Jump to content
Game-Labs Forum
admin

Seasonal Update: Treacherous Waters - Preliminary information

Recommended Posts

35 minutes ago, AeRoTR said:

@Sea Archer @Sir Max Magic @admin

Guys I do understand the logic, as I purposed much earlier like many players, even months ago, we all want WIND CURRENTS, where only the players in them have the speed, a preset road even with curves, when you get out you lose the speed. ( No problem with tagging, no to jetpack boosted sailing around)

But what we have is different, if I know the admin, it will not change into another thing than what we have... So I purpose at least you lose the speed bonus when you make a turn, easy and basic fix, will solve most problems, no need to change the current mechanic, little tweak. So you will be riding your preset gust, not sailing around with afterburner on.

Well, at least I tried to push @admin on the right course. If I hadn't done, I would always be asking myself, if it could have changed anything. 

I still disagree with a "click for wind" feature and hope that admin will have wisdom to understand that, too.

  • Like 1

Share this post


Link to post
Share on other sites

@admin THANK YOU for doubloons being back to trade missions!!!

Are the raid missions gone for good or they gonna be worked on and come back? I dont think there were any or much complains about those

Edited by koltes

Share this post


Link to post
Share on other sites
1 hour ago, Je maintiendrai said:

Pirfrigate could've outturned (Rattvisans and bigger ships that are speedboosted have a turning circle of a frigging Truck) you easily and you would have had a shit tag, he would have been able to escape and your windboost is gone ;)

Heres a tip for you, lower sails a bit and you turn faster. hope this helps. 🙄

Share this post


Link to post
Share on other sites
Just now, Bluetooth said:

Heres a tip for you, lower sails a bit and you turn faster. hope this helps. 🙄

oh thanks mate, i didnt know this at all. You're the best!!!!

  • Like 1

Share this post


Link to post
Share on other sites

if the goal of the wind boost is to make travel more faster then it just need some fix, like dont allow people in wind boost to tag.

Maybe also increase the speed on atlantic to reach more faster kidd and bermuda ^^

a last question: is possible that when we are in wind zone we are fishing more faster? i catch 2 bottles in less than 24 hour

Share this post


Link to post
Share on other sites
5 minutes ago, Wraith said:

This is what I think all the people with knee-jerk reactions over aren't understanding... If you're paying attention, the wind boost can indeed allow you to catch and tag players you normally wouldn't be able to tag... But if that player is paying attention at all then the likelihood is that you'll evade and get away.. and if not, then chalk it up to a bad day... 

A potential exploit that I haven't been burned with yet will be speed boosted ships and the current ROE.  With ships travelling even faster in OW, they can join a battle from truly ridiculous distances....and with the ship's log....

  • Like 2

Share this post


Link to post
Share on other sites
41 minutes ago, Wraith said:

I guess I wouldn't call that an Exploit... I call that fixing one of the problems with declining player populations... as it gets harder and harder to find players and fights because they are fewer and further between, we need to "shrink" the map by allowing us to get to and reach battles that your group starts or which you discover.

I accept your point.  I used the word 'exploit' because I am saving up ship's logs and plan to exploit this.....ummm….useful tool?

  • Like 1

Share this post


Link to post
Share on other sites

20191024161226_1.thumb.jpg.cf1a1ed8ea9a950831cd9ade6394ad71.jpg

The thing about gusts is that they are to predictable which they shouldn't. Or shouldt they act as currents?

Share this post


Link to post
Share on other sites

I am curious about one thing, when you PvP'rs have won your little war against PvE'rs or carebears or w/e derogatory term you want to use and driven all of them from the server or made them all quit their wicked carebear ways... who do you suppose will build your bloody ships, or your consumables etc?  I see the same thing happening here that happened in EvE where the environment for indy players was made so toxic they started leaving in droves, and sudden drastic changes had to be enacted as even the PvP'rs realized maybe just maybe they actually needed those carebears afterall.  Because you all forget the one golden rule to open world sandbox pvp games.. you HAVE to have casuals... otherwise its just 100 cats in 1st rates sailing around trying to kill each other till they get bored... which they will, quickly.

Edited by ZWAJO
  • Like 2

Share this post


Link to post
Share on other sites
4 minutes ago, z4ys said:

The thing about gusts is that they are to predictable which they shouldn't. Or shouldt they act as currents?

I dunno...winds are very predictable in the Caribbean...we just cant use the realistic winds as they would hurt the game.  I think we need to stop thinking of them as some sort of random gust of wind and realise that they are purposely placed 'speed boost' locations.  I also think that it is too early to react strongly to this as we have not really played it to its full potential.  I also think it is too early (yes @admin, i'm looking at you...) to lock it in as a done deal with no possible modification.

  • Like 2

Share this post


Link to post
Share on other sites
9 hours ago, Destraex said:

US Military playing pirates is also a bit strange 

US players don't really get off on sticking to their own nation like other nationalities seem to. Not a criticism, just an observation. 

Share this post


Link to post
Share on other sites
7 minutes ago, Yar987 said:

US players don't really get off on sticking to their own nation like other nationalities seem to. Not a criticism, just an observation. 

you must not have been in the US nation. there are tons of US players that stick to the nation BECAUSE of nationalism ;)

  • Like 2

Share this post


Link to post
Share on other sites

I suppose it will be funny if @admin add ability to hire NPC by players to attack specific enemy port.

And will add ability to owner of port to pay to NPC for not attack their port.

 

  • Like 2

Share this post


Link to post
Share on other sites
10 minutes ago, Angus MacDuff said:

I dunno...winds are very predictable in the Caribbean...we just cant use the realistic winds as they would hurt the game.  I think we need to stop thinking of them as some sort of random gust of wind and realise that they are purposely placed 'speed boost' locations.  I also think that it is too early to react strongly to this as we have not really played it to its full potential.  I also think it is too early (yes @admin, i'm looking at you...) to lock it in as a done deal with no possible modification.

True but nonetheless those gusts are so close together that even the short ones with 72% speed boosts overlap so that you get a new one before the old effect is used to 3/4 of their duration.

 

  • Like 1

Share this post


Link to post
Share on other sites
2 minutes ago, qw569 said:

I suppose it will be funny if @admin add ability to hire NPC by players to attack specific enemy port.

And will add ability to owner of port to pay to NPC for not attack their port.

Splendid idea!!!

Share this post


Link to post
Share on other sites

Further Feedback.

1. Loki Rune is honestly probably my favorite addition in the patch. Most of my clan have been enjoying it.

2. I still seriously think that Trade Winds need to be adjusted. Whether that be creating a zone, or not allowing anyone to attack a player while under the influence of a wind gust, or being able to use the Wind until a player/Landmass is within view. 

3. Economy is odd, I don't think we will see the implications for a while and instead it's just knee jerk reaction irritation. That being said - IF their are changes they should be clearly stated what was changed. IF doubloons have been increased in loot, missions, or PvP - it should be told to us before we all just keep yelling about how doubloons are gone.

3.5 - Furthering on this I still want to iterate again how a balance Economy is really crucial for a healthy game and I think that you should give the Economy the same care that you give your battle/sailing mechanics. 

4. BR ship balance and BR limits on Port Battles still need to come in order to garner more activity with the groups I know about. I honestly don't see significant long-term levels of population if this isn't addressed at least every 2-3 months.

5. NPC Port Battles from "RAIDERS" Has a ton of issues that need to be addressed, at this time It's literally not worth defending even if it meant losing your port because the battle ends WAY too quickly.

Edited by Teutonic
  • Like 2

Share this post


Link to post
Share on other sites
16 minutes ago, Teutonic said:

you must not have been in the US nation. there are tons of US players that stick to the nation BECAUSE of nationalism ;)

I'm sure there are! Just not to the degree that other flavors of player seem to.

Share this post


Link to post
Share on other sites

Apologies if this has been answered previously. I have used the speed boost in a Tbirg and Indiaman but failed to note any speed differences.

Using the same wind gust and the same point of sail, does a larger ship (L"Ocean) get the exact speed boost as a smaller, faster ship e.g. Lynx, or will the L'Ocean get a boost, but a slower or faster speed boost than the Lynx?

Edited by Captiva

Share this post


Link to post
Share on other sites
1 minute ago, Captiva said:

Apologies if this has been answered previously. I have used the speed boost in a Tbirg and Indiaman but failed to note any speed differences.

Using the same wind gust and the same point of sail, does a larger ship (L"Ocean) get the exact speed boost as a smaller, faster ship e.g. Lynx, or will the L'Ocean get a boost, but a slower speed boost than the Lynx?

The boost % is the same the net speed increase SHOULD be different... though in practice I haven't noticed much of one.

Share this post


Link to post
Share on other sites
1 minute ago, ZWAJO said:

The boost % is the same the net speed increase SHOULD be different... though in practice I haven't noticed much of one.

Yes, I would think that the actual speed boost would be (should be) relative to the size of the ship.

Share this post


Link to post
Share on other sites
1 minute ago, Captiva said:

Yes, I would think that the actual speed boost would be (should be) relative to the size of the ship.

not size, as much as speed of ship... if I increase a 10kts ship by 50% that's 15kts  if I increase a 15kts ship by 50% that is 22.5kts... but again that's not what you see in OW so there is more to the maths than that.

Share this post


Link to post
Share on other sites
2 minutes ago, ZWAJO said:

if I increase a 10kts ship by 50% that's 15kts  if I increase a 15kts ship by 50% that is 22.5kts... but again that's not what you see in OW so there is more to the maths than that.

Perhaps Admin can give us all a definitve answer.

Share this post


Link to post
Share on other sites
2 minutes ago, Captiva said:

Perhaps Admin can give us all a definitve answer.

Wouldn't count on it, admin seems to have taken a page from Donald Trumps playbook...  "best patch ever, everything is the greatest its ever been, anything to the contrary is fake news!" 

His capacity to provide solid data is somewhat lacking.

  • Like 1

Share this post


Link to post
Share on other sites

not hating the wind'gusts', but the iconspam is not very immersive ... (too many windgusts, too close to each other, the detectionradius is also too big (it seems like you can detect them when not even in visual range ... this makes the gps-function (sorry forgot the name) more usefull offcourse if you want to sail to the icons from an unknown position).

Also, you get a boost in every direction ... which doesn't make much sense to me?

With the timers, you can just sail up to main land with incredible speed, while closer to land you might expect the wind to blow less hard?

I would have thought that wind would blow in one direction? So, more like entering a 'corridor' where you have optimal windconditions?

With optimal windconditions, we could have different effects for different ship-classes? (like a strong gale wouldn't really benefit a small ship, but a bigger one will be able to sustain the stresses and vice versa)

Edited by Eyesore

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×
×
  • Create New...