Jump to content
Game-Labs Forum
admin

Hotfix 5 for patch 9.97 - event changes + minor fixes

Recommended Posts

10 hours ago, admin said:

Hotfix was deployed today. 

  1. There are now 4 admiralty pop events during the day to bring more timezones into the picture. They alternate daily as before.
  2. Capture zones were updated for all ports to take into account first port battle experiences
  3. Time to win the port battle if you control all 3 capture zones was slightly increased (from 14 mins to 20 mins)
  4. Bug with bow leaks causing abnormal number of leaks due to collider placement - fixed. 

The time to win with capture was all ready to fast with two zones, it's even faster with three.  There needs to be something to stop the capture time other than having more ships in there.  Other games have it that if you get shot you don't con't for the time.  Port battles are going to be nothing but small fast ships you race to the caps and win.   

Make it more like 30 mins and put more on kills than capping.  I'm sorry the fist PB we had no on was killed and most of us didn't even get a couple of broad sides off.  It was nothing a race to cap in a LINE SHIP port battle.  You might of lost a lot of players cause of theat.  Now it's pointless to bring SOL for a lineship battle, instead you need to bring a bunch of speed ships.   These battles are nothing but races just like your first EVENTS where.  We struggled to get half our numbers to even show cause of these new PvP events brought back PvP and now your making even the stupid PvE grind to get Port battles to only have a race and not a fight.  Port Battles should be about the fight not the race for some stupid zones.  You should not be able to win by only capping.  It should like the War Supplies only count for 50% of the capture points.  The rest should be from actually fighting.   Make each zone count for 25% of the total points you can earn.  When you max out that zone doesn't earn any more points but you don't loose them either.  This will get the PvP back into the Port battles too. I like the fact you have to bring a mix of ships. 

 

FIX THE BATTLE WINDOWS.   US PVP2 players can not fight during our prime time and you should not have any battles scheduled during time that can be down for maintenance.   The window right now is stupid.   It needs to be changed from no battles between 0400 UTC to 0900 UTC.  0900 is one hour after maintenance start and gives you no time to set up so it's a bad time.  If there is an update than that is up to one hour the port battle will be lost.  So to fix this the timers should be set to 0600 UTC to 1100 UTC that no battles can be done.  Though Ideally   0800 UTC to 1300 UTC would prob be the best time as It puts the server up time more into the SEA/AUSS prime time for port battles more  away from any down time for servers.     Look at when you have the events and that even tells you that if we can't have port battles during those events than your timers are set wrong since people in those prime times should be able to fight just like any one else.  Remember folks this game is needing to be designed for a future high pop not the current low pop of testers.

Edited by Sir Texas Sir
  • Like 1

Share this post


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

Just trying to throw some ideas here, so gank is fixed. Ganking goes side by side with demasting/masts .It's like a twin brother. So, when you making changes to one it will effect the other one. :)  Devs asked in past to keep providing ideas that might fix the problem. 

Ganking will not be fixed in the combat system. Ganking can only be fixed through the mechanisms that reward combat (high BR difference, no rewards) or the mechanisms that create combat (BR difference in tagging). Once a fight starts, if its unfair, that's a shame

 

  • Like 3

Share this post


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

Like I said, many people point fingers at Chain shot. So, it is clear that chain needs balancing. 

You have an idea how to balance it? I agree there are way too many people who seem to forget that ball even exist and its boring as fck to play against. But on the other hand you need something to slow running enemies down. I dont know how the devs could fix this problem.

Share this post


Link to post
Share on other sites
Quote

If Ganker numbers are larger then we need to somehow help the victim who is being ganked. 1. if numbers 3:1 nerf sail damage on chainshot/ball 2. if numbers 1:1 let it be. Is it that hard?

What is the point?  Don't mess with combat then, mess with who can join.  Don't mess with the combat model to fix ganking.  That is the wrong way to do it.  Especially when you have a person saying buff masts so masts can't be dropped in 1v1 but still can in mass ganks (i.e. doesn't solve the problem at all).  As to your points 1 and 2, Why should gankers have their damage output changed?  Stop ganking, don't nerf it and don't change the combat model.

P.s.  Ganking and Mast destruction don't go hand in hand.  I've demasted plenty of times in 1v1 and I've been demasted plenty of times in 1v1. 

  • Like 2

Share this post


Link to post
Share on other sites

Wind if this is the way problems were fixed in the past, than i know why we are where we are...;p   Conecting ganking with demasting...lol Bro you are arguing a lost couse and that went past sad ...

  • Like 1

Share this post


Link to post
Share on other sites

Gankers punch the sails with chain en masse, in my humble experience, then send maybe one or two to finish you off.  :unsure:

Edited by Jean Ribault
  • Like 1

Share this post


Link to post
Share on other sites

So last night before the servers went down I got tagged by an Indifatible and two connies while I was in a l'ocean on the way back from some mission grinding.   I had one Connie Tag me with the Indifat a bit away from him and the second Connie was way back there.  I had 68 lbrs on my stern for the reason to keep little small ships off my stern.   

I wasn't even trying to demast  the Connnie I was just shooting center sails to destroy his sails. Using ball mostly as he was out of range for chain most the time but did drop a few rounds of that into his sails.  When the tagged started I put a full broad side of balls into his sails from the start (my load in screen to forever I didn't even get a chance to change my prepared guns to chain).    So I knew his mast and sails where prob hit a good bit and should be damaged or where they cause at that distance what is the connies mast thickness?

Mast thickness for ships in fight.

Indifat 113

Connie 113

l'Ocean 131

Not taking into account any other gun than the 68 lbr I have on my stern this it's pens

50m  121

100m 112

250m 82 anything after that is prob going ot be very ineffect as the 500m is 23 an don't even think you could with good tilt get it out that far.

 

So both the Connie and Indifat have the same mast thickness but I assume diffrent HP.  I got a good broad side on the conner when he tried to turn and get my sails with sail shot so he backed off just as the Idifat got in rang of me.  The connie was down to 80 something sails from my  68 lbrs beating on his sails.  I'm going to assume all those mast shots didn't do crap for damage (log listed like 3 points) so all they did was sails and not mast though I saw splinteres every where hitting the center main mast crows nest.   I did the same with the Indifat unitl I got his sails down to the high 80's .  By the time the third connie caught up I was at 70% sails so I popped my sails repair.  I got a good hit on it's board side toowith double charge.  We started to brawl some as I pulled form them with new sails.  Since there was only 5 mins left on the game timer before server went down and the connie was pushing on me I decided to have some fun and board him.  My friendly AI fleet that was close and pulled in had also caught up to us and joined the fight.   I neded up boarding one connie and than pulling away from the other two whent he server went down.  No lost for any one since we all where sent back to friendly port when server comes up, but in that fight I keep hitting the Indifat in the mast over and over with those 68 lbrts at about 100+ meters.  What is the point of having that cannon back there to defend from stern campers now if we can't pen them?   I wasn't expecting to break the connies mast just wanted to slow him down since he was a 4th rate, but a 5 rate I would expect that multi hits to the same part of the mast should be doing some damage to it.  With it's current thickness now I can't pent them and do nothing but damage to sails.  

 

Now the guys had been smart they should of just fall back to 250 range and they could of ate at my sails all they want from a safe distance, but they didn't.  

 

So far the only time I seen folks complain about demasting has been in duels.  Duals aren't OW and not the normal for most PvP fights.  We should not be making changes off duels as the majority of the players don't go for a demast they go for sails as it's a lot more easy to take some one sails down in a fight with multi targets and friendlies than it is to just demast them.

  • Like 2

Share this post


Link to post
Share on other sites

With all the frigate swarms and ganking of whats left of the server population, i would have thought something like this, that really only benefits someone who is being ganked would be met with a little less saltiness.

Sure it won't stop ganking or even be realistic but maybe could make the game more enjoyable for some, those without clans, speedboats or whatever.  If demasting was your only way to secure victory change tactics.

Share this post


Link to post
Share on other sites
5 minutes ago, Ravern said:

With all the frigate swarms and ganking of whats left of the server population, i would have thought something like this, that really only benefits someone who is being ganked would be met with a little less saltiness.

Sure it won't stop ganking or even be realistic but maybe could make the game more enjoyable for some, those without clans, speedboats or whatever.  If demasting was your only way to secure victory change tactics.

Being able to demast would actually help the little guy.  The gankers don't demast they take yoru sails down.  A solo player that is in a 3 vs 1 can demast one of those three and take them out of the fight and maybe have a more fair chance against 2 so it's more to help them.  Now the only way to demast some one is to be in a group.  This only helps the gankers not the ones being ganked.

  • Like 1

Share this post


Link to post
Share on other sites

Except the problem is it doesn't even affect gankers except to protect their masts.  If the purpose is to discourage them, it doesn't.  Instead it insures their protection.

Share this post


Link to post
Share on other sites

Since devs are on a kick to get rid of "magic" perks that are actually based on logical crew maneuvers, please remove the following magic also:

Pirate Hunter
Pirate
Defense Drill
Expert Carpenter
Doctor

and the two most magical perks of all...
Area Control
Signaling

Plz and ty. I look forward to the next quick patch tonight that removes these.

Share this post


Link to post
Share on other sites
10 minutes ago, van der Decken said:

Since devs are on a kick to get rid of "magic" perks that are actually based on logical crew maneuvers, please remove the following magic also:

Pirate Hunter - Trained crew (Naval military) to be faster to reload.  We saw this in Master N Commander movie. They did drills for such cause the only way they where going to beat the bigger privateer that out gun them was to out shoot them.
Pirate  - Many pirates worked out of a close port/haven so they didn't have to bring a lot of supplies and did strip there ships down for the best speed and such. 
Defense Drill - Crew are trained to defend a ship so they can respond faster to an attack from boarders.  This is more what you talked about DD doing.
Expert Carpenter - The ship has a Ship's Carpenter or more (this is an actual position on ships on this time).  Maybe they have the supplies to do the fast repairs that another ship might not have.  
Doctor - The Ship has a good Surgeon on it that other ships might not have.  Some of these guys where butchers and the cock not actual doctors.  So having some one actually trained can save more crew.  To be honest I think this should be an auto skill for every one that maybe they join after so many levels or just after a battle cause not every one was prob killed in battle, it was just those taken out of the fight.

and the two most magical perks of all...
Area Control - This should be a perk every one gets for free.  I'm sorry being able to leave cause you haven't been hit in a min or more even though I can piss off my deck and hit you is stupid. If your that close to a ship your not going to just magically escape (like coward perk).
Signaling - This one I kinda agree with you but they did have flares back than.  If your close enough to see the flare than your close enough to join.  Though really how bad is it cause I only seen this help the other side cause we didn't have the number or BR.   So really haven't play tested it much and it isn't usefull in the PvP events cause they stay open for 2 mins any way.

Plz and ty. I look forward to the next quick patch tonight that removes these.

Actually every one you just listed can be explained.  

Edited by Sir Texas Sir
  • Like 1

Share this post


Link to post
Share on other sites
31 minutes ago, Sir Texas Sir said:

Actually every one you just listed can be explained.  

Yet you can't explain how having enough crew could really cut grappling hooks to prevent boardings? That's funny.

Share this post


Link to post
Share on other sites
1 hour ago, van der Decken said:

Yet you can't explain how having enough crew could really cut grappling hooks to prevent boardings? That's funny.

Enough FREE CREW.  Bigger ships need more crew to man things like gus and sails.  So why would they have a bunch of free guys more than say a smaller ship.  To me that 25% was to big of a difference.   They would not have that many extra spare free crew to stop it.  I could see keeping it if it was more like 10% or less. It was very unbalances and even more when it was a larger number needed.  And remember it's me that has to have more crew than you do.  That means by your logic I had more crew to throw those ropes and hooks than you had to cut them.  See two can play this game too.  So your logic really doesn't work with that excuse.  The more crew I have the more I would over power your crew cutting way the ropes and such.    

Share this post


Link to post
Share on other sites

Historically masts were blown off often in battle. Id like to see that represented more in the game, masts right now seem to be some godly tree trunks because when i shoot them with several cannon balls comparable to their thickness and they dont break, then you cant really call this game realistic. 

  • Like 1

Share this post


Link to post
Share on other sites

Update just happened, after reviewing mast stats now it seems they were slightly adjusted.

The last update had boosted mast thickness by 10%, now masts seem to be boosted by only 5%.

This is not quite as bad as before, but I really don't understand why anything had to change in the first place. Was there some huge complaint about mast thickness that started all this? 

The result of this adjustment (buffing by 5%) means we only rarely have the problem where it is impossible to penetrate a similar sized ship, but realistically it is still not a viable tactic in many situations. Here are a few examples.

In a surprise duel, demasting is still a possible strategy.

Surprise mast thickness = 79cm

9lb long cannons (largest gun) penetrate 98 - 50m and 80cm - 250m. Clearly this would be a viable option.

 

However I still see a problem for certain ships

Agamemnon mast thickness = 122cm

24lb long cannons (largest gun) penetrate 120cm at 50m...

So one Agamemnon would find it basically impossible to ever demast another. 

 

Also looking at the Trincomalee again, mast thickness = 108cm

18lb long cannons (largest gun) penetrate 109cm at 50m.

So that means point blank range. Once again the thickness buff leaves us without the ability to demast, because nobody in their right mind will be aiming at masts when somebody else is smashing them from 50m or less. 

 

Thank you for listening to the general outcry and responding devs, but please look more carefully at the mast thickness stats for all ships and maybe adjust certain ones individually (instead of a 5% increase for ALL). I think your buff was good for 7th, 6th and some 5th rates. However I still see problems with some of the larger ships becoming completely invulnerable to mast damage in most battles, which isn't historically accurate at all. 

  • Like 5

Share this post


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

Hotfix was deployed today. 

  1. There are now 4 admiralty pop events during the day to bring more timezones into the picture. They alternate daily as before.
  2. Capture zones were updated for all ports to take into account first port battle experiences
  3. Time to win the port battle if you control all 3 capture zones was slightly increased (from 14 mins to 20 mins)
  4. Bug with bow leaks causing abnormal number of leaks due to collider placement - fixed. 

again, another hotfix was deployed today 23/12/2016, patch notes? is it so difficult to release patch notes with the patch in a ealry acces game when we are supposed to be tester? pls be more serious

  • Like 3

Share this post


Link to post
Share on other sites

I also can't follow Winds argumentation. When I get ganked, my masts are my least concern. I never complained when I lost one (and it rarely happens) and additionally to be able to demast a ship is often the best chance for a positive outcome for the ganked player. Chain is a pain in the arse and it's kinda boring but that's how it is.

Before we introduce some strange solutions to an artificial problem I would rather see a different approach. Back to historical values of all thicknesses in game but on the other hand much lesser accuracy. Combined with a more exact damage model of the rigging like shooting yardarms away, damaged shrouds or damage to standing rigging affecting the masts too. Serious damage to the rigging was the norm in a battle and I have no problem if it is in NA. 

  • Like 2

Share this post


Link to post
Share on other sites

Main post updated

Mast thickness was reverted back this morning to the pre-patch level on 4th rates and above. At the moment changes are not in the game, will be done in the next hotfix.
5th rates and below mast bonuses (compared to the pre-patch level) are now 10% (hp) and 5%(thickness). 

  • Like 9

Share this post


Link to post
Share on other sites

Sorry admin, I think you wrote wrong here.

8 minutes ago, admin said:

Main post updated

Mast thickness was reverted back this morning to the pre-patch level on 4th rates and above.
5th rates and below mast hp bonuses (compared to the pre-patch level) are now 10% (hp) and 5%(thickness). 

 

The mast reverted today were 5th and below. 4rd rates and above are the same.

Edited by Siegfried
  • Like 1

Share this post


Link to post
Share on other sites
11 minutes ago, Siegfried said:

Sorry admin, I think you wrote wrong here.

 

The mast reverted today were 5th and below. 4rd rates and above are the same.

Oops. (Unless they were actually intending to make the problem even worse.)

Share this post


Link to post
Share on other sites
42 minutes ago, Siegfried said:

Sorry admin, I think you wrote wrong here.

 

The mast reverted today were 5th and below. 4rd rates and above are the same.

Indeed, 4rd rates and above fix was not included in today's hotfix by a mistake, will be done in the next one.

  • Like 3

Share this post


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

Main post updated

Mast thickness was reverted back this morning to the pre-patch level on 4th rates and above. - at the moment changes are not in the game, will be done in the next hotfix.
5th rates and below mast bonuses (compared to the pre-patch level) are now 10% (hp) and 5%(thickness). 

Thank you admin, this sounds perfect.

Share this post


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

×