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Patch 9.9 - Officers, Fishing, Provisions and other things


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Are there restrictions about the fleet thing?

Can I make a Bellona my fleet ship while I sail a traders Lynx?

If yes: What happens if I sail in shallow water with the traders Lynx and the Bellona as my fleet?

If it's possible then it's not very balanced since in a battle the Bellona can sail into the shallow water (e.g. the shallows at Pedro Cay) and fight there.

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why slow the trinc down even by 0.1kts???? It was a well balanced ship in relation to belle and frigate. lacking turning against the Belle and combat ability against the frig and essex. You are forcing it into a ship that only players who can afford  exceptional mods &  perfect builds can use effectively.  Return the speed Please. Other than that  people seem to be enjoying the patch. The fish drops are dropping to much high gold mod. otherwise all good 

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The fleet ai ships when your in a battle with them you cannot get them to stop firing at all when to tell them to hold fire they just fire as soon as they are fully loaded and its a pain when you are trying to capture a ship when they are still shooting the hull causing it to start sinking.

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Ok....love the patch. Great stuff! I know with these new things that they are just tests and I'm certain you will be fixing/tweaking them. However, I want to make sure you see this:

My first Shipwreck mission said it was a Basic Cutter. Considering it has a hold capacity of 60, and that is was half way across the map, I figured I would take my fast Snake with a hold of 100. I get to the wreck and I needed 200+ hold. Therefore I could not keep it. Please, change the wreck holds to represent the ship that wrecked. And make the model reflect what the mission shows. This model seems to be an Inger, I think. Please and TY. And like I said, I know this is new and just a test, but wanted to give a suggestion for those of us who truly will saill in the game as opposed to those who just want to tele everywhere.

Might be nice for us to split the loot.....

Qmj6eLb.jpg

Edited by Cpt Blackthorne
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The fleet ai ships when your in a battle with them you cannot get them to stop firing at all when to tell them to hold fire they just fire as soon as they are fully loaded and its a pain when you are trying to capture a ship when they are still shooting the hull causing it to start sinking.

 

You are speaking fleet missions or their own fleet?
 
the fleet missions you can not control, the own fleet you have the option to give commands (primitive) to their ships, including stop attack
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So who can I talk to about getting my 3rd Rates, 3rd Dura back. I got stuck in a battle when they went down for more maintenance at the end of the content patch and when I returned the 3rd Rate I had been using in my fleet lost one durability? Please help.

 

Regards

Commodore InversoSk3lo

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Anyone try out Double Charge? Any feedback?

 

Yeah, I tested both last night, but only on my frig, (was helping noobies in fleet battles) it takes a while to load, but does seems like it does more damage.

 

Loving the patch, be nice to have more than one officer, probably with the option to take only one.

Train each officer for different ships? Love the "fishing for glass fish" although I can see this getting hit by the nerf bat.

Be nice to be able to crew larger fleets, maybe only for PvE, but it would be nice. Be really cool to have treasure ship/s/fleets sailing, rough locations/itinerary given by shady character in the local tavern or gambling den :D

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One of the changes i found great is in the ships screen. When eyeballing other ships to buy it shows the diff between your own ship with green color diff for better and red for worse.

Love it

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Yeah, I tested both last night, but only on my frig, (was helping noobies in fleet battles) it takes a while to load, but does seems like it does more damage.

 

Loving the patch, be nice to have more than one officer, probably with the option to take only one.

Train each officer for different ships? Love the "fishing for glass fish" although I can see this getting hit by the nerf bat.

Be nice to be able to crew larger fleets, maybe only for PvE, but it would be nice. Be really cool to have treasure ship/s/fleets sailing, rough locations/itinerary given by shady character in the local tavern or gambling den :D

I agree each ship needs its own Captain so you build the perks around the ship you use. ie: Mortar perk.

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A pretty fundamental economic change I noticed today not even mentioned in the notes (or if it is, it's so obscure that I missed it despite several reads):  NPC port consumption rates for resources have been dramatically lowered.   And while pre-patch production patterns seem to remain largely untouched, previous consumption patterns have been altered as well.   For example, there are ports which formerly consumed Compass Wood but no longer (example: Belize).  While other ports which formerly consumed Compass still do so, but at drastically lowered rates (example: Tantun Cuzamil).  Meanwhile, production building extraction costs have been halved and production rate/stowage capacity doubled...but there's going to be fewer places to sell those items, and those ports are going to fill up to the 25K cap faster.

 

With current state of population on servers, we won't fully feel this for several days, maybe longer.  But the bottomless hole into which limitless resources flowed, returning easy profits, is going to gradually fill up.  Ports which recently took only a day or two to burn down 20-25K worth of stock will now take weeks to do so.  The days of "compass farming" and other leveraging of fixed NPC buy/sell prices are numbered.  We're going to have to start sailing farther and farther to find ports where we can dump an Indianman-ful of resources for big profits.  

 

Combine that now with Crew HIre.  Even after a successful Flag Captain fleet order with multiple kills and tons of XP gained, it's pretty common for a ship of the line to lose 100-200 sailors in a battle...translating to 50-100K cost to refill the crewpool.  We're (usually) not going to lose money in such fights, but profits are going to be much more modest than those to which we became accustomed up through this last Tuesday.  We can of course limit exposure to such large crew losses by fighting in smaller ships...with correspondingly less earnings from battle performance.

 

I'm not wailing Doom & Gloom here; in fact, I rather like what's been done.  Much like the rather innocuous shift to fixed NPC prices two patches ago which introduced runaway inflation two patches ago, it appears to me that an equally subtle shift is likely to firmly correct that trend back in the opposite direction during the coming month or so.  I'm somewhat surprised that I've seen no mention of it in this thread or elsewhere in forums today.  I think it's going to have a profound impact on the way we play this game.  Just an observation.

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First: You figured out the problem: They leave, that's a fact.

Second: Why not make a penalty on teleporting ships?

If you send goods from one freetown to another, it costs gold and a lot of time.

Send a ship to an outpost shouldn't be instant.

The game should measure the distance and if you need to sail 2 hours for that distance then send to outpost should deliver the ship in 4 or 6 hours.

So you can't instant teleport ships and you've to plan things, but you don't need to sail hours on the open world map while you play another game and just look in every 15 minutes.

 

What you are saying is not penatly. It`s still risk free option to move ships arround without any danger. Just take few hours more.

Imo totaly shitty solution. Atm population is low, but if game hits more (10k for example ) it`ll be so hard for defenders and so easy for attackers.

Without automatic sending people actually need to put some EFFORT, if they want to do port battles far away from home. Effort usually cost you some time and organization.

Create fleets to move ships towards your destination. Get escort. Move resources to build stuff @ place. Create opportunity for defenders to scout your movements and prepare defence, and possibility to gather some intel about your motives etc.

I would love to see population more spread out at national waters. Too many people are sitting @ capitals only and rarely move between ports arround national waters. That creates space for more shipyard/trade hubs, more exploring/scouting stuff, more hunting places for pierats etc.

People are so damn lazy these days. They simply want to get everything on silver plater and ruin game genres with their demands and make it dull.

Want instant action? Go play WoW or similar games that are aimed exactly at people like you and will easly meet your expectations about INSTANT action.

 

All this comes from casual gamer that play 1-2h ( sometimes more ), 3-4 days per week. And i dont see a problem with moving stuff arround world. If i want to hunt arround pirate capitol i should sail my ships there, bring scouts for me, or simply buy them arround destination ( propably overpriced but hey! that`s what game is all about! ).

Get out and start thinking outside the box!

And still there is instant small/large battle option for people that want instant action ...

Also, no offence. Really its just sick how many good games got dumbed down and became dull because of people so narrow visioned ...

I`m saying my opinion and i`ll defend it.

Cheers :)

Edited by Leku
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I think this is way to overpowered. I normaly board ships which already have more Crew than my ship can bear. But my crew is better equiped and better trained so its okay. Boarding equiped ships already got enough disadvantages in the fight by beeing equiped on boarding (you first have to get their). I still have to get the ship low on speed and I do have a lot crew less to sail and to help reloading the gunnery. This perk just takes the boarding totaly out of the game by making it to hard to handle. Please be so nice and take that out of the game as soon as possible (better right now).

 

 

This is their first attempt to get people to realize a boarding only ship is a silly concept...    You should almost never be able to board a ship with more crew then you and be assured of winning.. let alone one with a LOT more crew then you

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bla bla

 

Keep dreaming about having this game hitting a stable population of around 10K players without making any effort toward the "casuals" who only play a couple of hours a day.

Even with a system like NewClearPower proposed you would still have to travel there once, making an outpost and having to organize to send your ship there in time.

But I guess some people are just really into S&M and want to share this passion with other.

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Keep dreaming about having this game hitting a stable population of around 10K players without making any effort toward the "casuals" who only play a couple of hours a day.

Even with a system like NewClearPower proposed you would still have to travel there once, making an outpost and having to organize to send your ship there in time.

But I guess some people are just really into S&M and want to share this passion with other.

 

I dont mind automatic system if it:

- cost a lot

- takes lot of time

- ships sended with this system can be intercepted somehow.

Otherwise it`s imbalanced.

I will keep dreaming. With proper implementation and balance casual and hardcore players can be happy. Lazy ones on the other hand ... dunno.

See how long EvE-O is living and how many players it have ... and there you loose stuff when you die ( no dura ) and you cant hide inside magic instance ( battles/missions ). Not even mention about being outnumbered ...

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Yes I guess so. I guess it might be annoying to keep filling it when you may need it for winnings. You can always destroy the fish at sea.

Then it should start as on and need to be turned off perhaps.

I'd like to select with a tickbox what type of fish i want to catch and automatically throw out the not needed ones at the seas, i don't want to bother with some little fish bringing one meat and small stuff like this and keep only shark's, dorado's, manta's and stuff useful, or when in a small cargo ship only keep flying-fish that weights 0.5 but sells at 5k ( until shops get full of those with 25k units at least ) and keep bottles if i ever found one as it seems that even traveling in seas for 5+ hours it is impossible to get one ... 

 

Also the notification for when you catch something should either be way lower on the screen, where you have sea usually displayed to make a contrast between the light colored text and the sea or keep it where it is but change the text color color, right now the light color and the placement on screen with the clear sky behind it half of the time make it barely visible  

 

 

- For the officers perks after looking a bit more deep it's a bit disappointing i have to say, I know it's not finished but each Nation should have officers that have received some specific education on his Nation and have advantages and disadvantages, pirates having a bit of all as they probably come from various horizons but being pirates it will be a bit less efficient than Nationals.

 

 

Having our captains able to escape death each time and even keep them upgrades stored in the upgrades hold after each combat and our officer having a limited numbers of lifes with the need to constantly grind XP to maintain it is a bit boring .

 

The perks given seems too much boosted and not making much senses for many of them, giving too much advantages, how is an officer able to give 1kn speed on a ship ?  Turn it into something similar like lightweight ropes upgrade instead but gaining 1kn full speed by the power of an officer magic spirit when adding 2 gold upgrades made for speed on slower ships can barely bring half that ( and at the huge cost of downsides in armor, mast thickness etc ) ??

11kn slow ship + 5% for 2 gold speed upgrades = 11.55 Kn ... 

 

 Even if i like the defense boarding one that will stop the ships bumping in battle with no downside and silly quick boarding, this will force players to rake and grape crews as it should be and is very nice from a game-play perspective, maybe this should be a general implemented game rule and not a perk tho.

 

In the current state it reminds me the kids i see playing with cards that give spells to nullify opponent card etc, don't know how this type of card game are called in English nor in my own language tho but it's pretty much what comes to my mind, kids playing with magical stuff.

 

Officers from one Nation should all have advantages and disadvantages to balance them, specific to the military eduction they received in them own Nations, we should have 2 or 3 types of officers for Nationals, one specific for warships and combat, one specific to traders and maybe one specific for harassing / defending against raiders, and no need to level them up constantly with xp... Then medic officers, navigation officers etc than also will not have to be leveled up and will bring some advantages/disadvantages depending the Nation.

 

Pirates coming from all over the world should have them own specific ones with a mix of everything from other Nations but giving a bit less advantages and disadvantages than Nationals , they are pirates after all ... 

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Someone posted this somewhere else as well, but it's a great point. The AI fleets are implemented incorrectly, if you ask me. The way fleeting should work is that you control the WARSHIP and escort the mindless captains in traders. 1) I wouldn't want those dumb bots that just ram you trying to protect me and 2) I should be able to fill my AI traders hold with as much as I'm willing to risk by escorting it.

Seems a better route to me.

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...

 

I'm not wailing Doom & Gloom here; in fact, I rather like what's been done.  Much like the rather innocuous shift to fixed NPC prices two patches ago which introduced runaway inflation two patches ago, it appears to me that an equally subtle shift is likely to firmly correct that trend back in the opposite direction during the coming month or so.  I'm somewhat surprised that I've seen no mention of it in this thread or elsewhere in forums today.  I think it's going to have a profound impact on the way we play this game.  Just an observation.

 

 

I found yesterday I simply needed to rethink trade routes and goods types.  I sailed a long ways yesterday only to find my previously planned trade route was no more good.  So I simply updated it to a different strategic route.  You may be right about consumption and attrition of goods, but there is also more variety of opportunity now than before.  And surely this will also be changed again next patch or two away.

Edited by Jean Ribault
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Still testing the changes before giving my feedback, but I do have a comment regarding the upcoming removal of teleport.

 

This is a good thing, because to get from A to B everything (ships and materials) should have to travel on the open world. Both because there should be a chance for them to be intercepted while in transit, but primarily because it causes people to stay out of the OW unless absolutely necessary. The biggest complaint I hear about removing ship TP is that sailing is boring, but that's in large part because nobody has to sail on the OW unless they are out hunting or making a short trade hop. This kills the experience of running in to other players on the OW anywhere other than right outside your capital green zone or a free port, and causes the boredom on sea hauls. No opportunities for fights, no opportunities of coming across allies and sailing in company or passing along information to one another of other ships/groups you've seen on your trip.

 

I get that some people don't have a long time to play each day, and having to move an outpost or move goods could take up a good chunk of that time. But what's more exciting? Logging in, making a few clicks, logging back out, then logging in again later to find your ship/goods at the new port; or having a good fight on your way or a nail-biting escape from a raider and finishing the trip tomorrow because you actually had fun today?

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