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Ink

Hotfix 1 for testbed server

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1 hour ago, Ink said:

The new link provides coastal defences on the same capture zones (updated red circles, captures zones are the same)

Dear Ink, I have seen all the images of the updated coastal defenses for port battles. Huge improvement, good work. Keep it up.

What´s next.

-Dont be afraid of placing white circles of conquest in more interesting areas. White circles dont need to be at the same distance of the midd circle, that will give more tactical choices for the PB commander.

-Please remember my reports about the intake damage to SoL by enemy forts at medium/long ranges. If not properly tweaked, forts would be still a minor annoyance despite all the good work with the new placements.

-I also advice to replace the % fortification (towers and big forts) with the following criteria:

Shallow water pb: 66% towers, 33% big forts.

4th rate pb: 66% big forts, 33% towers.

First rate pb: 100% big forts. I propose this change because towers only fire 6 cannons which dps against any SoL is barely noticiable, it only scratches the paint.

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Test bed name: Captiva

Yesterday I did a mission. Me in an Aggy against two Endymion's. Did two stern rakes on one Endymion then concentrated on broadsides only. Took one side down plus the middle bar (did not shoot at masts at anytime). Brought down two masts before the ai ship sunk.

Today I was in a St. Pavel against a Connie and Endymion. Didn't do any rakes against the Connie, just broadsides. Took one side down plus the middle bar (again, did not shoot at masts at any time). The Connie sunk without any masts falling.

Don't know if this is because I didn't do any stern rakes on the Connie or if it is attributed to the mast thickness of the Connie. Or, could be because of todays hotfix.

 

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1 hour ago, Captiva said:

Test bed name: Captiva

Yesterday I did a mission. Me in an Aggy against two Endymion's. Did two stern rakes on one Endymion then concentrated on broadsides only. Took one side down plus the middle bar (did not shoot at masts at anytime). Brought down two masts before the ai ship sunk.

Today I was in a St. Pavel against a Connie and Endymion. Didn't do any rakes against the Connie, just broadsides. Took one side down plus the middle bar (again, did not shoot at masts at any time). The Connie sunk without any masts falling.

Don't know if this is because I didn't do any stern rakes on the Connie or if it is attributed to the mast thickness of the Connie. Or, could be because of todays hotfix.

 

I think it's not a for sure thing as I had one that only one mast feel on a frigate and the suprise all them fell.

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DEV , The Redeemable system  still doesn't work , even deleter the old and create a new character , Level is keeped , no new redeemable given , hope fix it ASAP , best wish to you ,:)     

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On 31/1/2017 at 7:54 PM, Ink said:

The new link provides coastal defences on the same capture zones (updated red circles, captures zones are the same)

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The black circles is my proposal for replacing current white circles. I thought each one to be overall more fun/tactical than the previous one. But, above all, my focus was making each PB feel different -unique- from the others.

Also I placed the black circles taking into account the new forts placements of the testbed server. So coastal defenses will have now more importance in the battle, forcing to the attacker to have mortar brigs and also promoting faster ships at the defender side.

 

 

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I see a bad data for the cannons. You changed the damage for all cannons this is the only cannon that have less damage the medium than the long version.

Base damage for medium 6 pounders is only 30. For long 6 pounders is 38. Medium 4 pounders 38 and long 4 pounders is 35.

I think someone introduce a wrong data for the medium6 pounder. It should be arround 41.

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What is being tested on the test server, will this be the new patch? 

I hope there is more to the new patch, then just damage updates, be nice to see more content or break up of AI fleets. 

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The changes this week are the laughter.
Since the last patches one of the fun is taken.
The developers do everything to make the pirates right.
Coastal protection in a group is no longer possible for the joy of all blowflies flying around our shores.
You just have to scream loudly and often enough, then make the devs what the scream.
A functioning and balanced damage system was broken under the premise of tasting.
Then the game with the crew losses the developers should look at times the loss lists of the ships in the time span and then once again direction (simulation) go.Was also announced in May 16.
Also the hand money of 500 gold for a crewmember is a laugh number. The sailors of this time have been pressed for a few cent.
Man loses several hundred sailors but never meets a powder chamber, are these 50 m under the water line?
I hope you get to the damage system before Oct 16, and this stupid BR system changes the pirates and other opponents again have to take more risk or in groups.
Well functioning things one should leave and for some gadgets a test server set up.
Several thousand players have left the game.
There is no one interested in Kiev who have not played more than 800 players in the past weeks.

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Just wondering if there could be an option to do a port battle the way you can do a mission now?  Wouldnt be anything to affect the map, would happen when enough people signed onto it?  Cause, I haven't been able to get into a port battle now for like 3 months.  I'd like to see one before I quit the game completely, (I'm only coming on now to do some crafting for friends).  This weekend there was a PB, but Nation chat was full of comments about not joining if you don't have a first rate...just now today crafted my first 1st rate on the PVP1 server, so, didn't go to the battle as I wouldn't have been welcomed.  So, other than watching one on youtube, maybe a "mission" for Port battles could be added like the small and large ship encounters? 

Might be fun for others too.

PBs were my favorite thing in the game, so not being able to participate for the last 3 months has been a major blow to my enjoyment and being 'dis-invited' to the last one kind of put me over the edge.

Last tweaks were generally good.  I've been able to get into some PvP fights which were a lot of fun (even if I lost most of them).  I'm just finding the shear number of hours required, the harrasment of my merchant ships by all nations coming out of freeports, and the general scarcity, and distance to go to get required materials has pushed the game out of the fun category and into being more of a chore (US flagged player)  I wish you all the best with the continued development and hopefully some of the changes you've proposed (and maybe re-arranging where the resources are, and making freeports only open to merchant ships...much more like would have seen historically...), anyways, hopefully the game will develop to where I can participate and have some fun with it, for now, pretty much done with it.  And why is it that a US regional capitol has no fortresses protecting it?

Best regards,

Uilleam

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On 31/1/2017 at 7:46 PM, Ink said:

https://drive.google.com/open?id=0Bx3OZcHt9VbNMTNvTXFIQ2RVUVk

It might be different a bit for some ports but the general layout is the same.

Please note that this is not a final state 

Another suggestion for forts placements.

 

Current

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-Only 1/4 of the cannons forts firing at enemy targets. As a consequence, massive loss of potential dps.

 

 

 

 

"Fast" fix

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-Half of the forts cannons firing, one side could focus at one ship and the other side to another ship. A big increase of the dps and efficiency.

 

 

 

 

OPTIMAL fix

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-The most reasonable and intelligent way to place a fort. All sides are able to fire to several targets at the same time. 

Edited by Intrepido

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