Licinio Chiavari Posted January 16, 2019 Share Posted January 16, 2019 (edited) 4 hours ago, AeRoTR said: They say these super mods are still very effective. Anyone did a test on musket mods after nerf ? They are approximately effective like previous musket (or grenade on 6-7 rates) book setups, or a bit more buffing them as much as possible. Edited January 16, 2019 by Licinio Chiavari Link to comment Share on other sites More sharing options...
Ivan87 Posted January 16, 2019 Share Posted January 16, 2019 Trying to increase the activity in the game by increasing its difficulty for most potential players is an obvious mistake. 4 Link to comment Share on other sites More sharing options...
Slim McSauce Posted January 16, 2019 Share Posted January 16, 2019 (edited) Just now, Ivan87 said: Trying to increase the activity in the game by increasing its difficulty for most potential players is an obvious mistake. Yes, just like this bonus stacking purple ship meta does, and people will go to the end to defend it because they've gotten so use to their admitted advantage in combat. Edited January 16, 2019 by Slim McSauce 1 Link to comment Share on other sites More sharing options...
Ivan87 Posted January 17, 2019 Share Posted January 17, 2019 The solution to our problem is called insurance, which returns the ship and an economic compensation for the goods transported (upgrades are lost). My proposal: 10,000 reals/day for a 1st 8,000 reals/day for a 2nd 6,000 reals/day for a 3rd 4,000 reals/day for a 4th 2,000 reals/day for a 5th 1,000 reals/day for a 6th 500 reals/day for a 7th Basic cutter for free 10% of the purchase value of the goods - Ship insurance starts at 24h of the contract (there is only insurance for the ships that the player wants) - The insurance starts immediately for merchandise (the insurance is contracted when leaving the port for the value of the goods that are transported) Delivery of the ship by insurance would have to take 2-3 days. Link to comment Share on other sites More sharing options...
Crimson Sunrise Posted January 29, 2019 Share Posted January 29, 2019 On 1/16/2019 at 9:13 AM, Wraith said: I will say though, for most players if they don't perceive an advantage (or it entails zero risk or a reward that balances even the potential of a loss) most players won't engage in a fair fight. So you either have to give them the potential for gear advantage or they'll bring numbers instead. It people wanted fair fights where skill was the only thing that mattered they'd play chess or a game with real match making. there hasnt been a fair fight since before the removal of the ship durability, u get group combat one side will always have the advantage there is no fair fighting Link to comment Share on other sites More sharing options...
adriancairns Posted January 30, 2019 Share Posted January 30, 2019 The main problem with the game at present …… probably the average player has only 6/10 hrs of play due to real world issues … this is mainly why numbers on every change to the game keep dropping .so you need to make the game easier for people with limited time to craft the same with trading , opening slots is a boring drawn out affair ..and the books and upgrades taken out of the game same ships for all .. 5 Link to comment Share on other sites More sharing options...
kevdreck Posted February 5, 2019 Share Posted February 5, 2019 In terms of fair fighting: Devs should consider a noob zone. There needs to be a place for new players that is only accessable up to a certain rank. Being ganked is not that of a big lesson in fighting and tactics. The exams are not enough. Link to comment Share on other sites More sharing options...
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