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Cumulative hotfix notes for patch 35

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1 hour ago, AeRoTR said:

Patrol zone ROE is a success so far...

 

Way more important to fix its ROE than trading, rvr, the absurd timesinks, the grind, nation unbalance...

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26 minutes ago, Intrepido said:

Way more important to fix its ROE than trading, rvr, the absurd timesinks, the grind, nation unbalance...

To be fair, reforming the ROE in the patrol zone was long overdue.

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1 hour ago, Serk said:

To be fair, reforming the ROE in the patrol zone was long overdue.

But it wasnt so gamebreaking.

 

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2 hours ago, Serk said:

To be fair, reforming the ROE in the patrol zone was long overdue.

Tbf if they had pulled their shit together earlier we wouldnt need a pz

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On 8/23/2019 at 8:56 AM, admin said:

Game is a sandbox and players define their goals and rewards themselves. 

"Game is a sandbox" and instanced battles don't exactly go hand and hand here.  Quasi sandbox would perhaps be more appropriate.  

A shift towards a more sandbox-esque environment would be to allow battles to be open indefinitely with the load in distance changing dynamically based upon how long the battles been open.  I think this was last seen with your signal perk way way back.  I've always thought it's preposterous that a battle can theoretically close within my view distance and there is nothing you can do to get in.  History books are riddled with anecdotes of captains coming across a battle in progress or even hearing the guns for miles drawing ships to that location to investigate.  

Personally I've always been a fan of slower OW speeds and battles open indefinitely.  A game more fitting of the sandbox designation.

Edited by Severus Snape
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1 hour ago, Staunberg said:

Anybody been in Nassau Pz after the change in RoE? Is it still the Big gankparty with 1-2 vs 10 ore has the change in RoE made a different. I am asking because, Well first of all I have dropped Shroud because of the unballanced, and because with soe many players, from one nation in a very little place, I have been thinking a 2 min join timer will make very little different.

 

9 hours ago, Jim Beamreach said:

@admin

Okay, today i was in the Nassau Patrol and i must say the first Time it doesent feels like a Ganking Zone more Balance in the Zone.

3 Battles most even numbers.

 

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2 hours ago, Staunberg said:

Anybody been in Nassau Pz after the change in RoE? Is it still the Big gankparty with 1-2 vs 10 ore has the change in RoE made a different. I am asking because, Well first of all I have dropped Shroud because of the unballanced, and because with soe many players, from one nation in a very little place, I have been thinking a 2 min join timer will make very little different.

It is better, battles mostly turn out to be equal. When it is about equal, battle closes. 

But zerg still is a problem. In initial 2 minutes ganking is possible. I saw Russians attacking a Spanish, 8 to 1. Still initial br limit needs to reduce to 400 from 1000. So only 4 can join against 1. That way some players can join weakside. No body will join to help 1 player against 8-10 enemies. 

 

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So why don't we put the solo patrol in the outer circle and in the center is just a big melee, whoever joins will always join the weaker side...

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7 minutes ago, Sea Archer said:

So why don't we put the solo patrol in the outer circle and in the center is just a big melee, whoever joins will always join the weaker side...

So that guys that want to play group don't get tagged on 1v1.

What could be done though, devs willing, is have daily rotation of 2 zones.

Example: Nassau normal PZ + Tumbado 1v1 PZ

next day rotates.

 

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Hello guys,

if i read this, i am not wondering, why the game population decrease and decrease. A lot of things go´s wrong.

1. Biggist mistake, why the hell can an attacker in front of an enemy capital (hardly outside the inner Zone and with a very good ship) do what they want. He has no risk to attack an enemy player with fairly the same BR but much underperformed ship. The result is clear. The raider with his fast and strong ship evades easily and looking for the next victim. That can´t be the final solution, it is total unrealistic. If you enter a dangerous zone you have a certain risk. I suggest, that the time to react for all attacker and defender must be 5 minutes.

2. Otherwise, if a player attacks an AI-ship why is it possible for others to intercept for along time. This Player Needs mostly XP-Knowledge and our reales. Ist a source for him to get rare goods. This possibilities are really limited. It is a hard Task to win against against ai-ships with similar size, so why do you raise the difficulties for this case??? And this for the Background you plan aggressive AI. That make really no sense.

2. The actual Battle Rating System would be fine, if we would  have similar fighting conditions. But this is definitley not true. There are big differences in the strength of the ships. 

3. A strong Nation attacks a harbour of a weaker nation. They are attacking with 25 first rates (very good ships). The Defender has no, really no chance to win the PB, even if he can form a defence group with similar size. The attacking force are able to overrun the defence in minutes, the influence of the fortress is low. I saw this more than one times, loosing good ships in one or two broadsides. Pls think about it, to reactivate the BR-limitations for PB we had a year before. This was more fair for the Defender.

Thank you, and sorry for my bad english :)

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The RoE that was the best was 2min timers without any other restrictions. We argued for even less, even 1 min timer would be fine with me. The reasons are plural.

1: With instance speed you wouldnt reach any battle that is 2mins ow speed away from you anyways. It just feels like its closing within view distance, but it is actually hours of instance sailing away. (The distance system would work fine for me aswell, it's just unnecessary imo due to the programming difficulties. That system would actually just be there to show you how far away from the fight you actually were on the ow.)

2: Groups would be forced to sail together so you would get a "what you see is what you get" system. So if you engage a group, that's the people that you will fight. No more, no less.

3: Solo hunters could choose their targets nicely and e.g. catch the stragglers who sail too far away from the group blob.

Just reposting what me and the likes of me have been posting for years and has been deafened by time.

Edited by Puchu
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On 8/23/2019 at 9:54 AM, Wyy said:

You need to give people reasons not to gank. The game is a HUGE Low risk = High reward game, there is literally no reason to go out solo hunting because 1. You know you will get revenged by 14kn ships of the line and 2. you would most likely never face a battle with equal numbers or ships because all others dont expect it either.

We changed to single durabilities in 2017, i thought the change was good for until recently until i found out its a huge wall for players that dont feel like risking their ships which for them they have used alot of time getting. 

Another blast from the past: We have been argueing for less risk to increase the actual fights for years. There are tons of posts around on how the game promotes risk averse gameplay which leads to more running than actual fighting. If you look into jodgis forum signature you will see, that also admin knows, or ... new once ... that it is good to make people shy away from risks less, because risks are what actually leads to content in a sandbox game. 

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9 hours ago, Hethwill said:

So that guys that want to play group don't get tagged on 1v1.

What could be done though, devs willing, is have daily rotation of 2 zones.

Example: Nassau normal PZ + Tumbado 1v1 PZ

next day rotates.

 

what if they moved to 1v1 zone to one end?

image.png.5da18c45657d93bb8efdde01f79c66a1.png

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What if they made an arena game where you could queue for 1vs1 or 2vs2 or other sized group fights and get a properly balanced fight within minutes?

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23 minutes ago, Wyy said:

what if they moved to 1v1 zone to one end?

image.png.5da18c45657d93bb8efdde01f79c66a1.png

Basic easy solution, or two lines Oo connected to each other one is pz other is solo pz

Edited by AeRoTR

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15 minutes ago, Wyy said:

what if they moved to 1v1 zone to one end?

image.png.5da18c45657d93bb8efdde01f79c66a1.png

Untitled.png

This one is better.

1. Theres always retards trying to zerg solo players before they get into 1v1 area, because most of players are cunts  unconfined in their abilities 

2. Less time needed to find a group fight

3. More chances that solo player will join a big fight. If you are alone in the middle of the circle and big 4v6 is happening on the edge - a solo player will never see it and probly wont leave solo area in fear of being zerged. If circles will get reversed solo players will be able to get closer to zerg area without fear of getting into bullshit 1v9 and if there is a big fight in inner circle they could observe it and consider joining

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5 minutes ago, Staunberg said:

You a

You are as wrong as those that say single should be at the center. Imo you should not be forced to either fight your way to either group ore single. They simply should be 2 diffent area, so ppl can get the fight they want.

But if solo zone was distinct, don t you think gankers would hunt in groups around it? 

What if in solo zone you couldn’t tag someone that is part of a battle group ? So groups wanting to reach the « Zerg » zone can t be separated by elite solo hunters.

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On 8/23/2019 at 11:43 PM, Sir Texas Sir said:

and the fleet ships actually counted as BR so they locked out others joining. We use to catch US players all the time in the shallows with fleets.  They never learned that fleets never helped them, just caused them to lean on a crutch that did mean crap.  Even if they got fleets into the battle we just shoot sails and blow pass them so they fall behind.

The only way to save yourself with fleet ships is to tell them to Follow AFTER you have hit the enemy's sails, that way they protect your rear and kind of block the enemy from catching up. I wish we had "Officers" back that we could train them up and assign them to captain our fleet ship. Imagine training one up to an Elite Admiral with all the perks and mods on our fleet ships actually working....sigh...

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15 hours ago, Beeekonda said:

Untitled.png

This one is better.

1. Theres always retards trying to zerg solo players before they get into 1v1 area, because most of players are cunts  unconfined in their abilities 

2. Less time needed to find a group fight

3. More chances that solo player will join a big fight. If you are alone in the middle of the circle and big 4v6 is happening on the edge - a solo player will never see it and probly wont leave solo area in fear of being zerged. If circles will get reversed solo players will be able to get closer to zerg area without fear of getting into bullshit 1v9 and if there is a big fight in inner circle they could observe it and consider joining

this is also true, even better suggestion then mine because instead of making players get ganked 10v1 that 1player can now 1v1 other guys that wants to zerg, and that was the meaning of PZ right? equal and fun battle? then the big fleet fights can be in the middle.

 

Or even better, remove the PZ and add back arena rooms for 1v1, 3v3 and even 25v25, the reason we want the pz is because of guaranteed pvp, that pvp isnt always guaranteed because of the sailing and risk of getting cought out and ganked instead of what you actually want, a fair fight.

Edited by Guest

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  • After 2 mins battle will still be open but only for weaker side - lower BR- with possibility of alternating the weaker side.    but    how long will it be open for the weaker side 1 hour 30 minutes or ? 
  •  
  • fixed
Edited by Thonys

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On 8/23/2019 at 5:26 AM, admin said:


For example if the battle is in the La Habana Harbor -

Where should we move the spawn and how useful it will be? Will we move him inland or across cuba?
What about panama area - how useful that moved person be if he spawns in the pacific. 

Move the spawn point to where the player first saw the battle marker or their location when the 2 minute timer runs out.

Edited by Sparkydog

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On 8/23/2019 at 5:56 AM, admin said:

But we learnt as we continue developing our first MMO.  Every feature must take both solo and grouped player into account. Not only one of them.

Well said admin- and this version of the game is the best one so far.  We have tried many different ideas over the past few years and led us to this point. One great improvement that could be made- would be to open up more missions for different rate ships.  As a US player it’s almost impossible to unbox larger rate ships when we have no bigger than 5th rate missions and not many NPC’s to hunt either.  If I am playing solo it’s not practicable to sail my expensive, unboxed 1st rate out of a Freeport to get XP. Or to go solo deep into enemy territory- this is where you are unbalanced and leaning on group only play.  I do not think it would harm the game to give us a wider variety of missions or to occasionally sail a 1-4 rate ship up the coast.  Even if it was only a few ships per day or 1 or2 Missions  per day- it would make the game more fun.

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On 8/23/2019 at 11:09 AM, admin said:

Attacking a light 6th rate in a frigate is a Gank = and Wasa counterbalancesganks it, stumbling upon your battle by actually sailing in the OW creating targets for others. Someone could have caught that Wasa on the way to your battle, but did not. 

Attack targets stronger than you. Why do you need to gank an AI trader in a frigate? Nautical question... For a friend.

Hahahaha... *cries internally*

Yes, admin, why do we need to "gank" (not really fitting when there's no "gang" involved in the "killing" is it?) a 6th rate trader in a frigate................ in an AoS game?

Oh, I know, because that's one of the things frigates were for in the AoS!

 

This, 1000 times this:

On 8/22/2019 at 9:42 PM, Anolytic said:

Great joke...

38n8zo.jpg.056e1eabf3a0f569252483b236dd9ee2.jpg

(...)

This ROE should be ONLY in Patrol Zones. Give us 2 min timers back everywhere else in OW:

 

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