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

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I still have not seen a reasonable response by anyone to the question of how PVP would be managed when players from a hostile nation take control of your own nation's capital port or regional ports. If La Habana, Cartagena, etc. are controlled by a hostile foreign nation's war clan, and they are able to use those Spanish ports as bases for thier own clan members, what protection would spanish players, particularly the newest ones,  have from being constantly harassed, ganked or otherwise molested by fleets of hostile ships based in their own home waters? The admin mentioned that new players joining spain left within 1-2 days, how would this new system reduce that attrition rate, and how would it increase the playability and most especially the enjoyment of the game for new players coming online for the first time?  Designing a game for a small group of hardcore PVP/RVR fanatics is not necessarily a bad idea, but there does need to be a mechanism in place that allows a new player to experience success within the game's OW and not just a string of frustrating defeats.

A possible answer to this problem that would be both simple and historically accurate would be the use of the guardship. Each port could be assigned a group of guardships based on the size and importance of the port itself. A national capital would have perhaps 2-4 ships of the line and 2-4 frigates as guardships. Regional capitals might have half of this number and smaller ports a single frigate only. These ships would be permanenetly, and visibly anchored (or somehow restricted) so that they would at all times remain in close proximity to the port entrance. Thier function would be to prevent or at least help mitigate bad behavior by foreign war companies against the host nations shipping and would give new (and old) players some protection from attack by foreign war companies as they enter and leave harbor. These ships would also help protect the interest of the war companies themselves by detering individual company captains from going rogue and disrupting the trade and corresponding tax base of the port. 

Edited by The Old Pretender
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16 minutes ago, Sir Texas Sir said:

*snip*

That all makes sense to me, and I'd love to see them move in that direction. Guess we'll see if they have any will to change or not.

 I was thinking about dock sizes earlier and not just having shallow or deepwater ports, but let actual dock size determine what ships can be stored there, ie what class of ship.

Raiding would also be a nice addition and would make more sense.

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1 hour ago, koltes said:

Taxation If its done in a sensible way helps the owner to provide and maintain facility which outsiders can use and benefit from. If the benefits are enough they should cover the taxes and other expenses so everyone in the economy chain benefit from it.

Will you invest a lot in let's say production buildings in areas that will regularly change of owner with taxes going up and down depending who owns them ( and yet we don't even know if the owner have a cooldown to change the tax itself or if he can set a different taxes rating each 2 days ) ? No stability at all for the possible owners and the areas themselves since they refuse to put a long cooldown either on flags raising or a cooldown for the possibility to switch a city once it have fall to one faction, like if a flag is raised against a city and the defenders win the PB the attacking faction cannot raise another flag for 2 or 3 weeks again for this region after failing, if one faction conquest a city it gets a cooldown of 2 weeks before anyone can raise a flag for it etc... We will also probably end up with Nations working together, if one fails to conquer the other raise a flag and try again the next day and end up with some city under constant flag raising ... having a cooldown of 3-4 days or even a week is nothing ...

All this on a area that will become mainly a pvp ground making the hauling very risky as this is the primary goal of those changes, makes essential resources in the middle of the map and all Nations constantly fighting for the same grounds in a pvp area right in the center of the map, an area where traders will be the main preys to create a pretend of pvp at traders expense as this game always done patch after patch raising middle fingers to traders...

Who will benefit of this is the biggest clans able to conquest, keep the territories and efficiently defend them interests in the area, others will just undergo a massive instability for market and possible investments done there + lot of risks going to the center of the map to get the resources they need to just craft , not even speaking of regular trading to make more or less profit...

Can also be used to just make other Nations already weaker suffer more from this,  they will be forced to go there anyways as essential resources will be found there and only there apparently ...





 

Edited by Kanay

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1 hour ago, Sir Texas Sir said:

You do know this is a game right?  So not everything has to be historically correct.  If your going that route the majority of these captains would never see a SOL in there life time and would only captain a few ships and prob mostly around the same class of ship.  I still love how every one wants to say how Pirates should be play but they don't want to restrict the nationals play one bit and they are even more none historical too.

They honestly should of did this with the wipe.  I know a lot of folks bitch it would make say DUTCH to strong if they merge them with Swedes and Danes, but those players should have the option to pick other nations instead.   Remember folks we are still in a testing phase of a game in development and alpha stage still.  Any thing can change and will prob change.  I think 3 nations like POTBS had was two small, but 5 seems a more reasonable amount to give you more of a conflict and struggle in game.

They should still have the option toe pick 5, but I still think Pirates should be a Faction that you join in game and can't start as and through a use of Reputation system and as a means from leaving one nation to go join another too.

The biggest problem with all these guys trying to say how pirates should be is they aren't pirates so they want to give tons of restrictions and not benificts to being a pirate.  This is a game after all and there should be some sort of check and balance between the nations.  There should be some pro and cons for playing either National or Pirate if it was ever made just not another RvR nation.   Right now the Devs have no plans to make pirates anything other than another nation so folks should just get off that band wagon.

They honestly need to do something with pirates, but by what we hear that is no where in the future and they want to get all the Conquest/RvR and nation stuff done before they touch that.  So we won't see any changes to pirates for a long time if what we have been told by the Devs so far (which is very little).   

There are plenty of pirates who want pirate mechanics.

Rattlesnake and Niagara shouldn't be pirate only.  These aren't even pirate ships.  Rattlesnake fills in as a common ship sloop/sloop of war and niagara fills in as the common lake brig used by the Americans and British.  

 

2 hours ago, King of Crowns said:

SO the goal of this game is to facilitate port battles then? and anyone who doesn't like port battles needs to wait for naval action legends? if your not willing to spend hours and hours of your day herding 24 cats to be sure you are prepped and ready for a port battle then this is not the game for you?

Seriously you have already made open world pvp almost impossible via fortress everywhere ai fleets in open world and laser guided stern guns. so now if we want to open world pvp we will all have to split up into solo groups and use rattlesnakes so that we don't get 5 connies called in on our head.  but anyway thanks for letting us know the direction your wanting to take the game. lets see if you stick with it. or if this is just another feature we put in for a month then take out...... such as...... fine woods, pvp marks, pvp event, battle screen teleports, teleport to Freeport, teleport to capital, storms in battles

If all the important resources are in the middle of the map, they aren't coastal regions, but island regions, is how I take it.  So maybe most of the pvp will return to La Tortue/La Navasse area.  Hunters will hunt traders sailing these waters trying to get the important resources.  Which important resources though?  I'd say 7-5th rate resources must be readily available around capitals otherwise shipbuilding is going to be a pain.  Maybe 1-4 rates have resources required in the middle areas.  Maybe they bring back copper and put it in the middle and bring back building copper plating.  We will have to see if it turns out this way or not.

 

Edited by Prater
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40 minutes ago, Prater said:

There are plenty of pirates who want pirate mechanics.

Rattlesnake and Niagara shouldn't be pirate only.  These aren't even pirate ships.  Rattlesnake fills in as a common ship sloop/sloop of war and niagara fills in as the common lake brig used by the Americans and British.  

Yah and I'm one of them, but Nationals shouldn't be telling me how to play my pirate and they shouldn't be coming up with mechanics that only punish pirates.  Notice I always try to add in some pro and cons for Pirates and Nationals when I talk about Pirate mechanics (like pirates can only capture ships, nationals can't).  Other wise you have a bunch of nationals playing like pirates but in there big SOL's cause they don't have the restrictions of ships like folks want for pirates.  There should be restrictions on Nationals side too.

As for the ships what ships are pirates ships?  This is a game and they should have some special pirate only ships if they are going to limit them in some way and if only Nationals can craft and own SOL's that aren't captured.  Personally I think Rattlesnake should be a ship every one gets.  The Heavy Rattler should be a Pirate refit just like the Pirate Frigate is a pirate only ship.  Than put a limit that any national using such ships should be treated as a pirate if they capture them and keep them.    Just like any pirates that steal a SOL would be hunted by any Nationals out there to take it away and if you restrict ships from porting into ports according to harbor types there are only certain places that they can port in that SOL it gives nationals chance to get it back.  Say Kidd's is the only deep water port Pirates own that isn't capturable, the player has to get that SOl back to that port or one that there Company Captured from a National to port it in.

This will piss off @Hodo, but I think that new Xebec should also be a pirate only ship.  No one is saying you can't get a pirate to build one for you or capture one, it should be a pirate only option to craft.   Maybe turn the level 1/2 ships yards into Pirate Yards that has limits on what they can build in those shipyards over what a National can build in there level 1-3's, but no national can build a pirate ship no matter what (can't even learn the BP).

Edited by Sir Texas Sir

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1 hour ago, Kanay said:

Will you invest a lot in let's say production buildings in areas that will regularly change of owner with taxes going up and down depending who owns them ( and yet we don't even know if the owner have a cooldown to change the tax itself or if he can set a different taxes rating each 2 days )?
Yes I would, if this still a profitable business. Why not? Taxes should be set for some period of time like a week or 2 weeks.
On top of that Workshop and Shipyard needs to be 10 times more expensive to build and must be clan's effort. Once built by the clan everyone can use for a fee. Clan members use for free or for small tax, while outsiders could pay normal usage/rent fee.
Defending such ports that the whole nation is using will be in the interest of the whole nation.


No stability at all for the possible owners and the areas themselves since they refuse to put a long cooldown either on flags raising or a cooldown for the possibility to switch a city once it have fall to one faction, like if a flag is raised against a city and the defenders win the PB the attacking faction cannot raise another flag for 2 or 3 weeks again for this region after failing, if one faction conquest a city it gets a cooldown of 2 weeks before anyone can raise a flag for it etc... We will also probably end up with Nations working together, if one fails to conquer the other raise a flag and try again the next day and end up with some city under constant flag raising ... having a cooldown of 3-4 days or even a week is nothing ...
No need to have cooldown on conquest if the conquest is done properly, e.g. to conquer you must declare war or be at war. The actual conquering land process is lengthy and takes number of days. As alternative region can be raided as easier, faster option, but the owner only looses access temporarily (for 3 days)


All this on a area that will become mainly a pvp ground making the hauling very risky as this is the primary goal of those changes, makes essential resources in the middle of the map and all Nations constantly fighting for the same grounds in a pvp area right in the center of the map, an area where traders will be the main preys to create a pretend of pvp at traders expense as this game always done patch after patch raising middle fingers to traders...
Which is totally fine. This is encourage of team work, trade caravans, escort hire etc. BLACK already doing this on a clan level. Once in a while we would organize 10+ traders to haul goods needed for the clan. No different


Who will benefit of this is the biggest clans able to conquest, keep the territories and efficiently defend them interests in the area, others will just undergo a massive instability for market and possible investments done there + lot of risks going to the center of the map to get the resources they need to just craft , not even speaking of regular trading to make more or less profit...
Not true. Making permanent land only produce small amounts and inability to have upgraded buildings/workshop/shipyard will result solo players seeking better option among large clans. Those clan will only benefit when other players will use their assets so naturally we introduce competition among clans of one nation that will keep prices down. Solo players though harder to survive without help will still get access to everything thought markets, renting facilities etc.


Can also be used to just make other Nations already weaker suffer more from this,  they will be forced to go there anyways as essential resources will be found there and only there apparently ...
Yes to a certain extend. But you have to remember 1 clan = 1 region. How many regions can be claimed if we only have handful of clans in comparison? They could conquer the land, but not claim it to be their Base of Operations or their own. For the clan to grow they need to create sub clan that will own another land. It will become self controlling. No point to create sub-clan if itself can't conquer / hold territory.

 

Edited by koltes

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I'll repeat a suggestion I made earlier, different thread:  adjust the pricing of building ships to the strength of the country.   The strongest pay the most.  The weakest pay the least.  Sort of like professional sports drafts where the worst team in the league gets the first pick.. That'll probably mean all ship building materials are owned by (and crafted on behalf of) the Admiralty. Maybe that's where tax revenue goes too.  Personal profit gets limited to trade goods and specialty war materials, like better gunpowder, special sail cloth, etc. etc. , while all armed ships carrying more than 4pdr guns are from the Admiralty.  Crafting remains as is but again, materials are Admiralty goods, not clan or personal as do gunpowder and shot (which should be inventoried by each ship... no longer unlimited quantities on hand.

Doing something like this is a helping hand to those who have been kicked to the curb and a leash on those who do the kicking.  If it works, no need for more map wipes.

 

Edited by Genma Saotome

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Just a drop in to say its a solid idea, doing a way with ports changing hands did not occur to me, but is a credible start to making the game always approachable to starters and non dedicated players. 

 

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For me it looks as if the DEVS have lost faith in filling the entire map with life.

The playfully interesting space is artificially reduced and concentrated on the center. Probably a sensible measure when I go out from 400-500 players. But what if we have maybe again 2000+ players? Then the center becomes a huge arena for the shooting-mad PvPler.

Instead of wasting time here to discuss the flagging system or other mechanics once again, perhaps you should have put more energy into the development of a meaningful economy or new content . Such as more possibilities for clans, a system for the management of ports or the revision of the pirates

Edited by Dominique Youx
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1 hour ago, Dominique Youx said:

For me it looks as if the DEVS have lost faith in filling the entire map with life.

The playfully interesting space is artificially reduced and concentrated on the center. Probably a sensible measure when I go out from 400-500 players. But what if we have maybe again 2000+ players? Then the center becomes a huge arena for the shooting-mad PvPler.

Instead of wasting time here to discuss the flagging system or other mechanics once again, perhaps you should have put more energy into the development of a meaningful economy or new content . Such as more possibilities for clans, a system for the management of ports or the revision of the pirates

we will not have 2k player again with that patch .... i guess a lot people will quit mainly the single solo guys i personally think i will look into the changes but in the end i guess i will be one of the quitter ...

Really not convinced that the changes are a good idea its possible iam wrong. :/

Edited by Lonar

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On 8/2/2017 at 2:57 PM, admin said:

War corporations will be able to change tax rates in ports (for example if the standard national tax rate is 15% war corporations will be able to reduce it to 0 or raise up to 30%) 

Can you please clarify how this will work in game.

My current understanding of this using an example of lets say Oak harvesting - it currently costs around 72g to harvest 1 log, so I assume this includes the 15% standard tax rate so rounding up it would be 63g base price and 9g tax. If the port owner increased the tax rate to 30% on a base price of 63g the new price to harvest 1 log would be 82g with tax of 19g.

If they reduced the tax to 0% the price would be 63g to harvest one log.

Am I correct in my assumptions and does the tax take go direct to the owning clan?

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On 8/2/2017 at 2:57 PM, admin said:
  • Hostility changes will be done
    • Hostility grinding will be removed
      • Some kind of flag will return - but the placing time will be increased to 30 mins to give time to respond
  • Potentially we can bring back timers set by governors

How about a mixture of hostility and flags. Hostility has to be raised in a region to over 80% before a flag can be pulled. That way you get some warning something is happening in the region and gives you time to lower hostility to prevent the port battle, rather than having to quickly gather defenders at short notice.

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On 8/2/2017 at 2:57 PM, admin said:

War corporations can fight other war corporations in the same nation ONLY in port battles

How will this work in respect to screening if both War Corporations are in the same nation, how can persons friendly to a War Corporation help in screening, or does the attacking fleet have unhindered access to the port battle?

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7 hours ago, koltes said:

On top of that Workshop and Shipyard needs to be 10 times more expensive to build and must be clan's effort.

Lvl 1 shipyards should be easy to dot around the map. The churn of small ships must be easy and cheap.

The workshop could do with levels as well.

Then low level structures should be cheap.

How about a shipyard gets destroyed when lost?

(We still go on the notion of perpetual, so there must be an infrastructure sink.)

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24 minutes ago, Archaos said:

How will this work in respect to screening if both War Corporations are in the same nation, how can persons friendly to a War Corporation help in screening, or does the attacking fleet have unhindered access to the port battle?

It's unhindered access, unless another Nation shows up.

In other words, there is no way the game can determine whose friend has showed up.

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Some good arguments for and against, but still seeing clan people speaking for the solo casuals - said it before and i'll say it again, I like the proposals made as a non-clan casual player it'll make things more interesting for me personally, you guys gotta stop speaking for other people.. speak for yourself and your clan if you must but don't speak for the individuals here.. We may be insignificant little people in comparison but we still have our own voice lol.. I don't mind the taxes in place as it makes ownership of a port more of an achievement for the groups that win which I'm more than happy to have as it takes a fair effort to organise a bunch of people and you don't want them to invest time and effort into something and not achieve anything worth the effort so fair enough let them have their taxes. Unless you're still a kid you should be used to paying taxes anyway, right? Shouldn't be such a big deal. Maybe with taxes in place the economy won't be so inflated as people will make profit off other people's trades and we can have fairer market prices.. I mean probably not because people in general are greedy but one can dream of a lesser inflated market.. anyway, point made little guys have our own voices, people need to stop presuming things and yeaaah taxes might not be as bad as people think..  

Also whats with that guy going mental about definitions continually? one ranting post was more than enough to get his point across but he keeps going on and on lol. Act your age if you want to be taken seriously, damn lol I didn't even read the full rant as soon as I saw whole words in capitals I skipped it laughing at how immature some people are.

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On 8/2/2017 at 6:57 AM, admin said:

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.

  • New players who come into the game have completely no information on what is the state of their nation they just joined.
  • Sometimes they join a happy strong nation, but often they join weaker nations
  • As a result players who joined a stronger nation have a much better experience than players who joined a weak nation and leave the game. 
  • Current national conquest system (take everything from your enemy) reinforces this problem. 
  • Fluctuating online increases the problem even further - if you nation has 10 captains left you cannot play normally because you become completely uncompetitive in conquest, which in turn reduces quality of other types of gameplay
  • As a result most new players (who did not join a winning nation) become unhappy populace and leave the game instead of having fun.
  •  

[snip]

  • Reinforcements in coastal ports will come back to game (as fleets no longer give xp)

[snip]

Do I understand the newest proposal correctly? All nations will have uncapturable regions on the periphery and war corporations will fight for ownership of basically the map's center. You may finally have something here. New players will have, not a safe, but at least a safer area to learn and small nations won't be oneported or hassled to the point of no return. Small nations just won't be able to effectively participate in the conquest aspect of the game but they can't really do that now.

Still, if you're concerned about new player experience, tutorials or at least an FAQ would do far more than any mechanics changes.

But regarding the last part I quoted "as fleets no longer give XP". I hope I misunderstand. New players will never gain rank if they gain no XP from killing AI. There just isn't enough PVP available, especially at their level. Please clarify. 

Edited by Farrago
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My prediction for how this will play out on PvP Global: total flop.

Pirates will form a War Clan.
France will not.
Dutch will not.
Spain will not.
Swedes will not.
Brits might but it won't work -- not enough people or coordination.
USA -- see Brits.
Danes will but they won't fight the Pirates.

French will simply avoid the RvR and use all the lovely French ports scattered around the map. Pirate war clan will take them and tax them but French do so little econ that it won't matter. From our perspective it's still a French port and we can teleport to it for PvP and that's awesome for us.

Pirates will be mad that nobody cares they're "taking" all the ports. Since the rest of us are not in a War Clan, we literally do not even notice or care about this activity.

Some French might want to start a War Clan but the first thing that happens when they make one is they lose access to every port on the map, because they are all Pirate and Dane owned and they have disallowed other nations access. No thanks. Nobody is going to join the French War Clan and lose PvP teleport access immediately.

British will want to play but current evidence suggests they simply can't get it together. 25 1st rates is just too high a bar for the remaining Brits to meet.

I think USA might want to play but again, they aren't going to meet the bar for 25 PB ships that I can see.


I just don't see this idea playing out the way the devs imagine. Maybe back in March 2016 there would have been enough players and competition to make it work but not on PvP-Global today.

 

...What if a War Clan can only own 5 ports?

This lets them compete over some hot commodities but they can't "take over the map".

This might allow small war clans to work, now that I think about it.

Pirates and Danes coordinate and grab the 10 hottest ports on the map.

USA has a small war clan and they grab, say, the Tampa area. Not exactly a hot commodity. Pirates want to go git 'em but in order to take the USA port they must drop ownership on one of their hot commodity ports.

If some real competition pops up, they will want to take those hot commodity ports and fight it out but minor clans can take the less desirable areas and still maybe get a little something out of the system instead of basically being encouraged to avoid it entirely.

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4 minutes ago, Slamz said:

My prediction for how this will play out on PvP Global: total flop.

Pirates will form a War Clan.
France will not.
Dutch will not.
Spain will not.
Swedes will not.
Brits might but it won't work -- not enough people or coordination.
USA -- see Brits.
Danes will but they won't fight the Pirates.

French will simply avoid the RvR and use all the lovely French ports scattered around the map. Pirate war clan will take them and tax them but French do so little econ that it won't matter. From our perspective it's still a French port and we can teleport to it for PvP and that's awesome for us.

Pirates will be mad that nobody cares they're "taking" all the ports. Since the rest of us are not in a War Clan, we literally do not even notice or care about this activity.

Some French might want to start a War Clan but the first thing that happens when they make one is they lose access to every port on the map, because they are all Pirate and Dane owned and they have disallowed other nations access. No thanks. Nobody is going to join the French War Clan and lose PvP teleport access immediately.

British will want to play but current evidence suggests they simply can't get it together. 25 1st rates is just too high a bar for the remaining Brits to meet.

I think USA might want to play but again, they aren't going to meet the bar for 25 PB ships that I can see.


I just don't see this idea playing out the way the devs imagine. Maybe back in March 2016 there would have been enough players and competition to make it work but not on PvP-Global today.

 

But if forged papers become available by some means, all this will change and become a dynamic.

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1 minute ago, Jean Ribault said:

But if forged papers become available by some means, all this will change and become a dynamic.

If history is any lesson, people will use their forged papers to all go to the team that's conveying the largest benefits.

You might think they'd go to another team and form up a competitive war clan but please state for the record an example of that ever happening.

USA gets beat down by Pirates and Brits, half go Pirate, others go Brit.

Dutch gets beat down by France, most go Dane, which had a peace treaty with France.

Brit Aussies join the Chinese in the Danes rather than fight them.

Brits get a beating by the Pirates and a lot join the Pirates.


I have yet to see an example of, say, a bunch of Pirates going "we really need to compete with BLACK. Let's join the Spanish!" People never use their forged papers to create better PvP.

It would be hilarious to see the Chinese go "f this, stop joining us" so they all go Swede and kill the new Danes. Not gonna happen though.

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I will link this post here as well as I think some of the ideas would fit well with a War Company type game.

 

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48 minutes ago, Intrepido said:

If the devs are so worry about the new player experience, they should:

Fix the gold grinding Sure

Fix the xp grinding Sure, not max rank yet but I never felt the game as a grind

Make new pve content Yes

Make new tools for easier navigation Please no gps, part of the fun, for me anyways and probably for some others, was getting lost

Make some small rookie zone safe from gank squads (only active until they reach post captain rank for example) Sure, or maybe instead no rewards for beating those two levels or more below you.  

Make some tutorials. Yes

Make that people get crafting xp by doing materials, not only ships. Yes

 

 

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4 minutes ago, Slamz said:

...What if a War Clan can only own 5 ports?

This lets them compete over some hot commodities but they can't "take over the map".

This might allow small war clans to work, now that I think about it.

Pirates and Danes coordinate and grab the 10 hottest ports on the map.

USA has a small war clan and they grab, say, the Tampa area. Not exactly a hot commodity. Pirates want to go git 'em but in order to take the USA port they must drop ownership on one of their hot commodity ports.

If some real competition pops up, they will want to take those hot commodity ports and fight it out but minor clans can take the less desirable areas and still maybe get a little something out of the system instead of basically being encouraged to avoid it entirely.

Sounds like a receipt for carebears, not an RvR-system. If every War Company can just sit in their own safe corner without competition, then there is no action, no war, no RvR, no fun.

It is better that people can converge into 2-3 war companies that compete over controlling the majority of the map. Every now a new war company will arise and challenge the big ones, maybe replace one of them, or if there is enough players and resources join in the tug and tow.

6 minutes ago, Slamz said:

You might think they'd go to another team and form up a competitive war clan but please state for the record an example of that ever happening.

On the EU server, all the time.

In the past, when brits were strong, I saw several Brit clans switch to other nations to fight back. More recently people joined historically small and weak nations after the wipe. Danes on the EU server have always sought friends and allies that were weaker and thus needed our help, even though we were always a small and struggling nation ourselves.

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11 minutes ago, Slamz said:

If history is any lesson, people will use their forged papers to all go to the team that's conveying the largest benefits.

You might think they'd go to another team and form up a competitive war clan but please state for the record an example of that ever happening.

USA gets beat down by Pirates and Brits, half go Pirate, others go Brit.

Dutch gets beat down by France, most go Dane, which had a peace treaty with France.

Brit Aussies join the Chinese in the Danes rather than fight them.

Brits get a beating by the Pirates and a lot join the Pirates.


I have yet to see an example of, say, a bunch of Pirates going "we really need to compete with BLACK. Let's join the Spanish!" People never use their forged papers to create better PvP.

It would be hilarious to see the Chinese go "f this, stop joining us" so they all go Swede and kill the new Danes. Not gonna happen though.

 

So you see why so many suggestions have been made over and over again stating that distribution control is required for joining nations.  Whatever the methodology is, it's the only way to control this sort of thing.  The flipside is that people don't want to be limited, but you can't have your cake and eat it too, unfortunately.

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Just now, Jean Ribault said:

So you see why so many suggestions have been made over and over again stating that distribution control is required for joining nations.  Whatever the methodology is, it's the only way to control this sort of thing.  The flipside is that people don't want to be limited, but you can't have your cake and eat it too, unfortunately.

If War company participation is not nation-specific this would allow us to forego nation balancing and just let the War Companies balance themselves. Make it so that the War Company founders need to distribute the wealth that the Company generates from taxes, and make it harder to distribute the more clans are part of the Company. Thus bigger companies will cause internal conflicts and factions will split off.

If the nation of Spain only has 4 players on one of the servers, that would only be more power to them, as their ports cannot be lost. They would have great access to PvP, and as nationals they have best access to Spanish ports, with fewer players less competition about resources and profits. Make economy balance the nations. A nation with lower population relative to its size will have better profits and economy for the players playing there, causing players to migrate to that nation from overpopulated nations with greater competition.

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