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Testbed: Content patch - 9.98 deployed

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1 minute ago, balticsailor said:

it still doesn't work that way yet, i did cap two ships in a mission today without having the fleet peak and was able to send it to my outpost like it used to be.

We haven't implemented loot transfer between ships. When it is implement, then send to outpost will be removed.

Testbed is not public version, there are a lot of features that are in WIP state and unstable. But we would like to introduce them to you at early stage.

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31 minutes ago, sterner said:

-  Fleet size is transferred to perks. Captured ship must be added into fleet, otherwise it will be lost. You need to spend a perk point to have a fleet slot, 2 points to open second slot and 3 points to open third slot.

 

Right now, you can buy a perk that gives +1 fleet slot for 1 point, perk that gives +2 fleet slot for 4 points and +3 fleet slots for 7 points. According to the patchnotes, +1 should cost 1 point, +2 should cost 3 points and +3 should cost 6 points. But that way one could get all 3 perks and take 6 ships with them (like, 6 cutters or something lol). Atm you can take 4 ships spending 8 points which is already too much imo. You should need to decide if you take 1, 2 or 3 fleet ships for 1, 3 or 6 points. Dont let them add up.

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1 minute ago, Havelock said:

 

Right now, you can buy a perk that gives +1 fleet slot for 1 point, perk that gives +2 fleet slot for 4 points and +3 fleet slots for 7 points. According to the patchnotes, +1 should cost 1 point, +2 should cost 3 points and +3 should cost 6 points. But that way one could get all 3 perks and take 6 ships with them (like, 6 cutters or something lol). Atm you can take 4 ships spending 8 points which is already too much imo. You should need to decide if you take 1, 2 or 3 fleet ships for 1, 3 or 6 points. Dont let them add up.

They are test values, today they will be replaced with mentioned above values.

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So, just a few thoughts:

1.  I recommend keeping the 4 points for 1 ship, 7 points for 2 ships.  Think that's a good balance.  Could do 10 for 3.  (Makes them mutually exclusive, but the point values "feel" right)

2.  If you take the perks, add the ships to the fleet, then drop the perks, the ships stay in said fleet.  Is a problem, but, can be resolved by automatically "unticking" ships in the fleet section.

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1 minute ago, Alan Demarest said:

So with this you cannot cap any ships, unless you have the fleet perk? 

That's what I'm wondering too. Seems that way. 

Edited by Anne Wildcat

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14 minutes ago, Alan Demarest said:

So with this you cannot cap any ships, unless you have the fleet perk? 

Might just keep "vessels sent to port" and vessels "added to fleet" separate, so that people can stay at sea longer.  (Mandating people escort vessels back to port seems it will increase dead sailing time.)

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Yeah, sending ships back with prize crews is very historical.

 

Just make us sacrifice part of our crew to do so. (Maybe 40 men for a large frigate.)

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6 minutes ago, maturin said:

Yeah, sending ships back with prize crews is very historical.

 

Just make us sacrifice part of our crew to do so. (Maybe 40 men for a large frigate.)

Was thinking of this as well.  But we want people to be able to recover crew at sea so they can remain at sea longer.

What we could do is reduce max crew by X sailors per Y vessel.  Thus, casualties can be recovered, but there is still a meaningful impact as prizes are sent back, sans perk.

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What about keep 2 ships max, lvl 1-50 or whatever they have now and add an achievement instead of points for 3rd. Spend time playing and unlock it permanently. Unlock will require a nice amount of Marks or other required items. Not only that, it will add another great milestone for Experienced Players. Having 3 ships in the fleet should be a long Elite career achievement, and not just Max Rank points spent item. Unlocking such perk should grant players a Title + nice sum of cash and Gold Trader Mod along with +1 slot fleet ship perk.

so, 3rd ship should not be based on perk points, but should be connected to the achievement system and when completed will exist as permanent unlock on that Character.  

Simply calcualte player time spent in game to achive lvl 50 rank

vs

Time to get marks etc + reach lvl 50 and unlock an achivement reward. This is at least x2 time required + players get one of many goals that they have to complete before they can become game 'Veterans' / game Elite. More population = better game environment, more pvp, econ etc..Keeping people playing is crucial. 

------------------------

Dear Devs, we need achievements with nice rewards for every rank. You are building a very flat game...Like I said it before research the game called Astronest and see what I am talking about ex.

Get crafting lvl 2 - Receive (200 Labor hours + 10000 Gold).

Get crafting lvl 3 - Receive (250 Labor hours + 12000 Gold).

In my opinion NA won't survive without similar system, adding achievements will keep people playing.

Your next step after that should be the reset of Max Rank (Rear Admiral) , Once players reached Max rank they can reset it and move to the next x2 amount of xp needed to progress. Give them a gold Crown. What gold crown will do is to provide psychological contrast between new and elite players. All this will result in new guys will want to become elites one day and sail under gold crown marking them as Veterans or players with a significant amount of time spent in the game. Game market has millions of competitive players who will grind for days in order to unlock awesome items. You get me? 

P.S. no advertisement here, but simply a very valuable suggestion. 

 

-Ned Loe

 

.

Edited by Ned Loe

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4 hours ago, Havelock said:

You should need to decide if you take 1, 2 or 3 fleet ships for 1, 3 or 6 points. Dont let them add up.

It's currently this as I just tested it since I had two ships in my fleet and was in a port i didn't have an outpost so had to change my perks to get out of port.   3 points for 2 ships and I took frig master (5), Preppered (1) and Double Charge (1) for my 10 points so that isn't bad in my book.  I think if you want to run with less perks and get a 3rd ship for say a cargo run than you should be able to.  My one ship with all the perks going to out perform yours and if I have team mates we will cut down your AI fast too.   This will cause less folks to bring fleets cause it cost them points along with the crew.

3 hours ago, Powderhorn said:

So, just a few thoughts:

1.  I recommend keeping the 4 points for 1 ship, 7 points for 2 ships.  Think that's a good balance.  Could do 10 for 3.  (Makes them mutually exclusive, but the point values "feel" right)

2.  If you take the perks, add the ships to the fleet, then drop the perks, the ships stay in said fleet.  Is a problem, but, can be resolved by automatically "unticking" ships in the fleet section.

That is way to many points cause than you can't even run cargo hold and other skills if you want to do a big cargo run.   I think the current 1, 3, 6 is perfect match up for points.  This will allow new player sand RA's to crew there ships and fleets.

3 hours ago, maturin said:

Yeah, sending ships back with prize crews is very historical.

 

Just make us sacrifice part of our crew to do so. (Maybe 40 men for a large frigate.)

Prize ship can take min crew but make it like the delivery system.  You can't send it with any cargo and it takes until next server reset and your limited on how many.  Even tie it into the tow  mechanics so that way you can only have 5 ships in tow or prize return.

I'm excited about the cargo trade in capture and having to bring you prize back with escort.  Means most can have one 1 with them to bring a trader back they captured with it's cargo and not have to give up command of there fighting ship to do so.  

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3 hours ago, Powderhorn said:

Was thinking of this as well.  But we want people to be able to recover crew at sea so they can remain at sea longer.

What we could do is reduce max crew by X sailors per Y vessel.  Thus, casualties can be recovered, but there is still a meaningful impact as prizes are sent back, sans perk.

We still have the magical medical kits to do that if need be.  Though I think you should never be able to get back crew tied up in your tow of prize until those crew are done with the tow unless you make it part of the tow system than don't cost crew.

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Weird thing is that you dont really listen to the community. In my clan players are saying that they left the game when timers got cut for ROE. Please bring them back up. The game is boring now. You make it too nerdy. We need battles. This can not be stated enough. The largest sum of players are not into PBs with TS. They are casuals. But you dont care about them. You make things more and more restricted and tough.

All you talk is some very narrow changes but you forgot the broad aim. All you do is to change som smaller stuff like perks or slots. 

WE NEED SOME FUN!

Waiting for things are not fun. This is a game with no idea nor progress.

What is your aim? Just asking...

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I'm a casual player and I enjoy the game when I can play.  I don't see it as a problem.  Maybe I'm in the minority.

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10 minutes ago, fox2run said:

Weird thing is that you dont really listen to the community. In my clan players are saying that they left the game when timers got cut for ROE.

Weird thing is that everyone in OCEAN likes the current RoE. (We also liked 2 minute timers, but anything more is horribru)
But also everyone i know that plays Naval Action prefer the current Roe or 2 minute timers, they also think anything longer than 2 minutes is horribru. 

But i mean, we just like OW PvP so what do we know, we've only been around since before OW and have tested all the RoE's we've had ingame. 

I respect your opinion Fox2Run but your arguments are weak imo. 

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18 hours ago, TommyShelby said:

Weird thing is that everyone in OCEAN likes the current RoE. (We also liked 2 minute timers, but anything more is horribru)
But also everyone i know that plays Naval Action prefer the current Roe or 2 minute timers, they also think anything longer than 2 minutes is horribru. 

But i mean, we just like OW PvP so what do we know, we've only been around since before OW and have tested all the RoE's we've had ingame. 

I respect your opinion Fox2Run but your arguments are weak imo. 

Well its not entirely correct @TommyShelby

His point is that his clan lost members because of "protective" ROE mechanics. Its a fact that we need to deal with and take into account. Especially if they lost majority of their clan because of that.

Truth is that most players that stayed like new ROE restrictive timers being carebears in majority, while some minority hardcore PVPers dislike but still playing.
But its also true that we have lost about 80% of the game population and all those restrictions have driven away a lot of hardcore PVPers. I know this for a fact that my clan being strongest in hardcore PVPers numbers on the server have lost 90% of players because of carebear mechanics.

I understand @fox2run frustration, because Battle Instances closing instantly is a complete bullshit and blasphemy to PVP game.

Edited by koltes
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Battle timers have to close quickly so that people can assess the level of threat around them accurately before initiating battle.  When the timers were longer people were getting ganked like crazy by people they could never have known were there.  It was mayhem and it was shortened for very good reason.  I can't believe it's still being debated to be honest.  

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Basically people who have joined since.... the same as people who don't remember the tank fleets waiting inside freeports

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Hi guys !

I not try for tesbed sever YET.  Today i want join in this test server but i dont found. only the 3 regular : PvP One EU, PvE One , PvP Two USA .

Where can i  found, and join to the testbed server ? THX.

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6 minutes ago, hiclipucli said:

Hi guys !

I not try for tesbed sever YET.  Today i want join in this test server but i dont found. only the 3 regular : PvP One EU, PvE One , PvP Two USA .

Where can i  found, and join to the testbed server ? THX.

See there :

 

Edited by LeBoiteux

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I think you could update the main early access test server as frequently as you do with the testbed.

 

Any ETA for the next patch?  (For the main early access test server)

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10 hours ago, Chustler said:

Battle timers have to close quickly so that people can assess the level of threat around them accurately before initiating battle.  When the timers were longer people were getting ganked like crazy by people they could never have known were there.  It was mayhem and it was shortened for very good reason.  I can't believe it's still being debated to be honest.  

This could be the case IF the game in other ways tried to ensure some pvp in easy ways. I'm not talking Vernon Merril hunting a trader that can't be reinforced but real battles. Action. Fun.

It's not the case. Instead they are tumbling around with patches that means little or nothing to gameplay. 

My personal experience is that this game lost much if it's fun once you couldn't enter battles anymore. 

We had cheap, expendable ships that sometimes where lost. But at least we saw plenty of action and pvp. Now we have expensive gold ships and too much caution. It's dull.

PBs are only for the small amount of players, the elite, while the rest can go sail their own waters. 

Please tell me how I can get into a large battle within reasonable time with my 1st rate that I finally can manufacture after a year of gameplay? Please tell me how to reinforce my friends in battles?

It's things like this that pisses customers off. And the only answer is that I play the wrong game or that we have too many SOLs or that we need one dura ships or that this isn't a MOBA.

You are on a very wrong path that will lead to an empty OW and a dead game soon. 

Man. We are already talking NA2. With good reason.

Edited by fox2run
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This is not the place for this discussion.  There are multiple threads about these concerns.  Please focus this thread on what actually is in the test bed server.

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1 hour ago, Intrepido said:

No resources and materials are being produced at ports. I assume it is a bug.

Another bug, it is not possible to set a PB cause it is limited to 2/24/2017 between 09:00 and 19:00.

 

A proposal for perks and fleets:

Make that having one warship as fleet cost you 3 points, second warship 7 points. Instead, having one trader as fleet cost you 1 points, second trader, 2 points.

 

_Testing battle rewards:

Pavel vs Pavel. 186xp mission.

22500 gold, 450xp + 5000 gold,186xp. = 27500 gold and 636xp. 

Repair ship (on port): 4000 gold. 

Profit: 23500 gold.

Conclusions: With these rewards the overall grinding will reach intolerable levels. The rewards in gold should be 3x.

Marks: 16 marks of courage. Much better now than before (I was getting only 6).

 

crew cost?

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@sterner Why did you rename the Captains Chest slots? Now its Mark/Mark/Mark/Trading which is very irritating. PvE/PvP/Conquest/Trading was just fine.

@Intrepido I think the rewards for PvE are fine, you should try a 186 fleet mission instead. Im usually getting like 4 Kills and 2 Assists of 2nd/3rd/4th Rates, this will generate enough money to make profit. Imo the rewards for PvP should be higher, the risk of losing a ship is waaaaaay higher here.

About the Marks: AI 1sts seem to give 20, 2nds 16. That would mean 20 AI 1st Kills or about 40 4th/5th Rates for a Pirate Frigate BP (even tho im not sure if that should actually be a Pirate Frigate Note). Im not sure if it should be possible to craft 1 PvP Mark for 10 PvE Marks. Maybe there should just be a shop for every kind of Mark? They are still tradeble and could become somewhat of their own currency. Might be interesting, im not sure tho... what do you guys think?

About the fleet perks: I dont really like how i have to spend 1 point to take a captured vessels with me. Theres a lot of boarding going on in PvP and its a shame i have to sink a ship when im missing a perk... on the other hand those 1 duras arent worth it anyway. I still think tho that theres way too much sinking going on, historically it was boarding/surrendering in most cases. Maybe the structure damage model opens up a possibility to cripple a ship so much that it just auto-surrender (morale of the crew is broken)?

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