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Remove Quirk-Perks


Quirky?  

75 members have voted

  1. 1. Remove Fleets

    • Aye, Fleets were intended to stop Ganking, but only hurt by making an BR invulnerability bubble.
      37
    • Nay
      38
  2. 2. Remove Quirk-perks

    • Make Naval Action Great Again!
      40
    • I like having things in the game that make no sense at all...
      35


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Fleets didn't stop Ganking. get rid of em.

 

Social, Determined Defender, & Area Control are Quirk-Perks… Quirk-Perks have NO basis in skill and work "just because"

 

This cheapens the game! We can do much better.

Please remove things that don't work, and things that shouldn't work.

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Because the AI does not as well as a player (though in some cases it does) - does not mean the AI fleets should be thrown out.  The fleet issue needs to be considered along side with the Rules of Engagement one.  It does offer some deterrence / out for players that are less social.  True, it also allows solo hunters to hunt bigger prey too.

 

Again, the skill based options are a fine addition to the game.  Because some of these skills (perks) may need tweaking does not mean that the idea as a whole needs to be thrown out of the window.  If anything, I would like to see even more perks - to allow for more variety in play style.

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Determined defender is a quirk perk, I agree. You should be able to board anyone you slow down, even if it's suicidal to board them.

Area control is more of a fix for combat instances. If a ship was near you, they would not have been able to vanish. I do agree they should shorten the range.

#nofleets

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The perks do cheapen the game a bit; I most certainly think that the aforementioned perks are pretty excessive. However, fleets should stay. They are fun to hunt down, can help in some cases with protecting ships and make the world a bit more populated and lively. I see the advantage of removing them, but I think the disadvantage of removing them is too great.

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Because the AI does not as well as a player (though in some cases it does) - does not mean the AI fleets should be thrown out.  The fleet issue needs to be considered along side with the Rules of Engagement one.  It does offer some deterrence / out for players that are less social.  True, it also allows solo hunters to hunt bigger prey too.

 

Again, the skill based options are a fine addition to the game.  Because some of these skills (perks) may need tweaking does not mean that the idea as a whole needs to be thrown out of the window.  If anything, I would like to see even more perks - to allow for more variety in play style.

 

No, it does not allow us to hunt bigger prey, my privateer, the Banshee, cannot even tag these fleets.

Even though I could EASILY snatcht hat trade links out from under the two Connies guarding it… I simply am not allowed to attack. Ridiculousness...

So I voted against your obvious choices.. :) But I have to clarify why, because like you I dislike the quirk perks and dislike fleets, however, I prefer them at the moment because they are stepping stones to the way I'd like the game to function in general.  I think the "Area Control" perk should be the default game behavior. Tagging in battle is stupid.  It can often rush firing, forces silly sailing tactics, and should be out and out replaced with a distance-based escape mechanic.  So therefore, I voted to leave quirks in for this behavior alone.  The rest of them should be removed! :)

 

As for fleets.. I too think that it should be impossible to leave port with any ships in your fleet.  But, I think that the only way you should be able to capture ships is to fleet them and sail them back, or as I would really like to see implemented and tested, you must add crew and set them to sail back via AI.  This would need to accompany an entire dismemberment of ship teleport... You should be able to set up both war and trade ships (with goods aboard) to sail by AI to outposts in the OW.  These should be indicated as player AI fleets (that you can escort at will if you like) and perhaps buy additional insurance/escorts for.

 

That way, we can still move war and trade ships between outposts without sailing them, but it offers up additional risk/piracy benefits for all you true pirates, reduces the time spent mindlessly sailing trade goods around, and gets us all back to the action bit which is where this game truly shines.

Those are very good points, I would also be satisfied with your recommendations. 

[_]P  Have a rum!

No, you can't have Little Willy back!

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- Area control should be a gamemechanic and not a perk

- social perk was stupid as hell gald it got removed

-All other perks are fine in my opinion. Especially determined defender stopped this stupid behavoir of ships sailing straight to an other and pushing it into the wind.

 

I would like to see that perks remove moduls out of game. Eespecially the ones like swordfighting handbooks + boarding parties + optimized ballast / rudder .... .

 

 

Fleets I agree. They should be removed to trade vessels only. Fleets destroy solo play or force solo players in an arms race to use them.

Just recently I had a fight trinc(player)  + 2 x Surprise(player) vs 2x Conni (Ai) + Indiaman (player). Guess who won. His own AI was blocking and ramming the indiaman or were stupid sailing in the distance. I cant imagine fleets are fun for both sides. People say they like to micromanage fleets... Instead of controlling AI it would be nice that a grp leader could give flag signals / waypoints over the instance map to fellow  grp captains to micromanage them like a real admiral would do.

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Control needs to be a mechanic and changed to separation speed difference if possible to code in.

 

Fleets can stay...ok...ffs.... but 2 things to level the gameplay between the #nofleets and the #yesfleets crews:

 

1. Fleet BR is not counted ( remove invulnerability bubble )

 

2. Fleet combined cannot exceed player ship BR ( no absurd setups )

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Fleets preclude people from solo playing... Don't sail a fleet, get a friend to escort you instead, start playing socially already... It gets confusing sometimes. Why do traders get told to get other players to escort them, but solo hunters seem to be immune from the same argument? What do fleets do exactly? On one hand they offer a modicum of protection for solo players. On the other they don't let solo hunters get the prize they feel they should be able to get. The problem as I see it is not in the fleets, but rather in the way people view them, as well as other OW mechanics that are currently flawed. People sail a trader with 2 Constitutions as an escort? That's not their fault and it's not the fault of the idea of fleet mechanic, for now they can't sail their Consti with a trader in tow. That will change (according to Admin) and most of the current grievances in this regard will be eliminated. Will some still sail these crazy fleets? Probably, but I'm willing to bet that most people will trust themselves to protect their trader, rather than rely on AI to protect them. You can't tag a fleet because of BR differences? That too is not the fault of the fleet mechanic, you wouldn't be able to tag a similar group of players either, so don't complain about fleets, complain about BR/tagging issue.

 

What a lot of people don't realize about the fleets is how much of a hassle they really are. Suppose I wanted to move a lot of goods from one place to another -A to B. I grab an LGV, assign a Rattle and a Surprise to a fleet and set sail from A. I get to my destination- B - and face a choice: to sail back with this fleet, or to cap a trader with each individual ship and teleport them back to A to repeat the voyage. After a short while I give up on the fleet and only use it to guard my LGV when I move something that is truly valuable to me. If anything, the benefits of it go both ways. You, the hunter, might be alerted to the fact that I really don't want you to capture my trader, and I, the trader, get a modicum of protection at the risk of losing all 3 ships and their crew (along with my goods). Fleets are not a bad idea, they might not have reached their perfect iteration yet, but the devs are still working on it. Crying foul and demanding complete removal of them gets us no where, instead, help them figure out the sweet spot where vast majority of all players can benefit from such mechanic.

Edited by Drunken Spelunking
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I don't mind players escorting and forcing the BR. I truly mind the bots.

 

Am I wrong in trying to force be-Social  sail-together down the playstyle line ?

 

And trading was way less hassle than trade raid. Half a dozen clicks, Sail, pray for good weather and protection from raiders.

 

I am happy that players will be able to have their trader bots but bear with me... no tp of ships. Balance is achieved at a human player level and not by resorting to adding artificial intelligence to fill the gaps.

 

A Lynx trader with 2 trinc bot in tow, can't be nailed by a similar rate. It has a invulnerability. I would think no players in trincs would even escort a trader lynx BUT I am sure they will escort a Indiaman ( seen it a few times already ).

 

Big difference. Players will help someone according to the importance and chances of not making the journey.

 

And by the way, raiding is a big hassle, it is just way more fun, to many players, than acting age of sail trucker.

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I don't mind players escorting and forcing the BR. I truly mind the bots.

 

Am I wrong in trying to force be-Social  sail-together down the playstyle line ?

 

And trading was way less hassle than trade raid. Half a dozen clicks, Sail, pray for good weather and protection from raiders.

 

I am happy that players will be able to have their trader bots but bear with me... no tp of ships. Balance is achieved at a human player level and not by resorting to adding artificial intelligence to fill the gaps.

 

A Lynx trader with 2 trinc bot in tow, can't be nailed by a similar rate. It has a invulnerability. I would think no players in trincs would even escort a trader lynx BUT I am sure they will escort a Indiaman ( seen it a few times already ).

 

Big difference. Players will help someone according to the importance and chances of not making the journey.

 

And by the way, raiding is a big hassle, it is just way more fun, to many players, than acting age of sail trucker.

I don't think you are wrong in promoting social play style. It is a multiplayer game played online with other people. A choice, however, has to reside with each player, and an option to play solo has to exist if a game is to attract large following. Otherwise limiting player options will also end up limiting the game. A sandbox is a sandbox; I can sit in the corner of it and dig my way to China, or I can join others and build a sand caste to rival the Hohensalzburg (beautiful place, btw).

 

I fully agree that a trader has to be escorted by either smaller vessels, or at least ones of similar size and class (perhaps one of each at most). A lynx with 2 Constis for an escort is not only an abomination due to BR differential that precludes it from being tagged, but also due to the sailing profile of this fleet. I don't even get the point of having anyone or anything escort a trader lynx, seems so unnecessary and counter productive, that I can't even come up with a single reason why someone would do that (though I believe you when you say that you've seen it). My friends do volunteer to help me and they have escorted my Indiaman loaded with notes and other valuable stuff. But when they are unavailable and I feel like I need to take extra precautions, I like to take a token escort with me. I call it a token escort because it only really protects from solo hunters using small ships; a group of 2-3 enemies would still have a field day with me and my fleet,so in this way, I too promote social playstyle with my fleets :) 

 

Trading as a French is hardly a stress free environment; there are Brits and Dutch galore in our waters and I prefer to remain self-reliant and use fleets instead of the social perk (as I do support the need to modify it and achieve some sort of a compromise). Hunting is a hustle, but it is also a choice activity (as is anything in a sandbox), one cannot complain of hardships when they are the result of one's choice. I don't complain about Brits and Dutch, I expect them to harass us to their hearts' content, I welcome it, it makes the game more fun. I imagine you won't disagree that finally capturing your prey after a long hunt is also very satisfying. Would this satisfaction not be diminished by making hunting easier and restricting defensive options of your prey?

 

I've long supported the idea of being able to send my trader loaded with my goods to a port of my choosing in the OW. The risk is mine and the choice to do so or to sail the trader vessel myself should also be mine. Along with that, I would like to see ship teleports either restricted in some way or eliminated. I believe that would create much better front lines, add a modicum of realism, and promote sailing in the OW (along with patrols to intercept enemy reinforcements to the front lines). 

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I refuse to vote on a biased poll. 

 

 

There is nothing wrong with fleets, in general, but they do need tweaked. 

 

You should not be able to have ships of drastically different BRs together in a fleet.  Like the famous, trader Lynx with a Victory.  

It should also use an officer to sail the other ship in your fleet.  So if you have one officer you have can only have 1 fleet ship.  If that ship sinks or is capped then that officer will lose a life. 

 

Officers should also get a reduction in lives to 5 from 10.   Because now you can have a max of 2.  

you can now have a max of 2 officers now? this is news to me if true last time i tried to add another it was still one :l and voted no some perks i can agree with but my fleets on pve are to fun like sailin my santa cecilia with 2 surps or a frig and a partaly undercrewed surp are to fun to not do even tho they can be pure morons some times like my ai connie who figured it would be a smart idea to back himself up on shore

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Biased pool answers choices ... Where are the perks for repairing more armor that cumulates with toolbox and carpenters upgrade, the coward perk allowing magical escapes in a blink , the perks allowing by the power of the holy spirit to get less damages on sails and so on ?  

 

Yeah... and while we are at it take out pirate speed boost of 1Kn given by the power of black magic voodoo to those who have a black flag ...

 

There is absolutely no reasons a pirate sailing a SOL or Frigate class or else gets +1Kn speed boost while he benefits from the exact same ships, same crew abilities and same gunnery capacities as Nationals, 1kn is an insane boost, Nationals get the possibility to get 0.5Kn at best and on a single type of ship class at time, and the famous 5% reload time bonus that in fact gives ... 0% reload time bonus,

 

take out the silly 10% reload boost that i still need to test more in a controlled environment but apparently doesn't give full 10% reload boost either, and would be still pretty useless compared to any other perk choice anyways...

 

As for boarding system as long as it consists in slowing down a ship and having full set of gold mods the determined defender should be the norm not a perk ... especially when a tiny fir wood snake is able to bump repetitively on a constitution live oak or put himself at 90° in front of his bow and slow it down in a battle, with no consequences at all for the ramming done ...

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Bring back Social or bring back the 5 minute timer. Preferably bring back the 5 minute timer

 

the only folks who love the 2 minute timer are the old farts who've played from the beginning and will continue to play. I've seen tons of player bleed off just because of the OW combat system being broken for so long.

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Fleets didn't stop Ganking. get rid of em.

 

Social, Determined Defender, & Area Control are Quirk-Perks… Quirk-Perks have NO basis in skill and work "just because"

 

This cheapens the game! We can do much better.

Please remove things that don't work, and things that shouldn't work.

Pirate scum, cries and devs fullied his wishes. But after battle hide in screen thats brave. One word for this behaviour is wandering through my mind starts with s and ends with bag.

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Bring back Social or bring back the 5 minute timer. Preferably bring back the 5 minute timer

the only folks who love the 2 minute timer are the old farts who've played from the beginning and will continue to play. I've seen tons of player bleed off just because of the OW combat system being broken for so long.

LOL. The old farts who've played from the beginning. Yes, and we've seen tons of players who will play for two weeks no matter what rules you put in place. This game is not for everyone. Just like WOT and COD aren't for everyone. Get over it.

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I don't mind fleets as an idea I just think they need limits....   Allow the fleet ships to be no larger then 5th rates or any Cargo ship...Allow them to be armed and fitted out as the Squadron commander wants(not this generic Med cannons and normal AI BS)... Allow them to carry CARGO. This way you can have your Connie with a Smaller frigate escort your LGV or Indiaman and it is a worth while target. 

 

     Perks are just kind of Bleh!!... no need really....   Rather then a single officer with 5 "perks" have several officer slots 

 

Gun Captain .... Faster reload and Better shot pattern....  No more then say a 5% bonus to each when at max Experince

 

Doctor .... 20-70% crew recovered if you win.... based on XP...

 

Marine Commander..... Small bonus to Morale and Melee based on XP 

 

Sailing Master.....   Bonus to speed, Turning and Sails based on XP... again no more then 5% at max

 

Carpenters are already covered.... 

 

   Allow maybe 3 officers max and have many choices that are nice but not game breaking or must haves

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I actually would like a few significant changes.....

 

All the drop mods to be perks and for them to be tree based.

 

Fleets should be an end level perk on a trader specialization.  I am sorta ok with them having it but i wan the AI not to be counted in the BR.....

If someone has a end of line perk it should be obvious as they are min maxing.  a boarding ship would have barracades as part of marines or whatever variant is end tree.   Fleets are seen in the UI.  If someone is combat specced ie monkeys/DPS maxed then they will have a visual flag stating that they are running extra gunnery crews on the top deck.

 

I am actually reasonably OK with all the mechanics even the stupid ones IF they are restrictive to other features & Visually viewable in OW. if end of a tree specced  ie MAXED

 

 

 

The main reason there is so much suck at the moment is you go in blind and cant work out how to deal with the enemy until you win the maneuvouring and find out they are defender specced.  Or you go to board and they are gold marined with 2 AI ships and will defend kill you.  Or that the perks are just badly designed/layed out.

 

Between this " completed officer system " and the effective nerfing of boarding I have turned off till content arrives or gets fixed.    Devs ignore everyone else and make stupid choices and fail in ways game designers did 15 years ago...........Skill trees have been a good thing for many many years.

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  • 3 weeks later...

Gaining  over a prize at some 5 knots, not even 50 yards and boom, coward smoke and he ninjas out. Yes, my fault and rookie raider mistake, but... seriously ? Hell, will spend points on Control just to keep these little f....riends in battle unless they actually gaining distance.

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  • 2 weeks later...

Hethwill, I can't agree more. Coward perk is the WORST.... As a rule, I never re-tag a player in the OW if they've gotten away in the battle. Good for them and well played. Coward perk is the only exception. It's rubbish. I've gotten so frustrated, I've started using control on my fir lynx. So far I've had my revenge on 3 known coward perk users. And it's been glorious.

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