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Testbed Feedback - Battle UI, Localization, Patrols, Delivery quests


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Hello,

concerning the transport of passengers, I propose the following improvement:

1) create levels of passengers (important as nobles to less important as merchants)
2) The larger the passenger, the higher the reward. Attention, the larger the passenger, the more it is possible to be intercepted by an AI.
3) Rewards should be more varied, eg rare books, commercial information, hidden treasures, etc.

Sincerely.      Marquis de La Fayette

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59 minutes ago, n_Ka said:

A LGV have drop 172 000 doublons oo

whawhawhhhaaaaaat!? This should happen only in #IndiamanTreasureFleetsWithWarshipEscorts

@admin For some reason when looking at Upgrades Chest there is no option to "Send to warehouse"?
v5WjODc.jpg

Edited by van der Decken
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6 minutes ago, Liq said:

Boarding seems a little off?

Doble the crew, yet my attack only does 22 vs his brace's 36 ?

Bq78dS5.jpg

This happens often. Seems Moral, Muskets count, and # of Marines matters a lot. Do you remember what your Morale was before this move?

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 Question.

I was in Christiansted and there was Maize .. a local product that was available to ship and trade.  So I came back the next day and there was nothing, zero,nada, zip, shineola!   So is this another trader ruse where there is no production of products no product left except for the first guy on after reset who loads up the entire amount on the dock and takes three indiamen so he makes 40 bazillion reals leaving the rest of us players to eat dirt?  Is the game going down this trade ruse?  

Suggestion

Tax or rot anything left on the dock so there is a loss of investment if you teleport in and buy it all up for your pleasure at some later date.  Make is so where might be some of the long distance products left some for others.  The problem with the trading game now is not that there is no trade it is there is no consumption or production that cannot be hoarded and bought out by too many players.

 

Product should be produced all the time and no hoarding .  Nobody should be able to corner the market 

Edited by angriff
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1) The melee system worked better before, I hate not seeing what the other ship is doing. That said, I hate the melee system period. Weakest part of the combat system.

2) I far prefer having the navigational perk to having none. I will say that not having it is better but, and this is a huge but, you need to add a gridded map of the Caribbean to the task bar. I shouldn't have to go to some web site to get a frigging map with a grid. (note: The one I had is gone and I can't find another.)

3) I'm assuming the trade system isn't working, because profits are directly proportional to distance atm.

4) I do wish your wording as to the PVE kills were just a tad clearer. Is it 25 PVE kills and 5 PVE captures, equaling 30? Or are the 5 captures included in the 25?

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7 minutes ago, angriff said:

Tax or rot anything left on the dock so there is a loss of investment if you teleport in and buy it all up for your pleasure at some later date.  Make is so where might be some of the long distance products left some for others.  The problem with the trading game now is not that there is no trade it is there is no consumption or production that cannot be hoarded and bought out by too many players.

Indeed. Further, IMO the port population and consumption and production should equate to the activity of players in that port: i.e number of players with ports there, number of players with production buildings there,  number of players entering/exiting, buy/selling there.

Each port could be set to a default number of production with a shelf time...if food related, etc. But player activity would increase the ports productivity.

Edited by van der Decken
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18 minutes ago, van der Decken said:

Indeed. Further, IMO the port population and consumption and production should equate to the activity of players in that port: i.e number of players with ports there, number of players with production buildings there,  number of players entering/exiting, buy/selling there.

Each port could be set to a default number of production with a shelf time...if food related, etc. But player activity would increase the ports productivity.

Maybe maize and other products should be buildings that you set up like iron ore .. a plantation to grow maize or beans.  Maybe sell to local market for traders to take else where.

 

In your thought-line .. you could bring something to stimulate production and exchange it for the product.. Like bring horses and then you can get some maize.   You could set up a port to produce maize as long as you brought tools .

Edited by angriff
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Here's the wording:

For the participation in test bed captains will be rewarded with the rare ship - Santa Cecilia (Bloody Hermione) and 5 pain chests on live servers when Testbed finishes. To receive rewards on live servers please fulfill the following goals until test bed closes (expected time 7 days). 

As the main goal is to test the battle UI 

25 PvE Kills 

5 Won boardings also PVE

 

Could be 30 kills, could be 25...any opinions except "just kill 30."

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47 minutes ago, Cockeyed Callaway said:

Is it 25 plus the 5 captures, equaling 30 or 25 including the captures, equaling 25?

@admin clarified:

  • 25 PvE Kills  (including)
  • 5 Won boardings also PVE
    • clarification - boarding also count as kills so you can do 20 kills and 5 boardings or all 25 boardings - its up to you. We just need you to spend some time sinking ships and boarding them to find bugs in the main battle ui elements.

So....

 

Total of 25 PVE kills and at least 5 must be from boarding. 

Edited by Farrago
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@admin Please make loot circles larger and don't force us to try to focus on the main mast. The loot circle should be an invisible sphere. I was in an Aggy capturing a Cutter for a quick board count on the testbed. I boarded it but my drift forced the pull to my stern. After the boarding was won, because of enemy ship location it was impossible to get the loot "x" to sink the ship for a kill. I tried every mouse movement to get a better look at the main mast, but to no avail. I had to sail away and then back upwind to get back to the ship to finally get the "x" to sink it. F11 sent.

I personally feel that a boarding capture needs to auto register as a kill.

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11 hours ago, van der Decken said:

Cela arrive souvent. Il semble que la moralité, le nombre de mousquets et le nombre de marines comptent beaucoup. Vous souvenez-vous de votre moral avant ce déménagement?

Effectivement :

morale : 57 contre 73

marines : 0 contre 150.

La solution est là.

 

cordialement

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On 1/30/2019 at 6:03 PM, admin said:

everything else specifically?

Switching stern and bow to 3/4 button selection as we're used to?
Making fire mode simple ("From Bow", "From Stern") also suggested by few people here?

It doesn't take much to change wording or swap 2 functions. So I kinda expected at least that after 3 days...

 

On 1/30/2019 at 6:26 PM, admin said:

We are not EA (...)

I know that, and I totally understand that.

However it was Your personal post saying that You switch it off to implement some first changes. And I couldn't see any changes unfortunately (except the pre-battle bug, but I doesn't count it, as it's fixing something which went broke in between, rather than changing something)

Probably if You wouldn't say anything, I totally wouldn't mind. 
But if You say You're gonna deliver something, please do, or don't say it...

 

Looking forward for other change in the future!
(Boarding still needs a lot of attention)

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On 1/31/2019 at 10:40 AM, Intrepido said:

I proposed reals instead of doubloons to help the new players (as those missions can be done in a trader lynx) but seems that feedback is only taken seriously after a patch is deployed.

I found that giving feedback about testbed is rather pointless most of the time. We could have avoided many negative reviews if done differently.

cant agree more !!

Reals are yet the biggest issue for most of the Players...and Dubs you can also only sell to ther players...but to whom you can sell your Dubs to buy new ships, woods, upgrades if most of the people dont have money anymore ???

...and not to speak about new players at all...

I would furthermore suggest that atleast the KILL - Missions gives Reaks as reward like the old mission in earlier times !!!

The HUNT and Search/Destroy Missions could stay with Dubs...but give new Players a source of income plssss !! They cant trade like we old ones because they lack the money to buy the goods

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So I tested the 1v1 patrol zone last night and overall I liked it.  It was at Nassau.  Went and bought a snow there and put mediums on it..no mods.  25 population at that time, so I sailed out and called for a fight on Global.  Another player came out and we had a great fight that I eventually won.

1. It was a great feeling to know that nobody would be joining the fight.  This alone makes it worth having... well done Devs.

2. There was no risk with the population being so low, but I can see some unhappiness in the future because you have to sail through the regular PZ to get to the 1v1.  Doesn't bother me as I'm happy to attack people outside of the PZ, but some will rage. In addition, I can see a problem with the 1V1 being inside the regular PZ.  If you're tagging inside the 1V1 and you sail out of it as the counter counts down, you'll be in the regular gank zone.  There's no warning or visual clue other than above your compass. 

3. Having it limited to 6th rate was also great, but of course, that still means the Req can join them.  Really bad balance with that thing still.  This also meant that there was no room for the light 5th rates who also want to play.  I can see a demand for these to be up permanently. I would suggest a permanent 6th rate circle a another 5th rate circle, somewhere in shallow water. 

4.  The reward sucked, frankly.  I was given 1 point for a win and you need 5 points IOT get 1000 doubloons.  Meh.  Of course, the real reward is the 1v1 PVP fight on a reasonably equal basis.  Normal PVP rewards were given.  I didn't check if you got credit towards regular PZ damage, but I would hope so.  There should be a better (separate) reward for what is in effect a PVP duel.  If only to encourage use.

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On 1/30/2019 at 6:26 PM, admin said:

We are not EA

Thank god you are not EA x'D

I found the bullet hits to be less explicit, less visible with the icons than it is now with text. Not asking to have a cartoony kawaii visual above the ennemy ship though... I just remember many times where I was like wait... Did I miss the whole broadside?

This may disappear with time as I get used to it though. Don't know how other players feel about that?

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15 minutes ago, Zlatkowar said:

Thank god you are not EA x'D

I found the bullet hits to be less explicit, less visible with the icons than it is now with text. Not asking to have a cartoony kawaii visual above the ennemy ship though... I just remember many times where I was like wait... Did I miss the whole broadside?

This may disappear with time as I get used to it though. Don't know how other players feel about that?

Agree.  I'm also still raging that we've got L & R instead of P & S on our damage silhouettes!

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I agree that on testbed, as we favor doing all kind of missions & pve instead of trade run & ressource/craft, we can notice that doubloons are flooding faster than reals (and we didn't have to buy our ship & repairs to other players thx to redeemables, if not we would clearly see how reals are dissapearing) 

I know we are supposed to sell doubloon to crafters & traders, but if everybody is flooded with doubloons, who will buy them ? if at least admiralty were selling reals for doubloons ( even if at a low rate) maybe that could help a little ?

 

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7 hours ago, Marquis de la Fayette said:

Effectivement :

morale : 57 contre 73

marines : 0 contre 150.

La solution est là.

 

cordialement

50, not 150 marines

Still, if I got 2x the crew, the small difference in morale shouldnt result in my attack killing less than his brace

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