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Hostility changes - fun for everyone, including small clans.


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4 minutes ago,  Aegir said:

How does this prevent port trading at all? 

One nation gets free wins on a bunch of ports - cash in the points on monday - and then the other nation gets a bunch of free wins taking them back.

Doesn't it also promote mega-clans and exclusive PB slots to their members if they get, say, 3-5 marks per PB attendant instead of 1?

port trading becomes irrelevant as you only need to control 1 port to get victory mark
no point to trade as everyone who captured a lone port in mexico as a nation with only 5 players will get a same chance as large organized nation.

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2 minutes ago, admin said:

hostility missions already allow positional entrance (meaning you can decide where to enter). If your scout gave you enemy position in the instance you can ALREADY spawn on top of the enemy and destroy them, or be destroyed by them.

Well, if it‘s that way round the 10 npcs will make a big difference when defending players join!

Imagine 20 1st against 10 at close quarters, with the new thickness values!

It would almost every time end up in a slaughter!

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14 minutes ago, admin said:

as a defender or as an attacker?

Both sides. The attacker has to bring 1st rates  because the defender can react with whatever rate. So to be sure always bring the biggest ship.

Even for shallow pbs it was annoying that you could do them with deep-water ships.

So when redo do it proper in my opinion

Edited by z4ys
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19 minutes ago, admin said:

As a result even a small clan from impossible nations will be able to get rewarded for their conquest efforts giving fun for everyone

This sounds pretty darn good, however, I'd like to ask for an example - some help with understanding that I can pass along to several small clans/players. For maths sake, please describe how a clan with 5 players, (3-4 active) can or might participate in this/own a port - without the help of other clans. If a combined clan effort is necessary, please give an example of how that takes place. I know of and have helped many new players who now have small clans - most all of which, have asked me these questions. Regarding the part of your post that I quoted, please give an example of the steps or options a small clan would need to take in order to trigger a port battle and take a port/ or assist in. A simple short list would be nice. If this sounds like a newbie question, it is. Your response/example will be included in my emails to them, as well as a link to this post. How to choose a port? Whats important about choosing a port? What is hostility and how to create it. Triggering the PB, etc. If this information exists about the current game play, please provide a link. Knowing how a small piece fits in with the big picture helps to further the fun and avoid frustration. I really appreciate the Devs work and all the forum staff does - even though i may itch and moan sometimes. Looking forward to sharing your reply.

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  6 minutes ago,  Aegir said:

How does this prevent port trading at all? 

One nation gets free wins on a bunch of ports - cash in the points on monday - and then the other nation gets a bunch of free wins taking them back.

Doesn't it also promote mega-clans and exclusive PB slots to their members if they get, say, 3-5 marks per PB attendant instead of 1?

port trading becomes irrelevant as you only need to control 1 port to get victory mark
no point to trade as everyone who captured a lone port in mexico as a nation with only 5 players will get a same chance as large organized nation.

 

-So...you agree losing players, and prefer do some change for less peeps can conquest, then change your mind for attract more players..and keep living game...wowwwwwwwwwww

bravo time to leave...byebye

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7 minutes ago, Chewee said:



you have trouble understanding what the players want, you swing us your info, ask our opinion, but when it does not go in your direction, you delete or post or answer ...
 

Every post that does not go into my direction was filed to FBI in form of memos. Comey personally overseen this. But its not possible anymore :(

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8 minutes ago, Headless Parrot said:

This sounds pretty darn good, however, I'd like to ask for an example - some help with understanding that I can pass along to several small clans/players. For maths sake, please describe how a clan with 5 players, (3-4 active) can or might participate in this/own a port - without the help of other clans.

Its not very easy but its not very hard as well.

  • Pick a port with a timer you like, with small BR. 
  • Find the time when that nation is attacking something 
  • Attack them at the same time, preferably for a small useless port (which will still give you marks)

Chances are they wont be able to split their forces especially if port you are attacking is far away.


 

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Just now, Cmdr RideZ said:

@admin You had an idea how farming is not going to be an issue this time?

If that is not going to be an issue, I say that sure, lets test it.  Else I think you should fix that one first.

If farming means - getting out of safe zones to capture ports to get a lord protector status. I support such farming. 

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13 minutes ago, Navalus Magnus said:

Well, if it‘s that way round the 10 npcs will make a big difference when defending players join!

Imagine 20 1st against 10 at close quarters, with the new thickness values!

It would almost every time end up in a slaughter!

that can already happen now. defenders can spawn right on top of the attackers.

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3 minutes ago, admin said:

If farming means - getting out of safe zones to capture ports to get a lord protector status. I support such farming. 

Farming means that clans and nations agree which ports belong and for who.  They setup farms, agree ports that none shall attack.  Everyone earning marks, none doing anything.

edit. Or if you have to attack, they make some fake attack so that each side is still getting marks.

This happened the last time, you remember, right?

Edited by Cmdr RideZ
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4 minutes ago, Cmdr RideZ said:

Farming means that clans and nations agree which ports belong and for who.  They setup farms, agree ports that none shall attack.  Everyone earning marks, none doing anything.

but thats not farming. farming is using the game rules to get ADDITIONAL marks out of nothing (by means of more port battles). 
what you are describing is just controlling the ports they want. 

 

4 minutes ago, Navalus Magnus said:

But in this case there could be 25 attackers instead of 10, isn‘t it!?

no because both sides are limited by 10 players max + up to 10 NPCs depending on how many attackers there are. 
 

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2 minutes ago, admin said:

but thats not farming. farming is using the game rules to get ADDITIONAL marks out of nothing (by means of more port battles). 
what you are describing is just controlling the ports they want. 

But they agree the ports, make a split, none is fighting?  End game?

Where is the reward from attacking and losing ships in battle?

You get rewarded from not playing the game?

Edited by Cmdr RideZ
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12 minutes ago, Cmdr RideZ said:

 

This happened the last time, you remember, right?

last time marks were awarded daily (there were called conquest marks) or previously for the battle itself. which overinflated them and allowed unlimited supply

8 minutes ago, Cmdr RideZ said:

But they agree the ports, make a split, none is fighting?  End game?

For the large 2 nations (current leaders) it does not matter. But it matters a lot for small nations and clans and makes a huge difference.. 

  • Old system
    • Poland for example; a clan led by  @Bart Smith want to capture 2 ports but does not see the benefits because if they capture 2 ports they still get NOTHING, because they cant get to top 3 due to their numbers
  • New system
    • Poland can capture and hold 2 small ports giving them 2 Victory marks to each successful PB participant (lord protector) per week.
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4 minutes ago, Navalus Magnus said:

Hm, ... i thought I participated in a hostility mission two weeks ago, in which 25 attackers fought 10 npcs!?

Hostility missions WILL BE limited by 10 player per side!

  • Old hostility limits: 25 Player Attackers versus 10 NPC ships + 15 Defending players (making it impossible for defenders to counter large fleets as they are always disadvantaged by bots)
  • New hostility limits: 10 Player Attackers versus 10 NPC ships + 10 Defending players (making it possible for defenders to counter hostility successfully).

 

5 minutes ago, Amihai said:

@admin

When? Когда примерно сделаете?
Для меня это важно.

не знаем пока 

в феврале

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Will the NPC ships controlled directly by players or they will act on their own? If they can be controlled: who can do it? If not: what can we use them in order to win a battle? Or just let them to their fate?

Edited by blubasso
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25 minutes ago, rediii said:

Read the first post again

 

24 minutes ago, admin said:

Hostility missions WILL BE limited by 10 player per side!

  • Old hostility limits: 25 Player Attackers versus 10 NPC ships + 15 Defending players (making it impossible for defenders to counter large fleets as they are always disadvantaged by bots)
  • New hostility limits: 10 Player Attackers versus 10 NPC ships + 10 Defending players (making it possible for defenders to counter hostility successfully).

That‘s what i‘ve tried to tell you the whole time!

So just to make it clear:

- right now the attacker still has all the advantages inside the hostility missions

- in future the defending fleets will have an advantage if they manage to get into the fight quick enough!

That sounds reasonable!

I just asked because I would like to have a way of making hostility missions, which end up in PvP battles, evenly matched!

Edited by Navalus Magnus
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21 minutes ago, admin said:
  • Old system
    • Poland for example; a clan led by  @Bart Smith want to capture 2 ports but does not see the benefits because if they capture 2 ports they still get NOTHING, because they cant get to top 3 due to their numbers
  • New system
    • Poland can capture and hold 2 small ports giving them 2 Victory marks for each participant per week.

That removes farms or simply makes VMs to be expensive?

I don't recommend that you make it possible for people to earn marks by doing nothing.  Players will probably wait marks and they don't fight at all.  Also a risk that big ships get so expensive that none dares to use.

At some point attacking, risking your fleet to be screened and lose a port battle, then other fleet outside waiting to annihilate the survivors.  This was so expensive that clans made even more agreements.

If you reward players, make it so that they have to do something.  Not just that they were once in a port battle and after waited 3 months by doing nothing got 12 marks.

If you don't fix it, you can write this down somewhere in case I am wrong -> This patch wont fly.

Make players do something.  Maybe they get one mark because they captured it and the next week mark after they have served their port.  Make missions worth X amount in that port.  Build something in it.  Working for their nation and port they get a possibility to buy next weeks mark, or are rewarded by it.  You can innovate your own idea but important is that players have to do something to earn it.  If you want you can make that PvP content.  You have to do a PvP mission, escort traders, other players get a change to interrupt.  PvP content is much preferred as this is a PvP game (As far as I have understood).

Do whatever but make players work for their marks.

Edited by Cmdr RideZ
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