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1st Big content patch information.


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I like where this is going!

But, my most important question is still open and I found only rumors in the web.

With all the new content and rework of the crafting, will the crafting XP be resetted?

 

As a pretty new Player, this would be pretty important for me to know, if I put my resources into it right now or not.

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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...

to me content is stuff you do. There is no new content guaranteed in the next patch. The production buildings I would count as content.

I dont mind this at all, to be sure. There is content I would really love to see such as large convoys with multiple traders and escorts. But all in due time, right?

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Подумайте, пожалуйста, о добавлении минимальной скорости, при которой корабль слушается руля. Сейчас корабль без мачт крутиться как турель, а в оверштаг уходят даже не задумываясь о повороте рей  :unsure:

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Подумайте, пожалуйста, о добавлении минимальной скорости, при которой корабль слушается руля. Сейчас корабль без мачт крутиться как турель, а в оверштаг уходят даже не задумываясь о повороте рей  :unsure:

 

WHAATTTT ????? :D

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well that is why most of the armour on ships were on the side... you dont drive around in world of tanks with your tank tanking with your side or rear... if you got weaker armour, it is your job to use whatever advantage you have and to counter any disadvantage you have.

Ships had no "armor" and the bow was a strong (resistant to penetration) as the sides, if not stronger. Sides have more "integrity" (HP) because there is physically more ship to be reduced.

The problem is that ricochet effects are exaggerated in game, and ships that were raked from the bow in reality would have many more shots penetrate and then pass down the length of the ship. Also, except in cases of extreme mismatches, ranges at which shots would fail to penetrate tended to be ranges at which gunnery was pointless in reality. This is why we tank with bow in game while in reality captains feared being raked.

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The listed changes sound great! 

 

A couple of thoughts:

  • Along with the turn rate adjustment - I would also love to see a little more difference in speed between lower and higher tier ships.  Example: it feels a bit wrong to me that a Surprise can easily run down a Mercury (which in spite of its name, is a rather slow ship in this game).

 

  • I look forward to testing the broadside difference - that said, there is a little mechanic that seems counter intuitive.  I noticed that if I broadside at close range I have a good chance of getting a shock bonus against the opponent (even if i hit with like 60% of the shots).   Yet, if i single fire at close range and hit with every ball - i never get a shock bonus.
Edited by TaranisPrime
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Great a step towards crew management. Can we control the number of crew we shift from sailing to repairs or gunnery or will it be fixed as now with just all available going to survival or boarding?

What about upgrades such as marines and boarding parties would these additional crew be added to the penalty system?

Nice to see the lynx will have massive benefit.

Manual control of deck guns during boarding. This really is the big error in the game as no account is taken with the difference in gun deck height between ships. If I attack a high single gun deck ship such as Cerberus with a low deck ship like a lynx at a certain point if I closed on the Cerberus there would not be able to elevate the rear of the cannon high enough to fire on the decks of a close proximity low deck ship especially if they are long cannons. This factor is not incorporated in the game and certainly would play a part in boarding as would a low deck ship requiring ladders and boarding tackle to attack a high deck ship.

 

The rest, well read the responses, players do not seem very happy with the development progress of the game

Edited by Lisa-Azra
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  • PvP rewards for kills/assists – we will start granting additional monetary rewards for kills and assists in PVP. Current state of things is unsatisfactory for the pvp player: if you pvp solo or in a small group you are usually without money and cannot afford ships.

 

Be careful with this.

 

As a PvPer, I appreciate that I can go out there, fight the enemy, cause them losses, and this is a setback for them. They will have to go get money through missions or other forms of PvE to pay the bill I just handed them. If we're fighting for control of an area, I can then try to interfere with their missions as a form of economic warfare.

 

Basically I want PvP to be a method of winning the war and not simply a "win-win" where we sink 6, they sink 3 and we actually all come out of the battle ahead on cash.

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I'm a bit concerned on the mast fix idea though I admit I'm not entirely sure of the underlying problem given I am a recent player and I supose it may be needed for playability reasons. However, I enjoy and admire this game as it seems not to compromise with 'gamey' type fixes and repairing a bloody great mast during real-time combat is so infeasible and inherently gamey. Sails, yes.

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Sounds like an interesting patch, and the changes to PvP rewards sounds like a good thing for people that enjoy PvP, currently you go into battle with the risk of losing your ship and if you don't wreck the entire enemy team you get bad rewards, I sometimes don't even make enough gold to cover the repair kits I need, and when the only ports nearby are enemy ports that is your only option.

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I'm a bit concerned on the mast fix idea though I admit I'm not entirely sure of the underlying problem given I am a recent player and I supose it may be needed for playability reasons. However, I enjoy and admire this game as it seems not to compromise with 'gamey' type fixes and repairing a bloody great mast during real-time combat is so infeasible and inherently gamey. Sails, yes.

 

Well its a byproduct of the fact that we're playing a game and not actually simulating being a captain of a ship.  Because of that targeting masts and specifically going for demasting is a thing.  If this were the real thing you would see captains running from cannon to cannon lining up mast shots one by one...but you can do that here.

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Well its a byproduct of the fact that we're playing a game and not actually simulating being a captain of a ship.  Because of that targeting masts and specifically going for demasting is a thing.  If this were the real thing you would see captains running from cannon to cannon lining up mast shots one by one...but you can do that here.

Think someone's been watching too much Master and Commander. The gun crews - assuming they at all are reasonably trained - are perfectly capable of firing at a mast without having some silly officer (especially the captain! He's got better things to do than to run around aiming guns!) aiming their gun for them. They just need to have the order to target them and the command to fire (at will).

Edited by Inkompetent
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Well its a byproduct of the fact that we're playing a game and not actually simulating being a captain of a ship.  Because of that targeting masts and specifically going for demasting is a thing.  If this were the real thing you would see captains running from cannon to cannon lining up mast shots one by one...but you can do that here.

lol I wish you could. the front three and back three cannons is half blind luck to aim at a mast, only the 4 in the center of the ship can be aimed accurately on my Mercury.

 

So it's a bit like your captain standing in the center of the ship, going "yeah I guess the first cannon might hit now.. fire it"

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Please do this for masts only, as the real problem currently is that mast lifetime (even with current titanium mast HP) is less than hull lifetime. The correct solution is not to boost mast HP to hull levels but to extend mast lifetime through repairs (as you propose) with limitations (in addition to cooldown, I would suggest that the repairs are slower and come with a speed debuff), while leaving hull repairs where they are. The current system of hull repairs is sufficient and group fights are still very, very difficult to resolve decisively. Extending hull life (especially combined with broadside strength increase) will not benefit the game, and comes into conflict with the proposed fix to mast / sail life.

I am bit concerned about making the masts/sail repair dependent on disengagement. This works out fine in group fights, but is less fair in a chase or 1v1. On the other hand, current mast / sail repair simply turns every chase into extended session of sail shooting followed by repair and repetition of the same. I would prefer to have a chance to repair sails / masts in a chase, but for those repairs to come with a trade-off (e.g. speed reduction of 2 knots for duration of repair that happens over longer period of time). This would require more clever maneuver and timing on use of repairs, rather than simply doubling the duration of a straight stern chase.

 

It was an advantage of having the leeward position in a line fight, your disabled ships could withdraw to repair or run. It should be harder to withdraw and repair any significant rigging damage in a 1v1 otherwise you may get the extended sail shooting drawn out battle....

 

 

How about if mast damage was difficult, as these timbers reached up to 40+ inches in diameter (in a large first rate, around 27 inches in frigates), and were reinforced with iron rings to prevent splitting. Most damaged masts are listed as having many shot and other projectiles lodged in them in their standing portion.

Rather more frequent were damaged spars, yards and standing and running rigging causing the loss of portions of the upper rigging. The cables are easily shot away (if a rather small target) and the spars and yards reduce in size to those which are possible to shoot away with a single shot at the t'gallant and royal positions.

If the fallen rigging took longer to remove, added drag to the side it falls on, and blocks some or all of that broadside until cleared away, that would be representative of the problems caused by rigging damage... while to some extent it could be repaired easily with stores carried on board, it was a troublesome task which took time to effect, the more extensive the damage, the longer it would take to deal with it.

 

+1  

 

 Exactly, it was the standing rigging that was shot away which took away the support and weakened the masts, particularly the top masts or t'gallant masts. A ship could withdraw to repair standing or running rigging, but once a section of mast fell that would be a much more extensive repair. There is a video in one of the L'Hermione threads showing the crew taking down a royal mast while underway which is helpful. The smaller spars could certainly be replaced but you wouldn't do it in close combat 

 

I like the idea of some mast and rigging repair with limitations in the OP - Just no more magically reappearing bowsprits in battle please!!

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Well, I have proposed in the past that canvas repair on standing masts be put on survival mode (handled like leaks as a repair over time), and that you have speed debuff as long as you are in survival mode (repairing sails and leaks and fighting fires would be much more difficult / impossible while moving at full sail).  Mast repair could then have limited, consumable repairs on its own repair button, with cooldown and out-of-combat timer requirements.  If you repaired a fallen mast section, you would need to be in survival to put canvas back on it.  Even without a combat timer, that would effectively require you to withdraw to affect major repairs.

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The best way its no repairs at all.

 

Or just make sligthly repair when you gana be in survival mode

 

Im a solo player if you gona make full repairs stuff then now i cant catch any player becouse they gona allways reparis sail and hull. Best hunting ever 1.5h catching ship, lost of a lot of time.

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It's nice with a bigger patch and all, but i am still concerned that the developers are focusing their energy in all the wrong places.

The economy system is in ruins, literally a sinking ship. This is one of the core structures for your game, if these do not work - tinkering with other small changes and adjustments is rather pointless in my opinion. It's like trying to improve the sails on a ship that has an enormous hole in the bottom.

You keep throwing out emergency tweaks, adjusting supply for various resources and so on while it is painfully clear that you are only treating the symptoms of an underlying system that does not work at all.

 

Get to business brewing a solid plan for the core gameplay mechanics, implement them. Then start working on smaller less important things like adding new ships or tweaking various rewards and timers.

On a side note, keep up the good work, the game is gonna be awesome! :)

 

TL:DR

Focus all efforts on getting the basic core gameplay fixed/implemented. Then work on polishing stuff.

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It's nice with a bigger patch and all, but i am still concerned that the developers are focusing their energy in all the wrong places.

(...)

 Get to business brewing a solid plan for the core gameplay mechanics, implement them. Then start working on smaller less important things like adding new ships or tweaking various rewards and timers.

Well... with Crew management and Production buildings, devs follow the development plan the players who voted have wished : http://forum.game-labs.net/index.php?/topic/7978-development-plans-prioritization-proposals-and-feedback/?hl=prioritie 

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Well... with Crew management and Production buildings, devs follow the development plan the players who voted have wished : http://forum.game-labs.net/index.php?/topic/7978-development-plans-prioritization-proposals-and-feedback/?hl=prioritie 

 

That is to some extent true, although i am quite sure the "Officers" part of crew management was actually what prompted a lot of those votes, no word on officers here at all though.

Anyway, even with all the votes there, the majority of votes still went into categories related to the economy (trade, contracts, resources and so on). Which i think, along with the hundreds of forum posts about the economy, crafting, trading and related subjects, speaks volumes about what the playerbase wants. Yet the only word on any of this in the update is three lines of "Meh.. maybe next patch, havent quite made a plan for that yet".

 

Dont get me wrong, i am very psyched about the game and appreciate the hard work that the devs put into it, i know it takes time - the crew management system looks like an improvement. But its still mainly just tweaking numbers/timers on existing systems.

I would still argue that getting core systems implemented and working is of critical importance for the success of the game as a whole.

 

The final game experience is gonna rely heavily on how well they implement the whole open world economy/trading/crafting aspect of the game. I dont know much about the dev team, but with the very large cash infusion from going early access, they might want to think about bringing in someone who has experience building these large scale economies in an online game. Cause it sure as hell is not an easy task and its not gonna be worked out just by tweaking supply/demand numbers and/or adding some player production buildings on top of a broken system.

Edited by Jinxus
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