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Forthcoming changes in the next testbed patch

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1 hour ago, Jon Snow lets go said:

How does the structure system change anything regarding the power of the Agamemnon compared to other 4th rates? Or what do you mean?

Obviously if they don't change the numbers the differences between the 4th rates will just stay the same. But with the structure it might be possible to sink agga's by stern raking them as that reduces the structural integrity of the ship. Haven't realy done allot of stern raking on the latest patch, so I don't know if they tweaked it (which I think they did).

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3 hours ago, The Spud said:

Obviously if they don't change the numbers the differences between the 4th rates will just stay the same. But with the structure it might be possible to sink agga's by stern raking them as that reduces the structural integrity of the ship. Haven't realy done allot of stern raking on the latest patch, so I don't know if they tweaked it (which I think they did).

We haven't seen the full changes yet and folks need to remember the three meta's won't be able to be crafted by every one at start.   So we will see a lot of other ships instead.  I think we should wait and see how things or before we got asking for any nerf or buffs.   It's actually going to be nice the first week or so cause every one won't be in the top best ships cause we be gathering mats and crafting ships and getting the Marks for the BP's we need.  So some of the first port battles is going to be a mix of ships and maybe not so boring as having all one type of ship and builds.

 

@admin Going to ask this every freaking day until some one gets an answer.  Is testbed going to be patch this week or we going have to wait another week?  As now we are at the end of the week and folks have been waiting on this.   An answer/update would be nice.

Edited by Henry d'Esterre Darby
Removed moderated content.
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5 minutes ago, Sir Texas Sir said:

We haven't seen the full changes yet and folks need to remember the three meta's won't be able to be crafted by every one at start.   So we will see a lot of other ships instead.  I think we should wait and see how things or before we got asking for any nerf or buffs.   It's actually going to be nice the first week or so cause every one won't be in the top best ships cause we be gathering mats and crafting ships and getting the Marks for the BP's we need.  So some of the first port battles is going to be a mix of ships and maybe not so boring as having all one type of ship and builds.

 

When everybody had everything and tons of money, a big part of the fun leaves the game. If there's nothing in the game you are wanting for, then a big part of the fun is gone.

With everybody having to watch his wallet, and investing all he has in outposts etc. again. RvR will be played differently. Losses will hurt at the beginning, and the race to get the best ships first will be allot of fun I think. There'll be no endless supplies of 1st rates etc.

I'm prety excited for the wipe actualy.

I still hope for forced mixed PB fleets, I would just want to try that. Maybe it would be ideal to test it on the live server while we still can.

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First of - i tested the testbed server and i'm really looking forward to the wipe, thank you Gamelabs! :)

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

But, please dear Developer, leave small battles in the game.

There is a good part of us that love both worlds, and i think its a too good concept to be scrapped.
I just like to point out that worlds biggest game development (GTA5) is open world mixed with lobby based content.

It is my belief that lobby based content is bringing Gamelabs MORE players on the open world.
I do think, by splitting the content, you would have LESS movements on open world, due to some players leaving to the other game for good.

NA - i do love this and really care about it; honestly believing that would not be a good decision.

 

Edited by sveno
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I tested the changes, made to the game in testbed and enjoyed most of it. Let me explain:

  • ·         Traders
    Threw myself straight into fighting a trader! The fight was as before: kill sails, damage one side, kill crew, board. Not too complicated, and that’s nice, giving the grind that is in front of us. Did not get rich from its cargo J.  Giving that I did not have the fleet perk was unable to get the capped ship. So fleet ship perk it’s a must!
     
  • ·         Missions
    Got stuck, at the end of battle screen, with no place to go. And so I had to start over.  No problem!

  • ·         Open World PVE
    Fought a Cerberus and sunk it. The fight was ok, got PVE Marks.
     

  • ·         Trading
    At this point I had to change the ship and got a message that I had no repairs or medkits. I did have plenty, just in the wrong place.
    My suggestion for this is to let us teleport this like we did with the ship upgrades.
    So the trade was strait forward, crafted my own goods sailed them for a bit and sold them at a small profit. The FT deliveries, still in place.
     
  • ·         Open World PVP
    Was unable to find another player to fight with. 
     
  • ·         Crafting
    Haven’t had the time yet.

In summary, great stuff! Looking forward to the mission bug fix and the deployment on the live servers. Good Jobb!

Edited by AxIslander

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I like very much the new direction the game is going.

In test bed, the FPS limiter don't work. I need to limit the FPS in OW for save energy and the noise of my PSU fan.

Fore and aft ships agains the wind are imposible to sail. They don't sail backwards when depower and turn the sail.

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8 minutes ago, Honourable Bluetooth said:

I suggest that players try the Testbed without using the redeemable.

Testing with a million quid is not testing.

I think the main purpose of the testbed is to test the new mechanics / reworks, such as structure, and finding bugs/glitches and report those. having to start over again with a basic cutter won't help.
Also, testing an economy (100% player driven economy) with a peak of 50 players on the testebd won't work.

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2 hours ago, Liquicity said:

I think the main purpose of the testbed is to test the new mechanics / reworks, such as structure, and finding bugs/glitches and report those. having to start over again with a basic cutter won't help.
Also, testing an economy (100% player driven economy) with a peak of 50 players on the testebd won't work.

Of course but the combat, the marks, traders caps, progression, 1 dura ships and money making can all be tested from no rank cutter starts. The econ on the test bed is not being tested anyway.

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I would really like to have a conversion from PvP to PvE marks, as it is now, one have to do really large amount of PvE to get all the stuff.
And doing a full day worth of PvE to reset the perks ONCE to change from carros to longs is a little bit over the top. ;)

Other then that, combat has become much more interesting, also the AI seems to be a tad smarter!

BTW:
I have the feeling the sailing mechanic in tacking has been altered, feels a bit off (turning the ship with 0 speed, no backward speed, at least with the poule).
Anybody noticed this change besides me?

 

Edited by sveno
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7 minutes ago, sveno said:

I would really like to have a conversion from PvP to PvE marks, as it is now, one have to do really large amount of PvE to get all the stuff.
And doing a full day worth of PvE to reset the perks ONCE to change from carros to longs is a little bit over the top. ;)

Other then that, combat has become much more interesting, also the AI seems to be a tad smarter!

BTW:
I have the feeling the sailing mechanic in tacking has been altered, feels a bit off (turning the ship with 0 speed, no backward speed, at least with the poule).
Anybody noticed this change besides me?

 

Well i have a serious issue with PvE marks too.

I hope there will be some kind of market for it, because just like you said, cant spend whole day farming marks by killing bots.

For those who may say" go PvP", how are we supposed to PvP with 1 Dura ships, if the market does not give enough, or if its VERY HARD to gain materials and ressources.?

In my opinion those PvE marks take a way too much space in the testbed version, it may be too late, but it definitely needs buffing.

Example: For a Bellona Note you need 500 TRADING MANIFEST, that makes 5000!!!!!!!! PVE Marks.

Go figure.

NOT GOOD.

Edited by Fenris

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IMHO
PvP is easy now on the testbed server - you get your favorite ship from the shop - its about perfect ship, you keep your mods and perks.
Im not worrying about replenishing my PvP ships in the range i like to fight (4/5 rates), setup time of a new ship is really shorter then before.


 

Edited by sveno
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10 minutes ago, sveno said:

IMHO
PvP is easy now on the testbed server - you get your favorite ship from the shop - its about perfect ship, you keep your mods and perks.
Im not worrying about replenishing my PvP ships in the range i like to fight (4/5 rates), setup time of a new ship is really shorter then before.


 

That depends how many players are online.

I guess when the update is on, all ships from market will disappear, and redeemables you can use as others, ONLY ONCE,if you have a bad day.. IF the materials and resources production does not go up, each nation will have a problem, or well, the players.Because who wants to fight with ships which are rare ?

Remember FINE WOODS?

Human nature homes :)

 

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Put the PvE-Marks away. 

They will destroy the game.

Sorry, too all hardcore pvp-players.

Think about the worst case. When your nation loses there Ports for gold what you can buy with a big amount of time in the admirality shop for Pve marks. Or you try to get on the unsafe way and do Pvp. And lose a lot of money and ships. 

What will you prefer. 

A o forgothen you can try to trade the ressources. But oh wait we must sail houres for the stuff.

So i think the way it is on the testbed is good.

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3 hours ago, Ville de Klabauter said:

Or you try to get on the unsafe way and do Pvp. And lose a lot of money and ships. 

Not if done properly :o)

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What the hell is this nonsense?

https://steamuserimages-a.akamaihd.net/ugc/155780863638496558/9F998531AFFDBD1B2561644713C650092B383539/

https://steamuserimages-a.akamaihd.net/ugc/155780863638498582/F04B3251BE65847A448747B27EBCE958AAD5FEA7/

This tells me I have to unlock 4 slots on each ship below the ship I want to use before I can use it effectively. Please tell me this isn't the way way it's suppose to be before I blow a fuse.

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and don't forget after the Essex you will have to unlock something else and so on.  So basically what I think this is going to make us do is we will have to play every dang ship to unlock one ship fully.  So I can't specialize in one ship. I have to play them all.  That defeats the whole purpose of being able to specialize certain ships that you play the most.

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I was looking to some real life career progressions and funny enough new commissions to newly laid keels was given to officers that have proven themselves in previous ships.

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30 minutes ago, The Red Duke said:

I was looking to some real life career progressions and funny enough new commissions to newly laid keels was given to officers that have proven themselves in previous ships.

Yes, but without seeing the full tree, it looks like to unlock the final slot on any ship you will have to have mastered (mastered, not merely sailed) every single combat ship in the game below it, probably right back to a cutter.

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Will look into that when I have more time, kind of limited in NA time at the moment, a couple sessions per week, but I am not alarmed if that is indeed the case. If the idea is to add a career simulation ( with 3x pvp should be pretty straight forward progression ) it can be fine tuned for sure.

As a prototype, the idea doesn't seem that far fetched.

 

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7 minutes ago, Remus said:

Yes, but without seeing the full tree, it looks like to unlock the final slot on any ship you will have to have mastered (mastered, not merely sailed) every single combat ship in the game below it, probably right back to a cutter.

Not the final slot. Anything past the 2nd.

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28 minutes ago, Remus said:

Yes, but without seeing the full tree, it looks like to unlock the final slot on any ship you will have to have mastered (mastered, not merely sailed) every single combat ship in the game below it, probably right back to a cutter.

Yah this exactly what I don't think folks are getting. Has any one maxed out the basic cutter, does it send you to max out another ship.  Why are we having to max out other ships to specialize in one ship?   I can see maybe doing this for the 5th slot that you have to get 3 slots in another like ship, but not as early as the 3/4th slot.  Maybe make the 5th slot unlocked once you get one slot on all other ships of that class.  So you want 5th slot on the Connie you need one slot on teh Ingerland and Aggy too.  Wappen could be counted but I think that is to much going to be a rare gift ship so any rare ships should not be counted in the equation.

 

55 minutes ago, Wraith said:

But what this equates to is very small edges that likely won't mean that much, and if you manage to cap one of these ultra specialists you get all of the benefits of said ship right? That will make these ultra ranked ships rare and valuable.

I don't thin your getting it.  You basicly have to unlock slots in every ships just to get your 3rd slots.  I haven't even gotten that far as i bene setting up econ stuff to get ready for the next update with the crafting stuff, but if we have to unlock 3 slots on every freaking ship to master one than screw that crap.  I play a lot and even I won't go back into some ships just to master one and I still use many ships that many won't touch any more just for fun.

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49 minutes ago, Wraith said:

No, I'm getting it. But I'm just not convinced that we all need to be sailing full, 5 slot unlocked ships all the time, let alone 3 slot unlocked ships.  I'm reserving the right to change my mind, of course, but for now I think it makes sense to level the playing field somewhat between vets and new players with regards to the ships they're sailing. By restricting the number of slots you're actually increasing the value of the mods you choose. And it greatly increases the range of value placed across capping ships of varying qualities.

It also encourages people to get back into other, lower class ships, after they rank up quickly to increase their crew. There's now motivation for the completionists to go back and sail those 7th and 6th rates again, and for those of us that like spending time in a ship of a certain class then we'll do what it takes to make that class work.  I for one greatly appreciate that there will likely be something to work towards, even after achieving max rank.

Hmm.

Explained :)

 

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1 hour ago, Wraith said:

No, I'm getting it. But I'm just not convinced that we all need to be sailing full, 5 slot unlocked ships all the time, let alone 3 slot unlocked ships.  I'm reserving the right to change my mind, of course, but for now I think it makes sense to level the playing field somewhat between vets and new players with regards to the ships they're sailing. By restricting the number of slots you're actually increasing the value of the mods you choose. And it greatly increases the range of value placed across capping ships of varying qualities.

It also encourages people to get back into other, lower class ships, after they rank up quickly to increase their crew. There's now motivation for the completionists to go back and sail those 7th and 6th rates again, and for those of us that like spending time in a ship of a certain class then we'll do what it takes to make that class work.  I for one greatly appreciate that there will likely be something to work towards, even after achieving max rank.

Again why should they be on the same playing field as some one that has been more active and playing the game more.   I'm sorry I don 't do no rules games and every one gets a trophy.   If they wan't to be on the same playing field they need to do the same PvE/PvP grind as any one else.  My reward for being a more active player is having more skill options for my ships.   Any other MM you see out there the guy that grinds out the best items and gear is prob all ways beat the noob/casual player that doesn't.   So why should they have an equal playing field?  It all ready takes a lot of xp each step to game mastery in a ship so it's not like the vets can do it over night.  

Again that is why I said one level in like ships to get folks back into those other ships to gain Mastery (level 5).  We are limited to 5-20 dock space.  I don't have enough dock space to master every dang ship to level 3-4 so I can master one ship.  Your still not getting this.  If I want to master the Connie I have to get several other ships, prob every ship that is below it down to level 3, cause you can't get them there until you do so with another ship. Well what is that first ship the Basic cutter?  So really we aren't being a master of one, we are being a jack of all trades.

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28 minutes ago, Wraith said:

I'm not saying I think everyone should be on an equal playing field, just more equal.  We shouldn't be going from one extreme of have/have-nots (gold marines, gold powder, etc.) to another (no-lifers with 5 slots, everyone else with 2). And I think you're being a bit hyperbolic here, I mean, once you've unlocked one ship class, and you don't want to sail it any further then you sell it, freeing up your dock for you next set of ships you're trying to max rank.

I just don't see the issue in slowing down the hypermaxed ship creep, as long as the functional ship progression is manageable for the new player? If we have no variability in the quality of ships we see/cap/fight on the open world then we should all just be playing the arena game... 

All that said, until we actually have full servers, with a moderate amount of PvP occurring and a mix of player ranks all competing at the same time, it's hard to say whether the system will be outrageously grindy or hit the progression sweet spot.  You might be right, and we should reserve just the last rank for such ladder progression, but I think it requires some testing.

Actually the current system does the oppisite than you are thinking.  If I have to get the rank three unlock on the ship before the one I want unlocked Say the Connie.That can be up to 20 ships I have to unlock to rank 3 cause you have to unlock the one before it to get it to rank three.   How it that going to help the little casual player?  Instead of you let some one rank up in one ship only with out major restrictions it helps the casual player cause now he doesn't have to unlock 20 something ships half way (I bet it's less than that but I'm throwing numbers out here and even 10 is to many).  So the only folks that will be able to master ships will NO-LIFERS as you like to call them who will have time to unlock all the ships.  While you casual player wil never get more than two slots unlocked on any ships.  And remember NO-LIFERS like myself can unlock all the stats, set them and than sale the ship to some one that is a casual player so they don't have to take the time to grind out all those levels (I have all ready gave my alt a 2 state unlocked Surprise to use).  What we are saying is they should make it easier for the casual players to master one ship and only that one ships so they don't have to go through every ship. 

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