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1st Big content patch information.


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A port reset is still some ways off.  There are related features that must be handled first.

Thank you Henry.

The patch will happen, when it happens.

I just hope it is done early in the week. Monday or Tuesday night.

I say night, for MAINTENANCE TIME IS ON AUSTRALIA PRIME TIME.

A good last post to now close the thread I think.

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My asshat little brother wouldn't rinse out his cereal bowl when we had the house for the weekends growing up. So of course I waited till the last moment every time to do dishes Sunday, and had to scrape dried on honey bunches of oats of his goddamned bowl.

 

This defines the gap between generations perfectly. Thank you.

 

Get well.

You do realise that Cereal come in airtight plastic sealants within the box, all you have to do is poor the milk into the box (plastic bag) and ....hey presto... no washing up at all :)  and this is an old dog teaching young pups a new trick :P

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The bonus is you don;t loose anything for getting crew dmg until all extra crew are dead. Technically all ships are crewed to the maximum efficiency, adding more would only means one guy is sittign on the canon because there is no more room to help, same thing as adding more guy on a job is sometimes counter productive (look agt most City workers) as only one plumber can fit in the hole, all the other are leening on their shovels pretending to watch, etc.

 

The problem is that the AI still get these 'bonuses' of more crew than players and that they don't suffer crew penalties until a greater number of their crew is killed ergo AI is accused of cheating. On top of this, the performance of AI is extreme as was mentioned before, we have to be on our game the entire time against any AI as their manual sailing technique never messes up because they don't have to.

 

The game is automatically calculating best turn and best speed for AI regardless of sail position, they aim with only small margin of error that quickly gets onto target within 3 shots, and their fire rate is perfect. In a sense this appears to be laziness in developing a more in-depth AI and thus fighting AI becomes a matter of getting a bigger or more ships, maul them harder, then ram and board or continue until sunk. I for one am tired of AI regardless of skill level, using ships 100% of the time at the maximum a normal player could possibly hope for. They are certainly not undefeatable as they make stupid mistakes and it's easy to cause it but their usage of ships at 100% efficiency is unquestionable.

Edited by JJWolf
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the cheating AI is getting on me nerves, yes.

 

I see that a player will always be better with current AI level, so something should be done to make them at least comparable and a challenge.

 

But hidden stat bonuses and secret workarounds for the AI just inflate frustration amongst players.

 

Esp. on the PvE server where everything circles around the AI ships.

 

I'd rather see more and more dangerous opponents in missions, bigger fleets and for the love of god teach the AI how to sail in a porper line with 3 3rd rates!

 

If we'd see 1st and 2nd rates AI ships, this would help as well to keep players busy and contempt. Just make sure that larger vessel can't be capped but are auto-sent to the admiralty for an XP buff, problem solved.

 

I should probably post this in the suggestion forums, I know :P

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The problem is that the AI still get these 'bonuses' of more crew than players and that they don't suffer crew penalties until a greater number of their crew is killed ergo AI is accused of cheating. On top of this, the performance of AI is extreme as was mentioned before, we have to be on our game the entire time against any AI as their manual sailing technique never messes up because they don't have to.

 

The game is automatically calculating best turn and best speed for AI regardless of sail position, they aim with only small margin of error that quickly gets onto target within 3 shots, and their fire rate is perfect. In a sense this appears to be laziness in developing a more in-depth AI and thus fighting AI becomes a matter of getting a bigger or more ships, maul them harder, then ram and board or continue until sunk. I for one am tired of AI regardless of skill level, using ships 100% of the time at the maximum a normal player could possibly hope for. They are certainly not undefeatable as they make stupid mistakes and it's easy to cause it but their usage of ships at 100% efficiency is unquestionable.

 

All games have cheating AI because humans are alwaysbetter at the job (until proven otherwise). Besides big blue that plays only chest anyway...

 

There are too many dynamic parameters to make a decent AI that would not cheat.

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All games have cheating AI because humans are alwaysbetter at the job (until proven otherwise). Besides big blue that plays only chest anyway...

 

There are too many dynamic parameters to make a decent AI that would not cheat.

 

While I do agree with that, overboosting the stats and hope for the best is both a bad design and frustrating to play against.

 

You have many possible ways of making it challenging without artificially buffing them through the roof, like adding more AI or make you fight against a bigger ship than yours.

I'd rather have that than dealing 1on1 against a ship with an hidden propeller.

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While I do agree with that, overboosting the stats and hope for the best is both a bad design and frustrating to play against.

 

You have many possible ways of making it challenging without artificially buffing them through the roof, like adding more AI or make you fight against a bigger ship than yours.

I'd rather have that than dealing 1on1 against a ship with an hidden propeller.

 

This. Adding health pools/damage modifiers, (not present?), or having the AI not affected as much by crew shock, etc is simply not as fun.

 

Maybe add more difficult missions. Intercept a trader while destroying escort, capturing something vs destroying. Take on single equivalent opponent with a small screen.

 

Greater odds is always more fun than greater artificial difficulty. I feel like I've accomplished more if I've prevailed despite overwhelming odds, rather than taking on something that is technically the same odds but has artificial buffs.

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While I do agree with that, overboosting the stats and hope for the best is both a bad design and frustrating to play against.

 

You have many possible ways of making it challenging without artificially buffing them through the roof, like adding more AI or make you fight against a bigger ship than yours.

I'd rather have that than dealing 1on1 against a ship with an hidden propeller.

 

I never had any issues taking on a class higer then mine against the AI, it's quite easy to game the AI anyway, goad him in the wind etc. Since the AI does not repaire sails or armor, it's a mather of time/investment.

 

With the new changes on stern/bow raking it will be even easier.

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While I do agree with that, overboosting the stats and hope for the best is both a bad design and frustrating to play against.

 

You have many possible ways of making it challenging without artificially buffing them through the roof, like adding more AI or make you fight against a bigger ship than yours.

I'd rather have that than dealing 1on1 against a ship with an hidden propeller.

 

We already have this. Many missions will give you 2 opponents to fight instead of one (and even with a higher class ship this has the potential to be quite nasty, e.g. an AI renomee and surprise vs a player frigate). If that doesn't provide enough challenge, you also have the option of finding and attacking a national fleet. These can be found all over the map and with ships as small as cutters/lynxes all the way up to 3rd rates plus escorts. The only time AI maneuverability and crew/marines buff is really noticeable to me is in 1v1 fights now, and back when I was playing the boarding game in 7th-6th rate ships.

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If you are complaining about AI difficulty.....

it's not about the difficulty it's about the way it is balanced.

 

It's about the cheese that is hidden bonuses.

 

It's about the way it doesn't present a challenge.

 

It behaves pretty clueless. giving the AI the ability to hold formations and act accordingly would increase it's effectiveness by an enormous amount. Imagine a line of battle with pickets rather than a huge clusterfuck where single ships constantly spiral around like kerbals with damaged thrusters.

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Im so glad someone else read that. When i saw that article i felt so bad for all the parents who are going to have the plug pulled on them or put into nursing home and turned into soylent green because the kids dont want to be bothered to take care of them.

 

Not all of us are like that. I directly take care of both of my parents who are in their late 60's early 70's.

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A quick question to you Devs,

 

With the reduction of rudder's HP, do you plan to stuck it too in the direction he was when it was hit?

 

Because for now ships are just going straight when their rudders are destroyed, they should also be stucked and only turn on themself, to have our rudder destroy will be really more a problem, causing your ship going into the wind and becoming an easy prey.

Edited by verseaux
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Verseaux, I am speaking with no real tech information, but it seems to me that stuck rudders wouldn't be that likely?

 

I would think that majority of "destroy" damage to rudders would be either destroyed totally, or control ropes to rudder destroyed so no actual control of it?

 

Perhaps a cannon ball lodged into a "steering" rudder would force it to become stuck til it could be dislodged....?

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Verseaux, I am speaking with no real tech information, but it seems to me that stuck rudders wouldn't be that likely?

 

I would think that majority of "destroy" damage to rudders would be either destroyed totally, or control ropes to rudder destroyed so no actual control of it?

 

Perhaps a cannon ball lodged into a "steering" rudder would force it to become stuck til it could be dislodged....?

Rudder mechanisms differed, but generally damage to the rudder would result in either a jam preventing the rudder from moving from its current position, or damage to the actuating elements (ropes, line, hydraulics later on) that would cause one side to lose all resistance, thus the rudder would pull one way, not the other.  Rudder being stuck straight was extremely unlikely unless the rudder was destroyed or came away from the stern.

 

Many historical examples of this exist, from the 20th century example of the Bismark rudder damage.  Principles remain the same if its hydraulic steerage or iron hinges and rope.

Edited by VictusB
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That's the thing, modern ships' rudder mechanisms are driven by hidraulic systems, which, if damaged, leaves the rudder on its current position. But how do the sail ships' rudder mechanisms work? Anyone got info on that?

 

Many historical examples of this exist, from the 20th century example of the Bismark rudder damage.  Principles remain the same if its hydraulic steerage or iron hinges and rope.

 

 

 

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Rudder mechanisms differed, but generally damage to the rudder would result in either a jam preventing the rudder from moving from its current position, or damage to the actuating elements (ropes, line, hydraulics later on) that would cause one side to lose all resistance, thus the rudder would pull one way, not the other.  Rudder being stuck straight was extremely unlikely unless the rudder was destroyed or came away from the stern.

 

Many historical examples of this exist, from the 20th century example of the Bismark rudder damage.  Principles remain the same if its hydraulic steerage or iron hinges and rope.

 

Ships of the age of sail had lots of redundancy in terms of the rudder. The physical rudder itself was quite difficult to damage as almost all of the interference points where submerged. In case of the ships wheel being carried away or damage to the tiller ropes men would work the tiller directly on the lower deck. If the tiller itself had become damaged by shot and could no longer be used on the rudder there where chains attached to each side of the rudder that ropes would be lashed to and men would haul on them to work the rudder.

 

More modern examples of the Bismark simply do not apply because the rudder steam gear could not be accessed due to the collapse of the armor tunnel aft of the transverse bulkhead and local control was simply impossible, not an issue on the days of tall ships that weren't compartmentalized. 

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That's the thing, modern ships' rudder mechanisms are driven by hidraulic systems, which, if damaged, leaves the rudder on its current position. But how do the sail ships' rudder mechanisms work? Anyone got info on that?

 

During the era of tall ships even the largest 1st rates still had a tiller attached to the rudder. The ships wheel was a winch that worked ropes through various block and tackle below decks that allowed a few men to handle the rudder and be quick to reply to commands from the captain or other officers.

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ok. so when?

 

For every person who asks a question like this the devs take another afternoon off. Sit back and relax, it will come, enjoy the game that we have because its great already!

Edited by Fluffy Fishy
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Still no word as to when this patch could come?  I feel they shouldn't be more then a week or so off.  kinda sad we are getting no feedback for the devs/admins.  well, I hope it comes by the end of this week.  starting to get bored with the game.

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