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Patch 9.7 - Land sighted


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Maybe you should remove pve completely on PvP-server?? In that case a lot of real action will happen be it with or without antigank-mechanisms.

 

Now you are raising a pve-community being afraid of loosing their ships. PvP is dying....

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People who oppose 1.5 change are supporting ganking :) from our opinion. 

 

We literally don't care about ganks. All we want is to play together.

 

I think the loudest opponents about this have mostly been my guildmates. All we REALLY want to do is play together. It's what we do in every game.

 

Our 8 versus your 1.

Our 8 versus your 8.

Our 8 versus your 24.

 

Been there. Done that. Got the t-shirt. We almost never did missions because the group limit was 6 and we usually had more than 6 online, so no missions for us. Glad to see that's upped to 12 in the patch.

 

We group up and go out sailing and looking for fights. If we spot 1 enemy we expect he will try to run away and call for help. If we spot 24 enemies we will try to run away and call for help! But either way, we expect to generally be able to play together.

 

 

With this change, we will have to stay clumped up (and in the same type of fast ships, otherwise we won't get to tag anyone).

 

We will get fewer fights as a result of this.

 

That's why we're unhappy. Split up = easier tags = more fights = we don't get to play together as much. Stick together = harder to tag people = fewer fights.

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Well technically no the wolves dont. Once enough of their natural habitat and prey is removed from encroachment and artificial involvements from man then the wolf faces two choices. Kill and feed on domestic livestock and be killed by mad farmers or to starve.

Neither is a good outcome for wolves. The best is to let wolves be wolves and sick lame deer to be prey.

 

 

Exactly. People not keeping station will suffer.

Pro-Ganking will still happen. But lazy gankers (who can't keep station) will start providing food for actual pvpers. 

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Tackling did not exist in the age of sail. You could not expect a tackler to stop a large fleet. 

 

True, but that is because Nelson in the HMS Victory never had to pull people into the magical alternate dimension in order to engage his enemy. In Naval Action we do.

 

Tackling is the termed used when engaging an enemy. There are specific ships that are good at this function like the Ren, Niagra or Tricom or it just happens to be the fastest ship you happen to be sailing with or the closest to the target.

 

Specific to my point in order to insure the optimal load out as all players do, people will sail nothing but tackling ships (see term above) which will ensure the optimal chance of getting your entire group into a battle given the new BR rules.

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If hardcore players say xp is too easy now - it means its just right for an average player. XP change is a great change allowing players to try ships they want and sail their favorite ship or move on.

i said that even BEFORE the patch... it was already WAY to easy... and additional to the xp requirement nerf, u will get a lot of more xp with the new fleets and the ability to grind higher missions

 

but its not about not letting casual gamers try the big ships, that is fine... its about giving the hardcore players still something to do... thats why we need another system like crew/officer lvling or pvp ranks or stuff like that, where every upgrade only gives u a tiny improvment... 

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If hardcore players say xp is too easy now - it means its just right for an average player. XP change is a great change allowing players to try ships they want and sail their favorite ship or move on.

 

exactly its  for normal human being standarts now I appreciate this change. there are some bugs and stuff but I am sure you will fix it like 7+ group event enter button disappear.

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Maybe you should remove pve completely on PvP-server?? In that case a lot of real action will happen be it with or without antigank-mechanisms.

 

Now you are raising a pve-community being afraid of loosing their ships. PvP is dying....

 

Thank you!!!!  Stop restricting open PVP with mechanics.

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I see no reason why you shouldn't be using faster ships for your ganks, rather than slow as molasses SoLs. So what is the complaint? If you want to gank with a 3rd rate in the group, make sure he's in the tag circle before initiating the battle. This will limit your prey to targets the 3rd rate has favorable wind on, but that's a decision you make when you leave port with a SoL in the gank squad.

The 3rd rate group is not the gank group but the target.

But you are right. This change isnt going to prevent ganking but give more tools (ei splitting using BR calcutions) to isolate people who dont all sail together. It's also going to push players away from group ship diversity.

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The 3rd rate group is not the gank group but the target.

 

If the group with 3 trincs and a 3rd rate gets split because the 3 Trincs won't reduce sail and keep close, then the blame is purely on the terrible  Trincomalee captains.

 

 

But you are right. This change isnt going to prevent ganking but give more tools (ei splitting using BR calcutions) to isolate people who dont all sail together. It's also going to push players away from group ship diversity.

 

A group will only be split if they are incredibly bad at keeping station relative to one another. Meaning the groups that CAN perform this simple task will feast on the ones that can't learn to do it or refuse to learn to do it. Once again, this is a player problem solved by SAILING AS A GROUP.

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Fleet sizes need to be adjusted to server population asap.

 

Typical fleet on PvE server: 4 Santi, 12 Vickie, 6 Pavel, 4 Bellona.

 

The firepower of all 200 players on the PvE server wouldn't be enough to beat that, let alone we couldnt group up anyway across the nations.  :)

 

Whats even worse: it seems the fleets took the places of previous single ships or smaller fleets.

 

We already had way to small an amount of possible ai targets before the patch, now it's even lower.

 

Next Problem: my partner takes a fleet order mission, so why do I not see the swords for it ?

 

3rd problem: My partner attacks a small OW fleet and I can't enter the battle. First message: you are to close to combat, next message: battle closed....

 

 

Lol, just lol....

Edited by Jan van Santen
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We literally don't care about ganks. All we want is to play together.

 

I think the loudest opponents about this have mostly been my guildmates. All we REALLY want to do is play together. It's what we do in every game.

 

Our 8 versus your 1.

Our 8 versus your 8.

Our 8 versus your 24.

 

Been there. Done that. Got the t-shirt. We almost never did missions because the group limit was 6 and we usually had more than 6 online, so no missions for us. Glad to see that's upped to 12 in the patch.

 

We group up and go out sailing and looking for fights. If we spot 1 enemy we expect he will try to run away and call for help. If we spot 24 enemies we will try to run away and call for help! But either way, we expect to generally be able to play together.

 

 

With this change, we will have to stay clumped up (and in the same type of fast ships, otherwise we won't get to tag anyone).

 

We will get fewer fights as a result of this.

 

That's why we're unhappy. Split up = easier tags = more fights = we don't get to play together as much. Stick together = harder to tag people = fewer fights.

 

 

Why do you all have to sail together every second you are playing?  TDA doesn't all sail together every second of the day?  Attached at the hips, er, beam?

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If the group with 3 trincs and a 3rd rate gets split because the 3 Trincs won't reduce sail and keep close, then the blame is purely on the terrible Trincomalee captains.

A group will only be split if they are incredibly bad at keeping station relative to one another. Meaning the groups that CAN perform this simple task will feast on the ones that can't learn to do it or refuse to learn to do it. Once again, this is a player problem solved by SAILING AS A GROUP.

Agreed. These tweaks will just lead to more opportunity to develop skills in group sailing, for those that are interested in it.

I sail solo 99% of the time, and 100% of the time in small ships that can easily outrun wannabe gankers. I sail in enemy waters almost all the time and I find plenty of very satisfying 1v1 fights in the OW.

For players like me, these changes, especially land in battles, are all great improvements:

- Removing NPC capture will give me extra incentives to cap player ships as well as get more involved in the trading and crafting required to build my own.

- That leads to offering my labor hours to my nation to help with SOL production, as I now have a vested interest in making sure the ports where my production buildings are located don't get captured.

All together, these changes encourage me to get more involved in all aspects of the game. Clever.

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Well so far this morning we have learned that the updated NPC's are better than most players. They seem to reload very rapidly & fire with uncanny accuracy! Yesterday I ground out over 300k with my Frigate (not doing missions but fleeting solo), today, between screen freezes & system crashes, I have had to run away to save my ship in every battle I've entered except for one encounter with a Navy Brig in which I somehow managed to prevail.

 

As I write this my ship is being sunk by a Navy brig, another frozen screen/crash... so far for me this patch is not working out too well.

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I've found one serious UI bug. If you take a fleet order and have more than 6 people near the mission, their names will move the 'enter' and 'enter as group' buttons down to the border of the window so you cant press it. So, if you have 7 ppl, you cant press 'enter as group', and if 8 or more, you even cant press 'enter'. Also, you cant join ongoing fleet orders, it says ' you are too close to the mission'  (something like that, dont remember the exact words) intil you exit the big white circle, and then around 50m it says nothing (no buttons or messages) and after that its 'too far away'.

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"If hardcore players say xp is too easy now - it means its just right for an average player. XP change is a great change allowing players to try ships they want and sail their favorite ship or move on". per admin

 

got to love it when a dev says either like it or leave it well done mate your game is bleeding players at an alarming rates and this doesnt help this patch is a big step back 

you say well sail better ok i want to see you tackle a ship with a 3rd rate that isnt a 3rd rate will the trincs with you stay close so you can get in battle you will never tackle anything in a 3rd that doesnt want to be caught and if the trincs try to catch it you prob wont make it the battle circle surely even you can see that as a problem 

i want you at any time you want to try and catch my connie with a 3rd rate and if you do well you can come up with some to wager but since that wont happen i dont have to worry

this all about eliminates large ships from ow battles as they are to slow to keep or if you keep together you wont catch anything

 

also fix the flooding it is out of hand my ships are staying in port till the flooding is fixed

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I popped on briefly and caught a French AI Essex against the coastline of Haiti. Told my port side gun crews to stop reloads and kept the Essex on my starboard. Much faster reloads and the backdrop to the battle was glorious!

 

I'm looking forward to experiencing more of what this patch has to offer, however I have one question regarding mortar brigs: will fused shells be added? I believe most situations mortars were used they were firing fused shells which would explode (the mortar's purpose being to lob shot over the fortress wall to explode in the open interior) and send fire and metal casing scattering about or in the case of the Brits, the spherical case shot would explode at a height and scatter shrapnel about. 

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If the group with 3 trincs and a 3rd rate gets split because the 3 Trincs won't reduce sail and keep close, then the blame is purely on the terrible Trincomalee captains.

A group will only be split if they are incredibly bad at keeping station relative to one another. Meaning the groups that CAN perform this simple task will feast on the ones that can't learn to do it or refuse to learn to do it. Once again, this is a player problem solved by SAILING AS A GROUP.

Sure. But how many times are you actually going to fight? If everyone is sailing slowly to stay group and they encounter a larger group who is also clumped, they'll run. A smaller group? Attack as long as the target is slower than your slowest ship. However it would still be a "gank" if they got the tag. If some doesn't hold station, they'll be screwed vs now were they can at least get into a battle. Players will adapt here and use the tagging circle to split even grouped ships.

Understand? It changes the OW game but still doesn't solve 12v1s if they are all grouped. Are they then going to code more "anti ganking" calculations because gankers stay on station when tagging in fast ships? Now that battles are BR limited vs time then gankers, with good tags, can even split up groups.

6 tricoms sailing around and a Renom tags and drags in two. The 4 people in group cannot reinforce because its over 1.5. Another Renom splits two more and now two left are facing the 4 man tricom team...

What could have been a 6v6 with one group having renoms now is a 4v2 "gank" and 2 2v1s "splits". The BR mechanics prevent the 6 man tricom team getting tagged from reinforcing each other unless their ship models were near perfectly stacked. This is the same stuff potbs dealt with and should be removed in my opinion. Players will always find a way to manipulate BR rules to give them unfair fights.

OW should be fluid not arena fighting. There are a lot of good mechanics currently in game to avoid ganking. This just feels like handholding and actually is counter productive to the intended perceived "problem".

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Why do you all have to sail together every second you are playing? TDA doesn't all sail together every second of the day? Attached at the hips, er, beam?

Um some people like to have fun with friends. I was recently told someone like me who likes to drink beer and sail with my friends is the reason most cant have fun. Maybe slamz is also a fun ruiner with friends.

Food for thought.

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The new cannon penetration is ridiculous. I attacked a trader brig with 3 7th rate escorts using my Constitution. Almost every single one of their 6lb medium cannon shots penetrated my live oak Connie. I looked the shot log and maybe 1 in 20 shots was a non-pen. I don't care what range it's at, that completely removes the armor mechanic from the game so now hit points is all that matters.

Edited by Lennyo
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