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Forthcoming changes in the next testbed patch

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Each player has its own rhythm. Can't assume how and when and why.

Mechanic has strong pros and strong cons.

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5v1, one gets the kill, the other 4 will receive xp according to their participation and in relation to the target ship.

Meaning a Snow will yield the same in a 1v1 or a 5v1.

If I-m not mistaken, but you can test it.

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Both. Maybe reset characters in testbed and do not redeem any XP to test ?!

Hard to spot when running Rear Admiral :)

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You get the ship, if you have a fleet perk, and the cargo/repairs, etc.

So the decision falls into you, either you destroy or you capture, each with its own reward.

Ran a few tests and both are equivalent. Cargo captured gives more income. Sinking gives slightly less, depending on BR divider, but yields the XP.

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See where you're coming from Wraith but I think Texas is probably right on this. Those who can sink huge amounts of hours into the game will have all their unlocks, it's the casuals who will always be in sub-par ships.

One way around this could be to allow people to declare a 'primary' ship. They would be able to unlock all 5 slots on this ship without any prerequisites. All other ships they would need to unlock as normal. Perhaps the primary choice could be changed for a hefty donation in marks or something.

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4 minutes ago, Hodo said:

He was never given the newest ship.  That is the point.  He was probably England's greatest admiral and naval tactician during that time.  He was assigned to ships as needed and available.

 

That's the point. Not as he wanted, but as was needed. And was assigned due to performance.

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On 4/18/2017 at 7:19 AM, The Red Duke said:

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.

 

The problem is that it's only the 3rd slot to unlock and you have to pretty much go back to the cutter or lynx to unlock all the 3rd slots up to that ship to unlock the one you want to master. I though we wheren't going to do Careers in this game cause it's a sand box.  Seems like that is exactly what we are going towards.  Cause with the perks reset now I'm going to have to have one char that is only econ/trader (ship builder) and another for combat and than my third will prob just be a floater.  A game should not push folks to use alts.   Now back to the topic of the ships.   We are only talking about the 3rd slot for the ship.  What do we need to do to unlock the 4th one?  GO back and unlock the 4th slot on the 20 other ships (say it's a connie and you have to unlock every ship below it or even half for 10).  Than what about the 5th slot?  Do we have to unlock the 5th slot of all the other ships so basicly to master one we have to master them all?  

2 hours ago, Hodo said:

Not always.

Nelson, wasnt the first commander of the HMS Victory, but he was given command of it.  And the Agamemnon was definitely not new when he took command.   He is a GREAT example of a proven commander who wasnt given the newest vessel.  

Calico Jack Rackham commanded a brig his whole career.   

Some captains were definitely better at smaller vessels than larger ones. 

I dont like having to sail around in 4 different ships to unlock fully my Essex or a Navy Brig.

And some captians do great in small ships and terrible in big ones.  The other way around for many others.  I just don't understand why I have to learn every ship up to mid expierence level to continue on with Mastering one?  I can see maybe getting one slot in all other 4th rates for me to move up in the Connie.  Than make it two slots for all 4th rates for the 4th slots and maybe 3 slots to get the final Master level on the connie.  That would make more since than having to get three slots on 10-20 ships below mine and even worse some of those ships we currently can't craft.  The Connie needs three slots on the Enymion if I'm, correct?  You might not find a three slot grey AI ship out there to get even that far but you can't unlock it without I think unlocking the Trinc.

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The ship knowledge ladder is a very interesting concept.  At first I was somewhat shocked as most are. But the more I think about it the more I may be seeing the potential. It's certainly a system with wide ranging pros and cons.

Does anyone know if the knowledge trees are all the same or different?

example:

to unlock slot 3 in any 4th Rate requires = 4 in Endyiomen + 4 in Mercury + 4 in Lynx 

or is it specific of ship like:

3 Connie = 4 Endy+ 4Mercury +4LynX

3 Ingermanland = 4 Indefatigable+4 NavyBrig + 4Cutter

if it's specific to ship this could open up a whole diverse sea of ships typically seen.  It might be nice to sail a 2 slot Aggy when they become available to me but if I already have learned a 4 slot Ingermanland I might not change.

Edited by Bach
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35 minutes ago, Bach said:

The ship knowledge ladder is a very interesting concept.  At first I was somewhat shocked as most are. But the more I think about it the more I may be seeing the potential. It's certainly a system with wide ranging pros and cons.

Does anyone know if the knowledge trees are all the same or different?

example:

to unlock slot 3 in any 4th Rate requires = 4 in Endyiomen + 4 in Mercury + 4 in Lynx 

or is it specific of ship like:

3 Connie = 4 Endy+ 4Mercury +4LynX

3 Ingermanland = 4 Indefatigable+4 NavyBrig + 4Cutter

if it's specific to ship this could open up a whole diverse sea of ships typically seen.  It might be nice to sail a 2 slot Aggy when they become available to me but if I already have learned a 4 slot Ingermanland I might not change.

I think that is one thing a lot of us want to know.  WHAT IS THE TREE's for each ship.  IF I just have to sail a lync, Merc and Endy than I will start on the Lynx right now, but the problem is no one knows until you do the tier below, than get it to the rank, than you have to do the tier below and than the next one....and by they looks it's more than just 2-3 ships it's half the ships below.  What does a light frigate have anything to do with my experience in a heavy frigate.  Why am I having to get half skilled at a light ships to be master in a Heavy frigate, this is what I"m not getting.  It should be more same class ships not a tree like say..>WORLD OF TANKS<  Cause right now that is how I'm kinda feeling this is going and they say they don't want that type of arena style game?  I also though we weren't going to have classes and it seems that we are slowly going that way too.  Crafting should be a sperate officer perk tree so you can set yourself up for crafting while in port and fighting while out of ports.  Not having to blow a bunch of PvE marks every time you wnat to craft a ship or go back to fighting.

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On 4/6/2017 at 8:03 AM, jodgi said:

If this particular XP grind includes PVE activities we can almost be sure of what will happen: People will føkk off to some OW corner and grind out the XP for their fav. ship(s) and wait with PVP until they're fully "PVP ready". It may not be a problem for most of you but I find it sub-optimal.

Then hunt the little twerps down and give them a little PvP as spice... (He, he, he.) There should be very little bot activity away from the population centers so they need to be near those to get the points they need..

I just think some of the "skills" should actually BE upgrades. Magazine access, for example, is about cutting wider hatchways and clearing -- possibly widening -- the companionways. It has nothing to do with experience. Powder Monkey on the other hand is learning (xp) to take the time to see that the boy gets trained in the details of the job. So there are things I think need to be upgrades you can build in or add on later. Adding on should take the ship out of service for a time.

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Will the ships that are unlocked to 5 slots get the increased benefit to their trim too? Like a current Gold ship gets 10% for Build strength where grey get 1%.

Edited by Elbizor

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Why would you need to unlock anything other than the ship you sail.?? (Time sink horror, more grind....)

If I throw darts every day for a year, I will never get any better at throwing a spear.

There is enough grind in the game.

 

Edited by Honourable Bluetooth
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7 minutes ago, Honourable Bluetooth said:

Why would you need to unlock anything other than the ship you sail.?? (Time sink horror, more grind....)

If I throw darts every day for a year, I will never get any better at throwing a spear.

There is enough grind in the game.

 

I agree, I am of the opinion that just because it's historical doesn't mean it should be in the game because a lot that is historically accurate doesn't make good gameplay. We have to remember that this is a game first, and a game is supposed to be enjoyable. Unless we have forgotten that?

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When i was a noob, i sailed the basic cutter untl i was able to fully crew that niagara redemable.

I think, locking new (or old restarting) players into a progression scheme takes away too much freedom of play.

I do dislike the announced progression plans very much. 

Please, dear delevoper, make it at least per class, that would be bearable.

What makes players stay with the game will never be the grind. Too much grind will just lock out too many average players.

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I feel skill XP (and regular XP) should be given for capturing ships. I'm using the basic cutter, for example, to battle & capture trader brigs. So as I am learning how to use the ship, skill XP should be given. 

 

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5 hours ago, Jeheil said:

So any clues as to what the new buildings are/do

I built both the shipyard and workshop on my alt I plan to test the crafting with and niether took the resources it ask for so I think they are kinda half done place holders.  I'm going to bet the workshop will be needed to turn any of the resources into a crafted materials.  If it's for every thing that is going to suck cause I like to combine resources to make mats easier to move from port to port.   Other wise they might be just for the cannons maybe, but I can't see them for just one or two items.

58 minutes ago, Anne Wildcat said:

I feel skill XP (and regular XP) should be given for capturing ships. I'm using the basic cutter, for example, to battle & capture trader brigs. So as I am learning how to use the ship, skill XP should be given. 

 

I still don't get why we don't get xp if anything.  I work just as hard to capture a ship  as some one sinks a ship I should still get xp reward. I'm fine with not getting credits or hell even marks, cause a player capture ship should make up for that, but right now we get nothing.  We dont' even get enough cargo on the AI to support the fight.  Last night I got 141 food supplises on an LVG.   That wasn't even enough to support the cost of my lost crew.  That and it takes for ever to make the repiars (16 at a time) a casual player will be doing nothing but trying to keep afloat with the cost of crew and repairs he won't be able to afford production either and make any money off that.

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1 hour ago, Anne Wildcat said:

I feel skill XP (and regular XP) should be given for capturing ships. I'm using the basic cutter, for example, to battle & capture trader brigs. So as I am learning how to use the ship, skill XP should be given. 

 

Agreed,

I understand the logic behind limiting gold reward, to fight inflation and promote trading in a player made economy, but I see no reason to not allow XP for entry ranks.

I recall the devs saying once the vast majority of players don't even reach the brig before quitting. I'm afraid making levelling harder for them won't help keeping them in game.

It should seriously be considered to give XP for damage dealt, even if sunk, at least the first few ranks (up to brig/snow level for exemple), so new players still somehow progress while learning the ropes. 

Edited by Serk
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On 18/4/2017 at 11:03 AM, Duncan McFail said:

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.

It seems we can rename the new patch something like the "grindageddon patch" or "the big patch of the countless timesinks". 

 

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1 hour ago, victor said:

It seems we can rename the new patch something like the "grindageddon patch" or "the big patch of the countless timesinks". 

 

Its been adjusted.  The knowledge tree isn't going to extend below frigates.  But we will still need to excel in the Endy/Tricom path if you want an elite Connie.

 

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On 18/04/2017 at 2:55 PM, 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.

I remember french using first rate with no gold upgrade on pvpeu1. we were crushed by everyone all the time and we didn't understand why. Then some ennemy told us they were using gold on all their ship (probably help by the fact they may duplicate it). So we change and use gold upgrade on our first rate and then the circle of defeat stop and we start winning 1th rate pb.

The upgrade were nerfed on live serv to not make them too powerfull when new comer come and didn't get the rare one. On testbed, the % of the knowledege are insame. Adding a +10% reload +5% accuracy on a ship when your opponent can't because he miss 2 slots is important.

In a 25v25 PB it mya change the things for all the pb...

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40 minutes ago, PIerrick de Badas said:

I remember french using first rate with no gold upgrade on pvpeu1. we were crushed by everyone all the time and we didn't understand why. Then some ennemy told us they were using gold on all their ship (probably help by the fact they may duplicate it). So we change and use gold upgrade on our first rate and then the circle of defeat stop and we start winning 1th rate pb.

The upgrade were nerfed on live serv to not make them too powerfull when new comer come and didn't get the rare one. On testbed, the % of the knowledege are insame. Adding a +10% reload +5% accuracy on a ship when your opponent can't because he miss 2 slots is important.

In a 25v25 PB it mya change the things for all the pb...

 So you started using gold upgrades in PB's because you had them in abundance or you learned to duplicate aswell?

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Seems to me that the costs of cannon and crew a bit too high on TB server.  Even winning your fights - you still end losing a ton of cash in re-crew and repairs.  The fact that you can't sell captured ships or canons is overly punitive.

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