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3 hours ago, Wraith said:

Ask yourself, how does one make up for a difference in quality?  Quantity.

Organize, ally yourself with others, and figure out how to win.  This is the nature of a full-loot, multiplayer, online sandbox game.

Now that said, please do not read this as a defense of the port bonuses. They are absurd. They need to be changed/balanced to reflect trade-offs in ship configuration. But all of this whinging about solos and smaller clans not having access to end-game RvR content doesn't reflect the spirit that such games represent in my opinion.

Sorry Sir: crap.

Quantity with such gear gap doesnt work... in PB where numbers are limited.

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38 minutes ago, Licinio Chiavari said:

Sorry Sir: crap.

Quantity with such gear gap doesnt work... in PB where numbers are limited.

No, you misunderstood my comment. Quantity in terms of players contributing to an overarching goal is what I explicitly referred to.  This might include quantity over quality in OW battles, but my point was more focused on the ability of a coalition of small clans to contribute to a crafting port and its bonuses, therefore giving them a crafting hub to produce more competitive ships out of.  

PBs are only the final manifestation of a lot of organization and collaboration, and if not occurring within one large, organized clan, it can occur across multiple smaller clans if they're willing to do it. And f they aren't willing to collaborate then they deserve to be locked out of RvR, end-game activities.

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26 minutes ago, Wraith said:

No, you misunderstood my comment. Quantity in terms of players contributing to an overarching goal is what I explicitly referred to.  This might include quantity over quality in OW battles, but my point was more focused on the ability of a coalition of small clans to contribute to a crafting port and its bonuses, therefore giving them a crafting hub to produce more competitive ships out of.  

PBs are only the final manifestation of a lot of organization and collaboration, and if not occurring within one large, organized clan, it can occur across multiple smaller clans if they're willing to do it. And f they aren't willing to collaborate then they deserve to be locked out of RvR, end-game activities.

Why do we need to "produce more competitive ships"?  Why aren't ALL ships competitive?  The differences should be entirely in the captain, not entrenched in the gear.

Being content wag fingers and lock groups of players out of "end-game activities", which are really the core activities of the game, is one of the many reasons why the server is dead.  We need people happily playing, not feeling locked out and scolded. 

 

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18 minutes ago, Wraith said:

No, you misunderstood my comment. Quantity in terms of players contributing to an overarching goal is what I explicitly referred to.  This might include quantity over quality in OW battles, but my point was more focused on the ability of a coalition of small clans to contribute to a crafting port and its bonuses, therefore giving them a crafting hub to produce more competitive ships out of.  

PBs are only the final manifestation of a lot of organization and collaboration, and if not occurring within one large, organized clan, it can occur across multiple smaller clans if they're willing to do it. And f they aren't willing to collaborate then they deserve to be locked out of RvR, end-game activities.

Partly* my apologizes. Still.

 

a) a nation still need 20+ approx skilled (and well geared) players (at same time - PB time) to be able to withstand enemy attacks. Otherwise they will stand no chances in RvR. They will exist as long as "allowed".

b) a nation even able to could not be able to stand repeated attacks (crappiness of PB every other day - especially now with forts to be rebuilt) by the sheer number of (natural) losses.

c) a smaller nation, even if organized, stands no chances, especially now, against a fairly organized bigger: simply the weight of farming will allow the latter to farm faster so full port bonuses faster and faster building new buffed ships (that balance - LoL - wise are simply out of the sky).

d) a smaller even skilled nation could not stand repeated attacks on their main shipyard (that it's rarely a secret - the power of real P2W: alts): they will be dead the same time they lose it a single time (remember b.); losing a (even not topped but still the most invested) upped shipyard will cripple for weeks and weeks to come their ability to rebuild their forces competitively (making c. even more unbearable).

e) they stand no chances retaliating, due to sheer numbers - even without skill (and today Alpha HAS a good degree of) - will preclude a smaller nation to effectively attack enemy bases: 1- due to frontlines 2- more important, as in the past, due to sheer size of screeners.

 

Conclusion:
it will be only matter of time being destroyed to the point even of losing interest in playing (being unable to recover - contrary to the past: rebuilding a Shipyard lvl.3 and moving WHs was not such an issue; embarassing and disturbing but NOT deadly) by a stronger team.

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59 minutes ago, Barbancourt said:

Why do we need to "produce more competitive ships"?  Why aren't ALL ships competitive?  The differences should be entirely in the captain, not entrenched in the gear.

We're all hitting the speed cap in 3/5 5th rates with these port bonuses.  Now ships are all equal

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3 minutes ago, Angus MacDuff said:

Sailing 3 will do it...with mods/books

 

Right. And when facing another Sailing3 + 4/4/4/2 what'll do?

Not to speak: the new uses of Pandora/Herc/Herm/Ratt without port bonuses? Targets?

Edited by Licinio Chiavari
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41 minutes ago, Angus MacDuff said:

DLC is now PTL (pay to lose)

It's all part of the great and vibrant cycle of life called Buff and Nerf.  (narrated by Attenborough)

 

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10 minutes ago, Barbancourt said:

It's all part of the great and vibrant cycle of life called Buff and Nerf.  (narrated by Attenborough)

 

but in this case we are speaking of real cash. Advertised good game asset.
The only one that could upkeep a niche will be the requin, due to really different handling and use. And still I foresee (and could be good) far more difficulties vs. well fitted and port upped princes and niagaras (and both properly used are a match for requin, not superior but a match).

Square rigged will be almost a fraud.

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7 hours ago, HachiRoku said:

Is planking 6% or 6cm? Are you certain it is cm? 

Straight thickness bonus in cm, just like Cartagena. (no, it won't stack with Cartagena because of the symbol being the same).

 

You're thinking of navy structure, which is a 5% (IIRC) bonus to the hull thickness, and as such isn't worth the slot most of the time. It does have a different symbol though, so if you're min/maxing and want to stack thickness, it'll work.

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Don't worry! Once someone gets a 5/5 Connie with all the port bonuses in LO/WO, a proper speed stack build will push her over 13.5.

 

HISTORICAL ACCURACY HERE I COME! 

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4 hours ago, William Death said:

Don't worry! Once someone gets a 5/5 Connie with all the port bonuses in LO/WO, a proper speed stack build will push her over 13.5.

 

HISTORICAL ACCURACY HERE I COME! 

Yay! we can have an actual Connie!? This is awesome!

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On 5/4/2019 at 9:34 AM, HachiRoku said:

The port bonuses being OP is sometime people said before the patch even dropped. By looking at the raw stats alone anyone can say so. I had no idea you could have multiple of them though. I thought depending on the port you would get different bonuses. Why dont you use cartha instead of navy planking?? I dont have any national ports so I dont know the bonuses of them.

Don't worry, anything could happen, stats I am sure can be readjusted. Lets collect the data and give it to the developers, allowing them to sort out the issue in what they feel is right.

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On 5/4/2019 at 12:28 PM, Anolytic said:

And they need to be accessible to all, dependent on effort, not nationality.

This. Also, shouldn't be locked behind clan friend lists. Huge discussion/argument about this in the GB discord server. Basically, one clan decided that it would be selective in who would get access to bonuses and people that had invested setting up their shipyard in that port were effectively cut off from them. This is a bad mechanic that divides nation players and can be abused in the future.

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On 5/6/2019 at 11:47 AM, Wraith said:

Ask yourself, how does one make up for a difference in quality?  Quantity.

Organize, ally yourself with others, and figure out how to win.  This is the nature of a full-loot, multiplayer, online sandbox game.

Now that said, please do not read this as a defense of the port bonuses. They are absurd. They need to be changed/balanced to reflect trade-offs in ship configuration. But all of this whinging about solos and smaller clans not having access to end-game RvR content doesn't reflect the spirit that such games represent in my opinion.

What about 1v1 fights?

On 5/6/2019 at 12:53 PM, Wraith said:

I didn't say that at all. There should be room in the game for small clans but you need to realize that you have to work with each other to do anything that relates to end-game clan content. That should be natural.  I fully agree with you that the friendly-clan management in-game and its arbitrary limits is silly. It needs to be reworked for clan-oriented mechanics like port management.

 

We do understand this and do work with other clans.

 

On 5/6/2019 at 1:46 PM, Roadkill said:

We have 15-20 active members out of 60.....majority of those have not been online for at least 3 months...some a year.  We have different nationalities but are mostly UK but the clan was originally a US player clan.  

We have maybe 3-5 active players at this time.

 

 

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On 5/6/2019 at 4:31 PM, Licinio Chiavari said:

Partly* my apologizes. Still.

 

a) a nation still need 20+ approx skilled (and well geared) players (at same time - PB time) to be able to withstand enemy attacks. Otherwise they will stand no chances in RvR. They will exist as long as "allowed".

b) a nation even able to could not be able to stand repeated attacks (crappiness of PB every other day - especially now with forts to be rebuilt) by the sheer number of (natural) losses.

c) a smaller nation, even if organized, stands no chances, especially now, against a fairly organized bigger: simply the weight of farming will allow the latter to farm faster so full port bonuses faster and faster building new buffed ships (that balance - LoL - wise are simply out of the sky).

d) a smaller even skilled nation could not stand repeated attacks on their main shipyard (that it's rarely a secret - the power of real P2W: alts): they will be dead the same time they lose it a single time (remember b.); losing a (even not topped but still the most invested) upped shipyard will cripple for weeks and weeks to come their ability to rebuild their forces competitively (making c. even more unbearable).

e) they stand no chances retaliating, due to sheer numbers - even without skill (and today Alpha HAS a good degree of) - will preclude a smaller nation to effectively attack enemy bases: 1- due to frontlines 2- more important, as in the past, due to sheer size of screeners.

 

Conclusion:
it will be only matter of time being destroyed to the point even of losing interest in playing (being unable to recover - contrary to the past: rebuilding a Shipyard lvl.3 and moving WHs was not such an issue; embarassing and disturbing but NOT deadly) by a stronger team.

remember if you sank a ship with port bonuses the card of the ship tells you where was crafted and the location of his shipyard 

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A port bonus Wasa can demast a Suprise from more than 300 meters :) This is way OP.

I can understand maximum 3% bonus but 10% is overkill as you can also stack with other penetration mods.

Demast in this case = not one mast, all of them during rig repair time :) 

Edited by AeRoTR

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I think the biggest issue as they stand now having a ship that is Hull Bonus 4 AND Sailing Bonus 4 makes no sense. We should have to choose one or the other; there should be a drop down menu where you choose which port bonuses you want on that build. Maybe even cap it at 2 or 3 port bonuses per ship but you cannot have both Hull bonus and Sailing bonus together. This would stop the issue of having super tanky ships that are also super fast, which is ridiculous.

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Make each level (1-4) of each of the bonuses equal one point. Cap the number of points you can use in any given ship at like 7 or 8 so you have to pick and choose a specialization. Honestly id be ok with the cap being at 6 or less. Either way something needs to be done or this will be just another brick in the wall for brand new players to climb over, unless i missed something and we're no longer developing the game with beginners in mind. 

 

Edited by Potemkin
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On 5/4/2019 at 12:28 PM, Anolytic said:

No ports should have more potential for greater ship-building than others. But the full potential of a regions should only be realised through the development of dependent ports in the county. Making other ports on the map more valuable than now. Notice how some nations have not even bothered to take the ports around their county capitals yet.

This is a really good idea.

 

On 5/4/2019 at 12:28 PM, Anolytic said:

If we want to have some special ports that are extra attractive for conquest like now, make it through convenience and profit. Give them more profitable trade-goods and make it so that ship-building in those ports require less hauling of resources and less logistics than in other ports. Right now a few nations can take all of the 55-point ports and monopolise the production of OP ships. Skewing the balance of PvP and RvR alike.

People ask for something to fight for. But I remember in 2016 when there was no exclusive resources and we all fought more than any other time just for dots on the map and our names on the Lord Protector list.

And I also remember other times in the game, and how troves of players, even entire clans, left nations or left the game over the loss of these pixels which suddenly had become more than just pixels, but prerequisites for gameplay on even terms.

Another well made point. I believe this is part of the reason why Pirates of the Burning Sea had map resets, i.e., ports returned to original nationality after a nation won the map, based on certain conditions. Probably need something like that so there is a "win" condition that resets port nationality. Otherwise, RvR becomes broken with the "front line" mechanic and it doesn't seem to have much of a point other than having large battles, especially when/if huge nations control most of the map.

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