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Devlog: Forthcoming content patches plan

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  • Finalization of accel and deceleration for vessels

 

Does this include wind strenght and more detailled sails settings ?

Edited by Baptiste Gallouédec

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Nice road map. Will land in port battles include shallows in battles? This seems to be a key missing factor to make battles more interesting and dynamic.

Potential raking improvements

???

Please don't add automatic raking.

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RE:   - XP for trading 

 

Don't we already have this?  We get XP all the time for this now.  Do you mean as a sort of leveling up bonus?  Right now taking a trader to any port yields XP.  Or is this a separate XP category altogether to encourage traders as a permanent play style?

 

We should have a separate XP category for Trading (Traveling/Exploring).  It offers more variety of gameplay.  Imagine if Trading XP allows benefits for trade.  (preferred material, discount pricing, access to foreign ports, extra cargo space).  But more importantly it is not helpful to gain XP for combat from traveling and trading.  We risk having players rank up as advanced military officers  who may have little or no experience in combat.

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How about updates to the mission system?

 

Expansion of the admiralty mechanic?

 

No mention of this on future content.

 

 

 

New Missions types - Escort - Patrol - Exploration.

 

Work for the Military - Admiralty?

Edited by Rramsha
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Nice road map. Will land in port battles include shallows in battles? This seems to be a key missing factor to make battles more interesting and dynamic.

???

Please don't add automatic raking.

 

This X 100....  something to force a mix of ship rates so that battles arent so predictable..

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Got the landlord system canceled or did i miss something important?

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Got the landlord system canceled or did i miss something important?

Content patch: August

  • First iteration of War & Peace/Alliances/Pirates

 

I assume War&Peace includes that one, in some iteration

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thise is stuff you need to put on the blog you have and keep that update. :D:D Thanks that you do thise

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We should have a separate XP category for Trading (Traveling/Exploring).  It offers more variety of gameplay.  Imagine if Trading XP allows benefits for trade.  (preferred material, discount pricing, access to foreign ports, extra cargo space).  But more importantly it is not helpful to gain XP for combat from traveling and trading.  We risk having players rank up as advanced military officers  who may have little or no experience in combat.

 

 

Yes I also would like this configuration.  I think I may have commented thusly in another thread, perhaps suggestions or something.  At any rate, I agree that ranking up militarily with trade points seems silly, but my main agreement with this configuration would be that it encourages an entirely separate play style to continue development.  Devs maybe can explain this bullet item a bit more as they figure out how they want to proceed with it?

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Good to see a bit of a plan in place, i think there also needs to be an address to current PvP as its not working as well as it should, might need to reduce the circle of tag, its being abused by counter tagging and running then leaving and staying in battle results screens, even if its at a locked distance for every battle to bring the action.

 

Not having battle markers on OW, in the real world you would see a battle taking place, you have to expect to get camped in battle around enemy capitals not this hiding in an invisible play ground ready to gank the next victims, i think there does need to be some careful thought put into the PvP side of things as its becoming a joke.

 

Crafting, complete overhaul, look at other games for better ideas, i would suggest studying a system more like POTBS, by far the best i've seen in terms of an economy and depth of crafting and enjoyment.

 

There is a mountain of work needed to get it to release and make it an enjoyable game, ship combat is fine when you can find it but the rest lacks the key ingredients to make it tie together and bring features purpose and proper structure.

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I look forward to the changes. From what is listed and the time frame projections, I hope you have the time to actually accomplish it.

 

I'd add a few things before release though if you are presenting it as a "finished" product.

 

1. Deeper clan functionality

2. Mission chains, not just different missions randomly accepted

3. Better skirmish/training functionality

4. OS duel between friends option

5. Ignore the Pacific. What value does it add with the population of the game?

6. More ships

7. Port Battle maps with new forts including new UI for the 5 minutes of planning. Basically a map of the port being attacked so that teams can discuss strategy.

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The only value I can see for Pacific is to make it a PvE-only area (pacific, how appropriate) with no transfer of ships or goods across the Isthmus, just captains. Then merge all servers.

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I am missing some love for the clan warehouse and the cooperative gameplay it can give by making some smaller changes and additions to it with pricing (see also my signature).

 

Will the API be developed further too to stimulate community built tooling?

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...

  • Pacific coast opens (hopefully)

...

 

 

I am somewhat in agreement with comments above about this one (to not do now).  However, assuming the same development team for it, this feature would be a great candidate for an expansion pack.  Yes devs, good for your pocketbook ;)  but better for the timeline of this first release if you save it for later.

Edited by Jean Ribault

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The only value I can see for Pacific is to make it a PvE-only area (pacific, how appropriate) with no transfer of ships or goods across the Isthmus, just captains. Then merge all servers.

 

 

Yes thats the idea. 

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What I think you should work on as soon as possible 

  • Pirates' role in RvR. I think the general idea for rats should be the focus on PvP while nations focus more on RvR (tons of suggestions available on forum like hidden pirate havens etc). Playing rat should be all about capturing ships and cargo. Ravager should be the highest craftable class for rats. Higher classes you can only obtain by pvp capture. It's just silly what's currently going on and I'm not even a nat.. I rly see no reason in helping the RvR effort anymore and even feel a bit guilty doing PvP because the more pirates win the smaller the player population becomes which is just sad..  :wacko:
  • RvR is meaningless. Nations need an incentive to go and capture ports instead of having no real meaning at all.. I've seen tons of good ideas on this forum so please take your pick soon. 

 

Personally, I don't see a reason to stop playing at the moment but devs should really focus more on what players drive to play the game, incentives to RvR, especially.

 

Why do I bother to fight at all when there's barely any meaning to it?

Edited by BACk ALLEY ShENANiGANS
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It's good to see the plan. Most of the former players/testers I talk too are waiting on mostly just two things.

Server merges and War peace/pirates updates. I'll gladly test fishing, crew and the lot but it would be nice to have a higher population to a RvR with and I don't see a resurgence of population until August by this plan. Still not all that bad but some low action pvp days ahead. Merging PvP1 and PVP2 in June would probably help tide this over until August.

Edited by Bach
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That's a very enthusiastic release time.

 

I don't see anything on the roadmap to promote PVP.

 

 Right now, good PVP is either pure chance encounters or broadcasted through conquest flag purchases. There needs to be more.

 

I also don't see labor hour mechanics being reworked.

Edited by Quineloe
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missing wind strengths.

I would like to see wind direction changes in the open world slowed down to allow tacking as well. Currently its very hard to tack right.

 

also are we still getting a character wipe of everything but xp when diplomacy comes in?

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Also on the pacific side. If it is pve only on the Same server as pvp won't that just encourage all traders to work over in the pve area?

EDIT: Sailing all the way down and around to the pacific would be deterrent enough, but allow characters to get back into PVP if they want.

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Admin,

Thank you for posting this "roadmap" of development plans for the game.

I think that it will answer many of the questions that players have and gives them a guide of what to look for and when to expect it. Please keep the players updated as to any adjustments.

I am in general agreement with the various features that you listed.

I am in general agreement with a merger of the PvP 2 server into PvP 1 EU but do have one concern:

There are those (specifically from Australia) on PvP 2 that I have spoken with who have expressed concerns about ping issues. They are able to connect to the PvP 2 server with a ping rate of around 150. But when they were attempting to connect to the PvP1 EU server, their connection rates were in the 600+ range, making the game all but unplayable for them. I would hate for some to have to quit the game due to something like this.

I am not saying "don't merge the servers" but simply raising this potential concern for those that might be impacted by it.

(As a point of information, I am a US-based player on the PvP1 EU server and usually connect at around 140 ping, which works just fine for me).

Edited by Chijohnaok
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