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Revenge FLeet camp

Post escape retag....

 

 

   Just have every leave the battle a random distance of at least 5 min sailing from the battle start location.. Maybe even extend it by 1 min sail for each 5 min in battle.. and have the 2 sides pop out in opposite directions from each other. This will make revenge fleets a thing of the past... It is also silly that you can escape in table instance but when you return to OW you are right next to each other again.. having gained nothing in distance on the chaser

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Ah, the Gripe Thread. Thanks for starting this, Admin.

 

1) Teleport Mechanics. Not fun because whole fleets can appear out of literally nowhere & breaks immersion.

 

2) Crafting Notes. Not fun due to huge labor hour investment for relatively small return. 

 

3) UI sliders. Not fun due to difficulty of assigning desired numerical value (even with mousewheel fine adjustment).

 

I specifically cited things that I do not have information on being addressed in the near future. Current PBs are also kinda butts, but they're being worked on. I'm all for the capture circles and land-based fort guns and hostility mechanics at the moment.

 

Because I was taught to never gripe about something unless I had a potential solution - How would I fix the above:

 

1) Basic Cutters receive a 150% speed buff on the OW provided the ship is not within sight of any other ship or port. Capitol teleports remain as-is, inter-outpost teles go away or have a 1-hr cooldown.

 

2) No more crafting notes. Use coins directly in crafting at a scaling rate, providing diminishing returns for applied labor hours and materials. Rates: Common 1x, Fine 3x, MC 6x, Excep 10x. Modules would require 1/4th the coins that a ship would of the same quality. MC and Exceptional builds might require further additional materials, also.

 

3) Just add a number box, for pete's sake! Seriously, Pete lost his leg last week due to the ruttin' sliders, and they're threatening to take his other one!

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Not in order of importance.

1. Lack of visual diversity in battles, we really need craftable paint, custom banners and flags,

2. Lack of weather which adds to both visual and gameplay diversity. Lots of wind will tear at full sails, almost no wind, heavy fog, waves that can enter gun ports if left open taking on water...

3. Navigation is all but nonexistent, instant GPS, no proper charts and lighthouses to determine approaches to port. Would give us something to do on longer sails, and add to coordination when running after or from someone.

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1. Game is once again a shoot the masts down fest....after 2 years this still hasn't been figured out.

 

2. Ramming ships to knock off bowsprits.....come on man nobody crashed ships into each other at high speeds to do this in real life.

 

3. Everyone using carronades

 

4. Grapeshot is still too effective

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I have something that certainly isn't fun. Shot rebound that causes self damage. The notion that a ball that has dumped it's energy into the hull of a 1st rate and rebound to the ship that had fired it with enough energy to damage said ships armor,crew and guns is far fetched.

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1. Grind (exping) - too long way to reach max rank

2. Grind (exping) - too long distances to sail to missions

3. Grind (exping) - unnecessarily too hard especially on low lvls

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There's a bunch of Quality of Life stuff the game needs to address like UI, port screens (preview of ships would be nice), wind, graphical issues etc.

 

But above all, the one thing every plaer has met with and meets everyday.  The LONG sails.  Now, don't get me wrong, I love that part of the game and it is what draw alot of players....but some kind of mini game or task or chore, even a "Mop-the Poop-Deck-Simulator-9000" would be very welcome.  Just something to fiddle with and pass the time - And that gave me a brilliant idea, I will post it in the Small suggestions!

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Tagging for battle: Not fun because the draw circle is so large, I can't get in a 1-on-1 fight.
 

Player AI fleets: Not fun because it gives people an immunity bubble against 1-on-1 fights. Forces gank-fleets to occur.

 

Non-skill modifying perks, such as Determined Defender, because it cancels out your skill and effort unrealistically… which is frustrating.

 

 

Thank you.

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The empty sea: Very few AIs, No AI traders, No Contraband AIs - this was the one way one could move ships around the board.  I know that TPing ships is not realistic, but this game was already a HUGE time suck as it was - the recent change in culling out all AI trading has not made the game any friendlier from a time requirement perspective.

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Pagan pete and draw circle +10000

Taranus prime, traders + 10000

Also i think that with new update, almost we need 2 o 4 more outpost.

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1. No follow command in open world. It would be lovely if I could just follow the squadron leader and go to the head. My wife is really tired of scrubbing the carpet.

 

2. Can't see tagging circles unless I'm tagging or being tagged. I should be able to see tagging circles so I can hurry into or away from nearby battles, and get some warning a fight is about to start.

 

3. Undredged harbors. Clear out some of the invisible shallows from in front of various harbors so its easier to get in and out. 

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Since October patch.

1 ow is devoid of players

2 ow is devoid of tradeships

3 ow has 10000000000000000000 sol fleets.

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1. Time to get logistics done.  As in time it takes to sail from A-B with a cargo, so you can afford to build a combat ship.  Got better with TP cool down removal, but sometimes it's still a pain. Action != Sea Trucker.

1. a.  Inability to use a fleet ship as cargo carrier, while you drive the gun boat.  It would be much more fun to be the escort than the escorted.

2. Boarding mini game.  Have to throw my hat in on that one as well, who can click last with a good ping is not fun.  

3. Frequency and duration of weather.  Groping around in a storm for an hour is ok, but on the Saturday after the patch, I spent 5 hours in the rain. Should be capped at 2 1hr storms per day, unless you got into "real" seasons.

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1. Too few ai traders, nearly no contraband traders to see (maybe others are faster than me, but I rarely see them and since the patch I havn't seen a singe contraband trader)

2. Too few ai single sailing ships of all rates

3. Too high casulties due to stern raking with balls

4. resource information shall be available again when hovering with the mouse over the port on the map

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I want to preface this with the fact that A: I really love the game and it really has great potential & B: I only play on the PVE server as I hate PVP games....

 

1. OW sailing - not fun, because.. It takes hours to get anywhere and there is seldom anything to attack in between that isn't in a fleet.

2. Hunting for targets - not fun, because.. NPC's you are at war with don't attack you, nor do pirates. Other than via combat missions most ships cannot be attacked as they are in fleets so you can spend hours on end in OW with nothing to attack.

3. Quests - not fun, because.. There are only 2 quest types.

 

But again, I love the game and think you've done an excellent job.

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1. Wind is very predictable. This counter-clockwise rotation needs to go away. It is very annoying when you beating up into the wind but you can not take even legs because of the constantly turning wind. Please let it blow to one direction for a while then make it slowly turn to another total random direction and stay there for a while. It would be nice if its strength wasnt constant but hey 1 step at the time. That is less annoying then its steady rotation.

2. Extremely poor variety and quality of loot. I think a PvP player should be able to maintain or grow his wallet by doing only pvp. I dont do port battles, I prefer duels or small gang pvp with 4th/5th/6th rates. In those battles you dont end up with half (or more) a million of gold so you either start trading or do pve, I have found both a very boring and a dull way to spend my time in the game. I really enjoy the combat, that is the main reason I play it and I hate that I am forced to do something I dont want to in order to be able to do pvp. I believe the loot quality and/or the gold can be earned from these battles should be improved significantly especially now, that a Fine Trinco 1mil(or a lot more). Also, in my opinion, destroyed ships should drop their cargo and modules with a % chance (every module should  have a 50%-50% chance to be destroyed or appear among the loot) that would make it worth risking your precious ship with expensive modules in pvp combat. :) Because if I take out my exceptional (or worth the quality doesnt really matter) ship with expensive modules on it I am risking loosing it. And the most I can earn from these battles is around 50-80k gold. Im not saying that we should always earn a lot more then this, but it would be nice to have a chance to loot something expensive. Like 1 of its 3 modules dropped and it was a pink one. 

3. The storms are boring. I really like that we have a storm, not a single times I have complained about it to anyone, but they are so boring. We should have massive waves and winds some damage to the rigging at least. And there are no storms whatsoever during battles. That is so disappointing, it takes away a lot of immersion. I still remember the heavy sea during the sea trials, and how much fun that was, and here we are playing a later version of the same game, with the total lack of stormy weather during combat. 

I really enjoy this game, I think you guys have done an amazing job so far and the way you include the community with topics like this is exceptional. Keep it up guys, we are having great fun testing this game! 

Edited by Lockheed
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1. I think Battle Screens should have a timer on them, to prevent longer afk. I think is unnecessary to spend more than a minute on this screen even if you have to take care of fleet/crew/cargo, but in case its too short make it 2 minutes.

2. Top tier(exeptional) craft should be a chance, instead of an option available from craft lvl 1 to 50. You should attempt to create one, and if you aim for exeptional craft it could be limited, that becouse of the cost you can not end up with worse than a mastercraft or fine, but you should not have the ability to straight up create one. The chance of success could be increased by the quality of the resources, and the actual level of the crafter, or something like preparation before the actual craft which'd cost LH too(the more time you sacrefice on creating a masterpiece the best result you end up with). I think even with maximum player effort it should not reach a 100%.
Even the best swordsmiths couldnt end up with a mastercraft every single time they tried, and when they did they had to sharpen and form the blade in a way they could reach it's full potential sacreficing even more time than the actual forging process took.

3. Ship condition should affect OW travelling as well, so if you aim for hunting down traders you should at least carry some reapair kits to sail it to a port after battle.

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1) Player AI Fleets on a PvP Server. If we wanted PVE we would go the PVE server. Make the PvP Server great again!

2) The amount of NPC fleets on the open world and the size of them, too big.

3) Player AI Fleets & Open world NPC fleets are killing solo play.

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1. Grinding hostility is not fun because it is tedious.

2. Sailing long distances for trading missions is not fun when the profits are not high enough.

3. Farming for fine woods is not fun because it is also boring.

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As of the new patch:  

 

RNG on harvesting wood resulting in compass wood = not fun.  Sorry, I just get really upset when I harvest 5 wood farms and get 3-4 compass wood and 1-2 fine wood drops.  I should be guaranteed some fine wood on every harvest.  

Edited by Ultravis
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1. Grinding hostility for ever on PvP2 (a little is ok, but this is too much)

2. empty PB

3. lvl 50 crafting and not beeing able to craft the ship I want, when enemies can (Ocean)

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1 - the way people abuse the battle entry and exit mechanics and log out feature to set themselves up to get to Port battles without having to deal with defenders screening the port or so that they can gang up on and Gank people and get away scott free because no one can catch them afterwards even if they are waiting at the battle location in open world map.

 

2 - to much dependance on RNG in craft to try and make certain ships rare.  If you want people to use ships other than exceptional, you need to give them a reason to do so.  Reducing or eliminating the differences in upgrade slots while putting some change to the other stats would help greatly.

 

3 - The stacking of upgrade and perk bonuses that can lead to ships becoming unbalanced.  Maybe put a limit on how much of a bonus any stat can recieve via perks and upgrades or add some sort of dimishing returns or stacking penalty to avoid certain ships becoming overpowered due to perk and upgrade bonuses.

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Cause it just keeps on making me sad:

1 - Devs, please show at least a bit of a reaction to every suggestion.   (I want to refer to my post here: http://forum.game-labs.net/index.php?/topic/16937-the-value-of-an-area/?p=330242)


2 - Ports! I can not say this enough. 8 are not enough outposts to keep as the map is right now. We need at least 2 more. I dont care if that coasts money or something else. But to keep the fun in this game with the new port and trading system we need some more.

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