Jump to content
Game-Labs Forum

A Re-take to Regional Bonuses


Regional Bonus perks  

71 members have voted

  1. 1. Port Maintenance reductions for the nation (clan port holders) when holding all ports in a region.

    • Yes, this sounds good
      51
    • No, I don't like it
      19
    • Yes, but... (in comments)
      1
    • Maybe, I suggest something different (in comments)
      0
  2. 2. Further increase in labor reduction/resource production bonuses.

    • Yes, this sounds good
      53
    • No, I don't like it
      16
    • Yes, but... (in comments)
      1
    • Maybe, I suggest something different (in comments)
      1
  3. 3. increase chances for better ship crafting (purple and gold ships more likely to be crafted).

    • Yes, this sounds good
      50
    • No, I don't like it
      16
    • Yes, but.... (in comments)
      3
    • Maybe, I suggest something different (in comments)
      2
  4. 4. increase in chances for better ship trims (like very fast, very cramped, very agile etc) as well as a way to "force" a ship trim possibly.

    • Yes, this sounds good
      52
    • No, I don't like it
      15
    • Yes, but.... (in comments)
      2
    • Maybe, I suggest something different (in comments)
      2


Recommended Posts

4 minutes ago, Nemockalb said:

IMHO, The killer of this game is not absent interface or localisation. Its too long sailing without any gameplay.

Time spented: 2 hours.
Pleasure taken: 0 (zero)

And now you want to force the clients to spend even more time on nothing

 

8 hours ago, z4ys said:

..... But whenever we had mechanics that put people at sea they started to rage. "to time consuming" major "no" argument here. So why should it be different now?

Whenever we get mechanics that add a meaning to stuff people get mad.

Like i said 😉

  • Like 1
Link to comment
Share on other sites

41 minutes ago, RKY said:

hereby suggest the introduction of a black-market mechanic and marketplace:

  • ports dropping precious resource only drops 90% of it in the drop port. 10% is released on nearby ports (within 50k).
  • case
    • resource restricted to clan only
      • 70% to clan
      • 30% to blackmarket
    • resources restricted to selected nations and clans
      • 20% to clan
      • 60% to shop
      • 20% to blackmarket
    • resource unlocked
      • 20% to clan
      • 70% to shop
      • 10% to blackmarket

  

marketplace, would be a feature  working as clan market in some selected towns. in the case of resource restricted to clan only, the clan would have to make a weekly auction opened either to own nation or selected nation clans for 50% of their weekly selected resource income with a price min max between q1 and q4. Failure to sell in the auction would result in the release of 50% of the resource into the blackmarket and reduction of drop-quantity by 30% due to surplus and increased port management fees by 20% due to storage.

marketplace would also be a place where clans of all nations can do auctions for resources, ships, missions (escort trading player, screen etc), and more. available in a few ports over the map. Resources sold in marketplace wouldn't have to be in the auction port, but should mention where pickup location is.

Blackmarket would give meaning to surrounding ports dropping precious good and marketplace would increase exchange of resources and services at clan level.

 

I know devs will say no, because the game is not in development anymore but in tweaking phase, and this is a lot of development. but there is so much to change in this game to make it real unique and great, it may be worth going back to development phase.

 

Also ports in the south need precious resources and improved trading possibilities. Right now most precious woods for instance are in the eastern safezones or in shallows in the north. there is literally nothing west and south.

 

^ 👌

Link to comment
Share on other sites

27 minutes ago, Hethwill said:

Immediate access versus planned logistics discussion going on.

Looks good and might feed some ideas for the wargame part, but definitely not for the individualist.

 

MMO’s are never going to be kind to the solo player 

  • Like 1
Link to comment
Share on other sites

3 hours ago, admin said:

 

  • Ability should be given to clans to completely lock trade in the controlled city, giving all resources produced by city to a clan.

 

Dividing Nation like that is extremely risky. What about the rest of the clans and population in that same Nation? Will they be able to use that port and resources? 

Edited by Wind
  • Like 1
Link to comment
Share on other sites

10 minutes ago, Wind said:

Dividing Nation like that is extremely risky. What about the rest of the clans and population in that same Nation? Will they be able to use that port and resources?

Simple. You limit access to the clan and all allied / friendly clans in their list. This way you can lock out alts but still have the port available for everyone that is actually fighting to defend it.

  • Like 1
Link to comment
Share on other sites

39 minutes ago, Rebrall said:

Actually his disorganization is what hurts him the most tbh 

Sure but lets asume thats the average player experience. Not everyone is a pro gamer /meta player and not everyone makes plans some are just acting casual and that are the players that get hurt most. It has to be a foolproof method.

9 minutes ago, Sovereign said:

Simple. You limit access to the clan and all allied / friendly clans in their list. This way you can lock out alts but still have the port available for everyone that is actually fighting to defend it.

On paper a great feature. But like port timers or portbattle friendlist it can be abused and lockout a hole nation. We have to be carefull with what we wish. Sure a small nation wont have less of such problems because everyone is important but in bigger nations and clans why care about others?  They can buy it all themselves and distribute it to people that they like even to enemy nations to pay screeners. I see high abuse potential here.

Edited by z4ys
Link to comment
Share on other sites

1 hour ago, Wind said:

Dividing Nation like that is extremely risky. What about the rest of the clans and population in that same Nation? Will they be able to use that port and resources? 

Gives a purpose to smuggler flag though.

Link to comment
Share on other sites

Just now, Sella22 said:

Gives a purpose to smuggler flag though.

Going to disappear. Enter enemy town mechanic will be direct. Warships are never smuggler. Traders are always smuggler.

  • Like 1
Link to comment
Share on other sites

5 hours ago, admin said:

Ability should be given to clans to completely lock trade in the controlled city, giving all resources produced by city to a clan.

But, we have not yet learnt how to balance the following (as we are not sure it is possible)

Bring back outlaw battles :)

Link to comment
Share on other sites

I like the idea of clans being able to restrict acesss.  If I’m footing the bill I should be able to say who gets in.  Iwould alter it so all members of that nation can enter and repair, only friendly clans can create outposts and purchase items in the shop.  

Maybe change the smuggling mechanic slightly so that if you enter in port, everything immediately is 50% more expensive.  For example clan x isn’t on my friends list but they still can pop into port and purchase items using smuggler flag, but they gotta pay for it.  

The downside of locking out non friendly clans would be a decrease in revenue.  Seems like a fair trade off to me.  

Edited by Christendom
Link to comment
Share on other sites

6 hours ago, admin said:

Ability should be given to clans to completely lock trade in the controlled city, giving all resources produced by city to a clan.

This is a very good idea, however it will not work. I created a post with a suggestion which would work:

 

Issues with implementing simple lock-out for non-clan members are that:

  • ALT clans can troll nations
  • a snowballing effect would be huge - not only on nation level, but on a clan level, imbalancing RvR (wich was slightly mitigated by alts when rare woods were introduced)
  • people would be locked out of content

Again, all of this can be easily fixed.

Link to comment
Share on other sites

8 hours ago, admin said:

The following will be implemented in the next BIG patch. 

  • Capturable cities will give much better chance to build an exceptional vessel. 

 

While I like this, I'd like to see purple and gold ships remain as rare or more so than they are now.  I feel it would be better to drastically reduce the chances for purple and gold in unconquerable ports.  Or even make the base build grey for these locations and players would have to get very lucky to build a blue in KPR.

Link to comment
Share on other sites

9 hours ago, Borch said:

You simply need clear difference between the roles you can play. Navy captain, trader, crafter and (hopefully) explorer should have all different pros and cons, achievements and rewards that will make every activity interesting in game. If the devs goal is self sustained economy, they should also look into ship crafting. The only problem here is that you need big playerbase to make it work including those players that needs their "hand held" as they are not so skilled in combat as hardcore PvP'ers. They could be viable part of the game if not kicked a side.

With proper role implementation even fine woods would work. In fact it would finnaly make the game interesting at every aspect trade, craft, OW PvP, RvR and (hopefully) exploring.

Or possibly incentives for clans to recruit folks to fill these roles.  Like having all the specialty craft resources come out of buildings instead of from drops, the way cotton currently works.

Which incidentally will make resources a good deal harder to alt-camp and monopolize. Unless there is something blindingly obvious here I am missing.

 

Link to comment
Share on other sites

3 hours ago, Christendom said:

I like the idea of clans being able to restrict access.  If I’m footing the bill I should be able to say who gets in.  Iwould alter it so all members of that nation can enter and repair, only friendly clans can create outposts and purchase items in the shop.  

Maybe change the smuggling mechanic slightly so that if you enter in port, everything immediately is 50% more expensive.  For example clan x isn’t on my friends list but they still can pop into port and purchase items using smuggler flag, but they gotta pay for it.  

The downside of locking out non friendly clans would be a decrease in revenue.  Seems like a fair trade off to me.  

I like the idea as well

2 hours ago, Hethwill said:

Should not be easily attainable, should be hard and really a showcase of powerhouse. Hence, control of entire province to enable the option. Else is just a catering service :) 

True, which is why I originally suggest these bonuses - as well as what we have continued to discuss here as bonuses only given out when you control the entire region. I personally feel the ability to gain these bonuses by just controlling one port is not the correct way to go about it. You end up with clans just going for 1 port and then reaping all the bonuses, while I understand my take on it only means that you need to take 2-4 more ports depending on the region, it creates a larger expanse in needing to manage defense, patrolling nearby waters and coordinating trade/resources.

Link to comment
Share on other sites

9 hours ago, Rebrall said:

MMO’s are never going to be kind to the solo player 

And if your not going to play all parts of the game like CLANS, RVR and such than don't complain about not getting that content.  If you want all content in game than you have to play all parts of the game too.  It shouldn't just be handed to some one cause they only want to play solo.

9 hours ago, Wind said:

Dividing Nation like that is extremely risky. What about the rest of the clans and population in that same Nation? Will they be able to use that port and resources? 

Piss off enough of your nation and they stop showing up to screen fights or protect your ports and you find out it's not good to piss off half or more of a nation unless your a very big and strong clan.  If you want to use that clans port you should get in good favor with them or maybe not have 50 one man clans.   I know just in the US my clan would open the ports to just about any clan in the nation except a few ones we know are alts or guys that don't want to work with the system.  It's there lost, but than again most of those guys wouldn't use the ports any way.

7 hours ago, Hethwill said:

Going to disappear. Enter enemy town mechanic will be direct. Warships are never smuggler. Traders are always smuggler.

Wasn't that suppose to be in the next patch, which makes me wonder when is this next "BIG PATCH" going to drop?

7 hours ago, Capn Rocko said:

Bring back outlaw battles :)

That only helps pirates....who really shouldn't be part of the RvR system any way, they should be having there little outlaw battles, raids and just being a pain in every ones arse for the most part.

7 hours ago, Christendom said:

I like the idea of clans being able to restrict acesss.  If I’m footing the bill I should be able to say who gets in.  Iwould alter it so all members of that nation can enter and repair, only friendly clans can create outposts and purchase items in the shop.  

Maybe change the smuggling mechanic slightly so that if you enter in port, everything immediately is 50% more expensive.  For example clan x isn’t on my friends list but they still can pop into port and purchase items using smuggler flag, but they gotta pay for it.  

The downside of locking out non friendly clans would be a decrease in revenue.  Seems like a fair trade off to me.  

While we know that some clans are traders only and they would be the guys you want to come visit your ports so you need to get into good with them and also the ones that helped you defend and take those ports.  It will help build more unity in clans of a nation, or break them if they are just royal arse to the rest of the nation (we know one clan like that in ours). 

Smuggling going to get changed next patch so you auto get to enter a port in a trade ship, but I like this where if your not on the friends list you can still come into the port and buy stuff, but it cost maybe a bit more in tax's and your only limited to not being able to put a contract up if your not on the friendly trade clans list.  Remember you can still buy from contracts if your not on the list, it just means you can't put a contract up.

3 hours ago, Marcus Corvus said:

Or possibly incentives for clans to recruit folks to fill these roles.  Like having all the specialty craft resources come out of buildings instead of from drops, the way cotton currently works.

Which incidentally will make resources a good deal harder to alt-camp and monopolize. Unless there is something blindingly obvious here I am missing.

 

I actually mention this recently in clan we need more traders in clan that want to make a profit and do runs so I asked the guys to keep an eye out for guys that might not be PvP/RvR oriented in game and see if they want to join.  We have some very good trade runs folks should or could be making in the US and a lot of folks aren't using them.

1 hour ago, Intrepido said:

Maybe we could activate a mechanism like the outlaw battles to give the clans the opportunity to rebel during some amount of time (2-3 days). That way they could attack the alt clan during their hostility window.

I can see a reputation system that would turn the port neutral or the clan for a short time to allow them to be attacked or displaced from the nation.  Though sadly it could be abused to much too.   The best way to deal with alt clans is to get friends in other nations to help you deal with them.  We tried this with the brits to help the, but they where to busy trying to flip another port than to support our flip of the port it didn't work out for them. In the long run the alt clan gave the port to there main in another nation.  Sorry if your not willing to support folks helping you get a port back than maybe you should loose it.   

Link to comment
Share on other sites

14 hours ago, Fenris said:

This will not work properly in long terms. Boredom and lack of content is what kills RvR. Locking a region or a port only for 1 clan, is like having a rare toy, ultimately 1 day you get bored of it, and you toss it away.

 

Not really. EVE locks blue prints to specific lotto winners. This does not stop the proliferation of elite ships made from the blue prints. But it does create very rich players that pay for a lot of goods to be hauled to ship producing sites.

Link to comment
Share on other sites

15 hours ago, z4ys said:

You don't need when you are the zerg. Sure in a small nation it won't happen but big nations with big clan (everyone will join said clans in order to get access) it will fail.

Is there a clan that can put a reasonable screening fleet and a Pb fleet? Just one clan?

Link to comment
Share on other sites

13 hours ago, Hethwill said:

Not talking about solo. Talking about "individualist". Different things. A Clan is not solo and can be individualist :)

Sorry for the off topic.

Sorry miss read what you mean 😊

Link to comment
Share on other sites

13 hours ago, z4ys said:

Sure but lets asume thats the average player experience. Not everyone is a pro gamer /meta player and not everyone makes plans some are just acting casual and that are the players that get hurt most. It has to be a foolproof method

I do appreciate your point and you are not wrong, but isn’t the whole idea of being in a clan that you look after each other and work together, also new players should do the tutorial and look at getting into a clan so there is thing in place but as you say it’s not full proof 

Link to comment
Share on other sites

3 hours ago, Rebrall said:

Is there a clan that can put a reasonable screening fleet and a Pb fleet? Just one clan?

Not yet but it will become meta and you know how much NA RvR players love their meta. It will be fun for a few and pain for many.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...