Jump to content
Game-Labs Forum
admin

Hotfix for patch 9.97: Land in port battles

Recommended Posts

17 minutes ago, Angus McGregor said:

I'm amazed that no one has asked what the point values are going to be.

  • are points for sinking a ship pro-rated to its BR rating, or just 'x' ?? points per ship.
  • how many points for fort/tower?
  • how many points for controlling a zone? 'x' ?? per second or by full minute?

The answers to these questions will allow at least some strategic planning ahead of time. Sun Tsu would not approve of just fumbling in the dark.

I think they want us to test and find out. 

  • Like 2

Share this post


Link to post
Share on other sites
17 minutes ago, Angus McGregor said:

 

I'm amazed that no one has asked what the point values are going to be.

 

This will be important  for competitive stage.... but seems to me it should be  result of testing more than a previous condition 

I would expect long guns shooting sails coming back into the equation, and 25 x first rate being no more  best fleet for the job.  Good wind management can be really important, and depending on requisites to add points from a zone (only one side ships / more BR than opponent) delaying tactics anf "martir" ships may win more than one engagement

Share this post


Link to post
Share on other sites

We need the old flag system back! 

We need the old flag system back! 

We need the old flag system back!

We need the old flag system back!

I really cannot stress this enough!  This can be fixed really easy, you pull a flag for any enemy port that is not the regional capital, if you win the port battle you generate hostility.  It can be as simple as an open ocean battle with the exact same win conditions as the land battles have until you finish the land battles.  Your game is hemorrhaging players really fast and it is because the only massive and epic pvp battles available were taken away with the introduction of the new hostility system and the removal of the old flag system. 

Devs please listen to your player base.  We want your game to succeed as much as you do.

Edited by Yar Matey
  • Like 5

Share this post


Link to post
Share on other sites
51 minutes ago, Yar Matey said:

We need the old flag system back! 

We need the old flag system back! 

We need the old flag system back!

We need the old flag system back!

I really cannot stress this enough!  This can be fixed really easy, you pull a flag for any enemy port that is not the regional capital, if you win the port battle you generate hostility.  It can be as simple as an open ocean battle with the exact same win conditions as the land battles have until you finish the land battles.  Your game is hemorrhaging players really fast and it is because the only massive and epic pvp battles available were taken away with the introduction of the new hostility system and the removal of the old flag system. 

Devs please listen to your player base.  We want your game to succeed as much as you do.

Stay on given topic please. 

Flags were removed and now it's in the past. Today we are going to test new mechanics. So, please focus on the new content. No need to repeat yourself 100s of times. We have enough players to test new features and Devs do listen to players. This is not a final product and does not require 1000s of players. Take a break relax and come back when game is ready. We understand you. Everyone wants something, but you can't get it all at the same time. Brick by brick and we will see the final structure soon. 

Have patience and help us test the new content this week. 

  • Like 8

Share this post


Link to post
Share on other sites
43 minutes ago, Cecil Selous said:

That small Island begs for a fort :D. Maybe in the future we will see manually adjusted placement of forts and towers.

Strategically by placing the Fort there you giving attacker an easy point boost. Attacker Brig fleet will pop it in few mins and will be ahead of you making their win easier. So, by placing Forts behind Defender it makes the game more challenging for an Attacker. I would say place 1 in front 1 behind to make the game even. However, placing them behind Defender is the best choice. 

  • Like 1

Share this post


Link to post
Share on other sites
5 hours ago, admin said:

same rules as right now. Battle is open for attackers and defenders for some time. They will spawn where they enter based on their position in the circles.

I think now would be a great time to clarify PB mechanics. I sail with the most of the hardcore British Captains and we still discuss the exact specifics of PB mechanics.

Can we get clarity on the following and any others you know about?

1. How long is PB open for attackers to join if no attackers join, and then once first attacker joins? I really think PB should only initiate after the attackers actually attack btw (maybe 30 min window from due time when PB was "created by hostility"

2. How long is PB open if attacker(s) join, but then they leave? (PB griefing by alt)

3. How long is PB open if defenders enter, but some defenders leave without attackers entering? (this appears to have happened in the past, and closed the PB)

4. How many points are each ship and tower/square fort worth?

5. How long does it take to capture an area, and how many points do you get over time?

6. If a defender and attacker are in the capture area, do all points stop accumulating until only one side are in the area (BR based at all?)? (greifing by a lynx or gunboat impossible to hit at distance possible?)

7. 90 mins has not been long enough in the past, has testing revealed the 1000 points is easier to get in 90 mins now? should time limit be increased?

8. Logging in at port, how long do you have to wait to join PB? (has it been fixed?)

thanks, and really looking forward to testing. Bringing back flags for Port raids would be excellent way to test this against non-region capitals or even just capitals. But hostility PB required to take port.

Edited by lokii
Login at port entry timer
  • Like 1

Share this post


Link to post
Share on other sites
48 minutes ago, Angus McGregor said:

I'm amazed that no one has asked what the point values are going to be.

  • are points for sinking a ship pro-rated to its BR rating, or just 'x' ?? points per ship.
  • how many points for fort/tower?
  • how many points for controlling a zone? 'x' ?? per second or by full minute?

The answers to these questions will allow at least some strategic planning ahead of time. Sun Tsu would not approve of just fumbling in the dark.

Points distribution

Kills/Sinkings

Sinking enemy ships or losing your ships grants points according the following scheme. 

  1. Lineships 40 pts
  2. All other ships 25 points. 

Because entry to battles is limited by battle ratings we believe that all ships are important to victory. The system with different points for ships is also supported. This also provides somewhat equal time for both battles (because if cutters are worth less - battles in light ships could last a lot longer).

Forts and towers. 

  1. Towers 50 points
  2. Forts 150 points

Capture zones 

  • Captured zone ticks 2 points every 5 seconds. If attacker controls 1 zone and if defender controls another (with third being not captured) no points will tick for both sides. For points to tick your side has to control more zones than the enemy. 
  • 1 ship will capture the zone in 120 seconds
  • 3 ships will capture the zones in 30 seconds. 
  • Zone can be captured if you have more ships in the capture zones than the enemy. It does not matter which size of vessels is in the zone - to promote diversity. So 2 frigates will capture the zone even if there is 1 enemy victory is present in the capture zone (of course 1 victory will not sail alone and will try to be in the main line with escorts easily sinking those frigates. 

All numbers are initial and will require testing and tuning. 

  • Like 7

Share this post


Link to post
Share on other sites
54 minutes ago, Yar Matey said:

We need the old flag system back! 

We need the old flag system back! 

We need the old flag system back!

We need the old flag system back!

I really cannot stress this enough!  This can be fixed really easy, you pull a flag for any enemy port that is not the regional capital, if you win the port battle you generate hostility.  It can be as simple as an open ocean battle with the exact same win conditions as the land battles have until you finish the land battles.  Your game is hemorrhaging players really fast and it is because the only massive and epic pvp battles available were taken away with the introduction of the new hostility system and the removal of the old flag system. 

Devs please listen to your player base.  We want your game to succeed as much as you do.

hostility solved another problem - slow down conquest and remove the griefing with flags and alts. Later we found the solution to solve the flag problem but we had to do events first to understand it and provide tools to open the road for an improved hostility system that removes unnecessary grind. 

  • Like 14

Share this post


Link to post
Share on other sites

Admin, 

I was just thinking, if Defender can see where Attacker fleet spawned they will quickly preposition their fleet just before an Attacker able to reach 1st Circle. I think you will need to add Fog or Limit Visibility. Otherwise, you will have Defender fleet charging an Attacker before they can even reach the Circle ruining the whole game. :huh: Visibility limit will make sure it's a surprise attack. 

Right now I can just cut the snakes head before it even able to bite me.

Share this post


Link to post
Share on other sites
6 minutes ago, Wind said:

Admin, 

I was just thinking, if Defender can see where Attacker fleet spawned they will quickly preposition their fleet just before an Attacker able to reach 1st Circle. I think you will need to add Fog or Limit Visibility. Otherwise, you will have Defender fleet charging an Attacker before they can even reach the Circle. 

the variety of tactical options is endless here both in battle and in the open world.. For some harbors the route of attacker will be known even without screening. 
for example maracaibo
J8OOGkx.png

attacker can only come from north or south 

I personally only worry about the wind and we will have to find the proper solution to it. All other features are better than old port battles, more diverse, more interesting and solve many issues that existed before. 

  • Like 4

Share this post


Link to post
Share on other sites
4 minutes ago, admin said:

the variety of tactical options is endless here both in battle and in the open world.. For some harbors the route of attacker will be known even without screening. 
for example maracaibo
J8OOGkx.png

attacker can only come from north or south 

Yeah, but what about 1st picture with an open ocean? Right there I will just send an entire Fleet at them (leaving 2 fast guys camping) and it will be over on OS. I think you need Visibility limiter. Defender must not know where they attack until last minute. 

Share this post


Link to post
Share on other sites
37 minutes ago, admin said:

hostility solved another problem - slow down conquest and remove the griefing with flags and alts. Later we found the solution to solve the flag problem but we had to do events first to understand it and provide tools to open the road for an improved hostility system that removes unnecessary grind. 

Thank you for responding and not editing my post.  The thread is on port battles so I believe that the discussion of the old flag mechanic and the new hostility mechanics is on topic.  That being said, most will agree that the there is nothing wrong with the hostility system, but the hostility system is not enough.  We need more player verse player interaction that effects the actual world of the game.

What's wrong with simply testing a hybrid flag and hostility system.  Pulling flags for port battles can be used as a good way to generate hostility.  Griefing can be easily fixed by simply banning a player (or an alt) from pulling a flag for 1 week if the player that pulls the flag and never plants it.  Also, if the enemy manages to stop the flag carrier from planting, then he cannot buy a flag for 1 week.  

Edited by Yar Matey

Share this post


Link to post
Share on other sites
49 minutes ago, admin said:

hostility solved another problem - slow down conquest and remove the griefing with flags and alts. Later we found the solution to solve the flag problem but we had to do events first to understand it and provide tools to open the road for an improved hostility system that removes unnecessary grind. 

But why not just reintroduce flag system with the new, land in port battle mechanic for not port- or region-flipping port raiding?

  • Like 5

Share this post


Link to post
Share on other sites

First off LOVE it. no  more just team death match crap. 

Two suggestions.

  1. Anyway you can add in a basic map to the battles on the mission screen. It would be nice to get some practice and test things out as a clan any time of day. 
  2. Due to the need for a various types of ship in PB, anyway to get a list of what friendly ships are in the PB? 
14 minutes ago, Wraith said:

But why not just reintroduce flag system with the new, land in port battle mechanic for not port- or region-flipping port raiding?

I like it. it would be an awesome way of adding raiding. 

  • Like 4

Share this post


Link to post
Share on other sites
1 hour ago, sruPL said:

I assume logging out and screening fleets wa not fixed?

Port logging (by attacker) is fixed since they must be outside the OW attack (largest) circle to trigger the PB swords... if I understood admin correctly.

  • Like 1

Share this post


Link to post
Share on other sites

I would suggest us all not to over-analyze the proposal, but just give it a good test. In one-two PB's we'll learn more than in weeks of discussions.

I see plenty of positives and just few concerns in this new mechanics, wind management being the most important one, for it will decide much if not all. Intuitively, the wind in battle should not be entirely predictable. For example, the original direction should be identical to that in OW at the moment of joining, but it should not necessarily follow the same change pattern as in OW.

Anyway, as long as there are many ways to victory in such PBs, it should be fun.

 

  • Like 2

Share this post


Link to post
Share on other sites

you said first ship in determine the wind.

What if a defender enter in with a bad wind for attackers?

Are defender able to enter into the port before attackers?

 

Second point i'm in mood for 2 things

- Lets the screen count for the pb

or

- organise the pb with a lobby before where attackers can choose their tactic like in potbs

Share this post


Link to post
Share on other sites
6 hours ago, elite92 said:

will the limit for 4th rate and shallow still remain? will the "all agamemnon" , "all ocean" remain in port battles? or u gonna do something about different ships in pb? like slots or br limit?

This is why it would be great in PB World to have cap circles in shallow areas and in deep areas. Then we could have a fleet of shallow ships run off to a shallow cap while deep ships destroy defenders, forts, and try capping the deep cap circle.

But, they said shallows in PBs are impossible. :(

Edited by van der Decken
  • Like 3

Share this post


Link to post
Share on other sites

Admin, would it be possible to get a bird's-eye view like the two you posted of EVERY port?  Perhaps you could make them a loot drop or something? I imagine that they would be VERY valuable to players planning RvR...  Or maybe you can implement it as some sort of explorer mission?  Especially if the conquest circles became randomly-generated after each successful port attack....  Just a thought.  Cant wait to test these out!

  • Like 4

Share this post


Link to post
Share on other sites
1 hour ago, Vernon Merrill said:

Admin, would it be possible to get a bird's-eye view like the two you posted of EVERY port?  Perhaps you could make them a loot drop or something? I imagine that they would be VERY valuable to players planning RvR...  Or maybe you can implement it as some sort of explorer mission?  Especially if the conquest circles became randomly-generated after each successful port attack....  Just a thought.  Cant wait to test these out!

Were hot air balloon for observation invented in this era? They floating so high?

Share this post


Link to post
Share on other sites

@admin First of all great effort and THANK YOU!
 

7 hours ago, admin said:

We have not yet found an elegant solution for ship limitations in pb without the lobby and without griefing potential.

Will there be plans to create lobby for PB that players enter and organize themselves into appropriate slots prior entering battle?
e.g. sail to PB and enter join circle, this gets you into the lobby (pre-battle / deployment screen), once time has run up everyone who is in the slots joins the battle, the rest remain in the lobby.

 

Can't really comment much on PB mechanics until tried, however got 1 question. BF3 style arena is based on equal numbers. What has been done in the new coming PB mechanics to balance that? If nothing has been done is there something planned in this regard or is this a very early stage and you require player feedback first?

 

Thanks

 

 

Edited by koltes
  • Like 1

Share this post


Link to post
Share on other sites

Простите за вопрос не по теме. А сейчас в чем смысл захвата города, что глобально дает, бонусы какие? Я по прежнему не вижу смысла в обладании еще парой регионов. Бонус в характеристиках корабля при его строительстве - ну так если город захвачен, то у союзников есть похожий. Помимо земли на ПБ, которая очень надеюсь увеличит интересность, еще не хватает пользы от обладания таким городом.

В будущем, форты, можно ли будет отстраивать самим? Если они разбиты в этом сражении, то на следующее они снова целые? 

Edited by Pasha Souvenir2

Share this post


Link to post
Share on other sites
1 hour ago, Vernon Merrill said:

Admin, would it be possible to get a bird's-eye view like the two you posted of EVERY port?  Perhaps you could make them a loot drop or something? I imagine that they would be VERY valuable to players planning RvR...  Or maybe you can implement it as some sort of explorer mission?  Especially if the conquest circles became randomly-generated after each successful port attack....  Just a thought.  Cant wait to test these out!

Could be implemented in the future raid mechanic. Obtain a map of the port and all his defenses, capture zones. Hmm, if we only had shallows and drafts.

  • Like 1

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×