players from your own nation, besides PvP or PvE, should have the potential to generate marks. Being a dedicated crafter/trader, who does PvP only secondarily, will be unsustainable once all ships in high demand will require copious amounts of marks for crafters to make them. They need to be able to take payment that includes coverage of the Marks used in crafting. To make this simpler, Marks could be an item that you can buy from NPCs for gold. The Marks are an infinite resource anyway - its production limited only by how many NPCs we can find and kill. And if the economy is properly balanced so as not to flood the market with gold, then having Marks be an item that you can purchase from NPCs for a steep price would not be a problem. In fact it could help the economy, by taking gold out (giving it to NPC) and putting only a quantity of an infinitely regenerating resource into the economy. Secondly it would be worth exploring to encourage trade between players and nudging players to put their surpluses on the market for others to get access to, by rewarding trading with Marks. As an example, when you put a quantity of an item on the market with a contract, once that contract is emptied, you are rewarded with a relative number of Marks. And when you sell someone a ship that you crafted, or fulfull someone elses’ contracts, you likewise get marks. Without some mechanics to ensure its integrity, this system would be very exploitable of course, by players trading back and forth between each other. However, you could put limits on it or other measures to prevent abuse, as well as increase the tax on contracts - to then accept that some marks may be generated by players, but in exchange for a money sink. Thirdly, crafters could get derivative marks, in addition to XP, for kills done with ships that they crafted. So if the player who purchased your ship kills a connie and get 3 marks, then you, as the crafter, are rewarded with maybe 1 Mark.
  20. brighteye23s

    Trading weights spreadsheet

    I use this spreadsheet to organize my trading. Transportation whether Harbor Freight Fast (Delivery) or Harbor Freight Slow (Ship) depends on weight. This helps to combine and round up shipments. I have seven home ports labeled (A-G) from which I choose my Missions which I check daily. I put in the numbers, find total weights using two columns on left labeled “T wt” and ” #” that automatically calculate weight. I then look for compatible transportation and ports, put in orders and start making rounds with my ships while other orders are in transit. I made it to fit a single paper sheet. In the afternoon I train for battles and later in evening I finish up when Harbor Freight Express makes deliveries. My goal is to improve so I can beat up on the cowardly Pee Rats who have taken my ships, sailors, and cargo. There may be mistakes in this spreadsheet. Please share as you like. I love all the varied challenges this game provides while recognizing it isn’t for everyone. It’s a shame there is so much rancor. My nome de nave “Captain Blackie” is in honor of my Celestial Navigation teacher from Portland Oregon from late 1980’s. He loved the So Pacific, was tired of crashing wooden boats on reefs and built a steel boat in his backyard in Oregon City. Towed it to Willamette River and I have never heard from him since. If anyone knows of him or how to contact him please let me know. Here is a small part of spreadsheet. T wt # A B C D E F G H I 0 0 American Cotton 3.60 x 0 0 Arabian Coffee 1.86 115.2 2 Arctic Fox Pelts 57.60 x x 0 0 Assam Tea 1.34 x 0 0 Black Ironwood 108.80 0 0 Burgundian Wine 8.00 400 100 Cape Coast Honey 4.00 X goodslistsheetsbase.xls
  21. We currently have a maximum of five contracts per player, and are all flooded with dozens and dozens of stacks of materials or goods which we'd like to sell, but don't want to waste a contract on. For example, I'd sell tobacco and sugar and live oak and gold and rum and iron and planks and oak logs and fir logs and bermuda cedar logs and bermuda cedar frame parts and carriages and cables and hemp and tar... But I only have five contracts, so I can only sell five at a time, or buy five at a time, which is very prohibitive for my ability to engage in trade. Unless I can put bids out for every material I need, or to sell every material I have, I'm really only using the market at a limited efficiency. And with the diminished active player base, this is severely impairing our ability to use the market. I propose the limit on contracts be moved to twenty-five, fifty, or even (with a Merchant perk) one hundred. Contract limits didn't prevent price fixing and gouging, and I'd even think contributed to it, since it limits how many price signals can go out into the marketplace. We need a free flow of information about who wants to sell or buy what in order to have a functional economy.
  22. Basically a thread for everything you cant buy on market. -Blueprints -Custom build to order ships -Crafting hours -Your soul Post what you have or what you want! - Make sure to post what server you are on - Remember to comment if your name in game differs from here.
  23. Sir-Danger

    Visual Overflow in Shop (Harbor)

    Good Morning In the shop (Harbor) we have, since the last Big Patch much of new goods. If theres a Capital with Lots of them .. it's easy to loose the overview.. what is in .. and what is usefull. If there is a different between Trading Goods and Raw Materials (that, what is used for building / crafting )its easyer to get that what you are searching.
  24. All right.. I'm out.. I've been sailing around for 3 hours yesterday - no PvP other than an unfortunate pickle and a noob LGV that didn't know what hit it.. Normally I'd even let it slip as the player clearly wasn't an experienced captain.. Any sort of PvP is however very few and far between atm.. So I sank the poor bastard.. Sailed around for 1.5 hours today - No PvP at all.. I've been at Bonacca, New smyrna/st. Marys, La Tortue, CS/GS traderun.. IF you find an enemy player he's protected either by HUGE AI battlefleets (several SoL - yeah that was out patrolling in the day not unrealistic at all *sarcasm*) or he's protected by HUGE forts with a completely unrealistic amount of guns and a firing rate that would have made a machinegunner proud. Crafting - regional bonuses has sent crafters out all over the map, and PvP all the way down. IF a trader is spotted, the trader has little to no help incoming as the other players are too far away, that is if he isn't protected by the huge AI fleets and towers/forts. The solution would be to remove regional bonuses and implement special regional ressouces and reintroduce shipyards. This would converge crafting around the capitols and the traders would have a lot of players neaby and PvP hunters would more often than not be engaged by intercepting fleets - like the good old days. Trading - It's too easy to make gold. Period. Traders tool and the huge profits to be made from some commodities, coupled with the extremely low playerbase, makes trading insanely profitable and with a very low risk. I've mentioned it in another post, but I've made around 80 mill since the econ system changed and I haven't even been dedicated to it. The solution? - reduce available trade commodities or reduce pricedivergence. Jutland amber for example yields a profit of around 250% from buy to sell price - and the low playernumbers ensures u can allways make atleast 4-5 mill a day.. by just making 2 trips from CS to GS. Easy. Way too easy. PvP - The low playerbase, the many different crafting regions, and the PB mechanic that effectively means there's only 9-12 PBs a week reduces PvP chances to a point where it's no longer vaguely rewarding to go out hunting.. 3 hours of my life that I never get back yesterday. 1.5 hours today. Increase the rewards from PvP'ing either by making BP's available, paints or increase the chances of getting some of the uncraftable upgrades. As it is - we're too few who makes PvP and we can't find each other. Contrary to what many traders believe - I don't like hunting traders, they are a means to an end.. Most traders ditch their cargo when they get cought, but hurt enough traders and hunters comes out to play - that's when the good PvP begins.. Yet atm there's just too far between the trader and the interceptionfleets. Solutions: Increase the amount of available OP, get rid of the regional bonuses, reduce profitability from trading, increase profitability from PvP'ing, reduce crew-hiring costs and reinstate shipyards..
  25. Lars Kjaer

    Crafting/Trading/PvP'ing

    EDIT: Think I made this thread in the wrong forum so pls delete the inappropriate one (mods that is?) All right.. I'm out.. I've been sailing around for 3 hours yesterday - no PvP other than an unfortunate pickle and a noob LGV that didn't know what hit it.. Normally I'd even let it slip as the player clearly wasn't an experienced captain.. Any sort of PvP is however very few and far between atm.. So I sank the poor bastard.. Sailed around for 1.5 hours today - No PvP at all.. I've been at Bonacca, New smyrna/st. Marys, La Tortue, CS/GS traderun.. IF you find an enemy player he's protected either by HUGE AI battlefleets (several SoL - yeah that was out patrolling in the day not unrealistic at all *sarcasm*) or he's protected by HUGE forts with a completely unrealistic amount of guns and a firing rate that would have made a machinegunner proud. Crafting - regional bonuses has sent crafters out all over the map, and PvP all the way down. IF a trader is spotted, the trader has little to no help incoming as the other players are too far away, that is if he isn't protected by the huge AI fleets and towers/forts. The solution would be to remove regional bonuses and implement special regional ressouces and reintroduce shipyards. This would converge crafting around the capitols and the traders would have a lot of players neaby and PvP hunters would more often than not be engaged by intercepting fleets - like the good old days. Trading - It's too easy to make gold. Period. Traders tool and the huge profits to be made from some commodities, coupled with the extremely low playerbase, makes trading insanely profitable and with a very low risk. I've mentioned it in another post, but I've made around 80 mill since the econ system changed and I haven't even been dedicated to it. The solution? - reduce available trade commodities or reduce pricedivergence. Jutland amber for example yields a profit of around 250% from buy to sell price - and the low playernumbers ensures u can allways make atleast 4-5 mill a day.. by just making 2 trips from CS to GS. Easy. Way too easy. PvP - The low playerbase, the many different crafting regions, and the PB mechanic that effectively means there's only 9-12 PBs a week reduces PvP chances to a point where it's no longer vaguely rewarding to go out hunting.. 3 hours of my life that I never get back yesterday. 1.5 hours today. Increase the rewards from PvP'ing either by making BP's available, paints or increase the chances of getting some of the uncraftable upgrades. As it is - we're too few who makes PvP and we can't find each other. Contrary to what many traders believe - I don't like hunting traders, they are a means to an end.. Most traders ditch their cargo when they get cought, but hurt enough traders and hunters comes out to play - that's when the good PvP begins.. Yet atm there's just too far between the trader and the interceptionfleets. Solutions: Increase the amount of available OP, get rid of the regional bonuses, reduce profitability from trading, increase profitability from PvP'ing, reduce crew-hiring costs and reinstate shipyards.. EDIT2: And reduce amounts of forts/their sizes and remove AI battlefleets with BRs above 1k
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