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Hotfixes for several annoying issues


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Good for you. I am glad to hear that you have the time and patience to replay the same game several times. The thrill of sailing a basic cutter the first time was enough to satisfy me.

I'm done.

You probably should not buy early access games...

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Hello Captains

A small set of fixes was deployed in the today's patch

  1. Open sea repairs increased to 40% from 25% - we hated that you needed to click repair button 4 times after every battle
  2. Privateer speed increased by 0.5 knots
  3. Prices to sell ships to port for lower level ships increased (will help in crafting and provide more options in selling crafting ships that no-one buys from the market.
  4. Mission XP and monetary compensation increased
  5. Trading ships speed reduced by 1 knots for every vessel
  6. Gun loss chance increased 
  7. European traders now sell goods at slightly better prices
  8. Gold production increased 2x
  9. Fir production increased 3x
  10. Oak production increased 3x

 

Seriously trading ships reduced in speed? Basically just saying if a trader is caught now he is screwed. 

 

Thanks a lot there. 

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I think the impact of this is being exhaggerated

no I do not think so at all.  My Trader snow that with upgrades was doing 13.70 kts is now reduced to 12.7 kts? 

 

Prior to patch, if I did everything right I could escape from pretty much anyone.  Reducing it by 1kt is allowing every ship in the game below 4th rate to catch me. 

 

It is frankly destroying the only defense a trader had, solely so PVE players can catch up faster to NPC traders.

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Firstly, a cutter, pickle, lynx or privateer can't catch you.  2nd, If you were going 13.7 knots before, an Oak Gold Speed Renomee only goes 13.8, when in reality, a Coni or Third Rate should probably catch the snow in the right wind (in real life) and only a Ren could catch you before in game.

 

The snow was too fast as it was.  It has such little amount of sail, such short length of hull, yet extreme speed, which is completely opposite of what it should be.  Low hull speed, low press of sail, does not make a fast ship at all, contrary to popular belief that small ships are fast.  What we need are the 3 masted trader ships we have seen screenshots of, and the East Indiamen.

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Honestly, the mission rewards are ridiculous. The xp sure, its ok. but the gold... That is just insane, and instead of having pvp going on, the focus has been put on solo mission play.

This money change is so gonna inflate things badly. This is a step back in my opinion. Port assaults now cost nothing anymore. This is insane.

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Just a Little example how stupid this increase of the Gold was:

 

2 Friends of me started yesterday playing Naval.

 

Now we made Missions 1 (ONE) evening and they could easily buy a Constitution now, because of the Gold they earned. Of course with there Rank, it makes no sense, but Gold has no worth anymore.

 

For me it should be a Target (The Constitution for example) which you reach, after a decent time.

 

How about making another Kind of Server, the "easyone" you have all at the beginning, with 100 Million Gold, all Ships at the beginning and a Server where you have to earn those Bigships and be PROUD of it?

 

.....

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Well... traders are not longer needed in this game... why should I go 8 hours along a coastline to make 120 K... when I simply can do 10 Missions for the same amount of money. And why has anybody be able to do everything at the same efficency? Trading, Building, Fighting, why not introducing skills?

Kanay has said everthing about it. Thank you for this correct sight of the traders!
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Firstly, a cutter, pickle, lynx or privateer can't catch you.  2nd, If you were going 13.7 knots before, an Oak Gold Speed Renomee only goes 13.8, when in reality, a Coni or Third Rate should probably catch the snow in the right wind (in real life) and only a Ren could catch you before in game.

 

The snow was too fast as it was.  It has such little amount of sail, such short length of hull, yet extreme speed, which is completely opposite of what it should be.  Low hull speed, low press of sail, does not make a fast ship at all, contrary to popular belief that small ships are fast.  What we need are the 3 masted trader ships we have seen screenshots of, and the East Indiamen.

 

 

You are wrong on everything that you just claimed and it is obvious you are trying to discredit what I said and make it look that I am exaggerating my claims.  

 

So let me show you some facts since you cannot do research on actual speeds.  Lets start with 2 ships you mentioned.

 

oak (green)exceptional Renommee with exception speed, no upgrades - 14.99 ( A whole 1.2 kts faster than you claimed)

 

Oak (green) common BASIC CUTTER -no upgrades 12.96

 

Live oak (blue - so massive speed decrease) basic lynx, no upgrades, 13.02

 

Teak mercury with exceptional speed no upgrades 13.28 

 

Fir Cerberus (green) no upgrades, 13.45

 

Oak (green) Niagara with exception speed, no upgrades, 14.18

 

Live oak(blue) Yacht with exceptional speed 13.36

 

I mean must I go on right now? 

 

My exceptional Traders snow with green fir (sadly no speed upgrade) with copper bottom and speed trim does 12.79 now where it was 13.79

 

This turning a battle against a trader as a guaranteed win and not anything else.

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Well... traders are not longer needed in this game... why should I go 8 hours along a coastline to make 120 K... when I simply can do 10 Missions for the same amount of money. And why has anybody be able to do everything at the same efficency? Trading, Building, Fighting, why not introducing skills?

Kanay has said everthing about it. Thank you for this correct sight of the traders!

 

 

It looks like for the moment at least the role of traders seems not so much making money, as playing an auxillary role to the crafters. Hope that might change with production buildings.

 

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Hello Captains

A small set of fixes was deployed in the today's patch

  1. Open sea repairs increased to 40% from 25% - we hated that you needed to click repair button 4 times after every battle
  2. Privateer speed increased by 0.5 knots
  3. Prices to sell ships to port for lower level ships increased (will help in crafting and provide more options in selling crafting ships that no-one buys from the market.
  4. Mission XP and monetary compensation increased
  5. Trading ships speed reduced by 1 knots for every vessel
  6. Gun loss chance increased 
  7. European traders now sell goods at slightly better prices
  8. Gold production increased 2x
  9. Fir production increased 3x
  10. Oak production increased 3x

 

 

 

Oh and by the way everyone, go stock up on hemp, as it is now the "new iron" and "new oak" of the market

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why concern about the money amount ?

inflation will balance it.

for free ;)

 

No need to change / worry.

 

the only problem would be turning it BACK.

high cost for new player they can't afford because of the inflation caused by the older players.

 

so just keep the patch as it is.

Economy will regulate itself :)

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I am happy about the change to cannon losses.  It always seemed odd to me that a ship could be sinking and yet firing almost all of its guns.  

 

I am not happy about the changes to resources, and the huge boosts in XP and gold for missions.  

 

I have not had any problems finding resources in this game at any time.  During the so-called "iron crisis" I had plenty of iron (and I have never placed a buy contract on any resource ever.)  You just have to be willing to explore the map and find out of the way places that are not right next to faction capitals.  

 

When you flood the market with gold and resources and inexpensive NPC built ships, you remove risk and challenge.   Crafting should be a challenge.  Losing your ship should be a frightening proposition.  When everything is disposable, and easily replaced, the game loses its relevance.  When everyone's rate limiting factor for crafting is labor hours, then you know that the economy is too rich.   When there is no market for ordinary player built ships and other craft goods, you know that the economy isn't working properly.  

 

The economy should be player driven.  This latest patch undercuts the player driven economy and feels like the developers are trying to make everyone happy by giving everyone free gold and materials and XP.  All that does is devalue the items you obtain, the progress you make, and by extension, devalues the game experience.  

 

Please don't continue to go down this path.  We need more challenges, not less.  We need player crafting and pvp to be more relevant, not less relevant.   We need greater risks, not the elimination of risk.  

 

If nothing is at stake, the game soon becomes boring.   

 

You want to fix the "grind" problem?  Making the game easier isn't the solution.  Provide more variety and challenge, both in PVE and PVP situations.    

Edited by ssssnake529
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Seriously trading ships reduced in speed? Basically just saying if a trader is caught now he is screwed. 

 

Thanks a lot there. 

 

Why should a loaded trader carrying up to 4000 tons be faster than a combat ship? Please explain in detail. Perhaps we are missing something about cargo effects on speed. (no sarcasm intended).

 

ps. trader lynx is still faster than anyone and cant be caught. Trader snow and brig could be caught anyway with the previous speed if tagged properly on the open world.

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the only problem would be turning it BACK.

high cost for new player they can't afford because of the inflation caused by the older players.

 

 

You underestimate how easy it is to take back money from the economy. especially if you have tools and inner strength to do it. 

Again we said we are not worried about pixel money and you should not worry too. We will continue more money less money, more xp, less xp, more speed less speed for quite some time in search for more fun. 

 

Please stop discussing money in this patch feedback and talk about other features.

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You underestimate how easy it is to take back money from the economy. especially if you have tools and inner strength to do it. 

Again we said we are not worried about pixel money and you should not worry too. We will continue more money less money, more xp, less xp, more speed less speed for quite some time in search for more fun. 

 

Please stop discussing money in this patch feedback and talk about other features.

Wow this is just GREAT!!!!

Please continue with your politic because this is an EA and we want to help to raise quality of the game.

So far the production is easier now but i am not sure how the european traders works?

Are they selling to contracts, also if the ressource is not produced or used in that town?

 I also like the repair kit buff and that it now is more reasonable to repair on open see than to drive in town afrter nearly every battle

Edited by Mored
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You underestimate how easy it is to take back money from the economy. especially if you have tools and inner strength to do it. 

Again we said we are not worried about pixel money and you should not worry too. We will continue more money less money, more xp, less xp, more speed less speed for quite some time in search for more fun. 

 

Please stop discussing money in this patch feedback and talk about other features.

 

I completely agree.

 

This is alpha, so there will be bunch of patches and tweaks, both good and bad.

 

It's alright to express what one is thinking about the patches etc, but it should be constructive feedback and not ranting and raging.

 

Ranting, running onto steam and spread words about how this patch "broke" the game bla bla bla is just childish and not helping at all. Remember, it's still in alpha, and things will change many many many times before release. Play the game, have fun. If you don't enjoy it, move along and check back later if the game has turned into something that you could enjoy.

 

There are some people on the forums, that really need to think twice before posting here and raising voices of concerns. It's really not nescessary to flame like some have.

 

I enjoy this game a whole lot! :) Keep up the good work devs! :)

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Why should a loaded trader carrying up to 4000 tons be faster than a combat ship? Please explain in detail. Perhaps we are missing something about cargo effects on speed. (no sarcasm intended).

 

ps. trader lynx is still faster than anyone and cant be caught. Trader snow and brig could be caught anyway with the previous speed if tagged properly on the open world.

 

 

I agree that some traders would certainly be slower than combat ships.   I think that the issue here is not one of realism, but rather game balance.  

 

The game balance problem is that as the game stands now, carrying goods on the open ocean in a trader is not a viable activity because traders are defenseless.    If you are a trader, your only defense is to run.  Slowing traders down removes this defensive option.  

 

The way to solve this isn't by making traders faster or slower.  The way to solve this is by allowing players to put traders in their fleet, so that they can defend the slow defenseless trade ships with their combat ship.  Allow every player to have up to 2 traders in their fleet.  These could be traders that they purchase, or traders that they capture.  (Instead of having to take command of a trader you captured to preserve its cargo, give players the option to add a captured trader to your fleet.)  

 

 

I know some folks will say, "Why not just group up and have players in combat ships escort players in trade ships?"   Well, theoretically, that's not a bad idea, but in practice, how many players want to spend hours of their time escorting someone else's trade ship, hoping not to run into pirates?   Much better if a player is given the tools to defend his own ships.   The player presumably has a combat ship in his arsenal.  Why not let him utilize that combat ship to escort his trade ship(s.)  

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About the oak logs production increased : 

 

Since the patch and until 10 minutes before today's update i did not saw a single log to buy in all the shops of the French territory , not a singe log available in the French market ... well beside this offer  :

 

660584Client2016021003033339crcr.jpg

 

... If only we had the list of seller/buyers for contracts it will make the thing really funny i guess.

 

Ten minutes before login out today i made a visit to one of the captured French towns yesterday, found a pop of 14 oak logs ... captured city, no contracts yet on it and older ones removed and miracle the logs appear when all others production cities are now over loaded under contracts at very high prices.

 

Apparently it isn't a problem to put 75k+ for a contract on 200 logs only for many, not an issue for more and more people, 2 and half missions at 30k and you can afford it ...  

I still have oak stored myself, not for speculation purpose but for my needs to craft, i don't speculate with those materials, it's not me who is the first impacted by this, not for now at least, it's just a matter of reporting how things are working in game.

 

- Gold, the one we buy to make craft notes is very short, i collected a total of 56 gold only ... coming from 6 different cities having between 1 to 16 gold at max possible to buy and at a high price, most cities are empty and this at 2 to 4 am when server population is low, it simply does not pop up anymore, one word: contracts.

 

There is other craft resources having the same issues but I stop to speak about economy now since it was asked, just wanted to point out this.

 

 

Why should a loaded trader carrying up to 4000 tons be faster than a combat ship? Please explain in detail. Perhaps we are missing something about cargo effects on speed. (no sarcasm intended).

 

ps. trader lynx is still faster than anyone and cant be caught. Trader snow and brig could be caught anyway with the previous speed if tagged properly on the open world.

Maybe it is just not the right time to do it ? 

 

It's rather easy now to get good crafted war ships, in the other hand it's still hard to get crafted trader snow ships due to the RNG blueprints.

 

 I can myself make a frigate , a Cerberus a snow or a mercury for others, but i still can't make a trader snow for myself to use as trader and even if i end up with a nice captured one in fir with speed in mastercraft purple quality it will be extremely risky to buy and  add some speed upgrades on it when it have one durability and everything will be lost with the ship contrary to a 5 durabilities one, thing that isn't a problem for the more and more common crafted war ships the traders have now to face, good quality and full of nice upgrade slots filled .

 

 

Other thing, let's take the snow  :

 

What should be the weight of all canons + powder + all different types ammos  + 60 crew more + water and supplies for those guys in comparison to a trader snow ? 

 

I know we don't have yet the supplies or ammos numbers or power loads added but this should make a difference later, one warship wanting to stay at sea for a lot of time will have to load way more weight compared to a ship doing a simple patrol trip, especially when it comes to powder and ammos, otherwise after one skirmish he will have to return into a port to resupply, right now it's unlimited for powder ammos and supplies but this later should give some advantage to traders i guess no ?

 

 

Also : still with the snow example,  if i decide not no put canon on the trader version to gain some weight and some speed i should get a slight advantage, for now i don't think such advantage is given in game if i decide to not load the 6 canons, that will be 6 canons + powder + all various types of ammos weight less in the end and it should make a little difference i suppose.

 

 

This speed reduction on traders is seen as unfair yes, especially for guys not playing in clans that can not even profit of the AI fleet past rank 3 , probably the changes come too early while we have still a very limited choice for traders available ( would love to see a trader based on the pickle design even if it's temporary just to fill a role btw, the intermediary load between a cutter and a brig/snow plus those sails will make it a must have for solitary traders ).

 

Anyways there is no possibility for now to get more evolved trader ships than a snow while the "hunters" get bigger an bigger, better and better ships the more we progress in game all this while it's hard to build a dedicated one that we could use upgrades on due to the BP's random system for those larger traders that are hard to get.

 

I know there is a lot of things to do, a lot of things planed and it's a EA but maybe it wasn't the right moment to do such change, maybe.

 

 

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Hello Captains

A small set of fixes was deployed in the today's patch

  1. Open sea repairs increased to 40% from 25% - we hated that you needed to click repair button 4 times after every battle

       I like it on one hand as it saves clicking 4+ times to repair however with the money increase the change means you get more gold from missions

  1. Privateer speed increased by 0.5 knots

       Yeah why not, not complaints it's already a fast ship but with the trader 'nerf' it does seem odd

  1. Prices to sell ships to port for lower level ships increased (will help in crafting and provide more options in selling crafting ships that no-one buys from the market.

       Aye  good

  1. Mission XP and monetary compensation increased

          XP good, Money not so much x2 would have been better than triple/quadruple as what it is now.

  1. Trading ships speed reduced by 1 knots for every vessel

       Not sure fully why apart from the 'added' weight from cargo they were not hard to catch if you enter well in OW 

  1. Gun loss chance increased 

         Aslong as it effect AI aswell all is well, No complaints tbh

  1. European traders now sell goods at slightly better prices

       Nice

  1. Gold production increased 2x
  2. Fir production increased 3x
  3. Oak production increased 3x

         A slight increases was needed but i somehow feel Hemp is next on the list, things should get better when player production buildings come in.

Edited by The Bloody Hound
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