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Patch 10.2 - Changes to mission, crafting, ROE and other fixes

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Captains

Patch have been deployed to live servers today.

  • Solo orders are now available for all ranks (despite they were reducing the feel of the hunt - players loved them). It was a mistake to remove them before mission agents were implemented.
  • Basic cutters are no longer pulled into PVP battles with the following conditions
    • basic cutter cannot attack other ships (including basic cutters)
    • basic cutter can be attacked
    • basic cutters are not pulled into battles if you attack another ship
    • basic cutter ARE pulled into battles if you attack a basic cutter
  • Snow HP is increased 
  • Trader ships can now carry cannons - and will carry them. This will allow cargo hunting and baiting unprepared privateers.
  • Trader ships overall speed slightly reduced (by 0.4 knots)
  • Deceleration times reduced for the following vessels
    • Cutter
    • Pickle
    • Brig
    • Navy Brig
    • Snow
    • Cerberus
    • Frigate
    • Belle Poule
    • Essex
    • Indefatigable
    • Pirate frigate
  • Snow, Cutter, Lynx speed slightly increased
  • Sailing rigs and refits rebalanced (with speed bonuses reduced)
  • Defensive War supplies dumps now give correct decrease of hostility
  • Crafted set bought by freetowns now contain more shipbuilding materials (to provide more ship building options for players operating from freetowns
    • NPC will sell those resources they bought at cheaper prices 
  • ROE timer problems fixed and some timers are tuned.
    • Players will no longer be able to attack directly from invisibility 
    • Invisibility timer reduced to 30 seconds (players coming out of invisibility won't be able to attack for another 30 seconds)
    • Battle closing time reduced to 3 minutes from 5 minutes
  • Demasting rebalanced. 
    • We were not satisfied that too many pvp fights focused only on demasting and it will be much harder to destroy lower mast sections from now on. 
  • Labor hour costs of repair rig materials became lower
  • Lower caliber guns costs were reduced 
  • Loot tables updated and npc combat ships will drop rare refits and admiralty skillbooks (previously only available for pvp marks)
  • Endymion now uses  correct pumps (and no longer requires 60 men to operate)
  • Fort positions updated for several ports 
  • Furnishings price changed from pvp marks (25) to pve marks (300)

Discuss

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First step in the right direction for non hardcore players! Great that single player pve missions are back. Carry on guys!

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and what about conquest marks pension problem? are u working on a solution?

i suggest this:

 

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7 minutes ago, admin said:

Trader ships can now carry cannons - and will carry them. This will allow cargo hunting and baiting unprepared privateers.

I think some ppl will cry :) It'll be more interesting... 

Nothing hurt me in this patch note. 

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Thanks for the mast buff. It got a little out of hand.

3 min join timer are nice, 2 min would have been better. :rolleyes: I don't know about the 30 seconds invisibility, this will make it very easy for revenge fleet to catch the players inside a battle. Could you not have just increased the time were you can't attack after you leave battle?

Edit: Just checked the mast buff ingame. 126cm thickness for Connie. That's not much harder, that's indestructible.

Edited by Pada
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8 minutes ago, admin said:

Captains

Patch have been deployed to live servers today.

  • Basic cutters are no longer pulled into PVP battles
  •  

Can they still be tagged and brought in?  Cause if they can't do no PvP at all they will be exploited to run permits and other thigns or even blockaids with supplies that might be needed if they can't be tagged at all.   There is really no reason for a RA to be in a basic cutter other than to get home after getting sunk.  That could be fixed with being sent back to closes Out Post when your sunk not closes friendly port.

 

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The return of the single missions is a good thing and should hopefully encourage more casual players to remain in the game. I hope though that in the future a more interactive mission system will be implemented. Hopefully something with a branching structure that will culminate in the player having to recruit the help of other players in order to complete the end missions. 

The mast fix was badly needed. PVP was devolving into a competition as to who could demast the other ship the quickest and who had the most rigging repairs. Demasts should be a thing but hard to pull off/rare. Perhaps in the future mast damage could take into account the amount of sail (putting stress on the masts) vs the amount of damage sustained. 

I also like the fact that cutters arent pulled into PVP. However can you form a fleet of 1 pickle plus cutters and provided it is in a group still get the cutters into PVP?

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2 minutes ago, Sir Texas Sir said:

Can they still be tagged and brought in?  

 

yes 

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14 minutes ago, admin said:

Demasting rebalanced. 

  • We were not satisfied that too many pvp fights focused only on demasting and it will be much harder to destroy lower mast sections from now on. 

Not sure if a this severe change (at least it sounds very severe) is warranted, because even if masts were too easy to destroy I'm not sure if they should be much harder to destroy. Guess we'll see how it plays out.

 

14 minutes ago, admin said:

Deceleration times reduced for the following vessels

Does this mean that the ships stop faster (in shorter time)? Sounds like it to me, but want to make sure nothing has got lost in translation.

Edited by Inkompetent

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3 minutes ago, Gysendorf said:

First step in the right direction for non hardcore players! Great that single player pve missions are back. Carry on guys!

A great thank to the devs for the return of solo pve missions!

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I am happy that single missions are back.

it will give us more flexible means to reach our goals in the future.

 

When can we expect fixes to the PVP and Conquest marks system?

Cause now, newbies in starter ships are being hunted by gank fleets to farm PVP points and it's quite demotivating for them to keep playing this way

Edited by Yngvarr
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@admin

You mentionted mission agents. Are you thinking to implement in the future a mission system like in EVE online? With missions ranking up depending on reputation with the agent or with the faction?

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Trader ships even slower? And they were already slow as hello kitty when loaded :( ....

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Just now, Lonar said:

Trader ships even slower? And they were already slow as hello kitty when loaded :( ....

but now you have guns, that makes a lot of difference if you know how to use them.

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1 minute ago, victor said:

but now you have guns, that makes a lot of difference if you know how to use them.

Perhaps we could use Stern cannons like they use NOS in cars :P

A little boost in forward displacement.

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19 minutes ago, Sir Texas Sir said:

sent back to closes Out Post when your sunk not closes friendly port.

If you sail to enemy waters and are near some free port.  You sink and area back to this free port.  It is a huge additional and useless time sink to sail back to your out post to get a new ship.

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Just now, komisches said:

This is Eve except on water, not in space. Didn't you get the memo?

I still play eve, mate. And ... well ... let's say that Naval Action not the same thing (at least now) :)

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12 minutes ago, victor said:

but now you have guns, that makes a lot of difference if you know how to use them.

 

Only with the slight Problem that you will face in 90% of cases a Suprise and iam not shure if the handful cannons are worth the speedloss in that case :/

And i like that you can carry cannons i always wanted hyprid ships.

The reduced reinforcment timer will hurt the defender big time in gustavia we have already problems to reach some trader in 5min and help him ...

Edited by Lonar
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I just checked all the traders (brig, lynx, snow) all have the same cannon load out as there none trader counter parts.  I would say maybe drop them down to only the smaller guns.  Like only 4lbrs or knock part of the numbers down (snow second deck can be dropped off).  They are prob going to be a pain now for any solo player if some one brings guns.  I haven't tested with guns to see how much cargo space is lost.

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Quite honestly, I feel like you have thrown a few crumbs to feed the peasants but the big issues remain unaddressed.

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