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Patch 31: Port investments, new hostility and preparation for release


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Imo every single Upgrade and Port Bonus should have a downside too. If you have speed you lose tank, if you have reloading you lose boarding etc etc. Theory crafting different ships for different roles and fighting styles is brilliant. Sailing around on ships that are superior in every way is pants. There is no fun in being destroyed by a player in a much better ship. This is watering down competitive skill, which is the best part of NA and as we can see from above it will not attract and keep people playing the game. I am helping my clan to prepare for release, were it not for this I would have uninstalled and taken a break by now. In it's current state the game is joyless.

So called 'elite' players have too loud a voice for devs it seems, they are supposed to be skilful and yet seem to require every advantage possible built into the game mechanics for them (not all of them). Well done Anolytic, who benefits from this and yet calls it out for the farce it is. If only there were more like him.

My suggestions would be this:

1. A complete overhaul of Upgrades and Port Bonuses where each and every one has a positive AND negative effect

or:

2. Port Bonuses to apply only to SOLs - so that RvR and clan activities do not disadvantage solo players and smaller clans so drastically and do not dictate engagements in the Open World.

Edited by Hullabaloo
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1 hour ago, Hullabaloo said:

My suggestions would be this:

1. A complete overhaul of Upgrades and Port Bonuses where each and every one has a positive AND negative effect

or:

2. Port Bonuses to apply only to SOLs - so that RvR and clan activities do not disadvantage solo players and smaller clans so drastically and do not dictate engagements in the Open World.

There is only one problem with your second suggestion. What would happen if the clan players start to craft Wasa Fir/Fir or maybe a Christian Fir/Fir and use them in pvp? The hull bonus removes the fir/fir downside, the speed bonus opens an opportunity, and if they use books and upgrades only for speed what you get is a monster with speed cap at 15.5 knots at different angles.

 

Let's say bye bye to pvp. ☹️

Edited by no one
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1 hour ago, no one said:

There is only one problem with your second suggestion. What would happen if the clan players start to craft Wasa Fir/Fir or maybe a Christian Fir/Fir and use them in pvp? The hull bonus removes the fir/fir downside, the speed bonus opens an opportunity, and if they use books and upgrades only for speed what you get is a monster with speed cap at 15.5 knots at different angles.

It's already happening! I saw two of these Wasa super ships near KPR a few days ago. I agree, the second suggestion doesn't go far enough, but at least when you engage an enemy 4th rate or below it will be reasonably balanced.

Edited by Hullabaloo
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It should be tiered like books, like trim speed book and with negative effects. 

More speed? Ok, less thicknesd and hp. etc. 

1-3 rate, 4-5th rate, 6-7th should all have different bonus, bigger the ship smaller the bonus. 

Port bonus should happen with high rng but not always occur. 

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On 4/24/2019 at 3:38 AM, admin said:

Captains 

Patch is being deployed today.

Main feature of the patch - Port investments.
This is a group feature. Solo players must find a group of friends to use it or join a clan. 

Ooooo, num, num, num says I... Good on the Devs!

This is something that I have been looking forward to. Cant wait to hear what the clans do with this.

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The cost of production has become incredibly high.  A single player can hardly pay for that.

Should I ask the clan officers every time for 100 repairs, 300 rum or 20 x 9P Long Canons ?

That is really too stupid for me.  -- Would you please give me from the CWH xyz..........
And I become a beggar in my own clan. Thats not fun.

At least the self supply with repair / rum and cannons must work.

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Hello

Port "Ship building" investment is already a fail it just lead to unbalanced a little bit more the game.

I suggest to developp a "Tec Tree"for crafter instead. And give back to player's (crafter ) the power to create better ship.

As a crafter (i'm not ) once you reach level 7 you don't have content in the game to upgrade your skill.

You could imagine some "specialist" who  become master in Trinco crafting ...You create content's and the game become far more interresting for a larger amount of player's.

So please remove ship building bonus from the port,and give them to crafter's  clan will manage ressources and it's far enough.

You could imagine the same thing for trader's (who doesn't exist since mission delivery) improving their merchant experience in some ressources...Buying cheaper and selling expensivier...Imagine One merchant could be the Banana master of the server....That's content's and not very difficult to develop....

Please make your game more interresting (not only an fighing arena ).

Thank's for reading

Cheer's

 

 

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I have to agree with everyone who stated there before me that big bonuses are not working.

You should go back to 0.5% and 1% changes.

 

I really would like to know what the F you were thinking when you decided to give 5 different port bonuses? One would have been massive and you decided to go with 5? admin, do you even play PvP games in general? Do you even play Naval Action? Are you really so bad PvP player that you love to butt R new players with your OP gear? Don't want to be offensive here but if you make every feature in this game to support this, then what do you want people to think about you?

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9 hours ago, John Hill Regard said:

 

You could imagine some "specialist" who  become master in Trinco crafting ...You create content's and the game become far more interresting for a larger amount of player's.

 

 

I'd enjoy crafters being able to specialize more and able to choose in what they want to spec in. 

as you suggested, you want to craft a trinc and be the best trinc crafter? craft more of them.

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10 hours ago, John Hill Regard said:

As a crafter (i'm not ) once you reach level 7 you don't have content in the game to upgrade your skill.

You could imagine some "specialist" who  become master in Trinco crafting ...You create content's and the game become far more interresting for a larger amount of player's.

Many players want to craft their own ships - particularly new players.  If you buff ships built by a few ubercrafters it will be seen as nerfing the ships of the many individuals that want to craft their own. Wouldn't it would also disproportionately benefit the few huge rich clans that craft craploads of throwaway ships to get "gold" ships and RNG trims? 

I remember being so proud when I crafted my first LGV.  I was finally rolling in style, rather than in a pedestrian t-brig.  Then the next week the devs killed the pride of LGV ownership by making the AI LGV capturable, and left me with useless LGV permits.  :( 

 

 

 

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Devs the investment options for ship building should be laid out in a way that ports MUST specialise and that once points have been spend on a certain investment the other grey out and are no longer available to use. This would allow the allocation of ports to purpose build ship without making the ship op.

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I like the Port Bonus (could be lowered a bit, but must be good) in general, because now there a some important ports worth to fight for. Pre Patch there was no sense to hold a port: only costs. With the current system the players want to fight for what they have build up. But I really miss alliance system to bring balance between nations. Otherwise the underdog nations will loose all morale to continue fighting a superior enemy after loosing an important port. In the worst case they stop playing and leave the game. 

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On 5/3/2019 at 5:46 PM, Licinio Chiavari said:

Within this RvR, periodic map wipes will be necessary.

Majority likes to "win". So it could end very easily to a nation/coalition almost wiping all others or reducing them to no real threat... "ending the game".

I hope this makes it into the game.. map resets of some description ( = winning the war) are necessary.
Whats even more important when this happens is to reward the losing side more than the winners, and in the same vein regular breakup of alliances is at least as important as establishing them.

Hegemony for any side would be death for RvR.. even if you win you have lost if nobody keeps playing.

Edited by Snoopy
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5 hours ago, Snoopy said:

Hegemony for any side would be death for RvR.. even if you win you have lost if nobody keeps playing.

exactly that will happen, because devs dont want to implement a good designed alliance system for player made balance for the nations (weak nations should be able have much allys and the most strongest nations no allys). And I fear also the map reset after win conditions have no chance because too much work. Sadly, i cant see a big future for this game after release without any mechanic for balancing nations.

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On 4/24/2019 at 3:50 PM, admin said:

Apologies also for brevity in patch notes. we will update them tomorrow based on your questions. 

 

any luck on that hotfix for the port missions and using alts/other nations chars to take missions to flip ports?   You said you should have an hotix for it soon and that was last week.  Just seeing if this is going to get resolved soon.

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43 minutes ago, Carlos_Condell said:

a little off topic here, but with the nerf of the damage model, BOW TANKING and HUGING are back

:P just that... g night

Yeah, I'd like to see the damage increased as before, but crew loss decreased. I took 416 crew off a l'Ocean in one pass with a Christian, it seems a bit out of hand. 

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7 hours ago, Slim McSauce said:

grape should get a limit, 2-4 broadsides worth like chain.

I cannot agree to that, the effect of grape should be lower, just don't limit the number of shots.

I would give grape a higher damage on rigging, too. With many small balls it is likely to cut the one or other rope, though the damage should only be at pistol shot and lower than chain damage ( maybe a third of chain damage).

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39 minutes ago, Sea Archer said:

I cannot agree to that, the effect of grape should be lower, just don't limit the number of shots.

I would give grape a higher damage on rigging, too. With many small balls it is likely to cut the one or other rope, though the damage should only be at pistol shot and lower than chain damage ( maybe a third of chain damage).

sure but I would rather look at the inconsistency of grape being very powerful and abundant, while chain was made more powerful and placed on a limit. Any single volley of grape can decide a battle, and you get an unlimited amount of them which can greatly throw off the pace of battle (same way boarding did before DD) 

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