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Patch 9.96 - New conquest, New trading, New ships and other things

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  • All men are created equal and all crew colliders were standardized. Previously some ships had men with 180cm height (on cutter) and some had 150cm height. This is no longer the case. Although cutter captains still have the biggest hands.
  • Splinter damage: When a cannonball hits a broadside it affects crew differently when it flies above the deck creating casualties by shockwave or hitting men directly. Nelson’s assistant was killed by a shockwave from a high flying cannonball. We have separated cannonball damage to crew into two parts. Cannonball hitting an unprotected crew will generally have less casualties on the ship than cannoball penetrating the broadside, generating splinters. If you aim at broadside areas with crew behind it you might inflict good damage on the crew.

 

Only took a couple of quick single-missions to see that y'all may have overdone it a bit.  The crew loss appears excessive.  My initial impression is that grape shot is currently irrelevant for the moment; ball ammunition seems to be disproportionately decimating crews very quickly.

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Pirate perk is now completely useless. It gives .5 knots speed, for six points. Alternatively, before sailing, you can take frigate master or whatever you are sailing, gets you a .5 knot boost AND faster reload... for five points.

actually faster reload of master perks is bugged too, no bonus of reload

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I think we need to spend less time sailing in OW i just wasted like 2 hours from la Habana to Puerto Real. I know its a sailing game and all that but 2 hours? really?

 

I love the game but some pleople dont have so much time only for sailing, i think we need faster timespeed when sailing, Half of this time could be good (1 Hour). Please devs think about this please.

Edited by cartoy
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I'd ask you to carefully read what i wrote and my more detailed explanation - the amount of time required is ridiculous. I ahve over 1000 hours in this game so you should not think I'm jsut wanting 10 million in 10mins - not even clsoe to what I'm complaining about - but over 100 hours for a single trade mission seems widely past anything reasonable. Real life won't permit me to commit to this and I know of many more who won't be able to keep up with palyers who invest 12 hours a day into this and that will kill any competition. The game already required a load of time to play - making this worse really doesn't seem in anybody's interest.

 

Please try again using constructive and specific feedback and criticism.  What specifically don't you like and what might you do to make it better?  Thank you.

Edited by Henry d'Esterre Darby
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Rant Moderated

 

Where are these unfriendly waters ? I played for a total of 8 hours and found one yes ONE trade ship not flanked by a dozen ai ships within the second circle.

There is literally nowhere a player needs to sail that isnt completely swarmed by friendly ai fleets.

Its finally become a massive 25 ship battle game.

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You are a tester and things will change. If such small things effect you then maybe you should wait until final game release when all things are tuned and in place. Don't forget about Final wipe before release (it might save you some nerves). Wipe will include all your ships, mods, structures and goods. Only Rank and Craft XP will remain.

Do you realize that You are helping construct the game, you can't play it as Final Released Version.

Customers have to understand that they paid for Alpha (Under construction) game. We all are Guinea Pigs until release. Unfortunately, some people want all at once and now.

I agree with you but as a tester what does the pray button do?

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To prevent these predicaments is why the Devs have been warning for over a month that this would happen and that ports ownership would be changed.  

 

See, e.g. "Important -- Final map.  Player action required for both PVE and PVP servers.

Started by adminSep 15 2016 09:52 AM"

http://forum.game-la...nd-pvp-servers/

 

and, "Important october patch information"

Started by adminOct 05 2016 08:48 AM

http://forum.game-la...ch-information/

 

Great!

My  PC has been down for the last month, just got back on last night and today I've found that 4 of my op's have been changed from either free towns or nuetral to nations! looks like I'm gonna lose all the ships I had at those locations many were gold with 4-5 dura's.

 

Here's a weird one... at one port I have a Essex and Frigate both Gold er... I mean yesterday they were Gold today they are both Purple! wtf!

 

So I did a f11 for these things but past experience tells me that's a black hole (especially since we were apparently warned of up coming port changes).

 

So you take your lumps and move on right? I still have some ships and anyway these things always get fixed eventually, even though the process can be kinda painful.

 

Now I'm going to sea I want to see how much their tinker'in has affected all that, wish me luck lads!

 

Ok I'm back!

 

Left port in my Essex tagged a Indefatigable with a Snow & quickly sent them to hell where they belong, didn't notice any extra ordinary crew loss in the process, carronades performed well.

Did lose .2 knots off my top speed, also started with six fewer crew.

Overall the changes do not seem as bad as some in the past (the ai seemed kinda sluggish maybe it was my imagination, god I hope that's all it was)

now gotta find some Fine Live Oak! ... build live oak plantations right?

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lost a victory in 10 minutes.  They decrewed me quick.   Down to 80  with only my backside exposed a bit.    Yikes.    

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Well, it sure was fun while it lasted. Playing as Pirate is now completely impossible, unless you're in a clan. I don't understand why the devs hate Pirates so much. If you guys didn't want Pirates, why add them in the first place? I guess I'll check back in a month or so to see if anything has changed, but I won't keep my breath held. I have played every single day since buying the game. It is now impossible to chase traders without tagging in 50 AI ships, it is now impossible to find lone pvp combat as a pirate, thanks to the stupid double tag circle and gank mechanic encouragement, it is now impossible even to escape, thanks to Pirate perk, the ONE thing that helped ACTUAL pirates (read: solo players) being broken. I guess I should have stayed as a National after all. Thanks for all the chases, loot, and fun battles.

 

Werwolf, out.

Edited by Werewolf
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Has anyone figured out what the war materials delivery missions entail? I've bought some resources that I would think are considered war materials, but when I try and take the mission it says I have no war materials... anyone got it figured out yet?

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Not terribly impressed with the patch.

 

 

Nigh on impossible to make ships. Nothing to spend labor hours on anymore.... PvP's broken, much, much easier to avoid fights than it is to get into them.....

 

 

The forts along the coasts are just silly.

 

 

Time to wait for the patch to fix the patch.

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Snip

Werwolf, out.

If you have feedback on the ROE, you should put it there. If things need to be adjusted, they need to be adjusted, nothing is set in stone.

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Has anyone figured out what the war materials delivery missions entail? I've bought some resources that I would think are considered war materials, but when I try and take the mission it says I have no war materials... anyone got it figured out yet?

not done it yet but i see in crafting that you craft war supplies

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So.......the patch.

This is what I have found.

 

Previously:

Jump into naval action for a short session, not much time, quick admin then either a quick mission or jump a passing AI.

(Not possible now. Weights have crippled the trade movement. 4 trips instead of one for same profit. 15 min round with said cargo now takes 4 x 15 min = 1 hour of admin sailing!!)

(You cant just pick a mission and off you go now its in another area = more sailing)

 

Previously:

You could stalk and attack a loan trader or SOL in PVP.

(Now you fight a ton of ships as well.) ( I don't want to sail in remote waters fighting AI either or I would play PVE)

 

Previously:

Battles would twist and turn and were intense affairs.

(Now its a crew kill fest. And the crew cost is mad. a normal battle has you losing money because of crew cost.)

 

Previously:

Battles were frequent.

(Now battles will be lower because of all the sailing involved. this may have helped with ganking but with lower encounters = more sailing for hours without any action.)

 

Previously:

New players would jump in a cutter and grind away on mission or local AI.

(Now only missions and only after sailing a lot. Local AI is all friendly so a large source of grind targets is missing. result Grind is much slower. New player gets fed up with lack of progress and leaves).

 

Previously:

You would enter fights to help other regardless of BR.

(with the new cost fewer people will be willing to risk their ships in difficult battles, so less PVP.)

 

Conclusion so far, 

PROS:

Many great things, new menus and map is great etc.

The patch has done lots of good.

Restricting the mods, quality of ships etc and the hostility thing is interesting. (we will see how ths works)

 

CONS:

Crew killing is huge.

Items for trade is huge. ( to many I think)

 

Sailing trips are huge.  ( sailing time is now potentially  the majority of what you will do and this will become very dull very quick).

Weights are huge. The weights to cargo capacity is very unbalanced and again will require lots of sailing.

 

Ship costs are now prohibitive for new players who have yet to establish themselves economically.

Real time needed for trade is excessive and will lesson combat.

 

Individual play is now severely hampered and forces you to Clan up.(Clans will now make all the decisions and individual PVP will be very difficult.)

 

Real Pirating is crippled because of tag system. (Yes I am actually standing up for he pirates here!) 

 

I hope this helps it is just my own feeling but this is 'Naval action' and not 'Naval sailing about a bit.'

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Don't know if it's been said or not but in the new map UI upon hovering over top certain ports, the text runs off the bottom of the popup and you can't read it.

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it will be lowered significantly (time will be increased)

 

I think you should do some math on that.

 

Pick the base line sunk BR you want a capture to trigger at by deciding how many 25/25 battles it should take, (say 5)

Then use that number to set the clock on.

 

Oh, and if it was me I would add in a natural hostility decay.  Every hour hostility lowers by X percent, decided by how long you want an ignored region to zero out.

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  • Regional bonuses for ships introduced. Controlling certain regions will become more important if you want that particular bonus for the vessel. Capital regions will not give bonuses.

Devs:

 

Can we get some clarification on what this mean?  Do we have to craft the ship in the region then control it afterwards or just have the region or just craft it?

 

Also how do we tell which regions get the bonus?  OR (since its probably a secret you want s to find out for ourselves)   What are the rules for acquiring the bonus, are there minimum requirements on ship size and quality?

 

-Thanks, your all awesome and have given us a great patch!

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Well, it sure was fun while it lasted. Playing as Pirate is now completely impossible, unless you're in a clan. I don't understand why the devs hate Pirates so much. If you guys didn't want Pirates, why add them in the first place? I guess I'll check back in a month or so to see if anything has changed, but I won't keep my breath held. I have played every single day since buying the game. It is now impossible to chase traders without tagging in 50 AI ships, it is now impossible to find lone pvp combat as a pirate, thanks to the stupid double tag circle and gank mechanic encouragement, it is now impossible even to escape, thanks to Pirate perk, the ONE thing that helped ACTUAL pirates (read: solo players) being broken. I guess I should have stayed as a National after all. Thanks for all the chases, loot, and fun battles.

Werwolf, out.

My thoughts exactly. 8 hours played 2 trade ships captured 1 got cought on a sandbar so i got him before ai sank me or him and 2nd one the ai sank before it could escape.

Devs have shown over and over they hate solo and small clan players and hate true pirate.

Until ai ships or roe is changed inwont bother playing simce fleet action and port battles bore me.

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Sorry to say this but this patch is the worst ever  it bring more issue then solutions and in general made majority of mechanics worst (pvp-crafting.traveling-pve)

 and again things got destroyed not rebalanced, i am not a sycophant that say great patch like certain ppl i am not gonna mention.  That clearly not understand anything of the game mechanics expecial pvp related:  I tested it  and have a lot of critics .

 

 

Whats wrong?  jeez where i start:

 

1) Modules becomed completely useless at x5 cost(see lack of silver)  a module that give +2,5% reload is pointless (and is even a rare non craftable)  even if you combine  rare modules together etc you get maximum 10% reload for  too many slots, same for repair modules +10%? for 2 modules? , speed modules +2,5%?etc,   while boarding modules remained exacly how they where. That leave no way to tweak your ship,   already there was not many way,  dps/tank, speed, and boarding, now there  is even less.

 

2) Port battle system: beside the fact that took my clan 30 mins literally to generate 100% hostility.  with just 20 guys and some bellonas. The issue is that the new system give to the attacker the ability to decide when the battle is going to happens, doesnt matter the 46? 48h +4h,  i can do the fleet that generate 100% in 30 min  at 15:00 and  i know that roughly  between 20-21 i can attack,   that make the defender to be unable to defend since  "i" the attacker decide when it gonna happens.

 

3) Crew losses again from 0 to 100, never step by step, now a stern rake with balls kill hundreds of crew and 5-15 cannons,   that means 1 mistake = you done.   Grape is also useless balls are so efficient, on top of augmenting crew losses by 500% , you nerfed hammocks,    made almost impossible to craft liveoak ships,  how a noob is supposed to make money vs npc? wich teak ships , huge crew losses/costs, and modules that give +1,5% ?  (check markets there is not a single liveoak ship on sell, before you could buy a bellepoule for 300k)

 

4) For all this reasons pvp  will die soon, is hard to replace ships, (craft materials) hard to learn pvp  since ppl will not have anymore good quality ships at good prices, pve is harder and not remunerative,   ppl where already afraid to pvp and only zerg, now lose a ship is super punitive.  So you either good and rich already or you will go pvp in captured ships that will give you 0 chance to compete

 

5) Resource distribution is broken some have liveoak others not, this will favour certain nations while others will be stuck withouth the ability to make certain wood/ships the current system make impossible withouth a juge effort of holding ports:  to have an economy for sustain pvp, for example pirates start with no silver,  they forced to hold ports away for have the ability to make medium notes, so ships/modules.       All factions should start with a self sufficient economy    at list even if basic. This also kills the new players since they not have access to modules etc. 

 

6) The towers and forts everywhere, really? look usa coasts there is a damn tower-fort every  30 sec of map, NOT EVEN THE MAGINOT LINE was that armed. making impossible for a lone rider to hunt anything all usa players need to do is hugh the coast (like fleets escort not where enought)         Again   a huge boost to carebears and pveers

 

7) Demast is almost impossible now, is off the table  again another skill based feature gone.

 

8) Perks become useless as modules, sure some needed to be tweak, but destroy them entirely..  some lost complete sense pirate give +0,5 kn for 6 point while the ship mastery give +0,5 and 5% reload for 1 point less,  Really who worked on that? for make mistakes like that pass thrue? quality check ?

 

9) Forced to do pve for then generate pvp,  again i am forced to go in a zone to generate points for then 2 day later have the pb,    and no i cant hunt enemy players hugging the maginot line unless i bring overwhelming forces

 

10) Tag system ?      obviously broken,    give no chance for different ship groups to cooperate unless the fast ships go at speed of the slowest one, so they cant catch anything      that force to make fast frig groups for hunt, wich now need to hunt under enemy towers and forts also, + fleets, making impossible for  small groups to hunt anything, or you get paradoxal situation where you chasing a guy he tag one of your and the 2 of them vanish in a battle where the rest of us cant join, wich is as bad as when the ppl could reinforce a battle open for 10min coming from ow. 

 

11) Since you cant find enemy npc near your own coast or neutral cities, you cant slimshot anymore, that make the research for "pvp" content slower and boring, expecial for ppl who not own many ships in every outpost.

 

12) The lack of npc force the ppl expecial new players, with superpricy ships (a trinco already go for almost a ml, 2 day ago was 400-500k)  with superhigh crew costs to go hunt in unsafe zones for very low gain . if none at all 

 

13) From fun the game have become a work,  farm for pve for generate aggression, pay for huge crew losses, and now even hauling is harder when everything is x5 more weight, really? gold coins weight 5kg? for each now?  my le gros ventre used for storage coins and ingots went from 3k weight to 19k , Then defend necessary ports for certain resource otherwise you cant craft back your modules or that particular ship.

 

14) Now players need to go out a lot for pull a mission that last open 30 mins, so they get ganked like crazy,   is not fun to jump in middle of players already engaged by tons of npc. is not a challenge. You will find situations like this one:  http://plays.tv/video/58097d5aad0a66ffd8/free-victory ( initially fun but when i have think about more it was just sad  and on long term will cause dmg to population)

 

 

15) Exploitable deliver mission for 100+ml,  example in mt there is a 32ml mission for bimini, a shallow in the bahamas, all you need to do is move all items in la tortue in an indiaman escorted, then transfer thrue delivery system all to cayo biscayno and then do  cayo-bimini (less then 10 min of sail between the 2 city) over and over. IS all about find a free city near to the city you need to deliver the items.     

 

I can find other ways also to exploit 100ml+ deliver system,   alt 1britain, buy the items,  alt2 pirate enter in the green zone, and alt1 brit surrender giving to the pirate the ship+the items, the pirate exit the battle, and now dock in kpr (nobody gonna bother attack a smuggler in a trader lynx in the green zone at 6 am in the night) done. 0 effort

 

16) Useless new ships even if beautiful,   1 dur is pointless, we already have low amount of ships in game, so waste 2 beautiful ship like that when nobody gonna use them is meh...     just make them available to all , and cecilia and agamennon also 

 

17) Caronade NERF, you not tweaked them you nerfed them to oblivion  you can see clearly here how a caronade at 250mt cant penetrate anymore the inger http://plays.tv/vide.../new-carronades    32 lb caronade at less then 250mt, where nominal penetration on paper is  65 so a 67-72 tickness loak inger is impenetrable. while a long cannon 18lb  can still pen at 550+  (caronades need to be under 150mt for pen that means  300% less range then a long cannon)

 

I am the only one who not clap clap blindly but test and use brain for see that this patch is a mess?   it made the game easyer for traders, less skill based regards pvp and less forgiving, more boring  more grinding since crew costs/pve farm for aggression points, more time consuming cause hauling harder,  no slimshot, no enemy npc in home waters etc.

 

most important you have the tester area where 90% of this could have been avoided, if you  inquired us, since there is many obvious mistakes that some in-game knowledge could have avoided.  But you not use us, we are just spectators, we suggest something, that maybe get accepted we dont even get an answer, and then bam we get patch like this full of game breaking /balancement mistakes that the testers could have avoided  if you simply used us as integrant part of the development process.

 

Stop listen the sycophants that clap clap at everything withouth a critical spirit, you lost the connection with your own game, you clearly lost it, becouse when you cant see the obvious mistakes is becouse you not know the meta of your own gameplay.    Nobody with pvp experience will nerf caronade that much, nobody with game experience will make crew die from cannonballs at 500% rate then before and on and on. Seams that you write on paper certain things and then put them in game, withouth evaluating the consequences.  But is all co-related, modules, perks, pve, pvp, crafting, rvr, tag system,  if you change all of them together you will never find a balancement becouse the system instead being tweaked change continuously in all aspects

 

bugs.jpg

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3-5s are exceptional. Anything less is mastercraft. Now there's a chance at two different outcomes when you click a 4 note build. If people had clicked more 1-3s in the past, this would have probably been common knowledge ;)

I have a 2-4 and a 2-5 that is exceptional. I don't get what is going on with them.

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i Can understand 1 fort  near the city, and maybe 2 for capitals but a continuous line of 50+ towers/forts every 15 sec of sail, on all coasts of game, is loltastic

 

Think about situation like la tortuga where many where used to do pvp, if pirates own port-de-paix anything that tag a pirate in that channel will get obliterated by the town defences

 

gSkCtM5.png

 

MAGINOT.jpg

Edited by Lord Vicious
Please repost the second image without a modern political reference. Thank you.
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Need to change:

- 100% hostility level is reached too fast

- crew loss is really tooooo heavy

 

I think towers an forts are too much at the coast line (but need time to do a fight close to a tower to sse how it affects a fight)

 

I like the new ROE System and their 2 Circles

 

..Other things needs more tests

Edited by Sven Silberbart
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