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Patch 17: Finalization of the sailing and combat models

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On 2/16/2018 at 6:31 AM, admin said:

Captains

Final part of the sailing model and ship stats tuning have been deployed.

  • Battle ratings for vessels have been updated based on their strength and close range sustained damage

Okay but some of them just seem odd. Sort of beats a bit of the point we had earlier with the Wasa for starters. 3rd Rate class ships just seem odd in general.

On 2/16/2018 at 6:31 AM, admin said:
  • Turn rates have been updated based on improved turning calculations model 
    • Buffs
      • USS Constitution turn rate have been increased
    • Nerf
      • Trincomalee, Belle Poule, Renommee, Cerberus, Mercury, Snow turn rates have been slightly decreased.

Nice to see these changes.

On 2/16/2018 at 6:31 AM, admin said:

Other tunings

  • Epic events ships chests contents have been improved (gold, silver and epic)

Glad to see this.

On 2/16/2018 at 6:31 AM, admin said:
  • Explosion damage have been updated based on the ship size and powder room contents (magazine size)

Definitely needed an update.

On 2/16/2018 at 6:31 AM, admin said:
  • Cartagena Planking now gives 5cm thickness bonus and 2% mast thickness bonus. 

Good to see this as well. 

On 2/16/2018 at 6:31 AM, admin said:

UI work continues.
We currently are working on the OW improvements (missions, battles and other entry windows).

crqFBBt.jpg

Might start up doing long streams again when this new UI is released.

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RE: Wind changes

We need to start thinking like D&D Dungeon Masters. Does the party run into a green dragon every time they enter a cave? No, but occasional dragons are exciting.

In P&P this wouldn't even be an issue; there would just be a table.

Quote

 

10d12

0-50 Steady wind

51-90 Wind changes d12 degrees every 3d6 minutes

91-120 Wind changes 12d12 degrees after 12d12 minutes

 

The mechanics should train players to expect the unexpected and act like mariners, not indignant middle schoolers. Be fatalistic and react.

 

And concerning PB wind in general, whenever you are fighting near a significant land mass, you can pretty much rely on the fact that the wind will blow in from the sea in the afternoon. So if the wind blows from the port in the morning, it is pretty much bound to change 180 degrees sometime after 12:00.

Bermuda might be small enough that there aren't consistent land breezes.

Edited by maturin
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From 1 tick above 270 to just about 45 in 3mins. 

This is not realism.  This is mechanics that ultimately decide PBs instead of the people who fight inside them.  

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6 minutes ago, maturin said:

RE: Wind changes

We need to start thinking like D&D Dungeon Masters. Does the party run into a green dragon every time they enter a cave? No, but occasional dragons are exciting.

In P&P this wouldn't even be an issue; there would just be a table.

The mechanics should train players to expect the unexpected and act like mariners, not indignant middle schoolers. Be fatalistic and react.

 

And concerning PB wind in general, whenever you are fighting near a significant land mass, you can pretty much rely on the fast that the wind will blow in from the sea in the afternoon. So if the wind blows from the port in the morning, it is pretty much bound to change 180 degrees sometime after 12:00.

Bermuda might be small enough that there aren't consistent land breezes.

Where have i to sign for it? No conditions. Signed. ;)

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Extreme wind changes... They suck. 

Small changes, awesome. 

PS, i'm not going to use any kind of numbers because even if i state that those numbers are arbitrary, someone might think i actually think the wind turns 4000 degrees in 5 minutes.... :P

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Extreme wind changes outside of storms are usually accompanied by a period of calm. Which is to say, a little too hardcore for the level of sailing simulation that this game typically maintains.

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4 hours ago, maturin said:

RE: Wind changes

We need to start thinking like D&D Dungeon Masters. Does the party run into a green dragon every time they enter a cave? No, but occasional dragons are exciting.

In P&P this wouldn't even be an issue; there would just be a table.

The mechanics should train players to expect the unexpected and act like mariners, not indignant middle schoolers. Be fatalistic and react.

 

And concerning PB wind in general, whenever you are fighting near a significant land mass, you can pretty much rely on the fact that the wind will blow in from the sea in the afternoon. So if the wind blows from the port in the morning, it is pretty much bound to change 180 degrees sometime after 12:00.

Bermuda might be small enough that there aren't consistent land breezes.

The only problem is there is no realy time in game as in set day nights that we know of other wise this would be an awesome thing to add in the game that if you scheduled a battle early in game time morning you might get one wind condition and another in the eve, but since we don't have in game actually time I would say stick to the current system but a much slower rotation.  If it's going to shift that much have it do it very slowly over a long set of time.

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@admin,

you have said if I am reading it correctly, that Clans who own ports could be able to Position circles and Towers at ports they own.

If this is correct are there any plans to enable shore batteries to be able to fire heated shots. I understand that if this is brought in, the owning clan should be required to pay a Charge enabling this.

Would possibly make all the "important" ports that more protected, and heated shot was a viable tactic during this period

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22 minutes ago, Sir Texas Sir said:

The only problem is there is no realy time in game as in set day nights that we know of other wise this would be an awesome thing to add in the game that if you scheduled a battle early in game time morning you might get one wind condition and another in the eve, but since we don't have in game actually time I would say stick to the current system but a much slower rotation.  If it's going to shift that much have it do it very slowly over a long set of time.

Edit: Nvm, you're right.

Edited by maturin

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9 hours ago, admin said:

regarding posting numbers. numbers are in game - they don't have to be in patch notes. They are not hidden and players are not really blind. They can see updated speeds in game.

Please avoid derailing the patch discussion going forward.

With the premise I see this patch as good... and without repeating my standing about demasting possibilities...

On posting numbers... They should be. Always... not by chance being normal policy in majority of successful games. These informations should be easily available ingame too.

A ship is not defined only by her top speed. Full sailing profile should be in game... as in patch notes...

As should be clearly visible/calculable effect of sail refits. As should be clearly available number of repairs needed for each use. As mast sections HPs (both in port AND in battle).

I should not have to build a ship... and then look in OW for an AI trader to attack to test her speed at different angles... or simply to check required repairs per use.

As it's a shame, sorry, I have to test myself the effect of a Spanish or Pirate refit on a ship... especially now being so huge bonus/malus.

All the above is ANOTHER gift to hardcore players: because they have more time to make these tests and they have the resources to waste an Elite Refit... while one a bit more casual or not super-rich has not.

These are issues. People ingame... wants first and foremost to play... not wasting half time in game to find out informations they should have and that they have in any MMO.

That said. Good patch. Still testing some stuff... and thanks again to make Constitution... TURNING!

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On 2/16/2018 at 6:31 AM, admin said:
  • Ship with more spirit sails received more buff to frontal yard power. 

 

This is pretty smart. I should've thought of that long ago.

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1 hour ago, Licinio Chiavari said:

Full sailing profile should be in game... as in patch notes...

Some of us have taken it upon ourselves to help with that so that devs don't have to spend time with such little things.

You're so naggy I almost want to hold back (on what I've already posted).

sigh

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Plz no more RNG make the crafting of better performing ships more balanced and easier to achieve instead of luck based for 5 perm slots and a bonus

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22 hours ago, admin said:

You should look at PUBG percentage :)
Majority of of those 35% are unhappy with the way we talk on the forums. It can be fixed easily, by stopping talking on the forums?

It's your business not mine. If it were mine I would be shit scared it was going down the toilet with a customer satisfaction rating like that...but it's not my business, as you make clear.

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Suggestion:

Stop making changes to the game mechanics inc. map. Complete the UI asap. Do a Map Wipe and Release the game asap. Then, in the light of how the Release goes, consider more changes to game mechanics, new ships and real game content.

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1 hour ago, Ahoy H.R. Matey said:

@admin, tried the new and improved Constitution, and it sails like a dream now. Thank you for that.

Maybe, the next patch could do something about the awful RNG crafting? 

 

Some people  like it. I don't hate it at least, getting a little gift like Agile or Cramped is always a nice present.

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Yeah, the mindless, kneejerk reaction against occasional small bonuses in crafting is just embarrassing to watch.

It's not 'RNG' anymore than the horizontal dispersion on a carronade is RNG. Get over yourselves, for chrissakes.

No one can even articulate why a miniscule bonus on a few ships is even bad for the game. Especially not in the context of perm mods determining whether masts are made of glass or unobtainium, etc.

Edited by maturin
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Just now, maturin said:

Yeah, the mindless, kneejerk reaction against occasional small bonuses in crafting is just embarrassing to watch.

It's not 'RNG' anymore than the horizontal dispersion on a carronade is RNG. Get over yourselves, for chrissakes.

No one can even articulate why a miniscule bonus on a few ships is even bad for the game. Because there are 200cm thick  and 15-knot Santis sailing around.

I had that same knee jerk reaction as well, but it is obvious now that the chance of getting extra perm slots is much smaller than it once was, so I really have no issue with it as it stands now.

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5 minutes ago, maturin said:

miniscule bonus

Minuscule like 5 perm slots instead of 3? Almost double? Hey man, if you craft a ship with this minuscule bonus... just sell it to me, it doesn't make much of a difference anyways...

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1 hour ago, maturin said:

Yeah, the mindless, kneejerk reaction against occasional small bonuses in crafting is just embarrassing to watch.

It's not 'RNG' anymore than the horizontal dispersion on a carronade is RNG. Get over yourselves, for chrissakes.

No one can even articulate why a miniscule bonus on a few ships is even bad for the game. Especially not in the context of perm mods determining whether masts are made of glass or unobtainium, etc.

Because it really makes no difference if my ship is just 3-5 or 5-5 with very fast/heavy rig trims. Like I can drop 2 more speed mods and make my ship go 5% faster + very fast = 8% faster. 8% speed makes no difference... or I can make masts have 50% more HP and probably 30-40cm more thickness. Stacking mods in this game is a cancer.

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4 hours ago, Banished Privateer said:

Because it really makes no difference if my ship is just 3-5 or 5-5 with very fast/heavy rig trims. Like I can drop 2 more speed mods and make my ship go 5% faster + very fast = 8% faster. 8% speed makes no difference... or I can make masts have 50% more HP and probably 30-40cm more thickness. Stacking mods in this game is a cancer.

OK, I will gladly make an exception for trims that provide 2 additional perm slots. Wasn't aware of those.

But that's because stacking mods is cancer. Not a '"RNG" problem.

Edited by maturin
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