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Forthcoming Patch 23. Hercules, Tutorial and Map teaser

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Awesome .

much appreciated is the new clan log feature , many thx for that :) it was needed .

Clan logs added

  • Money log – showing money and pvp/combat mark deposits and withdrawals
  • Resource log – showing everything else

 

Edited by Thonys
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Thank you.

Tutorial especially will be a good comeback after own hardwipe to test it.

Map UI has a sense of belonging, I applaud the UG/wargame look approach rather than a "too much nautical" charts feel. Thumbs up.

The Fragata Negra is a great addition for a privateer like myself :) . Interesting choice, honestly surprised.

The whole mechanics tweaks look good in the overall scheme. Let's see how they work out.

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Is the open world geography getting an update? That map looks very confusing, much of it doesn't seem to correspond to the current map.

(As in, are geographical features being added/moved?)

Edited by NethrosDefectus

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Thank you for all! :)

New frigate patrols should be very fun, clan logs were a strong need, new visualisation of enemy ships is more immersive (but should give an advantage to experimented players)

As explained elsewhere, I just have no doubt that chain limitation to 2 shots per gun gives another advantage to gankers (and though, another loss of new players, who are the main target of gankers)... But let's test and see.

Edited by Eleazar de Damas
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25 minutes ago, admin said:

Naval Clock permanent upgrade

Very nice patch. Can you explain this upgrade, please?

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Really like the map design.

Everything else looks great also.

  • PvE missions cancellations are now limited by 3 per day

Well that certainly is interesting. 

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36 minutes ago, admin said:

Towns set Free for All by clans now provide teleport option for all nations

Also nice :)

 

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Nice patch, looking forward to testing this. Particularly like the misson cancellation limit and reduced reinforcements. Big incentive for players to operate outside of 'home' waters more now.

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Nice update.

Reinforcement changes could couse havoc at KPR if raiders were afraid of reinforcements now they may not be afraid at all and actualy attack others in green zone

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51 minutes ago, admin said:

PvE missions cancellations are now limited by 3 per day

I think almost every change here is welcome and will make the game better or more interesting. I am however curios why a limit on mission cancellations will be added, what this change is meant to address?

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@admin

Will the hercules frigate be granted as a single ship (so if you loose it, it's gone forever) or like the yacht?

Edited by victor
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2 minutes ago, The Marinadtor said:

I think almost every change here is welcome and will make the game better or more interesting. I am however curios why a limit on mission cancellations will be added, what this change is meant to address?

simple mission runners cancel missions that have bad locations

 

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Do we get a new map or something? I know that island is Cuba but the surrounding ports ... they are different

Nice work btw!

Smaller map incoming?

Edited by rediii
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7 minutes ago, Lovec1990 said:

simple mission runners cancel missions that have bad locations

 

Is this a problem tho? How does the location of missions make the game more or less enjoyable? For those who like to sail they can cancel missions until they get one far away and those who don't can cancel missions until they get one close. Limiting this only forces playstyles on players. So my question then becomes how does it affect anyone else beside the mission taker where its NPC mission is located?

Edited by The Marinadtor
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2 minutes ago, The Marinadtor said:

Is this a problem tho? How does the location of missions make the game more or less enjoyable? For those who like to sail they can cancel missions until they get one far away and those who don't can cancel missions until they get one close. Limiting this only forces a playstyles on players. So my question then becomes how does it affect anyone else where someones NPC mission is located?

sometimes missions are outside the safezone and sometimes inside. Normally people cancwl them until they spawn realy close in the safzone or next to forts etc. etc.

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Just now, The Marinadtor said:

Is this a problem tho? How does the location of missions make the game more or less enjoyable? For those who like to sail they can cancel missions until they get one far away and those who don't can cancel missions until they get one close. Limiting this only forces a playstyles on players. So my question then becomes how does it affect anyone else where someones NPC mission is located?

If missions are outside safe zones, gankers can enter your mission and sink you with relative ease (you are already fighting a NPC of your level, in missions there are no reinforcement spawning and then you have to face a player as well). So basically giving PVP players more chance to easily sink missions runners is the ultimate reason of this change.

Edited by victor
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