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Hotfix - 9.67


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Have replied enough in this thread to offer my opinion me thinks. 

 

I hope everyone else will be as objective as I was... =)

 

Now please excuse me, I have a video to make xox

 

D,

Edited by Dius
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Not sure where this is going...

 

Gankers should be Ban since their only fun is to ruin someone else gameplay.

There should be a 30 days Bans for proven gankers...

 

Hopefully, Duis comments are only sarcastics...

Who in his right mind will attack newbie on their "maiden voyage" !

Not the right way to attract new players on the PVP server.

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Is there any info you can give us about the reinforcement rework? Until they come back I guess we'll just have to be extra vigilant.

 

Actually for the pvp groups always patrolling this will be very nice and of course, extra vigilant. Will be good for National chats as well with people relaying hostiles etc. Given the testing phase let's make an effort and see how it goes. At least now we should have enough population in the servers to make it work properly.

 

 

Edit: Also the dynamic of the screening fleets during Conquest operations will be extremely changed now.

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do you the dev even play your own game i mean disabling the ai reinforcements will be a gankers paradise i mean can you not think of something else to do 

you are bleeding players at an alarming rate and dont give the the bs that this is our live dream we will do what we want, there are investors behind your game and trust me they will want a return on their money and these fixes lately havent been helping the population at all

Do you even play this game? AI reinforcement didn't save anyone from getting ganked, even the most low tier gankers knew how to bypass it and it stopped noone from running down low level players.

 

Disable not because farming reasons but because same reasons you disabled personal AI fleets, it's just annoying artificial handhold feature. When soloing, noone was saved from calling AI reinforcement, when going out with group, people wait until all attackers are in the instance, press call reinforcements to get copy of attacker fleet and THEN call in their player reinforcements that can even outnumber the original attackers = another potential small pvp fleet fight turned into a notfight aka The Great Chase.

All the immersion guys how do you explain an exact copy of attackers fleet spawning into an instance on a button's click in Age of Sail era? I think even EVE has delay on the AI reinforcements...

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oh the emotions:

Dev: give patch

Community: Greates patch ever whoohohooo hooo, you`re the best

.... few days goes by

Community: This is flawed, need to be address

Dev: will look into it

.... few days goes by

Dev: here`s another patch, btw we have to disable this for a while until we figure out what to do with it

Community: YOU MONSTER, HOW DARE YOU, AHHHHHHHHHHHHH              FML

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oh the emotions:

Dev: give patch

Community: Greates patch ever whoohohooo hooo, you`re the best

.... few days goes by

Community: This is flawed, need to be address

Dev: will look into it

.... few days goes by

Dev: here`s another patch, btw we have to disable this for a while until we figure out what to do with it

Community: YOU MONSTER, HOW DARE YOU, AHHHHHHHHHHHHH              FML

 

Don't forget about:

 

Community - What do you mean "working on it"!? I WANT IT DONE!

Community - You newb, git good at making games, you suck! I made 1000 post on video game forums, I know better!

Community - O MY GAWD you took a feature that didn't work as expected out, you kill the game!

Community - Today 2 players left the game! GG, gaem ded!

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Captains! Minor hotfix was deployed today.

 

What's new:

Flags updated for several countries

Reinforcements were disabled temporarily for rework

Captains no longer can enter battles from invisibility/invulnerability to avoid port hopping and hiding in battles for the purpose of ganking

 

Fixed bugs:

 

Boarding parties upgrade bug fixed

Unsynced gun sounds for several ships fixed

Several typos in gun tooltips fixed

 

Sounds great. Are y'all gonna continue with giving us Dev Blogs when you have time. Maybe some sort of ballpark timeline of when we can expect certain content. Don't let the cry babies that cant understand shit happens deter yall from dev blogs. Most of us quite enjoy knowing whats coming and about when.

Edited by LuckyJack
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I do play this game i made for all fans of age of sail combat like myself

gSwhsZ1.png

i am the only investor

 

The position on timers is simple

  • If you don't see enemy sails on the horizon you are safe and they will not join the battle
  • If enemy is on the horizon but against the wind they will not join the battle
  • Battle are instanced due to complex damage model and skill based shooting (not point and click mmo style) we have to have combat instanced.
  • Because battle are instanced time compression can only be handled by closing battles.
  • Frankly these are great changes. If you are a trader and are afraid of leaving port, why not find a player escort. Don't let all this talk of ganking stop you from playing - its just talk.
  • Which is now done based on a simple proposition - if you don't see enemy or friends around they will not join the battle if they are more than 2 mins of sailing away. 2 mins compressed is 2.4 hours of sailing 
Seamless uninstanced combat is only possible if we move to mmo wow style combat or limit the server size to 50 people. 

Ganking can be avoided if you use the above mentioned rules to your advantage. If you see enemy sails on the horizon and have no friends close to you - better turn around and sail away using counter tag (attacking first)

 

Reinforcements will come back in the future when they are reconsidered/reworked to fix the exploit they were causing

Good changes. If you are sailing a trader and are afraid of leaving port, why not use chat to find some escorts. I think a game escort mechanic will be a great addition. Will give frigates something useful to do.

Edited by Strake
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Admin, I don't think with a 2 minute timer this is fully resolved yet.

 

Consider the following scenario

 

1 tagger is outside the port.

the rest are inside the port

 

The tagger sees a target on the open world and announces this on teamspeak and initiates the attack

The remaining players leave the port at the same time.

 

Now after the 20 second tag timer, the rest of the group is still invisible - 10 seconds left.

Battle starts, and after 40 seconds it is fully reinforced by the formerly invisible players in port / battle.

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Captains! Minor hotfix was deployed today.

 

What's new:

 

Reinforcements were disabled temporarily for rework

Captains no longer can enter battles from invisibility/invulnerability to avoid port hopping and hiding in battles for the purpose of ganking

 

 

HUZZAH! let the stealing begin!  :ph34r: 

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If it's broken, it needs fixing. Good job devs.

I am looking forward to some epic PVP without the nuisance of the reinforcement popping out of thin air or the invisible ship hoping out of port to join battles.

 

Sure, the Caraibes have just become a very dangerous place to sail but hey, we signed up on a PVP server, didn't we?

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The only problem with this is that you can't see battle os that are already closed so you could just hide your ganksquad inside a closed battle.

But beside that i appreciate those changes, the ai isn't really useful, we ganked so many 3rd rates and Constis lately that where calling AI, they where all sunk without casualties.

After player is sunk just sail away. My advice: make battles visible OS until they are over.

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Try attacking someone near his capital and report back. 

make a video maybe :)  then we talk.

 

Unless something broke down - you cannot attack the nation in the vicinity of their capital.

 

what he means is that they will simply wait outside the capital waters (because they are very small) and wait for people to try to go to another trading port to haul their goods. Then, they will gank them where before they may have been protected by reinforcements). He does not mean to say that the national port protection is broken, just that it is pointless because of blockade / surrounding the national port.

 

I think you are getting a little defensive lately with posts like mine before that were very critical of how you designed some parts of the game. So, I want to take this time to thank you for interacting with your players and customers. Sadly, many game companies do not ever talk to their customers. Blizzard didn't give a damn what Starcraft 2 players said until people simply stopped playing it, then, too little, too late, they decided to make half hearted changes that players wanted. I know this is your game and not mine and I simply have to put up or go elsewhere about the game. However, it does make me feel better at least that you are interacting with whiners like me.

 

Yet, for now, I will simply play other games until this all gets fixed or sorted out. I understand that the game is in alpha testing. But you also have to understand that I am not a paid tester either. So, I know full well that you will do what you set out to do anyway despite my reviewing or advice so, best to simply play something else until you guys finalize how certain things are going to go.

Edited by Sin Khan
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Has anyone observed AI ships no longer repairing rudder damage?

Yes, in 9.66. Turned a 5 min fight into a 50 min one as it sent the AI ship running on a perfect close-hauled course when I was far downwind. I had killed maybe 25% of his crew.

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After player is sunk just sail away. My advice: make battles visible OS until they are over.

 

 

players requested to hide the markers because there were too many and they could not find the one they wanted :)

R6MB5v9.jpg

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The only problem with this is that you can't see battle os that are already closed so you could just hide your ganksquad inside a closed battle.

Yes, I think we need to go back to visible active battles.

players requested to hide the markers because there were too many and they could not find the one they wanted :)

Different symbols for closed vs. open battles vs. missions?

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For me it's bad bad idea to remove reinforcements. There are bigger issues. But now how many wrote people can gank everyone everywhere and there is no chance to fight back. The best thing is to hit the surrender button now. Safes time.

 

But what about the towers/forts you have for support if you get attacked near ports? Is it still in dev?

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