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Incentives to leave greenzones


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21 minutes ago, seanjo said:

..the green zones have kept the population at a steady 500 plus so far.

 

Ya.. 500 - 300 (playing most time in save zones) = Nearly no OW activity left (so, for me: the server "real" population isn't 500, it is a lot less)

I am fine with new player protection and i am fine with a regeneration and chill zone, but I am not fine with most valuable trading inside safe zones.

Devs need to bring more need to leave the zones and/or decrease protection level/zones

 

 

Edited by Sven Silberbart
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10 minutes ago, Nelsons Barrel said:

As my russian is quite limited but so far i read that devs are nerfing the reinforcement with the next patch, so lets see.

So, after the neveclosing NPC fleet battles in safe zones, another new mechanics to help gankers.

As you say ... let's see  

Edited by victor
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4 minutes ago, rediii said:

make capitals to no consumeable ports

add more consumeable ports

Change capital taxes to 20%

 

That should move some stuff away

You know very well that sweden uses philipsburg as real capital, with a high tax of... 1%, how do you want to solve this?

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Maybe for those that just want to get on, play for an hour or so, and do some casual PVE my suggestion is make daily PVE missions that they can take right from port where no one can enter it.  Limit it to 2 missions per day. If you want to PVE more than that, then you can take missions on the OW where there is a possibility of enemies joining. Then let safe zones be for lower ranks only.  Just a suggestion.  With a better UI and more content, there will hopefully be more population so traders can find escorts if needed.

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18 hours ago, Sven Silberbart said:

Ya.. 500 - 300 (playing most time in save zones) = Nearly no OW activity left (so, for me: the server "real" population isn't 500, it is a lot less)

I am fine with new player protection and i am fine with a regeneration and chill zone, but I am not fine with most valuable trading inside safe zones.

Devs need to bring more need to leave the zones and/or decrease protection level/zones

 

 

There is plenty of OW activity if you bother to look...but that's the problem, isn't it? You just want easy targets in a known location.

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2 hours ago, seanjo said:

There is plenty of OW activity if you bother to look...but that's the problem, isn't it? You just want easy targets in a known location.

Plenty of OW activity?

That's like going to the middle of the sahara stating that there is plenty of water around if you bother to look. There just isn't.

 

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1 minute ago, Liang Dao Ming said:

Plenty of OW activity?

That's like going to the middle of the sahara stating that there is plenty of water around if you bother to look. There just isn't.

 

Again, you just aren't looking hard or long enough. I spend around about 60% of my time outside the green zone, grinding ships and trading, I see other players all of the time. If you can't be bothered to learn trade routes or cruise around looking for OW sailors, then that is your problem, not the games.

 

The 40% I spend in zone is crafting, collecting mats and PvPing!

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Incentives to leave greenzones, even if the El Dorado was promised...

Bw 1950 Man Pulling Stubborn Mule Seated In Field Industrial Stock ...

 

... game mechanics cannot be expected to replace player choices.

As choices are what makes the mechanics worth. So no point in whipping the mule.

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4 hours ago, Hethwill said:

Incentives to leave greenzones, even if the El Dorado was promised...

Bw 1950 Man Pulling Stubborn Mule Seated In Field Industrial Stock ...

 

... game mechanics cannot be expected to replace player choices.

As choices are what makes the mechanics worth. So no point in whipping the mule.

How did you get a photo of ME?

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On ‎4‎/‎5‎/‎2018 at 9:54 AM, victor said:

So, after the neveclosing NPC fleet battles in safe zones, another new mechanics to help gankers.

As you say ... let's see  

Please explain how people getting AI reinforcements in a battle near their ports that stays open "helps" gankers.  And for the record, my biggest complaint about green zones is that I usually sail solo and can't tag anything since anything worth tagging solo is in the green zone.

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As a consistent trader my biggest obstacle is NOT the ganking fleets.  Evaded one of those last night.

It is the opacity of the economy.  Put player contracts on the same footing in the trader tool as the port stock.  I will happily take risks in the open world to fill the attractive ones.

 

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2 minutes ago, Marcus Corvus said:

...

It is the...   ...economy...   ...I will happily take risks in the open world to fill the attractive ones.

 

Yes.  A working economy with an improved contract system for all ports is the beginning of the right focus, not whether or not there should be green zones.  If the economy actually worked and traders were encouraged to use the whole map then the problem would mostly be addressed.  As primarily a trader, that's my view of why I will sail the OW.  PVP has nothing to do with it, a trader trades where the opportunities present themselves.

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4 minutes ago, Jean Ribault said:

 

Yes.  A working economy with an improved contract system for all ports is the beginning of the right focus, not whether or not there should be green zones.  If the economy actually worked and traders were encouraged to use the whole map then the problem would mostly be addressed.  As primarily a trader, that's my view of why I will sail the OW.  PVP has nothing to do with it, a trader trades where the opportunities present themselves.

Agreed.  And any PvP flows organically from Econ 101.

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58 minutes ago, Marcus Corvus said:

And any PvP flows organically from Econ 101.

I actually wish it was so, but I've seen the EVE pve/PvP ratio numbers.

Unless there is a game with better eco than EVE we can look to?

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Let's have some high reward trade missions that travel around the map and into risky areas--but have the gold reward be substantial and worth the risk.  Example for trade/delivery mission--- Pick up dispatches for the admiral in Charleston and deliver to Cayo Romano then return to CT with your new orders. Put a time limit on it so you can't log and relog.  Make the reward like 3 million gold- something worth the time it took and the risks you run of passing by enemy zones-- get people moving around the map- maybe they would need an escort?- could be fun.

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1 hour ago, jodgi said:

I actually wish it was so, but I've seen the EVE pve/PvP ratio numbers.

Unless there is a game with better eco than EVE we can look to?

Don't know anything about EVE but my focus would be on basic economics.

Strategic resources need to be plentiful in some areas and scarce in others.  If Sabicu could be grown in a region it ought to harvested and not spawned.  But very limited on where.  And the only stuff that should spawn would be things with no regional production basis.

Markets are driven by these imbalances.  And kludges like the AI  x4 contract would need to go over the side for those imbalances to mean anything.

If we're going to have an economy, well then, let's have one that works.  Otherwise make a combat-only game and be done with it.

I will play either one.

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