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

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Full agree with Lord. #203

 

now i know that I was wrong about "not funny" thread

should be

1. Slow game development

2. delayed and BROKEN patches.

3. minor things.

Edited by Rychu Karas
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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

 

 

Don't only forts, not towers fire during instances ?

I was near towers in an instance : I only saw the main fort a bit further firing.

 

If so, that "line of 50+ towers/forts" could be just a matter of cosmetics. But I might be wrong.

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Don't only forts, not towers fire during instances ?

I was near towers in an instance : I only saw the main fort a bit further firing.

 

If so, that "line of 50+ towers/forts" could be just a matter of cosmetics. But I might be wrong.

I beleive both fire, but we know that the forts will take down a first rate.  One of our clan mates lost his fighitng some AI near the shore line.  If they are so powerfull to shread a first rate that fast I hate to see what they will do to a smaller ship.

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.

 

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

 

 

 

We are making the game. Making the game involves adding things and testing them. Some things that are added are new and will feel uncomfortable or wrong (like beer). Some will never feel right. We have no desire to waste time and test them twice somewhere. EA is a testing build. Claiming something about pvp experience disqualifies all your comments as it seems you are just making up things about others instead of focusing on the features.. Splinter damage warning was given like in June or July. Pepperidge farm remembers :)

 

For more infromation please check this warning by Valve http://store.steampowered.com/earlyaccessfaq

 

Here is the main statement by Valve 

We like to think of games and game development as services that grow and evolve with the involvement of customers and the community. There have been a number of prominent titles that have embraced this model of development recently and found a lot of value in the process. We like to support and encourage developers who want to ship early, involve customers, and build lasting relationships that help everyone make better games.

 

I don't see that you are trying to support and encourage developers and trying to build a lasting relationships with us here by making statement like i quoted.

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I beleive both fire, but we know that the forts will take down a first rate.  One of our clan mates lost his fighitng some AI near the shore line.  If they are so powerfull to shread a first rate that fast I hate to see what they will do to a smaller ship.

 

Interesting.

 

My experience

I was in a Cerberus against a AI Snow and a AI Rattlesnake at Roseau. There are there a fort and towers. What I saw is only the fort firing.

AI Snow + Rattlesnake + fort caused say : 20% of hull damage + 5% of sail damage.

But fort stopped firing after 10-15 minutes (a matter of distance ?)

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So far so good, from my point of view.

 

Splinter damage seems a touch too much as many have mentioned (IRL splinters were a real and significant danger of course  but many ships in close combat over several hours suffered relatively few casualties rather than then levels we are seeing in game, having said that, a close range perfect stern rake should cause lots of hits - again many IRL examples where a ship was very badly hurt with one stern rake).

 

Final thought - missions may need tuning too - seem to need massive cash and time investments.

 

Enough said, I see the servers are marked as 'Update' on login so maybe something changing.

Edited by NavalActionPlayer

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

All it means is that now with the new wood types and such you can actually craft a better ship than what you had before.  If it stayed Exceptional than that means you pretty much got a top of the line build.

Interesting.

 

My experience

I was in a Cerberus against a AI Snow and a AI Rattlesnake at Roseau. There are there a fort and towers. What I saw is only the fort firing.

AI Snow + Rattlesnake + fort caused say : 20% of hull damage + 5% of sail damage.

But fort stopped firing after 10-15 minutes (a matter of distance ?)

Yah I need to test it, just going off what he said, but I think he rolled right up to it and got into a hot pickle. It was also right by a regional port capital so maybe the forts are driffrent in that way as Devs did say some will have more than others.

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I fished a lot in the ocean but I have never caught a salt. I understand fish and bottles but SALT?  Fishing is the wrong place to offer salt. It should be in a cap shipped hold if you want to offer it as a freebe

Agreed - "fishing" for salt is silly. Interesting idea to make it cap loot only.

 

Personally struggling with the port trading specifics but it *seems* more realistic now. Just hoping it has a specific mechanism built in to prevent widespread port commodity saturation. Also really wish the old port trading info had been wiped from my map.

 

Don't want to come across as not pleased with the patch though. Overall thumbs up from me. Some things need tweaking but that should be NO surprise. IMHO it seems to be a big step in the right direction.

 

PS: The knee-jerk reactions happening are hilarious. "I lost blah", or even better, "I wasn't warned of [fill in blank](yes we were), so I'm done with NA !!!" Bwahahaaaa!

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@admin,

Yes, we can understand. But it's more about communication.

Instead of slapping us into face by such a features, give us information. EXACTLY as it is, not empty "blebleble will change". Give us NUMBERS how much will change 5% or 500%.

WHAT exactly will change, how much, what is the expected follow up. Please stop treat us as a bunch of brainless idiots.

That's all. Not comfortable posts are also important. We all want the same, help you to make this product best on the market.

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I fully agree with Lord Vicious. Furthermore, swinging from one extreme to another is no way to develop a game. How much longer before you keep what's working and try out new things a couple at a time? Is there a little more than a month before release, or are you going on in this way for another six months? I think the longer time is what's required.

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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.

It's not impossible to be a solo pirate, it just can't be done the way it used to. Like sailing right into the thick of a heavily patrolled trade route and singling out just one ship to victimize. Think about that for a second and I hope you'll see how crazy unrealistic it used to be.

 

If you want to be a lone wolf pirate, then you have to ambush weak merchant fleets or lone trader ships in isolated conditions. Not under the nose of warships that used to blithely ignore you.

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Sound like people need to look at how Dota 2 put out patchs or any other games patch =)).

and some people who claimed to play dota 2 at 5k mmr with 3KDA riki  still butt hurt about EA development :lol:

Edited by Nash

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I think the change to requirements of resources for ship production was a bit harsh.

While I do agree that exceptional ships need to be rarer - before there was literally no reason to use anything but exceptional - and I applaud you for the general idea you've taken here, I don't think making anything non-grey dependant on large amounts of utterly random drops, or rather the sheer amount of luck-dependant materials is where you should think about balancing things out a bit more in the future.

Maybe try to balance it in such a way that blue will be the standard. Yes, I know that green is called "common", but it is a game and the feeling of progression is important for how people enjoy it. :P

 

Yes, modules were nerfed so the amount of slots isn't as important as it was. Yes, things need to balance out again with the production and trade of resources. 

But please also think of the fun involved for the crafters and the potential effects the incredibly rarity of exceptional ships on the open market (i.e. beyond made ships to order from clan mates/friends) will have on players.

 

 

For example:

Grey -> just standard materials

Green -> like it used to be, 1 MGN

Blue -> a tiny handful of the rare luck materials and 2 MGN

And Purple and Gold then require exponential amounts of those materials. Hell, leave Gold as expensive as it is right now that's what the name implies after all.

Edited by Hagen v Martius
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It's not impossible to be a solo pirate, it just can't be done the way it used to. Like sailing right into the thick of a heavily patrolled trade route and singling out just one ship to victimize. Think about that for a second and I hope you'll see how crazy unrealistic it used to be.

If you want to be a lone wolf pirate, then you have to ambush weak merchant fleets or lone trader ships in isolated conditions. Not under the nose of warships that used to blithely ignore you.

While it should not be completely without risk to snatch up trader ships in heavily travelled trade routes it should no carry as many obstacles as it currently does. Piracy ALWAYS happened in the heavily travelled sea routes. Trade winds, currents and the necessity of finding a prize dictated where the pirate ships went. A captain that told his crew lets go Wayyyyyy over there and maybe we'll catch a straggler would be voted down or out.

During the golden age of piracy it's well documented that the entire British land holdings in the Caribbean were only protected by 2 warships which were often out of commission or two slow to prevent the pirate or Spanish coast guard attacks which were quite common. It's unrealistic to encounter amultiple fleets numbering a dozen warships including ships of the line.

I'm not against AI fleet protection to a point but to say that it's more realistic is dead wrong.

Edited by Lemmy Adams
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Ah, now the big one has arrived. Sounds quite interesting.

How I do miss playing. No time at all in the last months. Real life keeps kicking into my privates for quite a while now...

 

Do not even have the time to watch Jeheil's letters to his king, not to talk about starting the game itself :(

Miss the sound of setting sails, the seagulls, canonfire

"The anchor heaves, the ship swings free,
The sails swell full. To sea, to sea!"
(Thomas Lovell Beddoes)

 

Alas, not for me. Hope, the tide will change soon...

 

Thanks a lot to the dev-team though!

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Out in my Indiaman, I capped an LGV with over 24,000t cargo. It was 200 units of a heavy wood and 70 units of something else. I could take around 20 units of the heavy wood, that was it.

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I think the change to requirements of resources for ship production was a bit harsh.

While I do agree that exceptional ships need to be rarer - before there was literally no reason to use anything but exceptional - and I applaud you for the general idea you've taken here, I don't think making anything non-grey dependant on large amounts of utterly random drops, or rather the sheer amount of luck-dependant materials is where you should think about balancing things out a bit more in the future.

Maybe try to balance it in such a way that blue will be the standard. Yes, I know that green is called "common", but it is a game and the feeling of progression is important for how people enjoy it. :P

 

Yes, modules were nerfed so the amount of slots isn't as important as it was. Yes, things need to balance out again with the production and trade of resources. 

But please also think of the fun involved for the crafters and the potential effects the incredibly rarity of exceptional ships on the open market (i.e. beyond made ships to order from clan mates/friends) will have on players.

 

 

For example:

Grey -> just standard materials

Green -> like it used to be, 1 MGN

Blue -> a tiny handful of the rare luck materials and 2 MGN

And Purple and Gold then require exponential amounts of those materials. Hell, leave Gold as expensive as it is right now that's what the name implies after all.

 

Yesterday i was also a little bit angry about that lets call it extreme change ... but after sleeping over it i think with time it isnt so extreme anymore. But next time i would wish that we get a little help to kickstart the eco, since the playerbase is not so big, i think it will else take a lot time.

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new features = new bugs :)   nothing wrong here.. working as intended and will be fixed

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Now, that I've got a glimpse on the new trading system I have to say that I really like the new kind of goods.

But I dont understand a few thinks here - especially the weight of the goods.

I see why a stone should weight 4 KGS, it is painful but understandable. But what kind of "historycal artifacts" are those? 250 KGS are what excactly? Are those only statue's? So big ones? Or as Lord Vicious said: Coins weight as much as stone? Something doesnt seem right here!

- Maybe the weight of goods needs to be fixed and revised to a decent level.

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One note that has sounded loud and clear is the frustration by some with so many game mechanics changing so drastically. It really is a bit overwhelming and we're seeing a lot of venting from ppl due to multiple favorite strategies being nerfed at once. I get the feeling this was a dev choice for ditching unwanted stuff either by incessant tweaking or just ripping the bandage off quick. Well, hopefully the worst is behind us.

 

We all have opinions on what we do and don't like about the patch... the interesting part for me is seeing that what some ppl put in the Pro column, others put in the Con. I'm seeing angles I hadn't thought of every time I read these threads.

 

I also really appreciate the moderators clamping down on mud slinging. Good job.

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Out in my Indiaman, I capped an LGV with over 24,000t cargo. It was 200 units of a heavy wood and 70 units of something else. I could take around 20 units of the heavy wood, that was it.

Heard that from a friend of mine too. But there it was fox fur but almost the same amount of t.

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Maybe certain areas but I know not all forts towers offer protection every 15 secs of coastline, did a few coastal runs yesterday 10 mins plus between towers.

Like the new coastal additions especially around ports, allows traders some measure of protection when nearing port.

As already mentioned, ball damage, trading resources, weights, capacity etc etc...don't mind grinding, lots of games for certain game play require grinding, but times involved to do trading now or move resources are reducing this aspect of the game.

Yes know it's alpha and many tweaks, additions and deletions all for test purposes, but just sometimes some things go to extreme then require a lot of work to rebalance.

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It's not impossible to be a solo pirate, it just can't be done the way it used to. Like sailing right into the thick of a heavily patrolled trade route and singling out just one ship to victimize. Think about that for a second and I hope you'll see how crazy unrealistic it used to be.

If you want to be a lone wolf pirate, then you have to ambush weak merchant fleets or lone trader ships in isolated conditions. Not under the nose of warships that used to blithely ignore you.

I know you think you are being helpful but youre wrong.

If you want to play a game where you have to sail into the middle of the ocean and sit, hoping maybe a trade ship gets lost and wanders by then this is the game for you.

If not youre screwed and need to look elsewhere for fun. This game becomes more carebear every patch. Trade ships travel in trade routs thats why they are called trade routs. If ship is going from point A to point B he doesn't do it by traveling to point 8 to get there so sitting in the ocean praying don't work.

There are so many ai ships and forts along the costal routs raiding is impossible without gank squads and trade routs to ports distances away never need to be traveled.

I wont argue it because carebear players are the majority but i certainly wont play it and im sure many solo pvp players feel the same but PLEASE dont act like everything is now the way it "should " be because no nation in history had this many ships patrolling its coast like this.

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