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Der Fliegende Hollaender

Expanded Trade/Delivery Tool

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Dear Devs,

i dont know if this suggestions have been admitted before, but let me give you an idea of mine idea/suggestion.

Trade/Delivery Tool.

Iam playing now since two weeks and last days i started to craft more! The Trade Tool helps alot to find materials i need, but it could have a Expansion to make things easier!

Example: I need for my craft silver, i search a Production Harbour, using the trade tool, sailing there a long time, once i am there, i see the materials are sold out. This is a point where i am getting frustrated, sailing there for an hour or more to find out the materials are not available. So what's now, yes i can open a contract and wait for it to fill, and return then again to the outpost after a few days to collect the mats.

The idea is here to Expand the Trade tool, which shows the player the stock available in each Outpost, this way i can make the sailing to there worth it, and i am getting the stuff directly! Don't get it wrong i like Sailing but going somewhere for nothing is just a waste of time, which the most of us don't have!

Further more the trade tool could also have a delivery option, like we can now delivery from free Towns. Why not make the  delivery possible to each OP in the Game. Choosing Materials in the Trade tool of choice with an extra function(button) to choose delivery. So i could buy directly from Trade tool and let the goods deliver to a OP of choice( An OP which are settled by the player ofc.) This saves alot of Sailing/Searching etc. so the player can focus more on crafting/combat etc. and just sail the short routes etc.

EDIT

After playing some more and some longer distance sailing i would like to share my ideas some deeper into this trade/delivery system.

To keep it simple to read and understand my poor english i will use the term "let me"

> Let me hire AI NPC Traders from my Headquarters or any owned outpost.

> Let me send my AI Trader to any choosen OP(outpost) to buy materials i need(especially usefull on long distances). This AI Trader should be attackable by players(fits pefectly into PvP and PvE since on both servers are real players hunters etc. Once my AI Trader is attacked and defeated i lost, first my money becuase i hired him, second if he is attacked once he bought the materials i lost the goods too. A Great Extra Feature would be after he is defeated a wrack occurs with some left goods for a certain time, every player can find and loot it. Once the timer is depleted and noone found the wrack, it will disappear from the map/open world. This timer should prevent from overloads of wracks in open world!

> Let me be able to choose a route with Waypoints, which the AI Trader has to sail. Lets say i have send my Trader to an OP or he is on his way from an OP back to my delivery Harbour, but last 3 attempts i lost many gold and goods cause players always caught him. With this method there will be some tactical route planning gameplay involved, i would be able to plan another route, which is hopefully safier then the first route.

Like i mentioned and others did below in the comments i also would like to suggest this.

> Let me build my own Trade Ships(well i can already :) but i could assign them to a hired trader! Think about hiring like we have now the Officier. Once ship is attacked and defeated, one durability is lost, after 5 times i need to craft a new one!

After all, this should also prevent those really long Sailing distance like we have now, it's really a pain to sail about 2 hours just to get some of the mats i need and the possibilty to arrive and everything is sold out, like mentioned above!

Well thats it for my little suggestion.

I hope you can understand my bad english:)

Ahoi,

Der Fliegende Hollaender!

Edited by Der Fliegende Hollaender
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8 minutes ago, Wraith said:

As long as those goods were sailed on the open ocean by AI traders, sure.. :) If trader/crafters are willing to incur the risk of sending/receiving goods on the open ocean I'm all for it.  You can even pay extra for AI escorts, which is a system I've wanted to see for both trade and outpost-to-outpost ship transfer for a long time.  Eliminate teleports!

Thats the idea indeed AI traders, should transport your goods, and they could be attacked by players, which would work on both PvP and PvE. I am against Teleports aswell which would kill a lot of realism.

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41 minutes ago, Wraith said:

As long as those goods were sailed on the open ocean by AI traders, sure.. :) If trader/crafters are willing to incur the risk of sending/receiving goods on the open ocean I'm all for it.  You can even pay extra for AI escorts, which is a system I've wanted to see for both trade and outpost-to-outpost ship transfer for a long time.  Eliminate teleports!

The ONLY thing i will add is that the player never be allowed to " click in" once he sees his ship getting attacked  ( i believe you had ask me why i dislike the ai click in) . if he wants to play the easy game then he should also suffer the risks that come with it.

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6 minutes ago, Wraith said:

I'd need to mull on that aspect.. I actually think escorting your own traders, in this world of low server population, wouldn't necessarily be horrible.. The only thing it would mean is that if you attacked an AI trader you'd be taking on the risk of not being able to ignore the escort, which is basically what you can do now with escorted AI traders.

In other words you'd need to think harder about whether you can actually take on that LGV with Reno escort in your Rattler rather than just assuming that with one broadside of chain and knowing the AI LGV will sail in a straight line forever you can just wait out the reno falling behind, etc.

Yes i agree about the risk but the risk needs to be on both sides. if a player wants to forgo not playing on the ow amd lets aindo it then he needs to pay that price for not playing. Otherwise he gets the best of all worlds and us hunters get the worst of both.

If he gets to jump into his ship once its attacked then i want the option to send my pirate ship out searching for player ai controlled ships and then click in once the attack starts.  See what I mean ? 

This is also my basis of not wanting players to ai control ships because this is instantly what the game becomes .  Captain( na csnt call them captains anymore )no mouse clickers just sit in a port all day letting the ai do the work while they acrade style zoom in for battles .  To much of a slippery slope .  If you ar on pvp2 Yes our population sucks bad after the last patch but im trying to envision the game after launch and what it would mean.

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28 minutes ago, Mrdoomed said:

Yes i agree about the risk but the risk needs to be on both sides. if a player wants to forgo not playing on the ow amd lets aindo it then he needs to pay that price for not playing. Otherwise he gets the best of all worlds and us hunters get the worst of both.

If he gets to jump into his ship once its attacked then i want the option to send my pirate ship out searching for player ai controlled ships and then click in once the attack starts.  See what I mean ? 

This is also my basis of not wanting players to ai control ships because this is instantly what the game becomes .  Captain( na csnt call them captains anymore )no mouse clickers just sit in a port all day letting the ai do the work while they acrade style zoom in for battles .  To much of a slippery slope .  If you ar on pvp2 Yes our population sucks bad after the last patch but im trying to envision the game after launch and what it would mean.

This should be part of it indeed, lets say my AI trader will be attacked, the consequences will be your lost your goods and the money you spend for the goods. In this case you can only order again and hopefully the AI can make it to your choosen OP. This system can be build further out, example would be Hiring AI traders etc. Building yourself ships for the AI Trader or let the system random choose a Ship etc. But this is something the Devs, should look into it! Important is a good Balance and Realism!

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10 hours ago, Der Fliegende Hollaender said:

...

Trade/Delivery Tool.

...

Example: I need for my craft silver, i search a Production Harbour, using the trade tool, sailing there a long time, once i am there, i see the materials are sold out. This is a point where i am getting frustrated, sailing there for an hour or more to find out the materials are not available. So what's now, yes i can open a contract and wait for it to fill, and return then again to the outpost after a few days to collect the mats.

The idea is here to Expand the Trade tool, which shows the player the stock available in each Outpost, this way i can make the sailing to there worth it, and i am getting the stuff directly! Don't get it wrong i like Sailing but going somewhere for nothing is just a waste of time, which the most of us don't have!

...

 

As an assist for this issue, I had suggested the following in feedback about the new trading mechanisms from the big patch:

"I'm not sure this is any better or worse at the moment, just different.  However, a few times now in order to complete a delivery order I've visited a port that had like 15% less than I needed to supply me for a successful delivery.  And in lieu of searching out another port I chose to simply cancel those orders and get new ones.  I don't like that aspect of it.  I'd like to see quantities added to the trader tool, and then updated not dynmically but about every 4 to 6 hours."

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+1 to idea of deliveries acros all outposts

  • for money like freeports do already
  • for free but still with time that AI needs to travel and can be intercepted (goods lost in case another player was lucky)

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