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Patch 9.93 - Bucentaure, acceleration rework and many other things


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Getting at least 2 officers will do, one fighting officer for combat perks one "trader" officer for economic perks , getting the economical linked or ship building perks added into a war officer is not making any sense imo.

 

 i don't want to collect all perks possible in game, even if at this current game stage with the planned final release date and grind it takes to get an officer to lvl 10 it should be logical to get them for no xp at all for testing purposes and switch and combine them easily ...

 

 

 

 

If you focus only on trade it wili take probably more than 6 months to get the 35K xp needed for the full 10 levels of officer perk collecting only travel xp while playing every day for long hours...

 

Fact is that you need to grind xp no matter what path you choose to play in game and combat perks are essential in this domain, game design by itself does not allow you to focus on trading for example or you get limited opportunities for the officers.

 

Combat perks are not essential for grinding XP in PvE, and arguably the most popular perks (speed bonuses, engagement / escape modifiers) are irrelevant.  That pretty much everyone is forced to grind XP in PvE for officers to use in other areas where they really count is a separate issue.

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Isn't that a good thing? Your are forced to chose. Even addition of one more officer with no other changes (i.e. 10 points per officer) would create huge differences between players with and without officers, devaluing skill in what is supposed to be a skill-based game. It would also mean you get to stack things that currently (thankfully) cannot be stacked, e.g. Pirate (speed bonus) / pirate hunter (reload bonus) + master (speed / reload bonus).

If more officers are added, then they must draw from different perk pools, and have fewer perks per officer.

 

 

Yes and no. Limit things force one to choose. You can't simply put in all you want and create a killer machine which is good. Like with regular upgrades - I have a bunch of but in my gold ships I can only use 4-5 at a time. So I have to decide what upgrades to choose depending on my plans e.g. PvE, PvP, Port Battle, Hunting or killing, Trading etc. - That's what makes the difference and that's what makes the game interesting.

 

What I would like is the chance to hire, let's say, up to 4 officers. Like with Outpost Slots, each one could be more expensive than the previous one. Then I would like to train them in different ways and when I prepare my ship for a ride with upgrades I would also like to choose one of my officers. 

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We wanted that nail biting feeling "what should i choose" and try to not make filler useless perks. Choice and hard limits makes it exciting. 

And some captains have noticed that we want to reduce the upgrade influence going forward (right now upgrades matter, not the ship).

Apologies in advance for going off topic,but i so wish the most important decision of all "nation Choice" had this same feeling applied far to easy to swop and jump ship from nation to nation.

Sorry but i had to say it.

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Combat perks are not essential for grinding XP in PvE, and arguably the most popular perks (speed bonuses, engagement / escape modifiers) are irrelevant.  That pretty much everyone is forced to grind XP in PvE for officers to use in other areas where they really count is a separate issue.

Was unclear on this but since it's almost impossible to get anywhere for someone focusing on trading it was in the case we have 2 officers, one dedicated for combat and another for traders/economics, of course you don't need a full officer perk to grind but seeing the advantages they give it will make it way more easy to level up to levels where you will start to make better xp or have enough level to even get 35K xp cumulated , especially for players not already at max levels that can't grind 35K xp without making 70 missions with a frigate to get a full officer leveled up for example , those bringing around 500xp each , the faster you will progress in your combat officer careerer with the help of perks, the easier it will be to do xp with the trader/economical officer even while using gunned bigger traders able to bring nice xp in combats vs AI other traders or if implemented getting xp for trading that will be probably very low compared to fighting too so the bigger the ships used the better.

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Can I assume that we still awaiting a hotfix to repair something that went drastically wrong with the update?

 

I think you might want to provide more details and specifics about what actual problems you encountered. The Support area would be my choice of where to do that.

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Bucentaure BP got in ! "That's a bingo !" :o

 

Time to spend the 12k worth labor contracts i've been saving !

All the changes look nice, let's try everything out as soon as the servers are back.

 

As always, great work Devs !

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Good surprise yes, did not noticed it before server hotfix, and got very lucky with a speed 3+5 live oak one made, bellona done to get the Bucentaure bp also came in wiht 3+5 but stiffness,time to put those LH contracts at use and make a fir wood one now .

 

Thanks for adding this Cecilla, this makes the patch really better  :) Was waiting for her since i first saw this ship.

 

 

One thing i noticed : anyone have the OW sounds volumes reduced a lot ? like waves hitting the ships at very low level now ? Birds when passing by still have a nice level for sound 

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Good surprise yes, did not noticed it before server hotfix, and got very lucky with a speed 3+5 live oak one made, bellona done to get the Bucentaure bp also came in wiht 3+5 but stiffness,tiem to put those LH contracts at use and make a fir wood one now .

Thanks for adding this Cecicila, this makes the patch really better :) Was waiting for her since i first saw this ship.

One thing i noticed : anyone have the OW sounds volumes reduced a lot ? like waves hitting the ships at very low level now ? Birds when passing by still have a nice level for sound

I like it. The waves were constant and kinda loud for me.

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But it is too late then. You are on fire, you haul down your colors, your ship explodes and everyone dies. Surrender was pointless. You are sinking, you haul down your colors, ship goes under and everyone dies. Surrender was pointless.

That said, I would prefer a more nuanced mechanic, e.g. a combination of "freezing" leaks / fire after surrender to preserve prize for opponent, but also a longer surrender timer to make last second surrenders riskier.

 

 

One really has to define sinking and on fire first. Is it no surrendering with any amount of water in the hull? Is it any fire or fire shock?

 

 Carpenter: Captain we have 9 feet of water in the well and the pumps can't keep up! Captain: Sorry we can't surrender to save the ship and crew. Save yourself if you can swim!

 

I agree there should be a point of no return, but ships that did strike their colors often had extensive damage to include water in the hull. So a mechanic to prevent the last minute surrender and preserve the capture would definitely be a good thing.

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I like it. The waves were constant and kinda loud for me.

I changed the different levels for seas and coasts sounds levels in sound options and it's good again, was a bit lifeless without those. 

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Patch 9.93 will be deployed today

 

What's new:

  • New ship added: Bucentaure - a superb and powerful french ship of the line (drops from 2nd rates, 3rd rates and sometimes from Ingermanland).
    • Blueprints will be reworked in the future through the academy building so please ignore the fact that it currently drops from english/russian lineships
  • New set of battle and economy perks/skills added
  • Battle
    • Press Gang – crew members alive after boarding join your crew
    • Area Control – you and all enemy ships within 500m from you cannot exit the battle 
    • Pump inventor – improves pump performance
    • Carronade master – improves carronade accuracy
    • Storage master – provides additional repair kit in battle but reduces speed 
    • Admiralty connections – reduces crew hire price
    • Trimming Expert – reduces ship heel
    • Rigging Specialist – improves your sails (reducing incoming damage) and repairs them better 
    • Emergency master – reduces emergency repairs cool down 
    • Expert Carpenter – increases repair amount in battle and in the open world
    • Expert Surgeon – medical kits efficiency increased
    • Defence Drill – reduces cost of defend command
  • Economy
    • Foreman – increase Labor hours regeneration
    • Overseer – increase Labor hours storage
    • Royal shipbuilder – reduces LH consumption for all vessels
    • Lineship shipmaster – reduces LH consumption for ships of the line 
    • Frigate shipmaster – reduces LH consumption for all frigates and 4th rates
    • Light ship master – reduces LH consumption for unrated vessels
    • Gifted – increases blueprint learning chance
    • Fisher – increases chance to fish something out of the water
  • New acceleration physics. Expect significant changes and temporary annoyance. 
  • Auto-escape functionality added. If you internet disappears in 5 mins your ship will set sail at best angle and will sail straight until exit timer allows exit the battle. 
  • Sail animations somewhat improved
  • Perk reset functionality added - costs 3 levels
  • Pirates are now considered nation in large battles in the lobby - no longer filling both sides. 
  • Convert All (fish) button added to convert all types of fish
  • Repair and Medical kits allows teleport now
  • Surrender is no longer possible if you are sinking or on fire

Fixed bugs:

  • Fixed bugs with free crew generation in certain cases (e.g with basic cutter)
  • Fixed bugs with extra pump upgrade
  • Fixed bugs with shipwreck locations distribution
  • Fixed bug that dropped sails to 0 if you started surrender
  • Fixed certain bugs in command tablet (m)
  • Fixed bug that your officer did not get XP if you lost a durability
  • Bucentaure visual bugs fixed

Tunings:

  • Changes to turning (turning acceleration is coming in one of the next few patches)
  • Mastery perks speed bonuses lowered
  • Assault flag requirement lowered to Master and Commander
  • Shipwreck resource variability increased
  • Chance for shipwreck bottle drop increased
  • New tobacco and sugar sources added (american coast in particular)
  • Speed changed for Victory and Santisima
  • Damaged rudder (yellow) penalty lowered by 25%
  • Morale bonuses for all boarding upgrades lowered
  • Steeltoolbox and survival handbooks rebalanced
  • Cannon loss through stern somewhat increased
  • BR tuned for St Pavel and Bucentaure 
  • Color blind colors adjusted for better visibility
  • Enable communcations with enemy nations is enabled by default
  • Leaks adjusted for all vessels
  • Waterline lowered for ships of the line (was a bit too high)
  • New bugs most likely introduced

Discuss.. 

 

Next patch alliances and some other minor things

 

 

 

For you rebalance means make a module completely useless?

 

steel toolbox now repair 7,5% and the sourvival handbooks make repair faster pump rudder etc what is the sense in that?????  they are almost istant repair  so it become a completely useless module now  , and steel box become worst.

 

 

Instead make modules setup an option, you reduce them to irrilevance all time, already 70% of the modules in game are useless. add to that steel toolbox and sourvival 

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i think it is about time to reset all players ...because each time you add content it is been mostly tested by players with millons of gold and max rank . i think it is also very interesting how all thoose changes affect the "casual" player (because theese are the customers who bring you the money )

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Confirming that I also have the Santa Cecilia BP. It appears to be level-based (level 28 crafting).

Same here. Santa Cecilia was amongst the learned BP's automatically (and Buccentaure dropped from 1st Bellona )

 

Can't understand the hype about the Santa Cecilia though. 315 crew and weak guns, 12pdr/24 carro in battery deck only. Why should I prefer it over an Essex ? Just bec of its better turnrate ?

Edited by Jan van Santen
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