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ROE Poll  

42 members have voted

  1. 1. A or B?

    • A
      21
    • B
      22


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B

With the amendment: you must exit to OW within 5 minutes of battle over. After that, you are forced to exit to port. This will prevent wasted time.

EX1: I win battle, revenge fleet is outside waiting. If they don't see me pop out within 5 minutes, they know what happened (I exited to port). 

EX2: I win battle, I can't sit around and wait 12 minutes for my next repair cycle while I gather friends outside and then pop out to counter gank the enemy's counter gank. ('cuz tactics: "Do you even gank bro?")

 

Better yet, go back to the end battle screen, with the loot distributed there based on kills, with an option to trade with the people who were in battle with you. I dislike looting sunken ships mechanic as it encourages loot stealing, waiting around for dead ships to finally sink, etc.

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Voted A. 

Sorry but this isn't a game where you go up and find a weak target and go back to the lobby to brag about it. You either play smart planning before you go out and hunt, the battle itself, and your exit. A smart hunter knows what to bring, when to strike, and best possible angle to exit before engaging in such angles. I have little respect for people that get upset about gank fleets. I had much respect towards @Gregory Rainsborough when he played with his snow. Greg was hard to catch and he knew what his limits were. Sure he was caught at some points but you cannot always get away. But, majority of the time he did get away. Not how the game works and nor should it. You make a mistake and you pay for it. That goes for the side that is reacting towards the attack as well. You make a mistake and you pay for it. Been on both sides and I would not change it to some simple minded, easy pleasure, game. If you want that go to World of Warships or War Thunder now I guess. Remove risk and it is nothing but a bunch of pre-teen circle jerk looking to just have a pat on the back and act like a big dog. 

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Gank fleets are not a natural part of the OW, they're a symptoms of poor rules of disengagement. Put it into a timeline, we have join timers to prevent people half way across the map from intervening into a battle, yet you'd allow that to happen after the battle once people pop out which is inconsistent. Not only that but it's flat out poor gameplay so it's pretty inexcusable from either side of the coin to allow the revenge gank of ships post battle proper.

I would go as far as to say you have no actual argument to why A should be allowed, because you'll get shot down from a realism AND gameplay perspective. What you do have is non congruent fantasy scenarios that in terms of the world make no sense, and from gameplay don't have any benefit. Of course it's easy to vote a poll but if your position doesn't hold to scrutiny then the poll is irrelevant, and this is exactly one of those polls where you'll see the dissenting side bring nothing substantial to the table besides mobbing the counter.

Edited by Slim McSauce
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6 minutes ago, Wraith said:

I think the RoE could be smarter to be more engaging. 

I agree it is not perfect and could be improved. In comparison to some of the RoE we had in the past this has definitely been better than most. 

Edited by Velhelm Von Marrius
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2 minutes ago, Wraith said:

My proposal is to go with B if we imposed the rule that if you exited to port you had to drop your entire hold and fleet behind, leaving them for looting on the open world for anyone waiting.

Also a good idea, especially if rewards are balanced for PvP kills so that you get meaningful amounts of doubloons for PvPing. You'd still sacrifice your reps and whatever doubloons you looted....but you'd still have something to show for the PvP. And whoever stumbles upon your wreckage (if there wasn't a revenge gank outside) would have a nice little surprise loot opportunity.

+1 for actual content that should be in this game (rather than another damage model rework)

I'd still suggest a hard timer though on the amount of time you have to make the choice to avoid wasting people's time. 5 minutes after battle over if you don't pick OW then you're locked to exit to port. 

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1 hour ago, William Death said:

B

With the amendment: you must exit to OW within 5 minutes of battle over. After that, you are forced to exit to port. This will prevent wasted time.

 

That is what "Obligatory Exit" means. You are forced to leave. Five minutes is probably a good start for a maximum; possibly even too much. 

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1 hour ago, Velhelm Von Marrius said:

Voted A. 

 You make a mistake and you pay for it.

 

The only mistake you can make right now is to try to solo-hunt. 

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22 minutes ago, Mr. Doran said:

 

The only mistake you can make right now is to try to solo-hunt. 

Only mistake you can make right now is to solo hunt like an idiot. Like everything in life that changes you either adapt or you die. Change your hunting patterns, location, tactics, tools, etc. "The only mistake you can make right now is to try to solo-hunt" sounds like a piss poor hunter.

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Id vote for A with a twist

Force battle exit to OW while granting a speedboost and invisibility of about 30 secs. Current invis. Doesnt seem to affect much. ALSO increase the "you cannot attack" timer to a reasonable amount to avoid exploits.

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10 minutes ago, Liq said:

Id vote for A with a twist

Force battle exit to OW while granting a speedboost and invisibility of about 30 secs. Current invis. Doesnt seem to affect much. ALSO increase the "you cannot attack" timer to a reasonable amount to avoid exploits.

The fact that you turn very wide when you have the current invisibility and speed boost makes it in-effective in majority of cases.

Edited by Velhelm Von Marrius
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The best solo hunters I've seen have a few things in common, they have  ships that are fit for purpose, light fast builds with as heavy an armament as they can safely use without compromising speed,. They already know where they will hunt, often, they have a fair idea of enemy forces they are likely to face,  they pick their targets with care, with, an entry, battle, and, exit plan in place, more often than not, they, are successful in their mission.

If their opponents lack the skills to produce ships that can catch them,  or possess the skills to kill them, or, predict where they may show up next, and if Merchants also attempt to continue on to their destination knowing a raider is operating near their destination then their chances of getting caught increase and the raiders chances of completing his mission are high.

I do not see any merit in penalising, a solo hunter just because he is good at what he does, if the defensive forces cannot, or, will not, put in place measures to stop them, then they will lose ships, this is not a fault of the raider, but, of the defensive forces themselves. If you cannot catch them the next best thing is to run them off, they, then, become someone else's problem, as the famous Russian Meerkat on British TV advertising says 'simples!'.  

 

 

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1 hour ago, Velhelm Von Marrius said:

The fact that you turn very wide when you have the current invisibility and speed boost makes it in-effective in majority of cases.

Its just not long enough to accomplish what its supposed to be

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1 hour ago, Liq said:

Its just not long enough to accomplish what its supposed to be

longer invisibility for me. Needs to be enough of a chance for the hunter to try and evade re tagging and enough incentive for friends of the victim to try and help their friend.

 

1 a day teleport back to nearest DWH with no fleet and empty ship, cannons and all .....could work as intended. Similar to waifs comment above.

 

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6 hours ago, Velhelm Von Marrius said:

Voted A. 

Sorry but this isn't a game where you go up and find a weak target and go back to the lobby to brag about it.

Agree strongly with this. Some may hate OW , Trading , sailing with the possibility of finding not a lot to fight , they had better wait for NAL to return. Happily this game isn't it

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5 hours ago, Velhelm Von Marrius said:

Only mistake you can make right now is to solo hunt like an idiot. Like everything in life that changes you either adapt or you die. Change your hunting patterns, location, tactics, tools, etc. "The only mistake you can make right now is to try to solo-hunt" sounds like a piss poor hunter.

Why bother when it is way easier to take five friends with me and just wait for some guy to leave his instance when he never had a chance to see us coming. Sound like a much more effective and less risky way to obtain loot to me. 

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Both have been tested and both have been a fail.

You are trying to make it possible for a solo sailor to survive but you have to remember that this is Gank Action not Naval Action. When 10 players gank 2 players and teleport to safety, well that really is some salty shite.

Like said so many times. They have to fix repair kits to give any hope for this. You have to be able to be in multiple good fights. You have to have enough repair kits to fight multiple fights. Old repair kits were making this possible why it was good.

Liq is on the right track there as well.

That 5 min timer before you are kicked out is not enough, it should be at least 15 minutes. 5 minutes is too well defined window, too easy and lazy for zergs.

You have to be able to tag for defense.

It has to end to a chase or it will be too salty for a party or another.

It has been already for a long time made so that Mass > Skill. Players with numbers for some reason has to always win. It is a nub protection. Because it feels bad to lose for a better and smaller fleet. It is much more safe to lie to yourself that you are a pro player and only lost because they had the numbers. Which sucks indeed. It only increased fleet size and took the game from Naval Action towards Gank Action.

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Poll kinda shows that most people prefer to gank the shit out of people who try to look actively for PvP. 

After the 3rd tag with 3x BR when the enemy is out of repairs even the biggest monkey can win.

Nice gameplay

 

I would prefer a post battle screen with the option to go offline only after you were attacked, so coastguards still havethe chance to kill invaders.

Edited by Father of Dragons
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There is nothing immersive or realistic about instanced battles.  Never will be.  Fighting for 2 hours jn a battle and then popping out right in the same spot is a hard pill to swallow sometimes.  Gank fleets are a huge reason players have quit and I’m not entirely sure GL will ever figure out a proper ROE.  Bring back the battle screen and give players the choice to TP home without anything in fleet or hold. 

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22 minutes ago, Father of Dragons said:

most people prefer to gank the shit out of people who try to look actively for PvP. 

What happened to "You know nothing, Jon Snow"?!

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 Ganking is bad,  but basic cutter football is so much fun :) .

 

 Thing is if you want to avoid revenge fleets then best way is to hunt people in places that it can't happen. For example i used to wait 1/3rd of way from Aves to Christianstead for periods of time,  caught quite a few over the time i did it.

 

 

Edited by Dibbler
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2 minutes ago, Socialism said:

Not to mention absurd things like doubloons and PvP marks systematically encourage ganking.

Doubloons is still a reason to gank, I guess, but combat medals can only be had from pvp missions and patrol zones so it's not the same as with pvp marks. 

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The most realistic, and arguably the best solution, is for us to exit a battle instance into the OW in the same location where our ship is in the instance - as in NOT the same place where we entered the battle.  It is more than a little stupid and unrealistic for us to "move/travel" 5, 10, 15 km or more during a battle and then NOT have that movement translate into the OW where we exit.

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