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Patch 9.7 - Land sighted

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First off, let me just say to the Game Devs, this game is great. I love it. It is right up my ally being a big fan of this time period in the age of sail. Having said that, I can't play this game as of the latest patch. I'm sorry. I have obsessed with this game and have spent over 200 hours playing it. Now i can thank the Devs for allowing me to put it down for awhile. as it stands today with the new patch, it's become virtually unplayable. I can still do my econ until and If you fix this mess. What say you?

And why am i a landsmen? >:(

Might want to elaborate a bit further.

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This patch is full of great content and I'm thrilled with about 75% of it, but now that I've gotten to see all it's aspects a few features need to be tuned:

 

1) Leaks need to be rolled back from where they are right now, as Leaks are so severe ships are sinking to the deeps far too quickly.

 

2) Captured AI ships should be able to be sailed with their 1 durability OR sold to the admiralty, forcing admiralty feels wrong. The "stakes" of capturing ships in the hopes you might get a master-craft you can actually sail feel ruined, and it's not nearly as fun.

 

3) Anti-Ganking mechanics break the metagame of intercepting ships on the way to port battles, which makes port battles less fun.

 

This is my first post ever and I felt compelled to post because I had a lot less fun playing today than I have in the past, although I see the potential for this patch to be the best yet if properly tuned.

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please re-work leaks...

as i can see, you have introduced the old ''sea trials'' situation, that is good but give us back our 3 hull repair and 2 sail repair.   Ai damages are too heavy, i've lost 1 3rd rate live oak vs 2 surprise...they penetrated my side like using carronades with double shots and i have a low quality fir  planks...their 5-6 broadsides destroyed quite all my side.

 

reduce also number of men required for leak or reduce ''easy-mode leak'' creation...580 men repairing some leaks on a 3rd rate is game over, non fun cause is impossible to find a solution.

 

other things are very good, really.

but please resolve leaks/ram situation fast.

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All of the people in game i have talked to, and my self included have not seen any fleets in pirate territory having just sailed the whole coast of cuba we can definately say there have been no fleets at all. Is it intended that fleets are very scarce? or is this an oversight in the patch?

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Might want to elaborate a bit further.

i sent them reports on specifics already. but if you want to know what i am talking about just read everybody else having the same issues over and over again. 

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Yep sorry - Missed a few other Massively painful issues in my previous post

 

+1 - this leak thing is a totally disaster

+1 - Ramming - yep that's bad

+1 - So far these posts mostly cover ship battle issues - I've just read that the economic changes in this patch really do me fixed prices at all ports regardless of how much players dump stock! So experienced trading game is also now dead and another reason not to sail further than a couple of ports.

 

This forum probably has a lot to answer for given the moaning that's been going on about the Grind + OW Sailing time + Craft Hours + Lack of local resources

 

This appears to be the result and what a mess we are in now.

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there is no point playing the game imho if your only reason for doing so is grinding levels. It is a one off payment and should be about sailing the ships.

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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Such alot of content in this patch, massive amount of work, there are some really big changes in here, you can certainty see the emergence of the player crafter/trader becoming such a key element.

 

A small qualification on the Blueprints change (duplicate BP won't drop if you know one).

 

I am level 29, so I am crafting exceptional Frigates to get the 'red' blueprints for my later ships.

 

If I get lets say a Trinc BP, but I don't use it, could I sell it (for immediate gain) and potentially get it again ?

 

Does 'known' mean it has 'dropped for me' or 'I have USED the dropped BP' ?

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OK so my take,   Less people on the game today since the patch seems to have created too much danger it seems.  we normally have 20 + on at this time and we have 6, 3 of which are crafting only. May not be the cause but i think it is worth looking at fixing a couple of things FAST.

 

Rank xp changes seems a bit overly broken.   it was only 75 battles from post to flag,  dropping that to say 50 or 45 would be ok but you basically removed a whole ranks worth.  in testing i think that helps you see what happens end game but if you make everyone a rear admiral in a  few weeks  (it is likely for some clans to have lots of max rank members) then there better be some way to scoreboard them. 

 

Leaks are too extreme - penetrating a ship and doing 4+ leaks = 20 seconds till it sinks...this needs to be scaled back by about 60 %.  also ramming a sinking ship sinks you too....just masts showing. this is partially shock from the sudden change but reality is the AI cutters you fleet with at low levels for instance are more dangerous than the enemy.  Scaling "LEAK EFFECT" by 50% shouls eb an easy hot fix to see if we can find a better middle ground.Ramming damage is over the top but i think it is the right direction...i never cared about leaks in my ship, now i fear ships sailing near me like indy fears snakes. again this is probably only the leaks thing but "rubbing is racing" and it will happen.

 

Scaling of the ships models vs land is a bit crazy, ships need to scale down a lot more in actual battles.  It just is way out of scale.

 

AI Fleets.  Well big ones are good but it feels a bit   Massive fleets vs 4 ship fleets to me,  minimal sailing around the map but might just wanna keep an ear to the ground on making fleets of various sizes and not crazy santi fleets.  they also seem to not appear in areas there used to be fleets.

 

niagara, ventre and stuff being around is good but again mostly friendly only which is a bit rubbish.

 

AI Accuracy/Pen - ai is better on sailing,  accuracy is OP and pen with smaller guns seems broken.

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Scale is very important for the tactical battles. The tactical battles were the real deal and looked and felt realistic. The open world was always abstract but good enough for travel and other functions.

However the new land patch now brings that sense of compression, scale abstraction and general lack of immersion into the tactical battles. It's strange to sail across an entire bay in a tactical battle in 5 seconds. It feels like I am in a small bay sailing a lazer rather than actually sailing in an ocean. Some have pointed out the problems with entire headlands being only a few ship lengths across and 7km wide in real life.

 

This is how I feel right now in tactical battles. A giant ship looking at minature land and sea features. A model boat that is large against the pond it is sailing in.

I feel like gulliver would have felt. A giant ship.

Cockington-Green.jpg

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Rank xp changes seems a bit overly broken.   it was only 75 battles from post to flag,  dropping that to say 50 or 45 would be ok but you basically removed a whole ranks worth.  in testing i think that helps you see what happens end game but if you make everyone a rear admiral in a  few weeks  (it is likely for some clans to have lots of max rank members) then there better be some way to scoreboard them. 

 

I appreciate being bumped from Captain to Flag Captain but Fastidius makes sense. I basically unlocked 80% of the ships in a two month period. :blink:

 

But theres something to consider here, theres not a lot of ships in the game currently so it makes sense to put grind on hyperdrive just to keep players from becoming bored. Maybe in the future when theres more ships they can bring the grind back to its original state.

 

Maybe they can compensate for the massive grind by including crew unlocks. Like Captain I unlocks 350 crew, Captain II unlocks 380 Crew, and so on that helps making undercrewing larger ships possible.

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Scale is very important for the tactical battles. The tactical battles were the real deal and looked and felt realistic. The open world was always abstract but good enough for travel and other functions.

However the new land patch now brings that sense of compression, scale abstraction and general lack of immersion into the tactical battles. It's strange to sail across an entire bay in a tactical battle in 5 seconds. It feels like I am in a small bay sailing a lazer rather than actually sailing in an ocean. Some have pointed out the problems with entire headlands being only a few ship lengths across and 7km wide in real life.

 

This is how I feel right now in tactical battles. A giant ship looking at minature land and sea features. A model boat that is large against the pond it is sailing in.

I feel like gulliver would have felt. A giant ship.

 

 

Myself and my group of 19 friends feel the complete opposite. The game feels incredibly more immersive now that the battles take place where you actually started them in the open world. Just being at open sea in battle, like it was before, was completely dull and immersion breaking and created a repetitive experience.

 

Unless you've actually been to Mortimer Town/Port Royal etc. I don't see how you could complain about the scale of it all.

Edited by John SIlver

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Scale is very important for the tactical battles. The tactical battles were the real deal and looked and felt realistic. The open world was always abstract but good enough for travel and other functions.

However the new land patch now brings that sense of compression, scale abstraction and general lack of immersion into the tactical battles. It's strange to sail across an entire bay in a tactical battle in 5 seconds. It feels like I am in a small bay sailing a lazer rather than actually sailing in an ocean. Some have pointed out the problems with entire headlands being only a few ship lengths across and 7km wide in real life.

 

This is how I feel right now in tactical battles. A giant ship looking at minature land and sea features. A model boat that is large against the pond it is sailing in.

I feel like gulliver would have felt. A giant ship.

Cockington-Green.jpg

Yeah i wonder wy La Habana doesn't have its bay while Port Royal does

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Another thing I don't like and makes ZERO sense: Battles starting with no guns loaded! WTF?!

 

How does it make any sense at all that I spot a sail on the horizon....begin chase....time spent chasing the enemy could be the equivalent to half a day....and as I finally get to engagement range my crew has not loaded the cannons? They would have to be the biggest contingent of incompetent fools not to begin making ready for battle as we closed. Why did you change this? Again, don't recall an outcry of testers complaining about this dynamic....

 

You guys have done an amazing job but starting to suffer from over tweaking stuff that doesn't need to be "fixed". 

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Myself and my group of 19 friends feel the complete opposite. The game feels incredibly more immersive now that the battles take place where you actually started them in the open world. Just being at open sea in battle, like it was before, was completely dull and immersion breaking and created a repetitive experience.

 

Unless you've actually been to Mortimer Town/Port Royal etc. I don't see how you could complain about the scale of it all.

I don't want land removed. I just want scale applied when zooming into battle so that bays and towns etc even islands in tactical battles are not tiny dots.

I would say anybody would understand who has ever been in a harbour how big they should be and how big beaches and trees and towns should be.

How small a ship is in real life compared to land and how large real life inlets usually are that ships actually use.... 

What you are saying is a little like saying the person in my picture should not know she should be smaller because she has never seen this particular villiage..

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I thought the dev's said they reduced the grind by reducing the XP thresholds.

 

What actually happened was my existing xp was reduced by about 20 % and the threshold remained the same........now it will take longer to reach the next level.

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I read constantly but seldom post...that said.....

I logged in today with much excitement but I have to agree with the other posters in terms of scale. It's just about game breaking for me at least. And yes, this is just my opinion only. Going into battle now takes out all of the immersion and at first look it seems or feels as the the ocean is the open world ocean and not the higher quality we seemed to receive before. Also the lack of AI ships leaves the world feeling VERY empty.

I know we are still in alpha but it almost makes me wish the entire world was drawn to real life scale even though I know it would take longer to travel and most people don't have the time for that. If RPG elements were added like food, water and rations that could have worked but I understand it wasn't the aim of the developers.

The scale kills the game for me. I truly hate to say that and at this point I hope they will roll the patch back. I say that with the utmost respect to the developers who have taken so much time working on this but unless your willing to draw to true scale what you would actually see in the battle instance I think they/ we are going to find that this won't work for the game.

Best wishes to the programmers as I know some of these opinions might be tough to hear. I've got some time off out of the country so I won't be playing until I see what happens.

Take care everyone.

Eric

"HUTCH78" on PVP2

Over 250 hours logged.

Also ..becoming a post captain when I haven't earned it was a let down as well. I was halfway there and felt that that kind of broke the game for me as well.

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Sorry.......I need to retract my last post.

 

My experience points had gone down from before the patch but what I didn't first notice was that my crew size went way up........from 250 to 350.

 

So......I now have a larger crew.......that is a good thing.

Edited by Bert Beard

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Another thing I don't like and makes ZERO sense: Battles starting with no guns loaded! WTF?!

 

How does it make any sense at all that I spot a sail on the horizon....begin chase....time spent chasing the enemy could be the equivalent to half a day....and as I finally get to engagement range my crew has not loaded the cannons? They would have to be the biggest contingent of incompetent fools not to begin making ready for battle as we closed. Why did you change this? Again, don't recall an outcry of testers complaining about this dynamic....

 

You guys have done an amazing job but starting to suffer from over tweaking stuff that doesn't need to be "fixed".

Before, you always started at a good distance from the enemy. After patch, you can start within a biscuit toss of the enemy. I believe the loading of guns gives everyone a moment to get sails up and start maneuvers.

  

I thought the dev's said they reduced the grind by reducing the XP thresholds.

 

What actually happened was my existing xp was reduced by about 20 % and the threshold remained the same........now it will take longer to reach the next level.

You gained at least one rank. They lowered the XP requirements for each rank so your existing rank increased. :)

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Can we please stop with these "Play on a PVE Server" cheap shots already?

 

There's many people who like most kinds of PVP, but not the 10vs1 gank. Their opinion is as valid as yours.

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"Leaks - Completely out of hand. needs a hotfix asap. this makes suicide ships a very viable tactic (use a small ship to suicide sink a big ship via ram). "
Agree. According to my understanding this game is about 17th and 18th and 19th century warfare. Ramming was a part of roman strategy. :-) This really needs to be fixed.

Capturing ships should be possible in PVP. 

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"Leaks - Completely out of hand. needs a hotfix asap. this makes suicide ships a very viable tactic (use a small ship to suicide sink a big ship via ram). "

Agree. According to my understanding this game is about 17th and 18th and 19th century warfare. Ramming was a part of roman strategy. :-) This really needs to be fixed.

Capturing ships should be possible in PVP. 

Tweak would be a better word for it. It seems a bit excessive at the moment, but before the patch i used to stop Line ships by going in front of them and doing a hard turn to their bow to make them ram me head on and suffered close to no damage in my Frigates, while in reality i would assume i would have 2 frigates instead of one after doing that :) 

 

Other than that the patch is awesome.

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Ramming was a part of roman strategy.

 

It actually was Carthage that did the ramming, During the punic wars Carthage held mediterranean dominance. by using hit-and-run tactics with their Triremes/Quinqueremes specifically made for ramming they pretty much trashed the weaker Roman navy, Until the romans copied the Carthaginian ship designs and invested a lot more on their navy.

 

Carthaginians were pretty good sailors but not so good on melee, unlike the romans which ended up countering the ramming tactics with boarding. Using instruments like this one: https://en.wikipedia.org/wiki/Corvus_%28boarding_device%29

In the end they managed to overpower the Carthaginians in hand-to-hand combat and conquered them in the long run. (Carthage also had an average army composed of mercenaries unlike the romans)

Edited by Conde

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Am I the only one that just loves the patch ?

Not tested anything including Ais though..

1. More leaks - great!! Finally a good counter for demasting, carros are way more effective(open more leaks)

2. BR diff. Now at last i see people realize how useless is a live oak ship in OS... Usually you waste yours, and others time coming with your live oak/stiff ship.. you never gonna hit anything unless your "tacklers" demast your enemies..

3. No capped ships? Great! See 2...

The only thing that needs a little tweak imo, is the amount of leaking. 

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