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The old system suggestion .


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6 minutes ago, Tom Farseer said:

Of course it is meaningless now, because all trading goods are available in packs of 100 weight units, whatever that unit actually is (tonnes? unlikely. hundredweight?).

I simply refer it to get a direct connection to the profit one could make before the econ patch.

I don't agree with relating to the old system as it's gone now and not really applicable, but if I were to do that, then my 100K Reals profit would equate to 2.5 Million gold.....From 1 TBrig.

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21 minutes ago, Angus MacDuff said:

Dunno about your math but I can tell you this....If I put 100k Reals of goods into a TBrig, I can sell it for 200k Reals less than 30 minutes later.  Because you are limited to only 17 items on a TBrig, NEVER carry inexpensive items.  Only carry the most expensive items and sell them at double (ish) your purchase price.  The math is very simple.  Selling 17 items at 600 Reals is not as profitable as selling 17 items at 14,000 Reals.  Weight of unit is now completely meaningless.

My calculations are based on best purchase price to best sale price within reason. Of that there is only 1 item that sells for over 10K profit and the next highest at about 6k. 

Now take into account that is single items that most likely are not available ( I have checked the same 6 ports every day for the last week and have found no trade good to export)

So before you jump all over me with suggestions of I need to sail further to make a profit keep in mind that since I do not have a lot of money longer sail distances risk me being reduced to no money at all and thus back into a basic cutter hunting trader brigs which puts me on the losing end with less guns and less crew. I understand that you guys may be looking at this from the viewpoint of having 1400 crew and large amounts of money to absorb losses but when you look at it from the view of someone who barely has 30k in money it is a massive difference risking long sails.

 

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1 minute ago, Raekur said:

My calculations are based on best purchase price to best sale price within reason. Of that there is only 1 item that sells for over 10K profit and the next highest at about 6k. 

Now take into account that is single items that most likely are not available ( I have checked the same 6 ports every day for the last week and have found no trade good to export)

So before you jump all over me with suggestions of I need to sail further to make a profit keep in mind that since I do not have a lot of money longer sail distances risk me being reduced to no money at all and thus back into a basic cutter hunting trader brigs which puts me on the losing end with less guns and less crew. I understand that you guys may be looking at this from the viewpoint of having 1400 crew and large amounts of money to absorb losses but when you look at it from the view of someone who barely has 30k in money it is a massive difference risking long sails.

 

I completely understand your point and wouldn't suggest you invest all of your money.  I also search a lot farther for tradable goods, buy on the spot (no contracts) and sell them right away.  Try running a fast escort ship with one TBrig in fleet to search for goods.  If you are tagged by someone you cant handle, abandon the TBrig and run away.  TBrigs are easily replaced.   

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5 minutes ago, Raekur said:

Spain, which right now has 3 active hunters in the area that I know of going after our trade ships. 

I sent you tips on trading routes in private. You can make much more than 10k per trip a Trader Brig without having to sail all to far and in relatively safe waters. I stress the term relatively however.

Edited by Tom Farseer
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The 10k I mentioned was per unit not per haul. You can make up to about 160k on a single trip but you are far away from reinforcements and friendly players for quite some time with that trip. In time I may be able to increase the distance I trade but with low crew and funds it is not worth the risk at this time. Before this economic revamp there was a few short runs that did net some good profits and did help out beginning players. This system that there is now places new players at risk for little to no profit at all (at least what I have seen over the last couple of weeks. But I keep at it one day at a time.

 

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Soooooo......   What you're saying is that you put all of your eggs in one basket...  and they broke.

I'm smelling an old adage here...  cant quite put my finger on it....

It seems to me that your overwhelming sense of greed and desire for quick profits over relative safety was your downfall.

 

 

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17 minutes ago, Vernon Merrill said:

Soooooo......   What you're saying is that you put all of your eggs in one basket...  and they broke.

I'm smelling an old adage here...  cant quite put my finger on it....

It seems to me that your overwhelming sense of greed and desire for quick profits over relative safety was your downfall.

 

 

Yeah , that kind of broke what hurts a lot .

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Even William said on the Discord that it sucks. I agree that the exploit (mainly by Spanish players) used to escape a fight by using a cutter as the main ship to teleport away and give nothing to the enemy and needed to be stopped, but this is probably the wrong way to solve it.

Bring back the tag of shame perhaps so that they get reduced doubloons. Seems a bit too harsh on traders atm.

Blame your colleagues for your loss ultimately.

I mean William sits in the same trade triangle every day but you've yet to learn how to alter your routes to avoid him?

Edited by Gregory Rainsborough
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You should be able to teleport to a neutral/friendly port after a battle is over anyway. Might break the 'hardcore pvp' or realism in some minds but forcing players to fight 2-3 battles in a row is dumb. Not everyone that sits down to play has endless free time for endless battles. The raider had a chance to take the convoy in the first attack, what he gets from the first attack should be enough, if the rest escaped then the raider shouldn't keep getting chances to keep tagging them. If there's an exploit it should be fixed in a different way. 
 

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1 hour ago, Draymoor said:

You should be able to teleport to a neutral/friendly port after a battle is over anyway. Might break the 'hardcore pvp' or realism in some minds but forcing players to fight 2-3 battles in a row is dumb. Not everyone that sits down to play has endless free time for endless battles. The raider had a chance to take the convoy in the first attack, what he gets from the first attack should be enough, if the rest escaped then the raider shouldn't keep getting chances to keep tagging them. If there's an exploit it should be fixed in a different way. 
 

Used to.  As I recall that ability was removed a while ago because players would attack a trader so they could TP to another port.  Slingshot, I think is what they called it.

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3 hours ago, Captan Thomas Fremantle said:

I think the best way to solve it to make possible to do fleets of only with trader ships and when you lose your main ship you get teleported to another port , in the case you have a cutter or a warship on main with Indiamans in your fleet than you shouldn't be able to teleport .

Capture a trader brig, put 3 indiamans in fleet, and we got the same shitty loophole as before. Spawning back in OW on your fleet is a good change imo.

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4 minutes ago, Captan Thomas Fremantle said:

For 5 min maybe ?

I was thinking a further 30 seconds.  That's a long distance.  5mins invisibility would allow raiders to exploit it.  They'd be sneaking up on people and tagging them before they were aware they were in danger.

Edited by Angus MacDuff
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I think the intended idea was that only the person that lost a battle / ship would get the 5 min timer. Just escaping should not though an increase in speed and maybe an additional 30 seconds would be nice so that you are not spending over half the timer just trying to turn around to pick a not so obvious escape route.

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