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Captin, we're safe! .. Are we?


Safezone...  

137 members have voted

  1. 1. Should there be a 100% safe, high security, zone?

    • Yes
      98
    • No
      39
  2. 2. How many zones per nation should there be?

    • I voted No above
      23
    • one
      100
    • two
      6
    • more than two
      8
  3. 3. Should the zone(s) be bigger, smaller or the same size as the current ones?

    • I voted for no safe zones
      24
    • Bigger
      23
    • Smaller
      41
    • Same size as current ones
      49
  4. 4. Do you like the idea of several Security zones (High sec = no attacking possible, little reward, Low sec = attacking possible, more reward, battle is open longer)

    • I voted for no safe zones
      22
    • Yes
      69
    • No
      46


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2 hours ago, Cmdr RideZ said:

Need for safe zones is bound to economy, building and losing ships + upgrades/books. Also bound to grind.

1) wrong. safe zones exsist to protect the newbs and provide a place for them to level up. nothing to do with crafting  ships.

as much as I hate to say it perhaps a totally safe zone is needed around NEWB AREAS for the newbys to rank up. to where they can crew a 3rd rate. make it so that there is no way possible for them to get killed by another player.  however I think once that rank is achieved they do not need to be allowed to benefit from that safe zone anymore. consider it progression in the game.

I also do not think that this totally safe zone needs to be next to the capital cities. Capitals are where the majority of the nations economy is at. all crafters and traders use capitals. Even the economy is made to make traders sail into capital areas to sell trade good for the best prices.  in fact its almost impossible to sell ships in any other port than capitals because capitals are so popular. (exception of La tortue/La navase) Most of the crafters and traders are maxed rank and are just using the current safe zones as a means to make profit in the game. This is what has killed open world pvp. if your making a huge hual of mats you should need player escorts to keep you safe or run the risk. this creates content for hunters/escorts/traders. 

The current safe zones force pvpers to go put themselves in a situation where they are the one getting ganked and try to make the best of that situation. many of the players in the green zones are maxed ranked vets just waiting for some easy kills. @Bobzillah said this morning in chat "anybody off kpr/belieze I want an easy gank to lazy to go look for a fight". (no hate towards bob) just validates the point. I would bet that at least 75% of the national populations spend the majority of their time in the green zones. That's why its a flawed mechanic that is/has killed much of the games content. 

Edited by King of Crowns
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I voted for one 100% safe zone BUT I would like to add a addition. Only GB, Spain and France ( maybe US ) should have one completely safe zone each in my opinion. New players need a safe space to grow but we do have a PvE server for those that want to be completely safe and I don't want the whole map on the PvP server littered with PvE zones. We have tried the new nations without zones and they work just fine - some may argue they are among the strongest RvR nations even. If someone wants a safe zone, they should be told on the nation selection menu, that only these nations have one.

Giving only the historically relevant nations ( GB, Spain, France and US ) a safe zone would improve the historical accuracy and open up more space on the map for PvP but still give ambitious players and clans the opportunity to forge their own empires. I think nobody can argue the need for a safe nation / part of the map for beginners and more PvE oriented people but having safe zones all over the map on the PvP server doesn't feel right either and sucks the fun and life out of the rest of the map as proven time and time again...

Another option would be to let all nations share the same PvE / 100% safe zone but either way it is VERY important to give only 3/5 ships and very limited reward, maybe even reduced production from buildings in the safe zones. People should have the opportunity to be safe depending on the nation that they chose but it shouldn't be the place to stay and spend all playtime, because that is what we have a PvE server for.

I wonder what @admin thinks about this...

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Thx @Liq perhaps we can have a proper discussion on this matter now.

I'll quickly describe my "perfect NA": 1000 + X players. Why? Pew pew whenever I want it and improvement of pvp quality.

Agreed to those saying keep the sandbox, the sea is hard and so shall this game. We learned it that way, likewise shall others. Fortunately the battles now imply another factor with leeway, adding depth. Unfortunately this steepens the learning curve. In addition we have capitals being constantly raided by veterans sailing small vessels, using skill and gear advantage over those who aren't really able to protect themselves: our future pvp pros, who - again unfortunately - won't make it there in numbers. They don't even get close to see daylight usually.

This leads us to the current state of NA: supported by a low number of stubborn lovers, rarely getting reinforced by new players to enter the spheres. To change that I'm after a longtime willing to sacrifice some sandbox where there is no limits. 

It hurts me to see good players - sry I have to say that, mainly from those nations with te biggest safe zones aka Britain, France and Spain (don't know about US the zone is big but it seems more like a bubble as they can't get out there RvR wise) - to sit in the capitals' pubs chatting, just waiting for some poor ganked fellow to call them for help. The current RoE inside the reinforcement zones support two aspects: noobs getting killed in higher numbers (again skill and gear gap) than ever (it feels so atleast) and "more honorable" pvpers searching for fights finally ending up in RZs aswell being ganked by the coastguard, who want to pvp desperately but whose lazyness to search for fights themselves overcomes the desperation for pvp. The usual conversation then looks like that: "meh bloody coastguard gankers" - "meh why do you come here and what do you expect" conversation ends, fun ended before the battle even started. Personally I EXPECT PvPers to go for PvP so I don't have to come down to KPR, FR, LH and ring them out of their pubs. 

*turns off whining about sad state of game*

TL;DR +1 for safe safe zones, one for each nation, content incoming with next patch looked even more promising IF we had these changes.

Thanks to @jodgi, @z4ys and @King of Crowns for your comments, nice to read. @Banished Privateer methinks the current "high sec" only provides content for perhaps two players of one nation, so: does this work?

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My experience and behavior when I play in nations with reinforcement zone

  • I do missions only withing the zone circle
  • I attack AI only within the zone circle and close to forts
  • I wait in front of the port for AI to come close instead of searching for them (might wait 20mins till an AI arrives) - maybe i logout while waiting time is to long
  • I dont look for pvp fights. I wait in port till someone cries for help then I tp to my closest outpost sail out and join a always open battle
  • In the long run I get annoyed by how this battles are fought.
  • I close the game when nothing happens in the reinforcement zone
  • I only craft/trade in the zone
  • I stop chasing enemies at the boarder of my zone because I know nobody else will follow me into this battle ( @Christendom you may remember the battle at belize as whole spanish armada chased my essex and brits did not join because battle was few meters outside of the zone)

TLTR: My playstyle is reactive

 

When I play for an impossible nation

  • I sail around look for fights
  • I craft/trade regardless of safety and I ask friends for escorts (which gave us some nice battles while intercepted)
  • I do RvR because ports matter
  • I do missions attack Ai regardless of location.
  • I am always expecting the unexpected (Always have in mind things can get worse)
  • When sailing alone I know I can not rely on other (even reinforcement AI)
  • Provokes more social gameplay - teamwork is key
  • I never close the game because of boredom

TLTR: My playstle is proactive

 

Sidenote:

As i played brit there were a lot of players that got jumped and afterwards complained that noone came to help, blame the game for not offering help to them so they rage quit. Compared to prussia I never read in chat that someone complains of being sunk/ganked/jumped and that he rages/blame the game for his loss.

Edited by z4ys
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21 minutes ago, Banished Privateer said:

Excuse me, we have lots of PvE'rs and traders in Prussia. When they die, they don't cry.

And player that just bought the game and picked Prussia.

Tbh the worst game experience for new players is to start as pirate, Brit or US. That are the nations that get farmed most because that's are the nations which new players normally choose. And new players are easy targets/marks. Pirates because of Disney, Brits because most known naval power, Jack Aubrey and Nelson and finally US because of patriotism.

Let's be honest does anyone know where Prussian players are in order to gank them like at kpr or MT?

Capitals and zone are dull they paint a huge target marker on its players and they don't even understand/recognize that.

Edited by z4ys
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44 minutes ago, z4ys said:

And player that just bought the game and picked Prussia.

Tbh the worst game experience for new players is to start as pirate, Brit or US. That are the nations that get farmed most because that's are the nations which new players normally choose. And new players are easy targets/marks. Pirates because of Disney, Brits because most known naval power, Jack Aubrey and Nelson and finally US because of patriotism.

Let's be honest does anyone know where Prussian players are in order to gank them like at kpr or MT?

Capitals and zone are dull they paint a huge target marker on its players and they don't even understand/recognize that.

So we end again to the first point: get people spread in the map out the RZ.

Give them a reason to move out: no more high density of targets in one (2/3) areas, no more hunters coming in packs.

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Thanks for all the input

A few notable comments in this thread (IMO)

  • Protection only up to a certain rank, e.g. Flag Captain, 650 crew ( @Pada)
    • Pro: Actual noobs get protected
    • Con: Econ alts get the desire to stay low rank for full protection aswell
  • Safe zone yes, but not at the main trading hub, but at a seperate newb area ( @Captain John Keats)
    • Pro: Seperate safe spot for noobs to get into the game, doesnt interefere with the "regular" sandbox world
    • Con: - ? - (perhaps takes away "content" from RvR, see bahamas rookie area)
  • "PvP Flag", switchable once a week ( @Po Tsai)
    • Pro: Protecting noobs
    • Con: Alts, and the ability to sail invulnerbale anywhere as a scout - which is not the intention of safe zones
 
Also, in a sense, @Banished Privateer is right - We do already kind of have different layers of Sec. zones - Just need to determine the sizes
  • Capital area (the tiny one) = high sec. zone
  • Reinforcment zone ~ Low Sec. zone (battle open forever)
Still, the issue of making it attractive for players to leave the Safe Zones remains. Personally, in the first few months of playing the game, I was a PvE "scrub" aswell. Was not interested in exploring the world and meeting actual players at all; my goal was to proceed to the highest rank and gain as many big boats as possible - at that time, that was fun to me. It was more of a coincidence that at some point I set sail in disposable ships (I think we all had renommees?) and sailed out. We met a French 1st rate, and were obviously VERY excited. Didn't think we could take him, but as we did, we tasted blood for the first time, and from then on I was not interested in fighting dull bots at all anymore.
 
More incentives for leaving the zones could be more rewards / gold  in general (which is exploitable, sadly), or content you cannot get anywhere else - perhaps new flags, pennants, paints, seperate rank title, ...
 
In the end, the decision will have to be made between Full hardcore sandbox mode (no safezone) or a more newb player friendly mode (high sec zones). Hard to tell how the game in its current setup would look like with a full server (which we hopefully see again, at some point, after release). Could be that finding PvP @ free ports or elsewhere wouldn't be an issue, or could be that capital camping becomes even more extreme. IMHO, the latter is more probable.
 
Edited by Liq
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17 hours ago, Banished Privateer said:

High sec = capital zone

Med/Low sec = reinforcement zone

0 sec = everything outside

We already have that in game, just need to discuss size, rules and rewards. 

ATM there is no place a new player can play safely except for a small area right in front of MT/ Capitol area. The "R" zone is a joke. 99% of a newbie mission will be in or outside the "R" zone. Yesterday alone, new players were sunk 11 times in "R" waters. There has to be a way to help new players. It seems many pvp vets dont care about that at all. 

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2 hours ago, King of Crowns said:

1) wrong. safe zones exsist to protect the newbs and provide a place for them to level up. nothing to do with crafting  ships.

as much as I hate to say it perhaps a totally safe zone is needed around NEWB AREAS for the newbys to rank up. to where they can crew a 3rd rate. make it so that there is no way possible for them to get killed by another player.  however I think once that rank is achieved they do not need to be allowed to benefit from that safe zone anymore. consider it progression in the game.

I also do not think that this totally safe zone needs to be next to the capital cities. Capitals are where the majority of the nations economy is at. all crafters and traders use capitals. Even the economy is made to make traders sail into capital areas to sell trade good for the best prices.  in fact its almost impossible to sell ships in any other port than capitals because capitals are so popular. (exception of La tortue/La navase) Most of the crafters and traders are maxed rank and are just using the current safe zones as a means to make profit in the game. This is what has killed open world pvp. if your making a huge hual of mats you should need player escorts to keep you safe or run the risk. this creates content for hunters/escorts/traders. 

The current safe zones force pvpers to go put themselves in a situation where they are the one getting ganked and try to make the best of that situation. many of the players in the green zones are maxed ranked vets just waiting for some easy kills. @Bobzillah said this morning in chat "anybody off kpr/belieze I want an easy gank to lazy to go look for a fight". (no hate towards bob) just validates the point. I would bet that at least 75% of the national populations spend the majority of their time in the green zones. That's why its a flawed mechanic that is/has killed much of the games content. 

Are you Hatchis brother or what? Both have to add short sentence to give weight for their post? "wrong", omg am I really wrong!

I put it shortly. Think about NA without economy, everyone has everything. They have all gear all xp all ships. So how much safe zones do matter after? There is a relation between safe zones and economy.

Another thing related to your post. I don't see reason why you would like to not give a good change for other to get back on their feet? Good PvP needs that people get their stuff and try again. Eventually they may sink you koc and you can be happy that there is more competitive PvP.

I really would like there to be hunters/escorts/traders but also that people get their ships to do PvP. I really don't like this green zone hiding/ganking. They really need content outside the green that is not connected to ability to PvP. Improved RNG when built outside greens and hopefully more benefits in the future. This means that you don't gank any more outside capitals but instead clan ports where they build their ships.  Right now TOW is in some cases abused to transport goods, which is bad.

 

The last part of your post is something that is actually a bit hard to understand.

First of all the current saze zone could be 100% PvE zone and it would not break the game. I have told you in other posts that there is nothing outside the green that makes greens so important. Wait that devs implement new things outside, then you have new places to go. You can forget the green at that point. There will be soon new missions and probably something new outside greens.

But...

So you go to gank nubs to their capital to get some easy kills.

Then lazy veterans gank you instead to get some easy kills?

The game has been suffering for years from the fact that PvP players only hunt nubs. When some PvP players actually start to hunt other PvP players...

Sometimes reality hits you hard, bro...

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21 minutes ago, Liq said:
  • Protection only up to a certain rank, e.g. Flag Captain, 650 crew ( @Pada)
    • Pro: Actual noobs get protected
    • Con: Econ alts get the desire to stay low rank for full protection aswell

If captain loses all there is nothing bad to get back on his feets on protected area.

It can be that sailing SOLs wont have any protection.

They should just make PvE zones around capitals and content outside. Needs zero time to think all the rules and implement, and works 100% sure. Very clear rule as well.

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I've read a lot of people's comments.

@Licinio Chiavari and i have had several fights where we talked about the pro's and con's of the game.  So I'm just going to put my 2 cents in here.

- "Safe zones" are used in many other games.  We all acknowledge the EVE and WOW and <Insert old MMO here> used them.

- We need to protect new players and give them a spot to learn/experiment with the game to overcome the steep learning curve

- We need to ensure that it is truly the "new" players that are protected and avoid giving veterans an alt/lowbie that they abuse the game with to avoid other veterans.

We all agree on the objectives above, but we go about implementing them differently.  We are all human... we all have different perspectives and opinions on how we want the game to work/direction it goes.... We all recognize that we as the beta testers learned things the hard way.... But people, we WERE the testers... it was our JOB to learn things the hard way, break them, see how we can cheat/beg/borrow/steal an advantage and then see how we could fix those issues for the FUTURE players and make the game enjoyable for them as much as we love it now....

 

I personally believe the current iteration of Safe zone needs to be adjusted/removed and the open battle mechanics stay open for every fight until we reach a sever population that can excuse taking it away... I've sailed often from Aves, Key West, and just KPR itself and gone hunting for some PvP.... More often than not I find a gank fleet rather than a lone individual looking for a fight like me.

How often does VIXIT, HAVOC, or other major clans come to KPR to kill the alts/noobs/lowbies/traders?  I HAVEN"T seen a day where at least 2-3 VIXITs weren't running around in Requins in the green zone ganking left, right, and center.  The ship has mechanics that need to be adjusted but I won't get into that here.  We as the players need to consider the new players, the ones who are just coming to the game for the first time... We don't have a key control reference sheet, there is a short tutorial, and not a lot of "help" for some who are loners so they can learn this game.  To be honest, having done the tutorials and the final exam, the mechanics taught ENCOURAGE people to max/min the game like I would a real life fight.... I'm going to do my best to screw the opponent in any way I can so I walk away with the loot.

 

So having said all of that; here is what I propose....

We shrink the nations involved in the game to the historical nations circa 18th century.  This gives us quite a few larger nations (Britian, France, Spain, US, Dutch, Portuguese (Hope I spelled that right?) and Pirates).  A grand total of 7 nations with 2 safe zones of different types per nation. I will use Britain as my example:

Britain has two capitals: KPR and Belize.  I propose that it be changed to 3: KPR, Belize, and Govenor's Harbor.

Govenor's Harbor: Completely safe zone for captains up to Master and Commander - If you did the tutorial your granted M&C rank automatically if you haven't surpassed it.

  - Players in this zone can conduct missions/trade/and sail around without fear of a large gank fleet or veterans coming in to squash them UNLESS they attack first. Current BR rules would apply. It allows them to learn against AI or other players if they so choose to attack... If they end up sinking, well, its part of the learning process (i.e. you don't attack a high level player as a lvl 1 character...)

  - Players can NOT craft high level ships ( i.e. Rattlesnake, Heavy Rattle, Herc, etc), find advanced mods, woods, or do things that would give them a greater advantage over the less safe areas.

 

KPR & Belize: Current Safe zone as implemented.  It allows new players who think they are ready to start coming out into the OW and joining the veterans and clans in end-game content. But at the same time, they are running more risks and face more consequences. 

 

How do we get people to leave the shallow Safe zone?  Simple:  We now add a new Admiralty mission to the game: call it something like "Assigned Fleet Command" or "Called to Active Duty"  the mission is to sail a ship from the safe zone capital to the nation capital of choice (KPR or Belize).  In return, the player is granted a decent amount of Poods, ship notes of various types (not to exceed 10 ships total), 2 million gold, 10 advanced mods (but not craftable mods) and a rank-up (i.e. if I was already a Post Captain before I accepted the mission, I would automatically rank up to Flag Captain)


Most new players would jump on the chance to get more loot/ships for a little risk and it would encourage them to leave and explore the rest of the world.

 

Just my 2 cents.

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37 minutes ago, Cmdr RideZ said:

So you go to gank nubs to their capital to get some easy kills.

Then lazy veterans gank you instead to get some easy kills?

The game has been suffering for years from the fact that PvP players only hunt nubs. When some PvP players actually start to hunt other PvP players...

First of all there is definition problem: what's a noob? When is seal clubbing? And when not?

For me a rank 9/10 can be poorer, less experienced, less skilled, on a subpar ship... whatsever... But he cant be defined "noob".

Second, there's laziness, and time. At the moment I have more time I used to, still a bunch of casuals (and vet alike) have not hours and hours daily in game... To devote to simply move around.

I usually hunt (and hunted) in the same places due to laziness: Who does like to sail for 2 hours (there's no possible gain in exploration: a big missing feature that EVE solved nicely; in NA there's almost no point in exploration - another issue and another missing activity for PvErs)... May be not finding any prey?

KPR now like MT in my past is close to a base and almost guaratees some preys.

This is guarateed by safezone keeping too many players hanging there without any real reason to leave.

Thirdly and finally: as I addressed in another thread, there is a reward/(risk+effort) ratio issue (bound to time available).

Sinking a super geared PvP veteran can be rewarding, personally and sometimes.

Still requires a super geared ship (so expensive to be risked), a lot of time (not 10 mins fast battle win) and a good degree of risk... Being sunk.

The same ship, shabby with a 50 hours player on, will be worth the same ingame reward (PVPmarks); requiring a fraction of the effort and the time.

The equation says it's better to kill the shabby noob.

I do appreciate a serious duel, still it is not worth the effort and surely it is not something that can be economically sustainable on the long run aside for the richest veterans.

So, please finish the "pvpers not fighting eachother" crap.

Having to remember again we all were on the weak side of the PVP at our NA experience... And sometimes for a long time.

 

 

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I'd say 75% of the population does not want to PvP unless the odds are stacked in their favour (safe zone 'vet' dwellers). I'm all for whatever super secure zones as long as they protect new players ONLY.  Character creation date + hours in game would help determine whether this is a new player or not (an option to opt out of this protection should also be available).

Also it is very important for new players to be able to fight other new players only, it would teach them the ropes, help them make friends etc. Imagine an area where newbies could engage each other in basic cutters without the fear of loss (let's say 50 kills boots you out of the newbie zone).  The shallows had the potential to be that but instead they are infested with vets in DLC ships. What is needed is not safe zones, although I believe the capitals should retain their 'capital zones'. What is needed is an area for players to engage players who are on the same level before throwing them into the meat grinder.

Instead of more 'safe zones' the game should be focused on guiding people through the game in a more logical fashion, you mention EVE, and EVE does this well.

Edited by Le Raf Boom
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3 hours ago, Cmdr RideZ said:

If captain loses all there is nothing bad to get back on his feets on protected area.

How can a captain lose everything? Does the char gets deleted when sunk? Would be new to me.

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3 hours ago, Clarion Call said:

 

How often does VIXIT, HAVOC, or other major clans come to KPR to kill the alts/noobs/lowbies/traders?  I HAVEN"T seen a day where at least 2-3 VIXITs weren't running around in Requins in the green zone ganking left, right, and center.  The ship has mechanics that need to be adjusted but I won't get into that here.

 

We (VIXIT) do not kill alts/noobs/lowbies/traders: we tag and kill any possible target of any rank on any ship (douable).

Obviously, especially if alone (as I prefer hunting) I end up often avoiding a lone Bellona in safezone... because I know she'll require a lot of time and well before I sterncamped her adequately... 10+ brits would already joined the battle. In open water I attacked and sunk up to Bucetaure: but it happened out of safezone. So I knew I had plenty time undisturbed to work it.
Cancel the battle open all the time (not a real proposal, just to explain) and I'd prefer tagging 3-4th rates (more interesting); but with such a mechanic tagging them is 99% waste of time (and quite a risk too).

Sincerely I do not see anything weird in sinking traders or alts (so vets' alts) in anycase.

Again it is matter of definition. Who's a newbie? Likewise: "ganking".
Because if 2 requin tagging a Wasa is ganking... what's 10+ 1st-5th rates hunting 2 requins?
"Sealclubbing" is the worst expression possible... because in someone's mouth a requin tagging a Flag Captain on Agamennon is ganking and sealclubbing... but 2 supermodded Trincos hunting a lone PvPer on an unmodded Endymion is not.

About the ship (already nerfed quite a lot - I assure in a clearly felt way - still more a mod nerf than ship itself: as it was repeated, 75% of Requin performances were a mod issue), may be british coast defense should change tactics. It's clearly impossible to hunt down a Requin with a bunch of Trincos from downwind... as it was a simply waste of time hunting a Surprise with a Bucetaure.

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What a safe zone needs:

1. Perfect safety. No Enemy player can tag a player in that players safe zone.

2. Enough ports that newbs can harvest basic materials. Fir, oak, iron, coal, hemp, stone, L V logs.

3. Missions with good gold payout but minor loot.

All Nations need to have one safe zone.

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On 9/1/2018 at 10:47 PM, Liq said:

Recently, the mindset of "Make Safezones Safe again!" has gained a lot of supporters. Requins are sniping noobs all over the place.

In this thread I would like to have a formal discussion about safezones, if they should be a thing, and if so, under what circumstances.

 

 

First step would be changing the composition of reinforcement fleets slightly to give a real protection and/or escape chance (not a joke chance in case of sending a brig against a LRQ attack). 

All other chances to ROE or Reinforcement safe zones would be addressed after localization. Localization will bring more players than spending time on tweaking the roe. 

New mission system will encourage a lot of captains to get out of the safe zones. This will be the last attempt (maybe it is not possible and some players prefer to safely pve on a pvp server - and it is better to keep them instead of forcing them out of the game). 

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6 minutes ago, admin said:

First step would be changing the composition of reinforcement fleets slightly to give a real protection and/or escape chance (not a joke chance in case of sending a brig against a LRQ attack). 

All other chances to ROE or Reinforcement safe zones would be addressed after localization. Localization will bring more players than spending time on tweaking the roe. 

New mission system will encourage a lot of captains to get out of the safe zones. This will be the last attempt (maybe it is not possible and some players prefer to safely pve on a pvp server - and it is better to keep them instead of forcing them out of the game). 

It will work for couple of months then raiders will adapt and back too normal

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now i put you to the test.

when you speak about safe zones, are you talking about a zone where learn to fight or where you want to do PVE without being disturbed?

because, first option you don't need safezone but only safe-combrat-order-training-mission that maybe can be started inside the port menu without sailing out at sea to reach the spot. so you will fight bots to train and practice until you reach a determined rank when you must go out at sea to practice more. for example, you can start training mission pressing the mission tab until you reach captain rank( or more...commodore, flag capt), then you need to go to battle in OW as we do now.

this is SAFETY ZONE intended to LEARN AND PROTECT NEWBS TO LET THEM LEARN TO PLAY.

 

the second option instead, is just an attempt to justify the top players who are killed because they have not learned to play yet rather than protect the noobs from vets. this is PVP server, if you are afraid to get killed switch to PVE server. we should instead increase the rewards for attakers in enemy capital due to the great risk the attakers take invading enemy waters vs AI,players, reinforcement, afterbattle revenge fleet,limited reps,allied player...

if you cry cause you get killed even in that situation, the problem aren't the safezones...maybe your playstyle.

be honest to yourself

 

i played when the safe zones were in game, and pvp was just a legend...''once upon a time PVP on this server , now there are safezones and no-one need to go out to buy materials''. server empty.


 
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11 minutes ago, admin said:

First step would be changing the composition of reinforcement fleets slightly to give a real protection and/or escape chance (not a joke chance in case of sending a brig against a LRQ attack). 

All other chances to ROE or Reinforcement safe zones would be addressed after localization. Localization will bring more players than spending time on tweaking the roe. 

New mission system will encourage a lot of captains to get out of the safe zones. This will be the last attempt (maybe it is not possible and some players prefer to safely pve on a pvp server - and it is better to keep them instead of forcing them out of the game). 

is it possible to program national bots to chase and tag players(without drawing friendly player into battle) within the reinforcement zone?

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10 minutes ago, admin said:

First step would be changing the composition of reinforcement fleets slightly to give a real protection and/or escape chance (not a joke chance in case of sending a brig against a LRQ attack). 

All other chances to ROE or Reinforcement safe zones would be addressed after localization. Localization will bring more players than spending time on tweaking the roe. 

New mission system will encourage a lot of captains to get out of the safe zones. This will be the last attempt (maybe it is not possible and some players prefer to safely pve on a pvp server - and it is better to keep them instead of forcing them out of the game). 

Wouldn't that be a paradoxon? The last attempt to drag people out of the safe zones by new mission system and claiming there is a possibility to address the RoE (which would, in the proposed way drag people out of the safe zones for sure) after localization. Perhaps I did not read your post correctly, could you clarify it please?

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14 minutes ago, admin said:

First step would be changing the composition of reinforcement fleets slightly to give a real protection and/or escape chance (not a joke chance in case of sending a brig against a LRQ attack). 

All other chances to ROE or Reinforcement safe zones would be addressed after localization. Localization will bring more players than spending time on tweaking the roe. 

New mission system will encourage a lot of captains to get out of the safe zones. This will be the last attempt (maybe it is not possible and some players prefer to safely pve on a pvp server - and it is better to keep them instead of forcing them out of the game). 

In my opinion RoE and Zones should be fixed before localization. First impression is key. localization will bring new players, they will leave game in the moment they join brits + priates + US.

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