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Forthcoming changes in the next testbed patch

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45 minutes ago, z4ys said:

When removing teleport to capital what happens in case someone build a deep water ship in a shallow port? 

Will deep water ships building restricted to deep water ports only?

Well, you could always return to port and put it in the shop for some unsuspecting buyer :D

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I do think that now that we have a clearer vision for the game, in terms of OW focus, we should revisit the ROE (picking up on Jeheil's earlier comments).  The timer limited battle instance entries seemed to be the result of wanting tom combat certain player conveniences: (1) being able to zip around via teleport, (2) players hiding in nearby ports, (3) cutter into a port (to then sneak tow SOLs into position),...  As some of these conveniences are being revisited - i encourage us to revisit the ROE.  How about increasing time entry windows a bit? 

Also, as an aside, why not have an OW indicator of players that may be in a port?  As a result, if one is sailing around in a Trinc, coming across a lone Cerberus, near a port that has a indicator of 20 next to the name (indicating 20 players are in said nearby port) - perhaps they might want to think twice about jumping that Cerberus...

Edited by Taranis
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Long join timer just lead to that people stay in port and wait for action popping up right in front of their nose. 

When we look at the upcoming changes that should bring people to the open world why we need a tool (long timers) to be lazy again?

And in my opinion in a crowded open world you will be thankful when you fight what you saw. At least I would.

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Last week I was playing Sweden. I exited Gustavia but when I appeared in the OW I was next to Key West.  I put in a bug report and hit the teleport to capital.  Without the Tel to Cap that was a 3 hour sail back to my play area.

Now in the upcoming patch if Tel to Cap were removed how would we get out of that? I could just sink the ship off Key West. Ships won't be worth that much when they don't have mods on them. But I'm not sure if that would make me appear in one of my out posts or just the closest Nuetral port still stuck across the map. But then if I had a free outpost slot I could just create an outpost at the Neutral and move myself back just losing the ship.  Of course if that ship had been a first rate instead of a Brig it would be a different story.  I'm certainly not opposed to removing the Tel to Cap but those game bugs are definetly still there now and after a big patch probably then too for awhile.

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1 minute ago, Bach said:

Last week I was playing Sweden. I exited Gustavia but when I appeared in the OW I was next to Key West.  I put in a bug report and hit the teleport to capital.  Without the Tel to Cap that was a 3 hour sail back to my play area.

Now in the upcoming patch if Tel to Cap were removed how would we get out of that? I could just sink the ship off Key West. Ships won't be worth that much when they don't have mods on them. But I'm not sure if that would make me appear in one of my out posts or just the closest Nuetral port still stuck across the map. But then if I had a free outpost slot I could just create an outpost at the Neutral and move myself back just losing the ship.  Of course if that ship had been a first rate instead of a Brig it would be a different story.  I'm certainly not opposed to removing the Tel to Cap but those game bugs are definetly still there now and after a big patch probably then too for awhile.

I think teleport to capital is staying

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45 minutes ago, Bach said:

Last week I was playing Sweden. I exited Gustavia but when I appeared in the OW I was next to Key West.  I put in a bug report and hit the teleport to capital.  Without the Tel to Cap that was a 3 hour sail back to my play area.

Now in the upcoming patch if Tel to Cap were removed how would we get out of that?

The thing is, unless you are based in your capital you'd be screwed anyway. Let's say I'm French, operating out of their Louisiana holdings. I exit a port and end up off the coast of South America due to a bug. Well, it's a long sail back to Louisiana, I guess! "Teleport to Capital" putting me in the Antilles is doing me no favors.

And really I think this should be the norm: players operating out of remote areas and generally leaving the capital behind. There's nothing special about the capital. Sweden is kind of an exception because they don't have anything else but for most other nations the capital is nothing but a starting point you might never see again after day 1.

Basically I don't think it's worth keeping it the way it is to support a use case that I suspect will rarely be of use to anyone but opens up a lot of avenues for abuse.

Also, leaving it the way it is encourages people to stick close to home just for that convenient teleport, even though relocating elsewhere might be a lot better for them overall.

 

Needing to make sure we can't craft deep water ships in shallow water ports is a valid concern though -- or maybe allow it but warn the user (maybe they are just doing it for crafting XP and planned to scrap it, in which case sure).

Edited by Slamz

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"Exit to nearest Outpost" & "Exit to nearest friendly/free port" after LOSS in a battle.

Also players, and this is a old suggestion, should be able to change their "capital" naval base ( the teleport to capital ) trom time to time, like once every 60 days. So fleets can organize themselves in areas of influence and establish their "capital" for a while.

 

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2 minutes ago, Hethwill said:

"Exit to nearest Outpost" & "Exit to nearest friendly/free port" after LOSS in a battle.

 

So teleport to port after battle is removed, when you "survived"? back to kicking players back to open world to meet reinforcements as it used to be?

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9 minutes ago, Hethwill said:

"Exit to nearest Outpost" & "Exit to nearest friendly/free port" after LOSS in a battle.

Also players, and this is a old suggestion, should be able to change their "capital" naval base ( the teleport to capital ) trom time to time, like once every 60 days. So fleets can organize themselves in areas of influence and establish their "capital" for a while.

 

Are clans can set up clan controlled regions.   I got a feeling we are going to see more of this with restrictions on travel.    So along with the clan warehouse why wouldn't you not have the teleport be there too?

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8 minutes ago, Liquicity said:

So teleport to port after battle is removed, when you "survived"? back to kicking players back to open world to meet reinforcements as it used to be?

You mean what I am suggesting ?!...

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Just now, Hethwill said:

You mean what I am suggesting ?!...

Oh sorry, took it as what was coming additionally to the whole "no more teleports" topic

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12 hours ago, Sir Texas Sir said:

Are clans can set up clan controlled regions.   I got a feeling we are going to see more of this with restrictions on travel.    So along with the clan warehouse why wouldn't you not have the teleport be there too?

We had that setup when there was no teleports. While there was less "comfort" of access to areas fast there was more whole nation involved.

"Big fleet of enemy in X point. Everyone teleport!" as opposed to "Big fleet of enemy in X point. Anyone around ? Assemble at Y!"

 

12 hours ago, Liquicity said:

Oh sorry, took it as what was coming additionally to the whole "no more teleports" topic

Ah, not trouble, sorry for the confusion.

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Are we ? Can you link me the patch notes with that specific entry ? Thanks :) 

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2 minutes ago, Hethwill said:

Are we ? Can you link me the patch notes with that specific entry ? Thanks :) 

I feel that you suggesting it here is confusing a number of us as "it's happening."

I think we just want a straight clarification:

1.Is teleport to capital staying?

2. Is the teleport to nearest outpost at the end battle screen going away?

Edited by Teutonic
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It'd be nice to get a consolidated thread, where no one can reply, that says like what exactly is coming and some final decisions made.  This limbo BS is killing the player base.  

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17 minutes ago, Christendom said:

It'd be nice to get a consolidated thread, where no one can reply, that says like what exactly is coming and some final decisions made.  This limbo BS is killing the player base.  

Agreed.

Also it would be nice to hear an update on timelines.. I really don't want this wipe to get pushed into May...

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55 minutes ago, Christendom said:

It'd be nice to get a consolidated thread, where no one can reply, that says like what exactly is coming and some final decisions made.  This limbo BS is killing the player base.  

I mention in the one of the other threads they need to have a thread for only announcments that we can't comment on that they update with a post stating the info has been updated and than make a thread that is feedback that we can comment on.

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37 minutes ago, EliteDelta said:

Agreed.

Also it would be nice to hear an update on timelines.. I really don't want this wipe to get pushed into May...

I'm still betting we will see it in may.  Specially if we don't see the testbed patch in the next two days.  I know I sound negative about this, but it's a force of habit cause they have never been on time and they tend to be about a month late cause they keep adding crap and changing things.   If they had did the PvE/PvP merger I would bet we wouldn't see the patch until late May.

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22 minutes ago, Sir Texas Sir said:

I mention in the one of the other threads they need to have a thread for only announcments that we can't comment on that they update with a post stating the info has been updated and than make a thread that is feedback that we can comment on.

most game development is run in this fashion.  This is what we're doing...deal with it

 

Edited by Christendom

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Once again, please keep on topic.  The discussion is about these pending changes, not the rate of change or how change manifests on different servers; and whether it is satisfactory for individuals or not.

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On 05/04/2017 at 6:30 PM, admin said:

Port missions will provide farming options only for the first 1-3 levels. 

Is it useful / essential on the PvE server ?

On 05/04/2017 at 6:30 PM, admin said:

Captured NPC ships will be mostly useless and will not be a source of income (through ship or cannon sales)

Meaning bot capture is useless. Less fun/gameplay for PvE-ers. Very understandable in a PvP context. But in PvE context, bot capture simulates player ship capture.

Suggestion for PvE server : making captured bots (almost ?) as useful as crafted ships. 

Suggestion for PvP server : Can't we imagine that it isn't bot capture that is useless but its potential use ? Meaning a player captures a bot, then :

- If he uses it in a PvE instance, against another bot, the captured bot works as a good ship with great performance,

- but if he uses it in a PvP instance, against a player, the same captured bot is useless.

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Question to Devs.....

If you capture an npc ship why should it be useless ?

For those non crafters and hunters out there this is a good way to get more players in open world hunting for AI ships to steal and use. Especially if all ships are now 1 dura.  

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Crafters needs a market where they can sell their Ships. Give the economy in NA a chance. Without demand there will never be a good economy. Demand is the keyword. Gold, Ship/Item sink is the way to bring demand to the world of NA (But no RNG plz). If there is a need to get a good new ship and only availbale from players, then all other professions are coming to live: Crafter wanna sell a new ship and need materials wich is sold by the trader. The trader have to transport the goods and sail at OW. The Pirate wanna catch him but the escort has sink him. So the Pirate need a new ship and the circle starts a new round. That is, what makes the Open World like a living world. Easy to get ships are the death to this circle and with that the death of a living world we all want.

Because of this I really welcome the development of a new seperate game where everyone can have instant battles without the time consuming needs of an Open World game. And the rest (like me) can have fun in OW with all its properties, incl. zergs, solo hunters, sailing long distances, crafters, traders, nation vs nation, ally vs ally, diplomacy, ..

 

Edited by Sven Silberbart
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51 minutes ago, Honourable Bluetooth said:

Question to Devs.....

If you capture an npc ship why should it be useless ?

For those non crafters and hunters out there this is a good way to get more players in open world hunting for AI ships to steal and use. Especially if all ships are now 1 dura.  

Useless captured bots are intended to :

- favour crafters

- increase OW PvP (captures of player's ships + more player traders in OW).

Quite a logical reasoning on a PvP server.

Non-crafters/hunters like you are expected to buy crafted ships or hunt players.

Captured bots being less performing than crafted ship is understandable in a PvP context.

Edited by LeBoiteux
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11 hours ago, Teutonic said:

I feel that you suggesting it here is confusing a number of us as "it's happening."

 

Again, sorry for any misunderstanding. Was not my intention to provoke erroneous interpretation but can't control our minds... yet ;)

Only Dev posts count or any information posted that is sanctioned by the Devs ( i.e.e like I did with the BP questions some days ago but pasted the private convo )

Indeed a suggestion. But I will refrain from doing more in here until we have a full clarification or the patch hits testbed, then we can test and see what's happening.

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