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Yngvarr

Ship Durability suggestion

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@admin

I suggest bringing Ship durabilities back, but somewhat modified.

 

Since there are 3 types of Port Battles i suggest the following:

Unranked, 7th and 6th rate ships:           3 Ship Durability

5th and 4th rate ships.                            2 Ship Durability

2nd and 1st rate ships:                           1 Ship Durability

 

That way, on lower levels, the loss of a ship is not quite as harsh and unforgiving.

It would be more forgiving to new players, and keep them in the game longer.

Also, i might suggest the loss of a percentage of the cannons, disabled during battle, say 25-30% of the cannons (barrels get damaged, carriages get shot to splinters).

 

 

 

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41 minutes ago, Yngvarr said:

@admin

I suggest bringing Ship durabilities back, but somewhat modified.

 

Since there are 3 types of Port Battles i suggest the following:

Unranked, 7th and 6th rate ships:           3 Ship Durability

5th and 4th rate ships.                            2 Ship Durability

2nd and 1st rate ships:                           1 Ship Durability

 

That way, on lower levels, the loss of a ship is not quite as harsh and unforgiving.

It would be more forgiving to new players, and keep them in the game longer.

Also, i might suggest the loss of a percentage of the cannons, disabled during battle, say 25-30% of the cannons (barrels get damaged, carriages get shot to splinters).

 

 

 

NO ! , Durability's do not go along side with the current game (Hard-Core Naval action).

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Well, then you make a suggestion on how to keep more players actually playing, because i don't see the population staying if the games continues on the road it's on.

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8 minutes ago, Yngvarr said:

Well, then you make a suggestion on how to keep more players actually playing, because i don't see the population staying if the games continues on the road it's on.

we need more content that's the key, everything else is just an accelerant to player numbers.

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No, no more super mario lives please...

 

37 minutes ago, Hodo said:

I have to disagree, the 1 durability system is fine.   Here is my problems with the multi-dura system.

1- It leads to multiple single durability copies of the same ship if someone captures it.   Which is akin to duping to me.

2- it reduces the value of a capture, not like I can sale a 1 dura trader brig that I capped, it is worthless.

3- Why should you as the defeated keep your ship?  It was sunk due to your incompetence or failure as a captain, you should pay for that failure. 

4- Ships are cheap to replace, cannons arent, with multi-durability ships you are now duping cannons cheaply.  

 

This is my issues with the whole multi- durability ships.

Edited by Captain Lust
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Youre missing that a 2 dura ship would cost twice as much, unless youre changing balancing aswell, but thats a different talk. So nothing would change, just the access to ships would be more difficult, cause i always need to buy two ships at once.

We can discuss about ship cost balancing, but thats hard to tell just 2 weeks after wipe.

Edited by Fargo

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No no and no!

What alot of people are forgetting is we are only two weeks in! I actually like one dura ships. (I love the ships with 500k worth of upgrades on) if in battle I take too much damage I'll protect my ship. Instead of throwing it away as hey 3 dura left.

Also stealing ships is fun again. 

I love capturing ships then retrofitting them as fireships, and attacking bigger ships in game.

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For me, 1-durability is one of the most important and best game-changer tests. Second only to the inclusion of land in battles.

 

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10.0 was the fist patch that make captured ship worth to use. Before that only Sols were worth capturing.

Now you can make money with captured ships by selling them to your nation. That supports and opened up a new perspective that was understimated before. Privateering got real.

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please do not bring back durability, this is a bad idea. The devs made a good decision and  i hope they dont change it again. durability makes this game more like an arcade game while single durability for all moves it in the direction of a sim. most people playing i believe want a sailing SIM not an arcade game.

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if a ship is sunk or captured the ship is simply gone. thats how it should be and i like it. please don't change it.

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On 6/10/2017 at 3:22 PM, Rickard said:

we need more content that's the key, everything else is just an accelerant to player numbers.

content cannot fix flawed gameplay.

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On 12/6/2017 at 0:59 PM, Guruthos said:

if a ship is sunk or captured the ship is simply gone. thats how it should be and i like it. please don't change it.

In a realistic sence of thigs this might be true. But in a gameplay way of things thats bad. Its not possible to take any chances when a ship cost you like 2 weeks of gameplay. that means that on PvP server things are out of balance. Either you play hard-core and make NA a part time job or you dont play at all. Most players take solution 2 becourse they are adutls with jobs, wifes and kids to take care of.

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13 minutes ago, fox2run said:

In a realistic sence of thigs this might be true. But in a gameplay way of things thats bad. Its not possible to take any chances when a ship cost you like 2 weeks of gameplay. that means that on PvP server things are out of balance. Either you play hard-core and make NA a part time job or you dont play at all. Most players take solution 2 becourse they are adutls with jobs, wifes and kids to take care of.

but a ship doesnt need 2 weeks of gameplay.

Buy the materials/ressources for fair prices. Frigates are actually not expensive. A Agamemnon costs 300.000 Gold (production cost) a Bellona 400k. A frigate is maybe at 200 or less.

At the beginning it takes a while but once you are started you gain quite some money.

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46 minutes ago, fox2run said:

In a realistic sence of thigs this might be true. But in a gameplay way of things thats bad. Its not possible to take any chances when a ship cost you like 2 weeks of gameplay. that means that on PvP server things are out of balance. Either you play hard-core and make NA a part time job or you dont play at all. Most players take solution 2 becourse they are adutls with jobs, wifes and kids to take care of.

2 weeks ... not really ... ok i played alot yesterday ... around 4 hours. i am working aswell full time. still within this time i could make around 300.000 in 5th rate fleet missions in group. so even if you say u just have time for 1 hour a day it makes 7 hours a week. that would mean 525.000 so already 5th-4th rate inculding the canons.  yeah ok pve grinding is maybe not for everyone. trading rewards you with even more gold per hour. and really good players can even make way more then i did with pve grinding.

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4 hours ago, Yngvarr said:

content cannot fix flawed gameplay.

no Durabilities is not a flaw and actually helps the game out even more. 

it helps the Economy since no more duplicated ships will be sailing around and is way more realistic and helps to create the Hard/Core game the devs want.

it also gives more satisfaction when sinking another player since you know that the enemy player can't get it back other than recapturing the ship.

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11 minutes ago, Rickard said:

no Durabilities is not a flaw and actually helps the game out even more. 

True, but the durabilities is not why population is bleeding away again.

Flawed gameplay is causing that, and that does need fixing.

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31 minutes ago, Yngvarr said:

True, but the durabilities is not why population is bleeding away again.

Flawed gameplay is causing that, and that does need fixing.

agreed, but as we can all see the devs are working hard to fix them + with more content we should have to focus on the mechanics that are not or partially working.

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I just hope they're busing tackling the large issues, instead of being occupied with tweaking minor stuff.

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Having lost 2 ships today ( still laughing my bottom out of it ) I feel that the 1 dura is perfect.

One I lost to a uncontrollable fire. It kept growing as I was continuously shot. It never went into shock but ate through the structure. 

The other was a total lack of attention on my part on crew management coming out of a raid and a fleet recaptured the prize while I left only 2 crew in my schoon. I surrendered not to make anyone lose time.

Was a solid setback but nothing breaking. Not giving a step longer than me legs and both ships have been replaced with the reserve funds. Now I just need to make sure they don't go down any soon even if it means I have to escape with grace from a undecided situation.

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My suggestion would be allow to choose durabilities on crafting, more dur requires more mats.  This, I think, would satisfy both crowds. 

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10 minutes ago, The Red Duke said:

Having lost 2 ships today ( still laughing my bottom out of it ) I feel that the 1 dura is perfect.

One I lost to a uncontrollable fire. It kept growing as I was continuously shot. It never went into shock but ate through the structure. 

 

i wonder what is your view on it

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18 minutes ago, The Red Duke said:

Having lost 2 ships today ( still laughing my bottom out of it ) I feel that the 1 dura is perfect.

One I lost to a uncontrollable fire. It kept growing as I was continuously shot. It never went into shock but ate through the structure. 

The other was a total lack of attention on my part on crew management coming out of a raid and a fleet recaptured the prize while I left only 2 crew in my schoon. I surrendered not to make anyone lose time.

Was a solid setback but nothing breaking. Not giving a step longer than me legs and both ships have been replaced with the reserve funds. Now I just need to make sure they don't go down any soon even if it means I have to escape with grace from a undecided situation.

are you still sailing past Willemstad with your pickle and lynx?

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