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Testbed: Content patch - 9.98 deployed


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1 hour ago, Grundgemunkey said:

The people complaining about the multi dura lineships are those that want to play the whole  game .... the only reason i can see why anyone would want a multi dura is that they only have to build  once every 3 losses rather than after every loss ...therefore don't have to craft ..don't have to trade ,, don't have to gather mats ... .. multi dura ships = lazy  = no one sailing around open world ..in anything other than a lineship

i would rather see all ships over 5th rate single dura but give the upgrades and paints dura instead ,,,, give 5th rate and lower multi dura to help new players

First off I ain't complaining, the Devs have said "ships are going to have more dura", its the people who don't want the more dura who are complaining :D

Second, you don't have a flying fig of a clue what I want to do in game :D If you do, you're too talented to be in here and should be on an island somewhere knocking back Tequila.:D

Third of all, I bet you're in a clan with access to plenty of first rates, juss guessin :D

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8 minutes ago, Fargo said:

Maybe give us some points in favour of multiple duras that cant be refuted instantly, instead of continuously posting meaningless opinions?!

5 ships max per port. 1 dura for each = 5 ships. Sail and get sunk x 5 = no ships, = no sailing = no fighting  (and I know how much you love your PvP ) :D

5 ships per port. 3 ships with 5 dura = 15 ships, 1 ship with 4 dura = 4 ships, 1 ship with with 3 dura = 3 (port gives you the chance to sail 22 times. 

Lots and lots of sailing, there I did some math.:D

 

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1 hour ago, Hethwill said:

Lots of time meaning what exactly ? I support a more sim-like version from combat to economics but lots of time can be compressed in playing non stop 16 hours a day ( like some streamers I've seen ) or doing the same 16 hours across two weeks. Is there any difference regarding the end result ?

Question is regardless of Durabilities which personally I would like to see done in three steps:

1. Change the exit battle to Teleport to nearest Outpost ( not friendly port ) so a player always has a ship at hand and not be forced to sail back to grab a ship

2. Fuse Modules into ship crafting or Specialist crew / weaponry ( marines, extra muskets, swivels, etc ) and remove the "need, want" rare card in exchange for asking crafters for more specific builds.

3. Wipe all assets. Test 1 durability over a clean world.

I agree, and i agree definitely for #2

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1 hour ago, Hethwill said:

Lots of time meaning what exactly ? I support a more sim-like version from combat to economics but lots of time can be compressed in playing non stop 16 hours a day ( like some streamers I've seen ) or doing the same 16 hours across two weeks. Is there any difference regarding the end result ?

Question is regardless of Durabilities which personally I would like to see done in three steps:

1. Change the exit battle to Teleport to nearest Outpost ( not friendly port ) so a player always has a ship at hand and not be forced to sail back to grab a ship

2. Fuse Modules into ship crafting or Specialist crew / weaponry ( marines, extra muskets, swivels, etc ) and remove the "need, want" rare card in exchange for asking crafters for more specific builds.

3. Wipe all assets. Test 1 durability over a clean world.

1 does not work if you have 1 dura and get sunk, you have lost your ship remember.

2 Quite up for this idea.

3 I think they should too, I recon they will halve the numbers playing, then we will know for sure right?

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6 minutes ago, Jesters-Ink said:

5 ships max per port. 1 dura for each = 5 ships. Sail and get sunk x 5 = no ships, = no sailing = no fighting  (and I know how much you love your PvP ) :D

5 ships per port. 3 ships with 5 dura = 15 ships, 1 ship with 4 dura = 4 ships, 1 ship with with 3 dura = 3 (port gives you the chance to sail 22 times. 

Lots and lots of sailing, there I did some math.:D

 

Guess how long it would take to increase the dock space in case thats really a problem.

I can just estimate how long it took me sinking 5 duras, i would guess about two weeks... Captured ships not taken into account. 

Also if players are able to store 22 ships in each port, there is something seriously wrong with the market and inflation control.

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4 minutes ago, Fargo said:

Guess how long it would take to increase the dock space in case thats really a problem.

I can just estimate how long it took me sinking 5 duras, i would guess about two weeks... Captured ships not taken into account. 

Also if players are able to store 22 ships in each port, there is something seriously wrong with the market and inflation control.

Point 1 for the devs to answer not me.

Point 2, are you even playing, you can get sunk 3 times in one sitting easy, less you are hiding?
Naval Action, not Naval Inaction.

I dunno, I was making a point about why more dura is better as in more dura = more sailing/fighting.

 

Edited by Jesters-Ink
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1 minute ago, Jesters-Ink said:

Point 1 for the devs to answer not me.

Point 2, are you even playing, you can get sunk 3 times in one sitting easy, less you are hiding?
Naval Action, not Naval Inaction.

I dunno, I was making a point about why more dura is better as in more dura = more sailing.

 

Its less than a day for sure, ergo no problem at all.

Of course you can get sunk every fight, but thats not the case. You cant balance stuff after extreme scenarios only happening in your mind, you need to look at average numbers. 

Thats the problem, you dont care about anything else than beeing able to sail.

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42 minutes ago, Jesters-Ink said:

First off I ain't complaining, the Devs have said "ships are going to have more dura", its the people who don't want the more dura who are complaining :D

Second, you don't have a flying fig of a clue what I want to do in game :D If you do, you're too talented to be in here and should be on an island somewhere knocking back Tequila.:D

Third of all, I bet you're in a clan with access to plenty of first rates, juss guessin :D

first off  ....i didnt say you were ...i said the people complaining are those that want to play the whole game ...:D

second .. your correct i dont have a flying fig of a clue about what you want to do in game ..and care even less :D plus who do you think you are telling me what to drink on my island 

third .. correct again ...benefits of been in a clan .... why dont you access some of the benefits ... like not been scared to sail a 1 dura first rate

 

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27 minutes ago, Fargo said:

Its less than a day for sure, ergo no problem at all.

Of course you can get sunk every fight, but thats not the case. You cant balance stuff after extreme scenarios only happening in your mind, you need to look at average numbers. 

Thats the problem, you dont care about anything else than beeing able to sail.

Bloody hell, I almost spat my tequila on that last one. You got me.:D

I love beeeing able to sail :D, Like a bit of fighting too.

You are correct about not being sunk every fight, I said you can get sunk 3 times in one sitting easy.
3 times is an average, (bring in one dura), sailing a fleet with your main trader ship + 2 x escorts and get pulled . . .  bosh, 3 ships gone in one sitting. 

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Attention Traders!

I think Devs forgot to mention here that you can now use your Fleet Ships Cargo Hold. This means you can triple hauling capabilities from now on.  

Добавлена возможность использовать трюм кораблей вашего флота

 

Edited by Ned Loe
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8 minutes ago, Ned Loe said:

Attention Traders!

I think Devs forgot to mention here that you can now use your Fleet Ships Cargo Hold. This means you can triple hailing capabilities from now on.  

Добавлена возможность использовать трюм кораблей вашего флота

 

That was the third bullet mark. :)

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9 minutes ago, Jesters-Ink said:

Bloody hell, I almost spat my tequila on that last one. You got me.:D

I love beeeing able to sail :D, Like a bit of fighting too.

You are correct about not being sunk every fight, I said you can get sunk 3 times in one sitting easy.
3 times is an average, (bring in one dura), sailing a fleet with your main trader ship + 2 x escorts and get pulled . . .  bosh, 3 ships gone in one sitting. 

Bloody hell:D If thats average for you, maybe stop drink and sail! No, but you would need to track playtime and count ships losses for a week atleast, to get a meaningful number. Thats actually something that can be helpful, unless they have logs about this nevertheless.

Btw you still got two ships left in the harbour... enough for another session. In time buy 3 new ones and send them to the harbour.

 

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1 hour ago, Jesters-Ink said:

Bloody hell, I almost spat my tequila on that last one. You got me.:D

I love beeeing able to sail :D, Like a bit of fighting too.

You are correct about not being sunk every fight, I said you can get sunk 3 times in one sitting easy.
3 times is an average, (bring in one dura), sailing a fleet with your main trader ship + 2 x escorts and get pulled . . .  bosh, 3 ships gone in one sitting. 

if your losing 3 ships a day on average  ..i would question whether this is right game for you

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1 minute ago, Grundgemunkey said:

if your losing 3 ships a day on average  ..i would question whether this is right game for you

It is the right game for anyone that wants to play it. All players have their standards, playstyles and time investment. Let's not judge lest not be judged... by cannon and cutlass ;)

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14 minutes ago, Hethwill said:

It is the right game for anyone that wants to play it. All players have their standards, playstyles and time investment.

This is correct, but ..
you can not expect to have solutions given from the game even if you play badly, continued bad play (I'm not referring to anyone, it's just an example).
Practical example: i am very noob, then I say and propose always to have with me a fleet of AI that covers me; or support a strange mechanism that the best players can not attack the worst ones. Crazy things indeed.
This is not a constructive solution, in my opinion.

OT: even on airplanes sim there are always complaints. In that case that a plane is better than the other, suggesting a possible balance (eg. planes of '41 vs planes of '43). Personally i have always flown any aircraft, always having the same results.

Edited by JeanJacques de Montpellier
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I know what you say too much. Still data is important regarding "customer engagement" as a whole. That's the closes false fact that we can have to measure "the fun people are having".

Plus there's nothing wrong with "self imposed" rules in a sandbox.

The red call to attention is simply to bring discussion to the track by the way and not divert into a playstyle/time vs playstyle/time. We all know too well and there's always someone out there that will outplay.

 

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Before i start, may i say that this thread is 11 pages long and most of the posts are a discussion about 1 or 3 dura? I dont really see much feedback about the actual testbed...

 

So some feedback from me:

- Outlaw Battles: Work fine so far, dueled another pirate in OW and worked just like a normal battle

- Marks: Got 2 PvP marks from sinking a player basic cutter and 3 PvE marks from sinking an AI trinco. I assume its 2 marks for light ships, 3 for frigs and 4 for lineships or something like that? // EDIT1: Did multiple battles (Fleet 186 and 200 missions with redeemable Vic), can confirm the numbers. Lineship assist seem to give 1 mark, other assists 0. I think the rewards per mission are balanced, here are my battle statistics:

 

1 Bellona Kill
2 Inger Kills
2 Pavel Kills
___________
18 Pve Marks

 

2 Bellona Kills
2 Indefatigable Assist
___________
8 Pve Marks

 

1 3rd Rate Kill
2 Bellona Kills
1 Santi Kill
1 Santi Assist
___________
17 Pve Marks

 

1 Inger Assist
2 Inger Kills
2 Bellona Kills
1 Indefatigable Kill
___________
17 Pve Marks

- Admirality Store: Im not sure if that exists for pirates? i only found a tab named "Pirate Den" in port. E.g. i can buy a "Navy Agamamnon Note" here for 100 PvP marks (fyi 100 marks = 25 lineship kills if i assume right). That is way too overpriced for a random ship imo. Then we have "Pirate Frigate BP" for 100 trading manifest = 1000 PvE marks, thats 250 AI lineship kills. Only doable in a large clan.

- Bow Figures: Bought the Whale to test it. Bow Figures are golden perm upgrades, the whale gives +5% water pump bailing. Theres no cosmetic change tho :( (at least not in OW) Any Info what the other things do?

- Trading Manifests: I didnt get any. Neither doing a delivery order nor capturing an AI trader gave any additional rewards. Do they even drop?

- PvE Events - providing the ship: Providing the ship is a change i like, however i assume that we get a stock version of each ship (those who were often in the top 10 on PvP 1 had full gold ships). It would be nice if we could not only decide our armament but also which wood type, trims and mods we want for the challenge. That would provide more variety for captains to test different tactics as well as giving new (and old) players a chance to test out different builds. Also it would be nice to make the player perks work for the challenges. Another thing btw: If you select a ship without repair kits before you enter the challenge you wont have repair kits inside.

- PvE challenge skill level: I didnt beat a single challenge. The demasting challenge is a pure joke and i consider it undoable. I tried two versions of it, demasting two Cerberus with a Snow and demasting two Snows with a Cutter. I need to get very close to even penetrate the masts, at that range im being shredded by the laser sight AI. Theres not even a chance to angle vs two superior ships, they either still pen my side or the shot just travels through my bow and takes out pump/rudder/cannon/crew. The constant reload shocks add up to that. I was usually sinking 5-8 mins into the fight and cant see a way of winning this challenge. I propose to either take one enemy ship out or make both ships the same as the player ship. The Kill challenge is kinda the same but might be possible, but since you cant fight both ships at once (reload shocks everywhere) the only strategy i could make up was to sail next to the AI and pray to out-reload shock it. Just sailing in a line is not really a teaching lesson on how to play this game tho and i only see this challenge possible for very experienced players who know AI-behaviour.

- Kill tracker: Really good addition! I noticed that players who sank will have a yellow text under name in OW saying "Recently Killed" so others can see it.

- Conquest Rewards: So, i tried to set up a PB to see what conquest rewards one could get. The Hostility at Baracoa is now frozen at 100% since yesterday, no PB was set up. I tried to do a mission to trigger the PB. Schedule says a PB can only be set up between 0900 and 1900 on the 21st, seems like something isnt updating? The events arent working either. Something at testbed is hello kittyed up, so i hope you take a look into this so we can actually test these features!

 

Will edit further, I really hope to test conquest rewards even tho its not easy with 5-10 players on that server :/

 

EDIT 1: Added examples for PvE mark droprates. Added info about Whale bow figure.

EDIT 2: Added Conquest rewards section.

Edited by Havelock
further testing
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5 hours ago, Ned Loe said:

Attention Traders!

I think Devs forgot to mention here that you can now use your Fleet Ships Cargo Hold. This means you can triple hailing capabilities from now on.  

Добавлена возможность использовать трюм кораблей вашего флота

 

I love this option now cause KIDDS is a long haul, but you can't put cargo on a ship you captured and put in your fleet.  Would be nice if the optoin for doing this.  Maybe not move cargo all ready in hull, but have the option to put ship and cargo in fleet that you capture.

8 hours ago, Hethwill said:

Lots of time meaning what exactly ? I support a more sim-like version from combat to economics but lots of time can be compressed in playing non stop 16 hours a day ( like some streamers I've seen ) or doing the same 16 hours across two weeks. Is there any difference regarding the end result ?

Question is regardless of Durabilities which personally I would like to see done in three steps:

1. Change the exit battle to Teleport to nearest Outpost ( not friendly port ) so a player always has a ship at hand and not be forced to sail back to grab a ship.  I'll have to agree with this as i been sent back to a port after having my last dura lost and i had no ship in that port and it wasn't mine. So I had to buy a basic cutter and than sale across the map or telport to capital.   I'm fine if it's friendly port if I have a ship, but if it's your last dura it should be back to outpost, but the simple way to code this is to make it outpost for both.  This will also keep folks from just surrendering on a tag/screen and going into a port and than joining the PB or fight if they are in a multi dura ship.

2. Fuse Modules into ship crafting or Specialist crew / weaponry ( marines, extra muskets, swivels, etc ) and remove the "need, want" rare card in exchange for asking crafters for more specific builds.  I was really looking forward to the new ship crafting ssytem as it will change the rare special mods issues and make ships more specialized when you craft them.  

3. Wipe all assets. Test 1 durability over a clean world. I think we can keep the current dura system but I do agree we need a wipe of all assets some time soon to test the actualy crafting and econ system in this game. Some of us are sitting on stacks and stacks of ships and mats.  Maybe of those got during bad game mechanics that aren't around any more.  I know we will loose some players, but where they really here to help test it?

 

11 hours ago, fox2run said:

Indeed. It's all about immersion. If you have this very expensive one dura ship, you won't take any chances with it. You will avoid any risk and even fights. This turns the OW to a dull place in the end. If you have 5 dura ships you can take some chances and a defeat is not a total blow for your time and in-game economy. It's a bit like giving parachutes to fighter pilots. 

For many reaching top ranks is a goal itself. Once you go there you find yourself stucked in port with all these nice 1st rates that are piling up.

Lets use them in OW! 

We need tools for bringing common players together in small fleets. This game is best in PvP mode.

I beg the diff, it's the PvErs that won't take the chance.  My ships can be replaced pretty much at a moments notice and i have a bunch stocked up.  I PVP and yes I loose ships, prob not as much as the casual players, but I do loose them.  The problem is when you baby them   The problem is folks get to attached to there pixels and don't want to loose them.  I'm sorry if your staying in port with all your pretty 1st rates yoru not using them for what they are ment for.  That and well we have tons of other ships to use.  Maybe folks should stop wanting to use only SOL's and get back to the basic and have fun in the 4th rates and below.

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15 minutes ago, Intrepido said:

Admiralty store prices are a bit high. I would decrease price of some items by 20-25%.

How are they high?  I been getting 2-3 marks (PvE) per battle I been doing.  That won't take long at all for me to get what I need. If there was more players on I would be getting that nightly from PvP like I do in the normal server.  Now my complaint and I went to check it more is that the Nationals have way more options in there shops than the pirates.  Wonder if there is a reason for this.   That and what exactly is a Navy Essex or Navy Aggy?  Is it something diffrent than the base model ones?  Hell I would pay that much just for paints of those ships, but a random ship of that type if the BP's are truelly rare could prob cost way more.   

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10 minutes ago, Intrepido said:

50 PVE marks for 25 silver coins. Not even enough to craft a midgrade note.

50 PVE marks are obtained after 10 high level missions. I still think is a lot of missions for so small reward.

awww those of the things that pirates don't have in there shop.  We get the option of two figure heads.  Three ships (N Brig, Aggy and Essex) and one BP (pirate frig).  I'm about to log in there and check it out again.  I have a second account and I'll make a Nat with it to compare.  Would be nice if folks listed the rewards for nations and see if they are the same for all nations.  I also think the rewards should only be used by that player and not tradeable.  Though if you have to spend 50 PVE for 25 silver coins I agree.  Should be enough to make one note.   

50 PvE for 25 Furnishings....yah that kinda not worth it.

And I still want to know how do we get the trading ones.

Edited by Sir Texas Sir
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Yah here is my pirate main accant vs my Dane.   Nationals have way more options than pirates do. I just wonder if the Rattlesnake is pirate only and if the Katherine and Lion are nation only.  Would be nice to see the other nations options match up or not.

http://images.akamai.steamusercontent.com/ugc/92725318262485127/4DB73086F919827BD3A13DD7B64B43541B26C8C1/

 

http://images.akamai.steamusercontent.com/ugc/83718115823339265/08EC4B01B9815ABD00EA9227320C17618677275B/

Though I still say keep them from being traderable so that way the Pirate frigate is a ship that only pirates can make.

 

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On ‎2‎/‎17‎/‎2017 at 8:03 PM, Lord Vicious said:

That will fix also the  Agamennon problem, 4th rates with firstrate armor wich make 4th rate battles endless since sinking is super hard, thats why ppl go for boarding.  I saw 4th rate battle where in 1h we just sink 2-3 ship for side sometimes less.

Overall ships armor wich is a thing even the tester area is asking  need to be tuned down for all ships in general. since it got boosted in various patch  in terms of hp regional bonus etc.  while cannon dmg/pen remain the same.

Curse me, I'm about to agree with LV here.

I mean, the ONLY ships people bring into port battles these days are the most heavily armored beasts of ships they can craft. (okay, maybe someone reading this is that one guy who doesn't, but try bringing a teak or fir ship into a port battle and let me know the response you get from your teammates. most people know that bringing lighter builds into a battle where you actually intend to fight puts you at a huge disadvantage).

Seems to me there should be some draw back to having such tanks, less speed (to where it can actually be noticed, not like now). Less turn rate. Or perhaps buff the other characteristics of ships so that people my try different strategies than just blasting each other at close range and hoping for a shot that actually penetrates the hull. Or raking each other to death because it's pointless to waste shots on a broadside. Fights have taken on an air of predictability and it would be nice if we could focus on some of the other types of 'talents' a ship might have other than being a floating fallout shelter.

I just got out of a fight with a port-battle aggie, and while I salute the guy for what was an honest 1v1 fight, I feel a bit cheated by the mechanics that he was out-turning me when I was running a teak connie with blue turning trim and ropes/blocks. My only option was repeatedly attempting to rake (which I was forced to abandon that strategy when I realized he could run circles around me) or try to hit the decks with grapeshot because my 24lb cannons might as well been firing confetti at his broadside.

Edited by ajffighter86
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