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Development priorities 2


  

1,567 members have voted

  1. 1. Please vote on the priorities for the next 3-4 content patches

    • Hired crew and officers (incl supplying them with provisions, food production and fishing)
      188
    • Overhaul of War & Peace mechanics and national relations, pirate role and national alliances
      832
    • Open world PVE: epic events, more variety of fleets, more missions (incl delivery missions)
      365
    • Arranged PVP: Leaderboards, tournaments, pvp events, duels and ow duel flags, balancer improvements
      74
    • Overhaul of resource distribution, labor hours rework, crafting improvements, exploration for resources
      108


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It seems that the diplomatic stuff will get the next main fokus, so in my eyes its wrong because ther is not enoug experience with that atm.

The main problem is that players dont see the whole game with all the consequences that will occur if you change something in the mechanics.

 

There are some solutions that are working in other games, but they have their own problems. At the end you have to decide what is the best for this game,

I can imagin that a "companie system" will work for Naval Action and it has some historical background (east india trading company).

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it seems most people don't know what to do with all that freedom and prefer skyrimesque arrows pointing them at directions and missions and then complain that there is a lack of their specific perfect blend of things to achieve since everyone has their own version of what achievement is supposed to be.

 

It's kinda like Minecraft. I don't especially like Minecraft as a Killer-style PvP game, even though it can be one, because nothing really matters. You can run around and kill people but there's no structure to it.

 

I've always said good PvP needs the game to support it. There needs to be structure and reason to it. Why am I here and not somewhere else? Why am I killing you? What goal is being accomplished?

 

I think Achievers have the same requirements. Minecraft isn't a good Achiever-style game because while there are some personal goals you can achieve, there's no structure to it so I suspect Achievers get bored of it pretty quickly (most, I think, never try the game at all beyond about 10 minutes because "it's pointless").

 

 

Naval Action, if it's going to have much appeal, will have to be more than just a bland sandbox. It needs some clearly defined mechanics which create clearly defined goals and achievements -- things that really impact the gameplay (and not just "map painting" for the sake of map painting).

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^^ This is such an important observation, and one I have been giving quite a bit of thought to myself.

 

The "Port Battle Meta" as I refer to it is really the driving force behind the vast majority of gameplay currently. That meta is defined as:

 

1) Grind NPC fleets & admiralty missions to level up as quickly as possible

2) Get into a 3rd/1st rate

3) Have more 3rd/1st rates than the other faction

4) Win Port Battles

5) Paint map with your faction's color

6) ???

----

7) PROFIT!!

 

Unfortunately, as experience across all the PVP servers shows, owning ports just doesn't matter in terms of game mechanics beyond the "map painting" ego boost they provide.

 

On those servers, we have seen nations reduced down to a handful, or even just one port, able to "come back from the dead" once they got just a little bit coordinated and organized (and, to be fair, reinforced by defectors from other factions).

 

If owning ports truly mattered, this would have in theory been extremely difficult - but in fact, these factions were able to do so in very little time.

 

Most damning of all: I have spent tens of hours sailing "deep behind enemy lines" in the waters of the USA and Britain on PVP1 and PVP2 to find nothing but generic NPC spawns... not a player in sight.

 

These factions  "own" huge swathes of the map, but you'll rarely find them actually doing anything in most of those areas. All their player traders focus on the ports near their capitols, because they can get everything they need there with minimal risk, and their supposed PVP players operate out of risk-free Free Ports near the "front lines" of whatever group of ports they want to paint next... grinding NPC fleets and admiralty missions to get as many players into 3rd & 1st rates as possible.

 

The net result of the current mechanics is that the majority of PVP happens at port battles, where (as of this writing) you must show up with a 3rd/1st rate to even justify your space in the 25v25 format.  But... actually owning those ports is almost entirely irrelevant to a faction's success, as they are able to easily satisfy all their needs from just a handful of ports - or no ports at all, as many have seen, since gold, XP, resources and ships are so easy to acquire from PVE grinding.

 

I feel like a few things would really help flesh out the Naval Action experience, and help make PVP outside the "Port Battle Meta" actually matter to the game. Also, these suggestions would improve the pure PVE experience as well, as they encourage more player participation in all aspects of the gameplay.

 

A ) Make resource acquisition truly important to the ability to acquire all-powerful 3rd and 1st rate ships => eliminate the ability to capture NPC 3rd rates, require 3rd & 1st rates to be available through crafting or PVP capture only

 

B ) Make resources spread out enough that player traders will have to actually transit the open world to get them => eliminate the teleporting of ships (but keep the ability to teleport players between outposts), change the distribution of resources so that "everything you need" isn't inside or right next door to the capitol

 

C ) Continue to reduce NPC resource spawn => if players want to have access to the resources of these far flung ports, they will have to create and defend viable trade routes and the ports they rely upon OR focus on privateering / pirating to take those resources (and ships!) from other factions by force. This worked for England and the Netherlands in real life, after all.

 

D ) Reduce the cargo capacity of traders so that more trade ships will have to be sailed through the open world in order to satisfy a faction's resource demands => allow NPC crews to be hired to sail these trade ships on "autopilot" in case player traders don't want to personally spend the time doing so. Allow multiple trade ships crewed by NPC to form a trade ship convoy. Allow NPC and/or player warships to be hired to escort these NPC trade convoys, if desired.

 

The implication of these suggestions: competition for resources and port ownership will become extremely important to RVR, but even if a faction, for whatever reason, is reduced down to a single capitol port + free ports, they will still have impactful means by which to fight back.

 

It wouldn't be in the form of port battles at first - it would be widespread privateering/piracy to acquire those resources and ships denied them by port loss... a whole new gameplay mode that is currently irrelevant in an RVR sense.

 

The corollary implication is that large nations will have a real handful trying to protect all conquered ports in their empire while at the same time preventing privateering and piracy from robbing them of the resources they need to sustain those empires. And the larger the empire gets, the harder it will be to sustain, even if the faction in question has a high population of players.

 

Likewise, a small player population will still have a viable means of achieving access to the resources they need, by physically taking them from the larger faction via privateering/piracy.

 

No matter what, lots of PVP would be encouraged, which for a PVP game is definitely desirable.

 

The only chance how to help smaller nations is not limiting the number or BR of vessels entering the PB, it is only availability of PB itself. Let's say an attacker can set only limited number of attacks every day, so even the small nation can defend few ports. Yes, they will run out of resources and ships sooner, but they will get some time to forge an alliance or simply couse enough dmg to the attacker.

Or the price of the flags should rise exponentialy. For example: A nation wants to launch an offensive against another nation. They want to attack 3 ports at the same time. First flag will cost 500k or so, the second 1mil and the third 2 milion. This could also help smaller nations to hold the front against the zerg. 

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I've always said good PvP needs the game to support it.

Yes, good.

There needs to be structure and reason to it. Why am I here and not somewhere else? Why am I killing you? What goal is being accomplished?

?!

You may be right and I'm just very weird. But the only reason I've ever played any game for years is to go out and kill someone.

Why? Because that's what's fun about playing against other players.

Where? Where other killers are, full stop.

Goals? I want to get better at killing other killers. That's the only enjoyment I want from any game

Even my grind to lvl 50 crafting is because of PVP, this game doesn't give the best stuff to pure killers so I bit the bullet and did it.

If players don't put value on "The Fight" itself (fun PVP, getting better...) can you ever hope to provide enough "reasons to fight" or "content" they won't get bored from within a patch or two?

We absolutely know that if you enable killers vs. killers the content is endless.

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Problem is that when you look at the poll it paints the picture that politics and RvR is more important. More important than all other options combined. As a Social/explorer player I applaud this. 

 

"The Fight" for me comes second.

Edited by Kloothommel
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I'd like to see a quick rundown from the Dev's of how the Pirates will change in the coming updates.

 

 

And weather the "server merge" will be a transfer of account and assets or a forced migration aka "we're shutting down pvp2 and you need to move over to keep playing"  and losing all but exp in the process.

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I don't see a word about pirate mechanic rework so why do you get your hopes up? Pirate role means that pirates don't have to put up with peace alliances forced upon them by their fellow nation mates, therefore they will remain the nation with most available pvp targets. Which will ironically make the pirate nation even bigger than it already is on pvp1.

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if politics are so important (and they do.... its the first thing to do)( i need alliance and clan wars mechanic just like eve )

Also i miss the development of the faction ships for that particular country

the dutch  have no ships at all.... for me as a Dutchmen i dont like to be/sail in a foreign ship

everybody(every nation)needs his own nation ships (just like the factions in eve for example)

it should be actually the first thing to do.... make/build nations owned ships(and only buy a ship from a other nation in a free harbor/from a other nation ship builder )

 

also the crafting of ships should only be nation ships (as a Dutchmen i build french or English or american  ships,thats not really realistic ( you can trade/capture/buy a foreign ship ,but not build it)

so crafting overhaul is also a main point of attention (i am level 35 and can only build a level 25 frig)

 

and you cant craft anything if the building market is not in order

 

so i also believe the poll is not really a good poll to follow for the development

other things are far more important ,for example making  land in a pvp battle  (as a first thing to do?, i do believe that can wait)

 

ps.pirates did not make their own ships....... they stole them

Edited by Thonys
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Then you need to vote boy....

http://forum.game-labs.net/index.php?/topic/12224-ship-crafting-restricted-for-every-nation/

 

As you can see, you are a minority....

thanks for the thread,just made my vote

(and you may call me commander)

 

some time sailers dont think before they vote.... they just got greedy ,and thats understandable

Edited by Thonys
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thanks for the thread,just made my vote

(and you may call me commander)

 

some time sailers dont think before they vote.... they just got greedy ,and thats understandable

One problem with this, and not only greed regardiing nation specific ships is, good luck to the danish, the dutch, the swedish who all dont have a first rate to counter what the british, the spanish(especially these with their santi) and the french can field

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One problem with this, and not only greed regardiing nation specific ships is, good luck to the danish, the dutch, the swedish who all dont have a first rate to counter what the british, the spanish(especially these with their santi) and the french can field

 

well at least we have this one

http://threedecks.org/index.php?display_type=show_ship&id=806

 

http://threedecks.org/index.php?display_type=show_ship&id=805

 

also this one is interesting (Chattam dutch)

 
GUNDECK LENGHT195' 0"   51' 0"22' 0"hold

Design Armament Broadside Weight = 1,188.00 Dutch pound (1,293.73 lbs 586.99 kg)

http://threedecks.org/index.php?display_type=show_ship&id=793

 

Lower Gun Deck 28 Dutch 36-Pounder

Upper Gun Deck 30 Dutch 30-Pounder

Quarterdeck/Forecastle 2 Dutch 60-Pound Carronade

Quarterdeck/Forecastle 6 Dutch 30-Pound Carronade

Quarterdeck/Forecastle 14 Dutch 12-Pounder

 

keel build 1798

 

1801 Re-classed as a 90 gun Second Rate Ship of the Line

1801   Broadside Weight = 1296 Dutch pound (1411.344 lbs 640.3536 kg

Lower Gun Deck 30 Dutch 36-Pounder
Upper Gun Deck 30 Dutch 24-Pounder
Quarterdeck/Forecastle 18 Dutch 36-Pound Carronade
Quarterdeck/Forecastle 12 Dutch 12-Pounder
 

in 1810 it becomes the chahtam by the french

if this one not doing the trick nothing will

Edited by Thonys
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well at least we have this one

http://threedecks.org/index.php?display_type=show_ship&id=806

 

http://threedecks.org/index.php?display_type=show_ship&id=805

 

also this one is interesting (Chattam dutch)

 
GUNDECK LENGHT195' 0"   51' 0"22' 0"hold

Design Armament Broadside Weight = 1,188.00 Dutch pound (1,293.73 lbs 586.99 kg)

http://threedecks.org/index.php?display_type=show_ship&id=793

 

Lower Gun Deck 28 Dutch 36-Pounder

Upper Gun Deck 30 Dutch 30-Pounder

Quarterdeck/Forecastle 2 Dutch 60-Pound Carronade

Quarterdeck/Forecastle 6 Dutch 30-Pound Carronade

Quarterdeck/Forecastle 14 Dutch 12-Pounder

 

keel build 1798

 

1801 Re-classed as a 90 gun Second Rate Ship of the Line

1801   Broadside Weight = 1296 Dutch pound (1411.344 lbs 640.3536 kg

Lower Gun Deck 30 Dutch 36-Pounder
Upper Gun Deck 30 Dutch 24-Pounder
Quarterdeck/Forecastle 18 Dutch 36-Pound Carronade
Quarterdeck/Forecastle 12 Dutch 12-Pounder
 

in 1810 it becomes the chahtam by the french

if this one not doing the trick nothing will

Seven provinces, 80 gun 2nd rate ship of the line, gets obliterated by santi or victory

Hollandia, 82gun 2nd rate ship of the line, same story

Chattam 80 gun 2nd rate ship of the line, repeat of last two

 

We are talking about 24/26 more guns for the victory than the biggest dutch ships, 34/36 for the french l'ocean and an entire 54/56 more guns for the santissima... while the dutch ships are good looking, they are no match for a "modern" first rate.

 

edit: also not to mention both the seven provinces and the hollandia are before the timeline of the game(although i would love to see both of em ingame)

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Seven provinces, 80 gun 2nd rate ship of the line, gets obliterated by santi or victory

Hollandia, 82gun 2nd rate ship of the line, same story

Chattam 80 gun 2nd rate ship of the line, repeat of last two

 

We are talking about 24/26 more guns for the victory than the biggest dutch ships, 34/36 for the french l'ocean and an entire 54/56 more guns for the santissima... while the dutch ships are good looking, they are no match for a "modern" first rate.

 

edit: also not to mention both the seven provinces and the hollandia are before the timeline of the game(although i would love to see both of em ingame)

 

Not correct.

 

The Dutch made this ship :

Eendragt 100/106 (1703)

 

Besides that , I think it's BS the Zeven Provinciën (1665-1694) can't be in this game which is a bit in the perfect timeline , while we have some ships in the game after the ''perfect'' timeline.

Edited by Jehuty
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You may be right and I'm just very weird. But the only reason I've ever played any game for years is to go out and kill someone.

Why? Because that's what's fun about playing against other players.

Where? Where other killers are, full stop.

Goals? I want to get better at killing other killers. That's the only enjoyment I want from any game

 

To me that's like playing Counterstrike for 15 years. Spawn, kill, die, spawn, kill, die, same maps, same selection of weapons, forever. There is definitely some population of players who are like that. I'm sure there are Starcraft players who never stopped playing it since the day it came out, 18 years ago. They like the combat mechanics and that's good enough for them.

 

I find that sort of thing entertaining for about 2-3 months, typically, and then it's just repetitive.

 

I can potentially extend that to "several years" if there's another layer to it. Not just you and me bashing ships against each other for literally the 200th time, but bashing ships together in different parts of the map, for different reasons, with different consequences and different things at stake.

 

 

It's the overlaying strategy-wargame aspect that helps make each fight feel unique.

 

 

Without that, we might as well just be queuing up for Small Battles over and over.

Edited by Slamz
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Not correct.

 

The Dutch made this ship :

Eendragt 100/106 (1703)

 

Besides that , I think it's BS the Zeven Provinciën (1665-1694) can't be in this game which is a bit in the perfect timeline , while we have some ships in the game after the ''perfect'' timeline.

Could you get some BP/historicall sources on that, would be an interesting one.

 

edit: ok it is real, but with no plans it cant get in the game. So the Dutch and danish and swedish would still be at a massive dissadvantage

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Could you get some BP/historicall sources on that, would be an interesting one.

 

edit: ok it is real, but with no plans it cant get in the game. So the Dutch and danish and swedish would still be at a massive dissadvantage

 

Yea it's real.

 

I can't find any bp's of the ship sadly enough :( 

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Weather conditions need to play a much bigger role.  Large ships were at risk of flooding from their lower gun ports in heavy seas.  The French word for scuttling a ship is even derived from the word used for the gun ports: "sabord".  England and the Netherlands won against the Spanish Gran Armada (in large part) by taking advantage of speed, maneuverability and weather conditions.  Other battles like that of Ushuant witnessed reversals of fortune due to the weather.  Heavy seas occasionally prevented bigger ships from using their lower gun decks.  When a ship tacked in the heat of battle, but failed to close its ports in time, it would flood itself.  This would help caveat the present "race to the first rates".

 

So... again, as new ships are added, and as the elements and supply/resources management are brought to bear - why obsess over balance?  History was not balanced.  Various ships have various qualities - and these should be reflected in the game.  Similarly, when enough ships are introduced in the game, I think it would be great for various nations to have their respective historical portfolios.

 

If a player of a nation with few upper tier ships wants one of these - they can always try to capture one.

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If a player of a nation with few upper tier ships wants one of these - they can always try to capture one.

 

Having certain ships restricted would be good, but having all of them limited would make playing smaller, less historically powerful nations tedious. 

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Hello, my post right there is about the PVP server. (sorry my crap English).

It is a good thing to take diplomacy and pirates play at great priority. As a customer i appreciate and can't wait for it !

Then i see people want more pve. This is not a problem at all itself, pve can be very interesting if well used (and if the AI is good...which is not currently).

What i do not like is that the devs want to add pve things like epic event, etc.
It is a good idea when the game approach completion, but at this point, i think they should work on linking some of the already existing pve environment to the pvp and diplomacy/war environment.
Problem is actually, the relations between pve and pvp are non existent as pve is, indeed, static and void of any life.

When i came into the game i was thinking: "oh lets take a small fast ship and raid some English traders to weaker their nation and avoid angry player patrol frigates while sailing to the 90°.
Guess what, it did not happen because none of those elements are actually connected in any way.

I was recently quickly thinking at some mechanics for this.

Remember, before cutting my throat and dropping me in the sea that any proposed values of course can be tweaked to achieve some balance !

So this is it. In a situation where diplomacy stuff and pirates rework happened.

This would somewhat partially or totally fix:

- The lack of incentive to use small ships out of ganking or "just having fun attacking a lone player trader because of having fun".
- The lack of use of frigates, patrol ships or interceptors to shut down these little raiders.
- The lack of real pirates jobs.
- The static and two sided feel of the game. PB and farming both not even connected.

It would add:

- More pve/pvp mission content other than go there, kill that lone AI, repeat.
- A pirates mechanic.
- A world where your pve action or pvp actions will influence your environment.


To start with we need to have an unrest/prosperity status in all ports (out of capitol maybe).
The unrest/prosperity ratio of the ports on a small island should be even more sensitive (fast to go up and down).

Then we need some simple resources.

Those resources will be produced/spawned in some ports and/or even imported by Europeans traders.
All ports need some variety of goods in sufficient amount.
Players can buy them and sell them to make a little money.

- Basics goods (grain, beans (food), beer, oil, clothes, pottery, tools...(?)

Basics goods when in sufficient amount in a city/port will keep the unrest of that port very low and will make the populace happy.
Basics goods when insufficient in a port will start to raise the unrest and then lower the prosperity ratio of the port, making the people there unhappy.

- Luxury goods (Coffee, Paper (?), Good tobacco, Paintings, Fine women dress...(?)

Luxury goods when in sufficient amount in a city/port will not change the unrest of the port but will raise the prosperity (see this like a bonus) giving benefits.
Luxury goods when in insufficient amount in a city/port wont change the unrest of the port but wont give any benefit.
Luxury goods wont have any effect if the port have already a significant unrest level.
Player wont be able to sell them very good if the city/port have unrest because the need of them will go down significantly.


Now: All, yes everyone of them, AI traders in the game world need to be spawned from producing cities to dynamically delivery these goods to other ports.

If a nation is allied or neutral with another, traders will go delivery luxury goods to that nation ports.
If a nation break the alliance, neutrality, trade treaty or is at war with another nation. The AI traders will cease (stop, wont...) the delivery of goods between these two nations.

If traders are sunk by pirates, corsairs or angry rivals nations. Their goods wont be delivered as they sank. Because AI traders will now be connected (yes!) to the game world instead of being statics items just there to be farmed for money and xp.

So what happen then?
There it is:

If a city have unrest, their need to be a penalty (or reward for the aggressor). Since the devs want players to control greatly the economy, we can't directly apply the penalty to NPC resources producing at is wont be ever noticed.
Instead i go for something that is very tied to the ports locations:


- Happy city with no unrest and prosperity (filled with common goods, luxury goods, and no recent conquest/uprising).
    Cheaper taxes, slightly cheaper labour pay and slightly more labour hour per building for players.
    Slightly more AI trader spawns from this city/port.
    Slightly more goods production from this city/port.
    
- Happy city with little or no unrest.
    Nothing will happen, it will be the default status.

- City with unrest. The longer a city lack goods and the stronger they lack. The worse the unrest goes up.
    You are better to fix it before it goes out of control and pirates or enemy nation see a good occasion to establish their own control there.

    City with unrest will reduce the producing of goods dynamically up to nothing.
    City with unrest will reduce the spawn of traders dynamically up to nothing.
    City With unrest will have its contract taxes dynamically raising up.
    Players buildings in city with unrest will have their labour hours dynamically reduced up to nothing.
    Players buildings in city with unrest will have their labour pay raising up to very high amount (who want to work without money for the risk when cut-throat are killing and robbing people in front of the factory).

    To stop this madness players can directly resupply the city/port with needed goods.
        Of course players can also protect their water; and you know, that's not with a bunch of 3rd rates that you'll stop privateers to sink your trader cutters. Ah, yes, try to use some frigates or else.

    To stop this players will have juicy (reward) delivery missions available in the mission tab asking them to supply the city/port (xp and money).
        Yes, it is dangerous, but if your escorts/patrols do the job or you are smart, money will come plenty !

    Players can have a mission (dynamic) from the mission tab that tell them to escort one of these dynamically spawned traders to the city/port (xp and money).
        The trader will be auto grouped with the player upon spawn(?). If the player cancel the group the mission is cancelled. If the player cancel the mission, the trader will ungroup.

    If an enemy nation initiate a PB and capture the port, martial law will be applied and the unrest wont be be shut down but rather its effect will be frozen. Also the port wont be able to produce anything NPC or player wise for a short period of time (martial law).
        A port full of unrest and madness wont support the defender during a PB. The more the unrest, the less players will receive any support up to nothing.
        Try to resupply at least the newly acquired city/port. Be careful of the revolt to not erupting again !
        This mechanic does not aim to change or force a new PB mechanic, a nation can initiate a PB as usual.

    Pirates, lets say their mechanics are reworked, can try to establish a base and take over a city with great unrest because it will be unlocked for them.
        It is up to the nations to stop the pirates from taking advantage of the troubles in the area.

    Players can choose to "secure" their city/port with the army paying a consequent price and making the city/port unable to produce or spawn anything for a long (yes long) period of time (martial law and army brutality).
        All nations can have a limited amount of army intervention for a period of time to prevent the richer to just chain-shut-down all unrest.
        Even under martial law the unrest level wont move but instead its effects will be frozen unless you resupply the city/port. Be careful of it to not erupt again !

The last point is that a city/port with a great unrest for a very long period of time but no one to take over or stabilise the situation will become independent by itself and its unrest level will go down very slowly over time.


Last additions:

- Pirates ports should naturally produce LESS goods. But pirates should naturally (hum..) pick some to their neighbour and bring them home for a good price and a happy populace !
- If you control a far city without allies in the area, it will be of course harder and longer to supply it and protect its supply lanes.
- If two nations are at war, contracts available in the mission tab should be given to make player have a bonus if they sink enemy traders (xp and money).
- Someone who kill many traders AI or player maybe have a bounty, a mission then can appear for players to sink the pirate or the corsair ! The first to bring his head win the prize...
- Fleet who are static and not linked to the environment should be completely deleted and instead, big (you wanted pve stuff...) convoys of traders (from cutter to gros ventre and more!) with strong escorts with them (up to 4rth rates? or even some line ships?) should be spawned dynamically (is this realistic?).

Notes:

I know some will say: "But all of this will be linked somewhat to pvp and then we can die !". Well as much as it is true that if players defend their trades lanes you can die, it is also true that the server is actually called PVP x.
So i suggest your should ask the dev to rename it "mixed" so you wont be confused anymore when you choose a server. Or maybe you DID choose the wrong server?

This was just a wild suggestion, please remember that everything can be tweaked or modified and that's not my job. So please do not raise these torches and fork toward me so fast.
Have a good sailing and good hunt people !

PS: I am very sorry and i apologies for my crap English. It is not my home tongue.

 

Just and idea...
 

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i have no time now to extend so much but i will give my opinion in short way.

 

With Open Sea interactivity is needed.

 

that is why i sugges that the first levels should be faster, there are boring and long (specially with the OS travels)

 

The OS escale is abusive. 40 minutes to sal from habana to Victoria... that needs to be reduced.

 

Other day i will explain why i say this and other things.

 

btw i voted:

 

Overhaul of War & Peace mechanics and national relations, pirate role and national alliances

 

Anyways the interface is something that should change..

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PS: I am very sorry and i apologies for my crap English. It is not my home tongue.

 

Just and idea...

 

I love your suggestions!

 

The lack of connection between NPCs and the economy is a real problem right now, in my opinion, too. It makes grinding PVE pointless in an RVR sense, when in fact it should be the opposite. Hopefully the devs can find a way to correct this. I think your ideas are great food for thought.

 

And your English was just fine!

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Hello, my post right there is about the PVP server. (sorry my crap English).

It is a good thing to take diplomacy and pirates play at great priority. As a customer i appreciate and can't wait for it !

Then i see people want more pve. This is not a problem at all itself, pve can be very interesting if well used (and if the AI is good...which is not currently).

What i do not like is that the devs want to add pve things like epic event, etc.

It is a good idea when the game approach completion, but at this point, i think they should work on linking some of the already existing pve environment to the pvp and diplomacy/war environment.

Problem is actually, the relations between pve and pvp are non existent as pve is, indeed, static and void of any life.

When i came into the game i was thinking: "oh lets take a small fast ship and raid some English traders to weaker their nation and avoid angry player patrol frigates while sailing to the 90°.

Guess what, it did not happen because none of those elements are actually connected in any way.

I was recently quickly thinking at some mechanics for this.

Remember, before cutting my throat and dropping me in the sea that any proposed values of course can be tweaked to achieve some balance !

So this is it. In a situation where diplomacy stuff and pirates rework happened.

This would somewhat partially or totally fix:

- The lack of incentive to use small ships out of ganking or "just having fun attacking a lone player trader because of having fun".

- The lack of use of frigates, patrol ships or interceptors to shut down these little raiders.

- The lack of real pirates jobs.

- The static and two sided feel of the game. PB and farming both not even connected.

It would add:

- More pve/pvp mission content other than go there, kill that lone AI, repeat.

- A pirates mechanic.

- A world where your pve action or pvp actions will influence your environment.

To start with we need to have an unrest/prosperity status in all ports (out of capitol maybe).

The unrest/prosperity ratio of the ports on a small island should be even more sensitive (fast to go up and down).

Then we need some simple resources.

Those resources will be produced/spawned in some ports and/or even imported by Europeans traders.

All ports need some variety of goods in sufficient amount.

Players can buy them and sell them to make a little money.

- Basics goods (grain, beans (food), beer, oil, clothes, pottery, tools...(?)

Basics goods when in sufficient amount in a city/port will keep the unrest of that port very low and will make the populace happy.

Basics goods when insufficient in a port will start to raise the unrest and then lower the prosperity ratio of the port, making the people there unhappy.

- Luxury goods (Coffee, Paper (?), Good tobacco, Paintings, Fine women dress...(?)

Luxury goods when in sufficient amount in a city/port will not change the unrest of the port but will raise the prosperity (see this like a bonus) giving benefits.

Luxury goods when in insufficient amount in a city/port wont change the unrest of the port but wont give any benefit.

Luxury goods wont have any effect if the port have already a significant unrest level.

Player wont be able to sell them very good if the city/port have unrest because the need of them will go down significantly.

Now: All, yes everyone of them, AI traders in the game world need to be spawned from producing cities to dynamically delivery these goods to other ports.

If a nation is allied or neutral with another, traders will go delivery luxury goods to that nation ports.

If a nation break the alliance, neutrality, trade treaty or is at war with another nation. The AI traders will cease (stop, wont...) the delivery of goods between these two nations.

If traders are sunk by pirates, corsairs or angry rivals nations. Their goods wont be delivered as they sank. Because AI traders will now be connected (yes!) to the game world instead of being statics items just there to be farmed for money and xp.

So what happen then?

There it is:

If a city have unrest, their need to be a penalty (or reward for the aggressor). Since the devs want players to control greatly the economy, we can't directly apply the penalty to NPC resources producing at is wont be ever noticed.

Instead i go for something that is very tied to the ports locations:

- Happy city with no unrest and prosperity (filled with common goods, luxury goods, and no recent conquest/uprising).

    Cheaper taxes, slightly cheaper labour pay and slightly more labour hour per building for players.

    Slightly more AI trader spawns from this city/port.

    Slightly more goods production from this city/port.

    

- Happy city with little or no unrest.

    Nothing will happen, it will be the default status.

- City with unrest. The longer a city lack goods and the stronger they lack. The worse the unrest goes up.

    You are better to fix it before it goes out of control and pirates or enemy nation see a good occasion to establish their own control there.

    City with unrest will reduce the producing of goods dynamically up to nothing.

    City with unrest will reduce the spawn of traders dynamically up to nothing.

    City With unrest will have its contract taxes dynamically raising up.

    Players buildings in city with unrest will have their labour hours dynamically reduced up to nothing.

    Players buildings in city with unrest will have their labour pay raising up to very high amount (who want to work without money for the risk when cut-throat are killing and robbing people in front of the factory).

    To stop this madness players can directly resupply the city/port with needed goods.

        Of course players can also protect their water; and you know, that's not with a bunch of 3rd rates that you'll stop privateers to sink your trader cutters. Ah, yes, try to use some frigates or else.

    To stop this players will have juicy (reward) delivery missions available in the mission tab asking them to supply the city/port (xp and money).

        Yes, it is dangerous, but if your escorts/patrols do the job or you are smart, money will come plenty !

    Players can have a mission (dynamic) from the mission tab that tell them to escort one of these dynamically spawned traders to the city/port (xp and money).

        The trader will be auto grouped with the player upon spawn(?). If the player cancel the group the mission is cancelled. If the player cancel the mission, the trader will ungroup.

    If an enemy nation initiate a PB and capture the port, martial law will be applied and the unrest wont be be shut down but rather its effect will be frozen. Also the port wont be able to produce anything NPC or player wise for a short period of time (martial law).

        A port full of unrest and madness wont support the defender during a PB. The more the unrest, the less players will receive any support up to nothing.

        Try to resupply at least the newly acquired city/port. Be careful of the revolt to not erupting again !

        This mechanic does not aim to change or force a new PB mechanic, a nation can initiate a PB as usual.

    Pirates, lets say their mechanics are reworked, can try to establish a base and take over a city with great unrest because it will be unlocked for them.

        It is up to the nations to stop the pirates from taking advantage of the troubles in the area.

    Players can choose to "secure" their city/port with the army paying a consequent price and making the city/port unable to produce or spawn anything for a long (yes long) period of time (martial law and army brutality).

        All nations can have a limited amount of army intervention for a period of time to prevent the richer to just chain-shut-down all unrest.

        Even under martial law the unrest level wont move but instead its effects will be frozen unless you resupply the city/port. Be careful of it to not erupt again !

The last point is that a city/port with a great unrest for a very long period of time but no one to take over or stabilise the situation will become independent by itself and its unrest level will go down very slowly over time.

Last additions:

- Pirates ports should naturally produce LESS goods. But pirates should naturally (hum..) pick some to their neighbour and bring them home for a good price and a happy populace !

- If you control a far city without allies in the area, it will be of course harder and longer to supply it and protect its supply lanes.

- If two nations are at war, contracts available in the mission tab should be given to make player have a bonus if they sink enemy traders (xp and money).

- Someone who kill many traders AI or player maybe have a bounty, a mission then can appear for players to sink the pirate or the corsair ! The first to bring his head win the prize...

- Fleet who are static and not linked to the environment should be completely deleted and instead, big (you wanted pve stuff...) convoys of traders (from cutter to gros ventre and more!) with strong escorts with them (up to 4rth rates? or even some line ships?) should be spawned dynamically (is this realistic?).

Notes:

I know some will say: "But all of this will be linked somewhat to pvp and then we can die !". Well as much as it is true that if players defend their trades lanes you can die, it is also true that the server is actually called PVP x.

So i suggest your should ask the dev to rename it "mixed" so you wont be confused anymore when you choose a server. Or maybe you DID choose the wrong server?

This was just a wild suggestion, please remember that everything can be tweaked or modified and that's not my job. So please do not raise these torches and fork toward me so fast.

Have a good sailing and good hunt people !

PS: I am very sorry and i apologies for my crap English. It is not my home tongue.

 

Just and idea...

 

 

This looks very much along similar lines to what I posted a while ago.

 

http://forum.game-labs.net/index.php?/topic/12535-town-morale-conquest-mechanic-suggestion/

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