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crew management sorry but after all battle my crew is back i loos 200 men ? oh wait not a problem after the battle i have again 300 crew in one seconde its that you'r crew management ?

 

Crew management during battles.

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crew management sorry but after all battle my crew is back i loos 200 men ? oh wait not a problem after the battle i have again 300 crew in one seconde its that you'r crew management ?

 

It's a kind of magic

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The patch looks great! I love the new crew management system, its something i have been hoping for.

 

However the only thing I dont like in the list, and i see some others have commented on it too, is identifying who is selling what and at what prices. I think this might just lead to trolling. perhaps only identify people if you have actually made a purchase or sale to them, or give people the option to do it anonymously. It would be entirely realisitic for a seller to sell through an intermediary in order to remain anonymous, perhaps even charge a small fee for this?

 

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Well sounds like adding crew management is going to offer a whole new dimension to this game.

Before, if two players on same boats went head to head, there was a bit of sailing (most players manage OK with manual sails), a bit of aiming (yup, those shots that go wild if bad timing on a wave) and then the paper, rock scissor game for boarding. Nothing that challenging...

 

Now with a lot more parameters to handle, the outcome of a battle will vary greatly. I can just imagine the pain of blocking those leaks, keeping the ship under course, reloading those cannons and preparing for boarding!!!

 

Seems to me like I've got a whole new learning curve to go through. Which by the way is great!

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Gameplay tuning

  • Shorter entry timers for missions/events/ow battles to provide more control for solo/small group players.

 

How short? ( ͡° ͜ʖ ͡°)

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When seeing a list of all the contracts placed and which player placed the contract, can we choose which contract to buy/sell regardless of whether it is the highest or lowest price? I think it would be a great way to create more economic strategies in the game.  If we find out that a certain clan is buying up all the hemp at 300 just so they can monopolize and sell it at 600 it would give us the ability to both find this out and then in turn, no longer buy from them.  It would also allow others to compete with them as well.

Edited by Preserved_Killick
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crew management sorry but after all battle my crew is back i loos 200 men ? oh wait not a problem after the battle i have again 300 crew in one seconde its that you'r crew management ?

 

I'm sorry did you expect them to change all the mechanics (though as far as crew management out of battle goes that be adding in a completely new mechanic) in one patch?

 

On your whole 'nothing new' bit from earlier....

 

Here's whats new:

Store Interface - New store interface

Crew management - Completely New System in battle, we don't manage crew outside of battle so....

Production Buildings - Might be coming...Also completely new

Ships - 2-3 new ships will be coming during this patch, just not on the main patch release date...(I know this ones confusing because you don't understand major/minor patches but  lets say this patch is, and I'm making up numbers, 1.2  Its still patch 1.2 when they launch the minor patch 1.2.1 when the first ship is released)

 

Here are the updates:

Mast repairs - Change for testing/balancing

Cannon penetration - change for testing/balancing

planking- change for testing/balancing

Gameplay tuning - change for testing/balancing

 

 

So out of the 8 categories of items announced for this patch,  4 of them are brand new systems/content, though one might not be released.  So 50% of the announced changes are indeed new.  And 50% of the things mentioned are balancing and tuning (which honestly could all fall under Gameplay Tuning but they were announced in different sections so I'll give that to you).

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So.. to many of you guys your big problem is the word "content" in the title, the changes themselves doesn't seem t bother you much but that word is.

 

Interesting logic...

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Some nice and tasty things coming, thanks a lot .

 

Seeing the names in the contracts : nice, i will finally know who is not ashamed by selling a oak log for 1900 gold and hemp for 1800, maybe with the names listed they will get a bit more reasonable when making selling prices.

 

One thing that needs to done is keep the free towns buy contracts anonymous, it is too easy to check contracts from guys of another Nation, and camp there waiting for him knowing exactly what and how much he will get in his cargo.

Having " spies " in National ports was probably common so yes some might be able to tell to them pirate's friends that guy xyz often takes this kind of stuff at those quantities in those xy ports etc but it add more realism and i like it, but in free towns they should be hidden for avoiding camping of those traders, in national cities let it be.

 

Outside this problematic point it's fine, even if i had liked to see more done with contracts redesign : 

 

- A contract could not be possible to claimed before let's say 5-7 real days even if it is fulfilled in one day and everything is available quickly, this delay will limit short time speculation

 

- "Canceling" the contract by claiming it before it is 100% fulfilled might be possible after the same 5-7 days too. 

 

- Only 20 or 25% maximum of a city production can go into a contract directly, the rest going into the shop no matter what is the buying price offered, no more full production sucked by a contract.

 

 

 

Other thing, new ships, yeah , no new trader ? I don't ask for a full 3D dedicated model, but some temporary traders to add some diversity and versatility to the game, a pickle design based trader with a cargo size between the cutter and the current brig, and something a bit bigger too, able to load 4000 or so cargo.

 

Also would like to see the cargo load rebalanced between the brig and the snow, there is no point right now to use a brig with his 2600 cargo when the snow does everything better and have better defense too, plus it can even be used to chase and capture traders, sure it takes time with only 3 canons per side but you don't have to worry about sailing back the captured trader to not loose some loot, just load everything into your snow trader and send the captured trader to an outpost, then repeat.

 

The Snow should get 2600 cargo, the brig receiving the 3200 cargo to balance this, plus the brig seems a bit bigger than the snow in game, "seems", i am not sure if it is irl or not.

 

And undo the speed nerf until dedicated traders are added to the game please, combat ships are fully loaded all the time with unlimited powder and ammos, traders can be empty or just carry 10 kg or gold and are penalized all the time by the speed nerf.

 

And last thing : the BP drops system, or should i call it the ghost BP's drop system for unlucky guys like me who end up after many crafted ships at lvl 29 on craft without a surprise or renomee or even a simple trader snow possible to be crafted ... will the awaited changes come with this patch or later ? 

 

Thanks a lot for the hard work and crossing fingers to see some more deep changes in contracts mechanics and traders ships too, unlike what you expressed in another thread, many trader are solo players, alone by themselves going far away in risky waters to find the always more rare resources for them needs of crafting or else, not everybody profits of a clan escort and not all players can afford to stay sitting on them bottoms for days and days experting for some rare resources to appear by magic on the territory "secured " waters, we need a tool, a ship, able to do such task.

 

Thanks

Edited by Kanay
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"Planking imbalances on lower level vessels.


We want to compact the planking integrity on unrated vessels bringing them closer to each other. This will increase variability and improve ship choices for shallow water combat. The difference in hp and survivability between a Navy brig-sloop and a privateer should not be as strong as it is now (almost 2.5x)."


 


Not sure I agree with this, and here is why. The brig is a much larger target and far easier to hit then a privateer, cutter, or pickle. Even larger then the Snow which packs more guns and handles weathering into the wind better. While the Brig and Navy brig only 2-3 more guns of the same poundage for long guns (brig-navybrig). If you bring them too close to each other in terms of structure and armor then the Brig and Navybrig will end up lame ducks. The Privateer, Pickle, and Cutter all get effective structure and armor in that even well aimed shot will have several from a volley that will pass over the gunwale. 


 


Perhaps introducing 8lber medium guns for the Brigs will make closing the gap more viable and not swinging the advantage the other way completely.


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I really like almost everything I see here. My only concern is the lack of a rush to add more and more ships. I often see people complaining about how grindy the game is but I think if there were more ships for each level then people wouldn't feel like they need to rush to rank up to that next ship. 

 

Loving the game a lot so far though... Keep up the great work!! 

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"Mast/Sail repair on long cooldowns

Demasting became a dominant strategy and does not give many options for the person on the receiving end. We know that many will say it is a wrong choice – but giving the player the option to recover masts in battle at least to a certain extent will bring more variability to battles.

 

Our proposal is this:

Bring back cool downs for hull repairs and mast repairs: Cool downs should only work when the player is on the exit timer – if you are out of combat. If enemy does not pursue you in battle actively you can disengage away wait for 10-20 mins and get another repair chance. Captains who participated in the previous repair discussions actively can bring back their ideas into the discussions here."

 

I know it is a lot more animation and model work but if jury rigged masts lashed to the stumps of lost masts with a large sail performance reduction was introduced it would feel a lot more immersive and not unrealistic to the players to be able to restore them some.

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Loads of this sounds fantastic. Great job team.

If masts are repairable please make it some kind of jury rigged mast that performs terribly. Miracle mast repairs would be depressing!

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I look forward to getting a closer look at this crew management. I hope there is a way to let the gunners know which guns you want them to focus on reloading, especially concerning chasers. It would be great if we could see how many crew you required for your current gun setup while you are in port, too.

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everything sounds great .. but thats no content patchin my opinion ?!!?

 

you say content comes later ...

content are new things, new ways of playing game ..

 

CONTENT Would be:

Production buildings

Production buildings are still tentative and might not get in next patch. Please leave your feedback on how you want production buildings to work in the following topic http://forum.game-la...gs-discussions/. We will of course try hard to make them happen in Feb but not sure about it.

 

New ships

2-3 new ships will be delivered after the patch – as they need more time to be tested and fine tuned. Most likely candidates are improved Niagara that will be boosted in certain areas based on the player feedback and Essex Frigate.

 

thats "just" changes and balancing ... and really not content patch ... sorry

 

+1

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I really like almost everything I see here. My only concern is the lack of a rush to add more and more ships. I often see people complaining about how grindy the game is but I think if there were more ships for each level then people wouldn't feel like they need to rush to rank up to that next ship. 

 

Loving the game a lot so far though... Keep up the great work!! 

 

I think this is an excellent insight.

 

If there were 3-5 (or more) viable ship options at each rank, instead of basically one 'best' choice and sometimes one alternative, I think that would get rid of a lot of the "grinding" oriented complaints.    Right now people are forced to think very linearly about rank progression so that they can get any kind of variety in ships.

 

Understand its E.A., and there is alot of work associated with each incremental ship added, but my two cents is that this is a great place to focus energies to get the most "bang for your buck" from development hours

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