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Testbed: Content patch - 9.98 deployed

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12 minutes ago, Anne Wildcat said:

If you want to increase the rarity of line ships, remove players ability to craft them. Now that admirality is coming to the testbed, make lineships (not the blueprints) only attainable through admirality. 

Its not the rarity, its the shipbuilding effort that goes into them what makes them special. Single dura should remain to keep that.

Edited by Twan
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1 minute ago, Twan said:

Its not the rarity, its the effort that goes into them what makes them special. Single dura should remain to keep that.

agreed. 

But maybe having lineship 'drops' could be a thing as well. 

Literally remove the craftin of lineships. 

Make them rare. 

Remember: there was only 1 Victory and 1 Santissima at Trafalgar. 

 

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By our calculations, it takes only 2 players to produce 1 SoL every day....that is not rare, and certainly not rare enough, imho.

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Just now, JG14_Cuzn said:

agreed. 

But maybe having lineship 'drops' could be a thing as well. 

Literally remove the craftin of lineships. 

Make them rare. 

Remember: there was only 1 Victory and 1 Santissima at Trafalgar. 

 

They do drop after succesful portbattles.. good ones too. Fact of the matter is the ships are needed for PBs and the current system rewards close coordination of resources to get good ships, which is a mechanic I love.

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2 minutes ago, van der Decken said:

By our calculations, it takes only 2 players to produce 1 SoL every day....that is not rare, and certainly not rare enough, imho.

Thats not too bad? It would take quite some coordination crafting a PB-fleet this way still..

Edited by Twan

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14 hours ago, admin said:

you cant make 1 durability work for an average player in a MMO environment. Its against our design goal
Ship must provide opportunity to have at least 3 non stop battles even if you lose every time. 

We listened to hardcore players before caved to 1 durability that brought nothing to the game - It did not reduce number or popularity of first rates for veterans, but it made life harder for average player who left instead of converting. If veterans want number of players stay or grow they must accept that the customer funnel must lose less players than it is losing now. 

Thus we bring the durabilities to our original vision.. and we would like to remind you that we had 5 dura ships before and no-one complained. 
And we have a firm position on this.. its either all ships have 1 durability or all ships have several. no middle ground.

Ok. Didn't read this. 

So: 

will current 1 Dura Lineships become 3 Dura lineships?

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1 minute ago, Twan said:

Thats not too bad? It would take quite some coordination crafting a PB-fleet this way still..

Lineship PBs are rare, though, as not many regions are SoLs. And with as many ppl playing today with alts, and with the reward drops, it's just too easy. But again...just my opinion.

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My suggestion would be that in the case 3 dura's are here to stay to at least bring back the fine wood to keep us busy. Or have the buildings produce less stuff.

Edited by Twan
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1 minute ago, Twan said:

My suggestion would be that in the case 3 dura's are here to stay to at least bring back the fine wood to keep us busy.

I loved the fine wood idea, it just needed a tweak for either a higher rng drop or an actual building with a lower drop rate than regular woods.

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15 hours ago, admin said:

you cant make 1 durability work for an average player in a MMO environment. Its against our design goal
Ship must provide opportunity to have at least 3 non stop battles even if you lose every time. 

We listened to hardcore players before caved to 1 durability that brought nothing to the game - It did not reduce number or popularity of first rates for veterans, but it made life harder for average player who left instead of converting. If veterans want number of players stay or grow they must accept that the customer funnel must lose less players than it is losing now. 

Thus we bring the durabilities to our original vision.. and we would like to remind you that we had 5 dura ships before and no-one complained. 
And we have a firm position on this.. its either all ships have 1 durability or all ships have several. no middle ground.

Yet the best first rates will now be exclusively for players that spend 100s of hours grinding AI, not average player who wants non-stop PvP when they play.  I have almost exclusively sought "non-stop" PvP for the last 6 months and have not seen one gold module as a reward.  I have never had Gold Marines, Gold Survival books or Gold Carpenters, all which can give huge advantages in 1st rate battles.  1 dura may have led to "harsh" 1st rate play, but it leveled the playing field.

On officers you will remove the last real (yet still very mild) incentive to surrender, so we will be back to everyone ending battles with suicide, which is a shame, as the choice of sacrifice that came with officer life made the way battles ended a bit more dynamic, and sometimes less protracted.  It actually meant something to go down sinking.  The core problem with the officer grind was not loss, but that all the officer XP you earned after the officer was fully ranked meant nothing until you completely lost the officer.  Solution: add midshipmen that also earn officer XP and can replace a lost officer already fully rank if they have earned sufficient XP.

And where are these weak forts?  Square forts, at least, have made it impossible to engage enemy ships anywhere near enemy ports, which in some areas where ports are dense means enemy players are basically immune, especially when stacked with AI fleet spam.  Decision to pursue an enemy under the guns of a fort comes with extreme risk and has led to my demise on multiple occasions.

The big problem with forts in many port battles is simply their very poor, random placement, where they seldom control decisive terrain.

Edited by akd
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15 hours ago, admin said:

you cant make 1 durability work for an average player in a MMO environment. Its against our design goal
Ship must provide opportunity to have at least 3 non stop battles even if you lose every time. 

We listened to hardcore players before caved to 1 durability that brought nothing to the game - It did not reduce number or popularity of first rates for veterans, but it made life harder for average player who left instead of converting. If veterans want number of players stay or grow they must accept that the customer funnel must lose less players than it is losing now. 

Thus we bring the durabilities to our original vision.. and we would like to remind you that we had 5 dura ships before and no-one complained. 
And we have a firm position on this.. its either all ships have 1 durability or all ships have several. no middle ground.

We said that the loss of players was not a problem execessive for the alpha test stage of the game. Some probably are waiting for the relase / wipe to return.

The discussion on durability is simple, very simple:
- If you want to give more durabilities to all ships, including the captured vessels must have more durabilities
- otherwise 1 durability for all vessels, would solve this problem at the base, it would be more realistic and would give each ship its own history.

As now, the captured ships do not make sense, you just dismantle.

I would also point out that the words that are often used as keywords, cardinal points to follow, etc (es. MMO, PVP, PVE, RVR, or do not know what else), are just words, that in itself does not mean anything. Mental limitations. The desire to divide and catalog is stupid.

We should look at things as they really are, and look for them to play in some way in the game.
And your ideas (those proposed in the topic) are moving away from this concept, i'm sorry.

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19 hours ago, admin said:

1 durability for ships of the line did not achieve its required goal and is removed. It did not have any effect on rich veterans and was just punishing casuals who left the game instead of converting into pvp/conquest players because they lost the ships they worked so hard on. All linesips now have 3 durabilities with the corresponding increase of required resources.

+1

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we can test on test server 1 dura on all ship, get rid of modules and just merge them with captain perks so ppl wont be upset on losing gold marines or monkeys, then  give us the possibility to craft in every port a ship with a regional bonus that our nation have. no need to move everytime mats, another timesink feature? no ty.

#1dura #makecappingshipsworth

Edited by elite92
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I read the reasoning for multiple durability 1st rates...but I think it is the wrong direction.

It remains to be seen how it works out. Currently I find that new/noob players don't seek more durability on their 1st rate, but rather they find the grind to the next rank incredibly boring. Maybe it's just me but I think you're targeting the wrong part if the game to bring back players.

Anyway my feedback is this:

- against multiple dura 1st rates

- fort buff is alright I guess. I think it would be better to nerf thickness

- officer change is not bad

- a balance pass at all the regional bonuses is needed. Arguably the "strong hull bonus" should just be wiped. But the problem I find is that there are truly "useless" regional bonuses. I would much rather have regional bonuses be a gain/loss instead of "if you don't have strong hull, you can't compete."

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20 hours ago, Lord Vicious said:

some stuff are ok some other really need more think thrue.. and when i say more i mean really a lot more.

I simply can not laugh more. Epic Patch devs. Awesome work. 

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Maybe this is slightly off topic but would we be able to hear any news on new ships planned for a release anytime soon?

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1 hour ago, Intrepido said:

Hmmm, the Pavel of the testbed server has 4 duras... a second rate with so many duras, its too much...

 

Pretty sure that is exactly what they did.  Increase dura by one for each rate downward.  Starting with 1st rate = 3 dura as stated in the OP, and then add one for each rate downward.  As expected.

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6 minutes ago, Intrepido said:

The Admiralty, the fleet cargo, the events... looks quite promisiing (Im crazy for placing the lion bow figure in my ships xd).

Agreed, i like what i see. 

However just a heads up. The "Bow Figure" thingy is not a cosmetic item, it is simply a permanent module. 

I bought the "Bow Figure - Whale" (Pirate) and it turned out to be a Permanent Module giving 5% Water Pump Bailing bonus. (No Cosmetic change). :(

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inb4 skull figurehead aka another additional 10% mainsail force bonus, gg

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Oh, i should add. 

It would be nice if we can convert PvP Marks to Trade Manifest/PvE Marks. Apparently you can only get the Pirate Frigate from Trade Manifest (Which you can only get from converting PvE marks to Trade Manifest - 10:1 Ratio). 

I feel kinda sad having to grind PvE to get the Pirate Frigate. 

Another thing:
It would also be nice if we, instead of getting a "Ship Note" (For the ship we choose to buy, EG, Navy Aggy.) got to choose the exact build we want. Throwing 100 PvP marks and ending up getting a useless Navy Aggy will suck big time.

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