Jump to content
Game-Labs Forum
admin

War server player stats.

Recommended Posts

1 minute ago, HachiRoku said:

I disagree with this. Mastering sailing takes you 2 hours with someone on ts that can explain it to you. 

Correct, mastering takes time, which is what I said. I would reckon it takes more than 2 hours to master any one ship. I love games that have basic controls but high skill ceiling.

  • Like 1

Share this post


Link to post
Share on other sites
12 minutes ago, admin said:

people forget that this is an indie game worked on by like 2 programmers now. Its an indie game and must work and be playable with low numbers. If you introduce fame you might get nothing for your kills even if other skilled players have not logged in. 

We used to get nothing for our kills.  I enjoyed it better then and liked to cap ships.  Now they're just sunk for magic coins (or pvp marks).

Our current system encourages unfair fights and dominance by the veteran players.  It might make for better streaming, but the game play clearly is not enjoyable for the other 80% of the players, as seen by the continual drop in player numbers.  If we must have marks or doubloons, they need to be given out on a sliding scale relative to each player.

Ram Dinark should get nothing for killing 3 spanish noobs.  He should get something for killing a player like Captain Reverse (They rarely fight and are usually on the same side).  On the flip side of that coin, those 3 spanish players should get more marks for killing a player like Ram.  Other games manage to achieve a balance like this and it makes PVP a little less one sided.  

 

12 minutes ago, admin said:

and had no safe zones
and had 8 hour cool down on fast travel
and had 50% lower OW speed. 

I'm ok with all of the above.  Remove 3-4 nations and trim the map and we're golden.

 

Edited by Christendom
  • Like 1

Share this post


Link to post
Share on other sites
5 minutes ago, RedNeckMilkMan said:

Mastering manual sailing takes some time but, if you consciously work towards improving, then you will rapidly. 

Turning is the biggest advantage that manual sailing gives and is applicable to every ship especially 6th rates in which out turning your opponent is critical.

 

We are working on the illustrated guide in the PantherFibel Style that will help many to understand how to sail.
Q6i5ysg.jpg

  • Like 30

Share this post


Link to post
Share on other sites
1 minute ago, HachiRoku said:

I disagree with this. Mastering sailing takes you 2 hours with someone on ts that can explain it to you. 

You can learn it fast, but takes long to Master so you don’t have to think about it. It is a bit like learning to drive a Car. In the start it was hard, later you can drive and text at the same time. But it will come.

what I think is hard to day is to make the right choises in a battle, where to sail and when, so you get an advantage. 

  • Like 1

Share this post


Link to post
Share on other sites
6 minutes ago, RedNeckMilkMan said:

The basics of manual sailing can be learned in 30 seconds: With the wind make an arrow where you want to go, against the wind do the opposite. Depower to dodge chain and avoid leak shots. Sailing is more important than shooting. If you want to stop turn your sails against the wind, don't raise sails.

Mastering manual sailing takes some time but, if you consciously work towards improving, then you will rapidly. 

Turning is the biggest advantage that manual sailing gives and is applicable to every ship especially 6th rates in which out turning your opponent is critical.

If you are new work with 1 or 2 ships and learn how they sail and don't worry about memorizing every ships sailing profile. I have a very basic understanding of ships sailing profiles and do just fine.

As part of a group that prefers to fight larger ships in smaller vessels, I cant tell you how many times I've saved my bacon by being able to turn fast before eating a Bellona broadside....  

It's ESPECIALLY critical in small ships, IMO

  • Like 2

Share this post


Link to post
Share on other sites
1 minute ago, staun said:

You can learn it fast, but takes long to Master so you don’t have to think about it. It is a bit like learning to drive a Car. In the start it was hard, later you can drive and text at the same time. But it will come.

what I think is hard to day is to make the right choises in a battle, where to sail and when, so you get an advantage. 

Upwind. Sailing upwind is never a mistake. 

Share this post


Link to post
Share on other sites
4 minutes ago, Polish Privateer said:

Kills, K/D and such are pointless in NA to measure "skill". Surviving means some players rather run away instead of fighting aggressively for example. I can also kill 50 cutters to bump my stats. Best skill measurement would be BR ratio of battles. Example: my 450 BR team sank 4500 BR team, so our ratio is 1:10. 

we are not promoting KD and do not use it - those are just stats we thought would be interesting to the community. 
Especially survivability of pve players. 

 

  • Like 1

Share this post


Link to post
Share on other sites
4 minutes ago, staun said:

You can learn it fast, but takes long to Master so you don’t have to think about it. It is a bit like learning to drive a Car. In the start it was hard, later you can drive and text at the same time. But it will come.

Please don't text and sail. Non consensual ramming will lead to public shamming.

  • Like 3

Share this post


Link to post
Share on other sites
25 minutes ago, jodgi said:

Aces High is the purest as there is absolutely no equipment. It's chess with warbirds.Whatever you achieve there it's just you and there's nothing boosting your performance. That is what I picture in my head when I hear "skill based".

If you play that game (and I assume you do) you should know that this model of game leads to

1) a population of 100 players prime time (in the good days)

 2) an elitist toxic community 

Is this that you want for NA?

Edited by victor
  • Like 1

Share this post


Link to post
Share on other sites
1 minute ago, RedNeckMilkMan said:

Please don't text and sail. Non consensual ramming will lead to public shamming.

Guess I stick to sailing and drinking then.

  • Like 2

Share this post


Link to post
Share on other sites
1 minute ago, admin said:

we are not promoting KD and do not use it - those are just stats we thought would be interesting to the community. 
Especially survivability of pve players. 

1

Maybe show how many players died to AI because of boarding and how many sank because of hull/structure damage? Because I am sure that over 70% of AI kills is with boarding. In order to sink to AI from damage, you have to make something really stupid. AI is badly programmed and predictable, but you buffed its stats to give a "challenge" for players. As result, AI is pulling crazy tricks and doing inhuman activities. This really gives a very bad taste in the mouth after fighting AI. 

Share this post


Link to post
Share on other sites
20 minutes ago, HachiRoku said:

Guys don't talk about removal of repairs in general. I would love that! The issue is there will be backlash from noobs that do like farming ai and struggle doing so.

I agree, no need to remove. But, heck! If the pve lords went ballistic over repair changes we could have separate repair mechanics for pve and PvP.  Lol, now that I've written it out I see that's unlikely... But if bot bullies' rebellion is what makes better PvP "impossible" it is an option. Bad option better than no option?

Share this post


Link to post
Share on other sites
12 minutes ago, Polish Privateer said:

Maybe show how many players died to AI because of boarding and how many sank because of hull/structure damage? Because I am sure that over 70% of AI kills is with boarding. In order to sink to AI from damage, you have to make something really stupid. AI is badly programmed and predictable, but you buffed its stats to give a "challenge" for players. As result, AI is pulling crazy tricks and doing inhuman activities. This really gives a very bad taste in the mouth after fighting AI. 

its very nice to have an opinion about AI, compared to other sailing games our AI is good enough (especially when you witness they reboarding and switching ships). Many players enjoy our AI and we only plan to improve and give more variety to NPC combat. Its not awesome but not bad too. Rome was not built in one day.


Maybe you can ask Ram Dinark or Havelock for tips on how to avoid AI in the open world as for some reason AI attacks you too much, forcing you to PVE which is strange given bad taste in the mouth. 
 

  • Like 9

Share this post


Link to post
Share on other sites
1 minute ago, admin said:

its very nice to have an opinion about AI, compared to other sailing games our AI is good enough (especially when you witness they reboarding and switching ships). Many players enjoy our AI and we only plan to improve and give more variety to NPC combat. 


Maybe you can ask Ram Dinark or Havelock for tips on how to avoid AI in the open world as you may be killing too much AI, which is strange given bade taste in the mouth. 
 

The AI that needs fixing is our own bots.  At least an ability to tell them which way to run.  I've had too many make ridiculous decisions on which way to go.  "Escape east" or Escape "NW" and have them actually attempt to do that would be golden.

  • Like 1

Share this post


Link to post
Share on other sites

@admin

Glad to see you say you're open to possibly limiting repairs. I think you should. I personally prefer 1x hull, 1x rig, 1x rum (or no rum) for a battle.

But, I agree with others, there would be maybe too much backlash from this.

Try 3x repairs either 2 hull + 1 rig, 2 rig + 1 hull, 3 hull, etc. No timers.

 

I think it would make combat more tactical/in-depth because you'll have to make conscious decisions throughout the battle about whether you can afford to expose a weak side, take that volley into your masts, etc. Right now, its not so much of a concern if I take a broadside and get super damaged, I can just kite away for a few minutes till my next repair and come back. 

 

I don't want to see players sink from one mistake ALL the time (but it should, and does happen some of the time). But it shouldn't be possible to kite for 12 minutes and come back with a repaired ship over and over again. It just feels like a crap "tactic," whether I'm doing it or its being done to me.

Not as enjoyable as the old 1/1 system.

  • Like 2

Share this post


Link to post
Share on other sites
1 hour ago, admin said:

as i have designed this combat - i can assure you dont need talent - just practice 

That is completely disingenuous. That's like saying that everyone can be as good as Bobby Fischer if they practice chess enough. 🙄

That said, I would argue heartily against making the game completely skill-based and not somewhat gear- or grind-based.  There's already a problem with player retention and the issue with skill-based games is that if you naturally suck then you will lose, and there's no counter to naturally sucking so you will quit.

There needs to be progression, and that can't just be skill accrual because with natural variability in people's capacity to think ahead (e.g. just like with game developers and the choices they make) there will be certain walls that players just can't get over. And if there's not enough other in-game content, or some matchmaking ability, that provides the balance of feeling like a winner with feeling like a loser, then as a hobby people will move on.

In a combat model that tends to favor skill over gear then you have to give the unskilled something to feel good about. Therefore, catering to the @jodgi type player and removing depth from the crafting and trading or player-economy game basically tells that player that, "If you suck, move along." You have to face it that players will gravitate to the parts of the game where they feel they are having fun.. and no one likes to lose.

People's tolerance for losing is of course balanced by the good vibes from winning, and in what ratio that's satisfying to players likely depends on a lot of factors that you can't control. But what you can control is content, and right now the game is going the wrong direction for growing its base of players.

Edited by Wraith
  • Like 1

Share this post


Link to post
Share on other sites
1 minute ago, William Death said:

@admin

Glad to see you say you're open to possibly limiting repairs. I think you should. I personally prefer 1x hull, 1x rig, 1x rum (or no rum) for a battle.

But, I agree with others, there would be maybe too much backlash from this.

Try 3x repairs either 2 hull + 1 rig, 2 rig + 1 hull, 3 hull, etc. No timers.

Why not just make repairs weigh more?

Share this post


Link to post
Share on other sites
4 minutes ago, Wraith said:

That is completely disingenuous. That's like saying that everyone can be as good as Bobby Fisher if they practice chess enough. 🙄

 

 

 

Its very flattering that you compare NA to chess.  Thank you 
But i do think chess is different and somewhat a little more complex

Share this post


Link to post
Share on other sites
2 minutes ago, Wraith said:

there's no counter to naturally sucking so you will quit.

LMFAO!  "You can't fix stupid".  I have to agree.  "Practice makes perfect" just doesn't work in this game.  Practice will make you pretty good, but there is a level of talent above that, which some will never achieve.  Some gear helps in that regard, but I believe the Devs are going in the right direction there by lowering mod effectiveness

Share this post


Link to post
Share on other sites
14 minutes ago, admin said:

its very nice to have an opinion about AI, compared to other sailing games our AI is good enough. Many players enjoy our AI and we only plan to improve and give more variety to NPC combat. 
 Maybe you can ask Ram Dinark or Havelock for tips on how to avoid AI in the open world as you may be killing too much AI, which is strange given bade taste in the mouth. 
 

You force players to fight AI in order to get "meta" mods. Ram Dinark offered 300k reals for Redoutable Musket and NO ONE sold him for over a week. The best way to get new mods is to farm AI efficiently. You can take missions and kill players, but good luck doing it safely, efficiently and fast. By doing PvE I can get 10-12 chests + 100% confirmed doubloons loot rewards. For doing PvP I killed 3 pirate players, spent 3h fighting them and all dropped 0 DOUBLOONS while I risked my ship. Until doubloons are balanced, until OP meta mods are not just outcome of PvE grind, I am not really playing NA. Remember when you couldn't produce Copper Ingots? Players like @HachiRoku and @Otto Kohl did a lot PvE to loot Copper Plating from AI and these players hate PvE. 

unknown.png

 

This battle takes 1 hour and you finish 1 or 2 missions, get 2-3 chests and thousands of doubloons. Show me how much time it takes for 1 player to kill 11 2nd rate players to finish "missions". 

Edited by Polish Privateer
  • Like 6

Share this post


Link to post
Share on other sites
1 minute ago, admin said:

Its very flattering that you compare NA to chess.  Thank you 
But i do think chess is different and somewhat a little more complex

I don't think it's a completely unfair comparison as multi-ship or fleet combat is a hugely multivariate problem where the ability to see a few turns/broadsides ahead is insanely advantageous.  And I do mean that in a complimentary way, as the combat model is astonishingly good and what keeps most of us here.

  • Like 1

Share this post


Link to post
Share on other sites
3 minutes ago, Polish Privateer said:

You force players to fight AI in order to get "meta" mods. Ram Dinark offered 300k reals for Redoutable Musket and NO ONE sold him for over a week. The best way to get new mods is to farm AI efficiently. You can take missions and kill players, but good luck doing it safely, efficiently and fast. By doing PvE I can get 10-12 chests + 100% confirmed doubloons loot rewards. For doing PvP I killed 3 pirate players, spent 3h fighting them and all dropped 0 DOUBLOONS while I risked my ship. Until doubloons are balanced, until OP meta mods are not just outcome of PvE grind, I am not really playing NA. Remember when you couldn't produce Copper Ingots? Players like @HachiRoku and @Otto Kohl did a lot PvE to loot Copper Plating from AI and these players hate PvE. 

unknown.png

 

This battle takes 1 hour and you finish 1 or 2 missions, get 2-3 chests and thousands of doubloons. Show me how much time it takes for 1 player to kill 11 2nd rate players to finish "missions". 

pvp missions are coming. they will also give chests

  • Like 4

Share this post


Link to post
Share on other sites
2 minutes ago, Polish Privateer said:

You force players to fight AI in order to get "meta" mods. Ram Dinark offered 300k reals for Redoutable Musket and NO ONE sold him for over a week. The best way to get new mods is to farm AI efficiently. You can take missions and kill players, but good luck doing it safely, efficiently and fast. By doing PvE I can get 10-12 chests + 100% confirmed doubloons loot rewards. For doing PvP I killed 3 pirate players, all dropped 0 DOUBLOONS and risked my ship. Until doubloons are balanced, until OP meta mods are not just outcome of PvE grind, I am not really playing NA. Remember when you couldn't produce Copper Ingots? Players like @HachiRoku and @Otto Kohl did a lot PvE to loot Copper Plating from AI and these players hate PvE. 

unknown.png

 

This battle takes 1 hour and you finish 1 or 2 missions, get 2-3 chests and thousands of doubloons. Show me how much time it takes for 1 player to kill 11 2nd rate players to finish "missions". 

The solution would be to make these mods purchasable in the PVP store with doubloons.  If we want to have a skill based game as @admin here has said he wants, then all players need access to the tools needed to put themselves all on equal footing.  Skill will shine.  

  • Like 8

Share this post


Link to post
Share on other sites
31 minutes ago, admin said:

those are just stats we thought would be interesting to the community. 
Especially survivability of pve players. 

High survivability of PvE fighters means they don't loose ships, thus they very rarely have to craft or buy ships for themselves in order to fight. Thus they don't have a major influence on Eco as consumers of ships. Meaning their buying DLC ships with 24h cooldown don't affect in-game Economy (nor... PvP).

Meaning also ship crafters mainly work for PvPers.

High survivability of PvE fighters may also mean some of them would like to have more challenge sometimes. Of that I ain't sure. You've already answered about that :

18 minutes ago, admin said:

our AI is good enough (especially when you witness they reboarding and switching ships). Many players enjoy our AI and we only plan to improve and give more variety to NPC combat. Its not awesome but not bad too. Rome was not built in one day.

Edited by LeBoiteux

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...