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Please Restore the Social Perk


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I'm not trying to be a dick at all....  I'm just trying to point out my opinion that in a game like this you shouldnt feel "safe" anywhere.

 

I will say that IMO the lower player pop has contributed to the increase hunting near capitals, as players are looking for ANY PvP.  As an American, I will tell you that after 9 PM EST, I'll attack nearly anything that isnt AI, just because the pop is so low.

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I'm not trying to be a dick at all....  I'm just trying to point out my opinion that in a game like this you shouldnt feel "safe" anywhere.

 

I will say that IMO the lower player pop has contributed to the increase hunting near capitals, as players are looking for ANY PvP.  As an American, I will tell you that after 9 PM EST, I'll attack nearly anything that isnt AI, just because the pop is so low.

tbh im making a clan to counter this since after i lost my buc i decided something had to be done about it since there are so little people willing to stand up and hunt them i thought if i make a clan then maybe people will be more confident to go against gankers if they see they can be taken out. so in a way losing the buc was a good thing since now i have my own clan just need enough members now. yes i called you a dick but its the way you said those comments made me feel like you were blaming it all on me so sorry if that was not your point but its how i read it. 

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Pirates had months a situation that MT was surrounded by enemies.  I think that now the situation is a bit more silent. (Fix me if I am wrong)

 

I think every day in the national chat -> Someone was attacked, lost a trader, lost a SOL, etc...

 

KPR situation is normal on PvP server.  Player base is a bit low just, so not all can enjoy from instant battles like you guys can atm.

 

...

 

About the perk..  I think we do not need that in the end.  Would be better as a standard feature.

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tbh im making a clan to counter this since after i lost my buc i decided something had to be done about it since there are so little people willing to stand up and hunt them i thought if i make a clan then maybe people will be more confident to go against gankers if they see they can be taken out. so in a way losing the buc was a good thing since now i have my own clan just need enough members now. yes i called you a dick but its the way you said those comments made me feel like you were blaming it all on me so sorry if that was not your point but its how i read it. 

 

 

See, I think this an awesome response to the threat...  Good luck mate!   I've noted that the French have a VERY effective corps of lower-level players who escort traders.  Its a great idea.

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I will repeat again.

 

1. I love ganking

2. Ganking is for big boys, but Devs are doing everything in favour of gankers, because otherwise the gankers cry like babies

3. Ganking must be hard, risky and tough. If you don't like it, don't cry, go and trade or play on PvE server.

When I look at all these self-called "gankers" that cry like babies, I just laugh at them. Stop crying to Devs and threatening them that you will quit the game or such, get your s**t together, grow some balls and look at Blackjack Morgan or other gankers that got balls and are not scared to fight or use 10000 exploits calling them "game features" or "game mechanics".

DAMMIT SRUPL why are you having a go at me now? i don't care where i get ganked how many numbers i care about 2 things will they fight me as if im gonna get ganked i don't want it to be 1 hour of them chaining me i want them to fight me as its fun and where i get ganked if i get ganked right outside my home port you must understand im not gonna be very happy

Edited by Herpaderp64
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What's the fun in that?? 

 

Making sure the resources don't fall into raider hands !?... Good fun. Half an hour sail, chat with the buddies. Mission accomplished.

 

Next stop hmmm... some place where players don't find fun escorting their nation traders :)

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What's the fun in that?? 

 If more poeple would sail in open world instead of sitting in port waiting for help crys. Then the escorts would get a fight. Everyone would get a fight isnt that what NA should be about?

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Funny, the people in this forum thread getting vitriolic are also people who play pirate and like the current gank mechanics as they are. 

 

 

I play USA on PVP1 and the current mechanics are what allows us to have any influence on the game, whatsoever. You think the USA is gonna take all 30 of its players and just go rip-roaring across the Caribbean, snaffling up ports? No, best chance we have is commerce raiding (and occasionally getting in on a port battle with our allies.)

 

It's simply not possible for a smaller nation to raid a larger enemy's coast when that enemy has 30 minutes to call their whole nation to arms. Not to mention the fact that with time-compression sailing, such a response should be an impossibility.

 

Just yesterday I lost an ingermanland trying to sail around Jamaica to set up an outpost in allied British ports, to a fleet of about 6 French renomonomeees (sp?). Wasn't the wisest decision on my part to take it out on it's own, but it was a risk *I* myself  took. In fact, I was attacked right outside montego bay, and if I'd started my journey about 1 minute earlier, I'd have made the journey safely into the port.

 

And yet, despite that incredibly frustrating experience, I do not advocate that the mechanics be altered. Perhaps, one day, Americans will be raiding the French outside their ports and I don't want the opportunity to return the favor to be spoiled :).

Edited by ajffighter86
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Being sarcastic doesnt help at all,if people which are playing this game share their thoughts,trying to improve the game. Liking Social Perk or not,there must be a way for those who are attacked,to get some help in a certain time window.That is why the game is still in phase of testing, to make it better.

I don't mean to sound hostile but most of these players trying to ''improve the game'' should start by improving themselves until they realize that the main problem was not the game but their own inexperience since the game already provides all the tools for proper risk management and I understand it is natural reaction first to mask poor decisions by blaming everything/everyone besides themselves.

We have gone from this period when everything was on the shoulder of captains themselves and their ability to adapt:

 

There are no newbie areas

to introduction of rookie zones and certain perks that dumb down the combat/OW experience.

It leaves me to wonder what improvements comes next by this point, maybe automated yards and automated raking?

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Whine, whine.

 

The Bahamas was always supposed to be a newbie zone due to the shallow water. It just wasn't practical to alter to heightmap to lock frigates and SoL out of the whole region.

 

You are welcome to take a shoal-draft vessel into the Bahamas and seal-club brand-new players so that they learn the hard way. You just won't be able to sink newbs with a whole fleet of veterans, sorry. It will have to be an even fight.

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social will be reworked

it will allow unlimited entry for the weaker side up to 1v1 (+/- 20%) BR

but not more. 

 

ok, not bad. I will like to see how this works.

 

On the subject of battle timers. I know why the 2 minute timer was introduced but it has been really damaging from my point of view in making it difficult for many players to PvP. I can't help but support going back to the 5 minute join window OR have a dynamic time window. It's pants on fire crazy that I can't help a trader who get's caught in a battle right outside my capital, or a nearby friendly port.

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There are two things that will be needed always in whatever RoE and this is where the two world collide.

 

1. A ship must be at sea for over two minutes. This is more important than most care to admit. Two minutes to join a battle. Two minutes blocked from joining battle after logging in, after leaving port, after leaving battle. Everything is tied together or else we return to the chain ganks and invisible ambushes.

 

2. Distance scale must be a compromise. This is where the BIG instance model would come handy. There's a battle going on the vicinity, do you wish to join ? Yes, No. Bam, immediately go into instance and navigate real time as in battle to the conflict area. If No, it is a forfeit.

 

Social works both ways. One of the most interesting uses was to draw bigger prizes into battle and then release the true "gank" once SOLs and other interesting ships were commited.

 

In the end it just worked, in a different way towards the gank or be ganked.

 

Trade raiding only suffered IF the deed was commited near a port. And we come back to number 1. A ship must be at sea.

 

We take timescale and a ship takes at least half a day to get ready to get to sea.

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And yet apparently Kaos is worried that the dumbed-down game will be coddling the 5 noobs sealclubbers.

Can we add a copy of this zone for frigate players too while we're at it already, never really liked lighter ships to be honest and sailing to KPR to farm noobs is taking too much time anyway.

 

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Dear lord, like I said, rabid 2 min timer types. Same dumb arguments, same insinuations of inexperience.

I uave 1400 hours in this game, I was one of the most active PvPers in the game at one point, I would feel guilty only being in 1 PvP fight in a night when my norm was 5-10, full blown, no fleeing, fights.

Ajfighter, the tiny little 40 man french nation on PvP2 had no problems with the 5 minute timer going up against 300 pirates. I would prefer a 5 minute timer as opposed to a 2 minute timer in that situation because it would allow me the ability to hunt for enemies but still respond to a help call and maybe get there in time. As well as a host of other reasons.

We were outnumbered with smaller ships facing a 300 man enemy in SOLs...and we would not have been able to compete with only a 2 minute timer. We would not have been able to do area suppression and then respond to attacks on our traders. We would be forced to do nothing but trader escorts, instead of hunting traders. That would reduce how much PvP we did drastically.

There is no reason why someone should be able to attack with impunity outside a busy port. People can hear gunfire for miles and miles over open ocean. That was their communication system. That was their GPS. Sail to the guns.

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well i told you guys and kids there would be a revolt very soon

 

look in the distance a fight its 2 miles away

oke......

let go for it... let s help my fellow country men

 

 

ohw no..... the battle is ...CLOSED!

whut ,,,,.closed...! what is that for secret weapen

Edited by Thonys
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I think you understand 0 things of what I said.

i think you do not understand that not every mind is equal to yours some people see words differently

if your having a go at the gankers and not me im sorry but i felt that was directed towards me

 

edit:ok now that i just reread your post it makes more sense so sorry for thinking you were having a go at me lol  :P

Edited by Herpaderp64
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Here's a suggestion. Scrap the battle timer argument. Time is irrelevant when the overall problem is lack of players wanting anything to do with each other and no incentive to sail together, only to spam agonizing pleas for help when suddenly it wasn't such a great idea to be out on a trader alone.

 

Instead:

 

Have players be able to generate their own escort missions that PROMOTE sailing together.

 

For example: I need to run a shipment of oak logs from Wilmington to St. Marys. I know it's pretty darn foolish to try to do this on my own with pirates/danes/swedes/French/clowns/hobos/IRS agents/everyone's cousin/beggars coming out of Sunbury to gank raid traders.

 

I'll create a group. Join my group and it'll generate an escort mission, and you'll get a calculated number of XP points based on distance/risk and gold (which I, the trader, has to furnish out of my own pockets), to motivate players to accept this mission and sail along. Typically this line of work will attract newer players, and they don't have much to lose and it would require perhaps less effort for the rewards, provided we don't get attacked. And if we do get attacked, well, PVP for everyone.

 

Too hard to implement? Maybe, but it makes more sense than sending an 18th century text-message in nation chat, with the coordinates of the battle, for everyone and their uncle to form a counter fleet that sails for (time compressed) days to join a battle that lasts 1.5 hours in real time.

 

Point is: I would LOVE to see missions that actually PROMOTE players sailing together, rather than typical 'go sail here and sink the robot' missions that aren't really worthy of a PVP server. The biggest issue with this suggestion is that you actually have to make these types of human-interaction missions more appealing (rewarding) than grinding admiralty orders.

Edited by ajffighter86
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Any military training says have or send out a scout BEFORE emerging from base with your full force.

 

A Basic Cutter will be able to see a gank fleet on the doorstep.  Send one out, then burst out your main force.

 

Even better:  ask a buddy patrolling the area to tell you if the "coast is clear" ... otherwise, you take your chances.

 

~ HK ~ 

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