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Preliminary discussion of the changes to conquest - clan wars are coming


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8 minutes ago, Peter Goldman said:

This seems like complicating everything more and more. We need a good way in nations to fight rogues/traitors etc. Having Port Battles inside nations won't fix that. New players and traders need an option to sail to all ports as they remain good reputation there, no need for smuggler flag (unless you're not popular in that port...)

i find it simple
First we need to make starting experience much safer, this is achieved by safe suburbs (high sec) and hostile center (lowsec).
Main (coasts) and Antilles are uncapturable
Puerto rico, Hispaniola, Cuba, Bahamas, Jamaica, All island chains are capturable

We don't need a good way in nations to fight rogues and traitors because edge cases will still make them possible, we need a tool to eliminate them from RVR and this is achieved by war companies (clan alliances). 

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Hello Captains. We would like to share some information on the potential changes to conquest.  Current Problems New player experience is uneven and heavily depends on the nation you join.

current system does not work. If player joins spain on PVP Global he leaves like in 1-2 days. Because he sees that he can never win. Basic game design rule - if perceived chance to win the game is 0 t

another statement on the wipe There will be no wipe. only map reset. In fact there might be no wipes any more even on release. But its not a promise. 

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2 minutes ago, Sir Texas Sir said:

knip

 It's suppose to be hard mode so new players shouldn't start out as pirates.  

2

It's suppose to be hard mode so new players shouldn't start out as pirates. "

i agree with you on this one the all should start as nationals and not as pirates

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5 minutes ago, Sir Texas Sir said:

Pirate Havens

Sure. It is a "pirate nation" town and a Freeport. Idea has some flair.

5 minutes ago, Sir Texas Sir said:

become pirate by attacking your own nation

becomes the easy way out of old. it is a false mechanic.

The way out of nation has to be... different.

I totally approve of being the "fancy hard mode choice"

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Just now, admin said:

i find it simple
First we need to make starting experience much safer, this is achieved by safe suburbs and hostile center.
Main (coasts) and Antilles are uncapturable
Puerto rico, Hispaniola, Cuba, Bahamas, Jamaica, All island chains are capturable

We don't need a good way in nations to fight rogues and traitors because edge cases will still make them possible, we need a tool to eliminate them from RVR and this is achieved by war companies (clan alliances). 

But capturable land will be way too small. You making the entire coast non capturable and leaving the whole players base to fight over few ports.
Imagine if 75% of EVE's space was high security. How what that go with the player base? 5-6 ports is enough to make safe zone to be at. Thats 48-50 ports on the map non-capturable. The rest should be free for grabs

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1 minute ago, The Red Duke said:

Sure. It is a "pirate nation" town and a Freeport. Idea has some flair.

becomes the easy way out of old. it is a false mechanic. 

That why they really need a reputation system to allow you to privateer for other nations and rejoin them.  

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Just now, koltes said:

But capturable land will be way too small. You making the entire coast non capturable and leaving the whole players base to fight over few ports.
Imagine if 75% of EVE's space was high security. How what that go with the player base? 5-6 ports is enough to make safe zone to be at. Thats 48-50 ports on the map non-capturable. The rest should be free for grabs

We mentioned that we will make individual ports capturable again (regions will remain for economy purposes and resource distribution) but ports could be captured individually. 

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2 minutes ago, Sir Texas Sir said:

That why they really need a reputation system to allow you to privateer for other nations and rejoin them.  

Sure. I like the ED reputation system. To the power, to the local factions ( very dynamic and work together given the importance of the faction toward the power and vice versa). In our case would be two fold, to the Nation and to the Company.

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is there allready a time set for the duration of a wardeck 

lets say (10) ten days for the first  period or so?

or a invulnerability set for a just captured port (6days)

Edited by Thonys
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3 minutes ago, admin said:

We mentioned that we will make individual ports capturable again (regions will remain for economy purposes and resource distribution) but ports could be captured individually. 

Im lost...

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11 minutes ago, admin said:

i find it simple
First we need to make starting experience much safer, this is achieved by safe suburbs (high sec) and hostile center (lowsec).
...

What is done against vets returning to "safe zones" and to hunt new players? Its in our habit. As long OW excist we know at a capital are players.

We may not need the towns but we still know there are players so we will return and hunt them. So what changed for new players? Nothing?

Edited by z4ys
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On 8/2/2017 at 3:57 PM, admin said:

Cuba (with the exception of havana)

I see what you're doing here. :P

The jump from Mantua might be possible, but strategically you are screwed leaving behind a permanent enemy region. So effectively Mantua is the end of the line.

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Just now, Mamen said:

I've read but how regions and port individually can be captured at the same time?

well not at the same time[you cant be everywhere] (it will be one by one )

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8 minutes ago, admin said:

We mentioned that we will make individual ports capturable again (regions will remain for economy purposes and resource distribution) but ports could be captured individually. 

There are 362 ports on the map. Making 125 capturable and the rest 237 non is a waste. Its like making 2/3 of the EVE space safe.
There is absolutely no need to make non-capturable land so huge

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@admin     We have 24 pages of back-and-forth about a set of proposals that have been completely changed, making the majority of those 24 pages obsolete, as well as too long for any reasonable person to read with comprehension.

Would it be helpful to restart a new thread with a SUBSTITUTE proposal that includes ONLY the current version with all overnight edits merged in?    

 

Edited by HardyKnox
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Seems like a massive waste to have that many ports not involved in rvr means less strategy and more hello kitty in the centre of the map. Surely a capital just needs a buffer zone say 3-4 ports either side of capitals.

Also rare resources being moved to the hello kitty part of the map just means less traders due to risk vs reward being screwed up to ridiculous risk and again solo players being alot less able to source said resources due to lack  of escorts and once the new players die in there traders 2 or 3 times trying to get said resource they dont want to join a clan so they leave as well..

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3 minutes ago, koltes said:

There are 362 ports on the map. Making 125 capturable and the rest 237 non is a waste. Its like making 2/3 of the EVE space safe.
There is absolutely no need to make non-capturable land so huge

I do think having Capitals on the edge is a good move though. That alone might already make a good difference.

@admin, why not start with 3 non-capturable regions with the Capital at its center per Nation?

Edited by Skully
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1 minute ago, koltes said:

There are 362 ports on the map. Making 125 capturable and the rest 237 non is a waste. Its like making 2/3 of the EVE space safe.
There is absolutely no need to make non-capturable land so huge

the other way around feels better  i think 

but i dont know how its going to look like 

but 237 not capturable is to much i think  maybe 50/50

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6 minutes ago, koltes said:

There are 362 ports on the map. Making 125 capturable and the rest 237 non is a waste. Its like making 2/3 of the EVE space safe.
There is absolutely no need to make non-capturable land so huge

The map is too big and the playerbase is small so its good to have fighting focussed in a smaller area.

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6 minutes ago, koltes said:

There are 362 ports on the map. Making 125 capturable and the rest 237 non is a waste. Its like making 2/3 of the EVE space safe.
There is absolutely no need to make non-capturable land so huge

I believe the problem is the map itself. we dont have a spiral galaxy which would make things easy.

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1 minute ago, Jon Snow lets go said:

The map is too big and the playerbase is small so its good to have fighting focussed in a smaller area.

This can be achieved by concentrating resources. As player base expends, more resources might be added making other regions valuable 

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39 minutes ago, Thonys said:

probably too far away (in sailing time) Nassau is a more accessible place to sail from,  or to sail to and is more in a center of a  region

Also historical Nassau was one of the first harbors where piracy arrived (piracy was actually invented by the dutch [letters of Marque]

The only problem I have with Nassau as the Pirate Capital is it's currently a shallow water port.  All main capitals should be deep water.  They coudl still have starter capitals that are shallows and than have the main deep water capital some where else.

10 minutes ago, koltes said:

There are 362 ports on the map. Making 125 capturable and the rest 237 non is a waste. Its like making 2/3 of the EVE space safe.
There is absolutely no need to make non-capturable land so huge

Yah way to many ports not being used.   Going to hate to say this  but Skully said it right.

6 minutes ago, Skully said:

I do think having Capitals on the edge is a good move though. That alone might already make a good difference.

@admin, why not start with 3 non-capturable regions with the Capital at its center per Nation?

3-5 Regions max non capturable and than make the rest capturable. 

Now remember the ports part only effects the RvR part of the game, you can OW PvP all along those coast lines so they aren't PvE safe zones.

We could prob drop a few ports here and there to on the map that aren't needed.

Edited by Sir Texas Sir
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Went to PVE server where i have an unused French character from the start of the OW, went to see if this Island was still bad as it used to be ...

E side of the Island, BrigeTown in background, map boundaries, full speed but stopped by an invisible wall:

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St Jospeh in the background, no sallows warning, full speed and stuck dead in the water :

278880Client2017080413102858.jpg

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Bridgetown on background, E side Map boundaries:

810312Client2017080413151812.jpg

Corner E of St Joseph, map boundaries, stuck there :

681591Client2017080413172043.jpg

The area invisible stuck/shallow around St Jospeh coming from the East is larger than what can been seen here, but no more time to spend on this to report all, and here i'm in a simple basic cutter, don't know how it ends in bigger ships ...

Give Belize if you want, but hell let us get far away from this shit hole that is this island stuck near the borders of the map.



 

47 minutes ago, admin said:

belize is on the coast - it will  be uncapturable anyway.

I don't want to manually move all my assets from Bridgetown to Belize, just make it the capital directly instead...


 

Edited by Kanay
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