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EliotXII

nerf dissatisfaction with delivery missions.

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20 minutes ago, Peter von Friedemach said:

Todays Patch: Delivery Missions Real income didn't change ...

This is not acceptable. from 130 / 140K ~ to less than half and maintaining the same weight, is not acceptable, if they had nerfed from 140 to 100K, 110K, 95K in the smaller would still be acceptable.

20 minutes ago, Peter von Friedemach said:

Todays Patch: Delivery Missions give 800 Doubloons now!

This is acceptable. if I had made a "nerf" from 1000 to 800, OK, until then np, but for 500, no.
Thanks to @admin for this.

Thanks for letting me know, @Peter von Friedemach

Edited by EliotXII
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10 minutes ago, EliotXII said:

This is not acceptable. from 130 / 140K ~ to less than half and maintaining the same weight, is not acceptable, if they had nerfed from 140 to 100K, 110K, 95K in the smaller would still be acceptable.

Sir Eliot XII, sell some Doubs high then 😉

 

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Honestly, why do people defend these kind of missions. It's beyond me.

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36 minutes ago, Peter von Friedemach said:

Sir Eliot XII, sell some Doubs high then 😉

 

I am seriously considering doing this.

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22 minutes ago, Peter von Friedemach said:

Beyond me are people who see PVP only and nothing else in this game. Its no Arena, its an OW with the Element of PvP

 

Good thing that I am not one of them then :D But being FedEx and Uber of the Carribean is not ok either. Promote actual trading and trading missions than taxi and delivery services for ridiculous amounts of money.

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Potential fix for the whole discussion about alts stacking missions for AFK doubloons:

1) After a cap of a certain number of doubloons, delivery missions do no longer spawn. All delivery missions now grant doubloons and the current number of reals. Only one delivery mission and one passenger mission can be active at one time. 

2) Doubloons can no longer be traded.

3) Doubloons can be bartered from the admiralty. Price of the conversion ratio from reals to doubloons depends on renown (PvP kills, ...).

4) Doubloons can be earned at a higher rate in PvE missions when players have drop-in battles enabled. For more information, see the thread below on potential Loki rune changes:

 

Restore original doubloon earnings to let people get back on their feet as the original intent was. The cut-off for doubloon earning can be changed incrementally over patches to see what the player base deems acceptable. 

 

PS: Many thanks to the forum admins that approved my posts so quickly. :)

Edited by Ccarpio
Fixed typo

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18 hours ago, EliotXII said:

I don't sell the doubloons!
why would I sell something that might be useful to me in the future ?!

Lmao... just because you don't feel like selling them doesn't mean it doesn't count as money you're making from the missions. 

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1 hour ago, Ccarpio said:

Potential fix for the whole discussion about alts stacking missions for AFK doubloons:

1) After a cap of a certain number of doubloons, delivery missions do no longer spawn. All delivery missions now grant doubloons. Only one delivery mission and one passenger mission can be active at one time.

2) Doubloons can no longer be traded.

3) Doubloons can be bartered for from the admirality. Price of the conversion ratio from reals to doubloons depends on renown (PvP kills, ...).

4) Doubloons can be earned at a higher rate in PvE missions when players have drop-in battles enabled. For more information, see the thread below on potential Loki rune changes:

 

Restore original doubloon earnings to let people get back on their feet as the original intent was. The cut-off for doubloon earning can be changed incrementally over patches to see what the player base deems acceptable. 

 

PS: Many thanks to the forum admins that approved my posts so quickly. :)

BOOOOOOOOO

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Good news!!!

Cumulative hot fix notes for Seasonal Update

  • You can now split hold in the target ship
  • PvP/E Runes
    • Loki rune can now be traded through contracts
    • Loki rune now works on the Peace server for testing
    • Loki rune drops slightly adjusted (it drops only in PVE now)
  • Delivery missions
    • Doubloon reward for delivery missions was brought back and will change randomly depending on demand for transport services.
  • Wind zones slightly redistributed and their max bonuses slightly reduced
  • Loot in general
    • Minimal loot from traders greatly increased
    • Minimal doubloon loot from pvp increased
  • Bugfixes
    • Fixed the bug in the Raiders port battles ticking too much points per tick
    • Fixed the bug that crashed the instance for Raiders port battle
    • Fixed the bug regenerating sealed bottle shipwreck loot
    • Fixed bug that cannons or refits cannot be installed on the ship
    • Localization fixes
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On 10/27/2019 at 11:01 AM, Beeekonda said:

 

Current price making looks like this "I saw trinco in the store for 2mil so Im gonna sell mine for 1.999.999 because reasons"

 

Such a bullshit ! Trincos get sold for 60.000 in many british ports, even the ones with full Port Bonusses !

I dont know from which inflated prices you are talking ? For me, the prices look quite right

 

In our clan we have a spreadsheet for the REAL costs of a ship (including a price tag for the used LHs, which is calculated after the building of LHC :P )...when i go to KPR or other ports most ships i notice in store are CHEAPER than the TRUE number in this spreadsheet !

Ofc when you speak about Purple or even Gold Ships with the right Trim for their wood composition with best PBonusses, or even more those which need a random drop permit...yeah, those are expensive but those prices are well deserved in my view

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Yes it's true. Many ships like Trinco, Wasa are sold under production costs for junk prices.
There is a big inflation, because so many players just buildt them to level up their crafting skill or craft until the Big Golden One has come ...
In the end the dockyards are spamed with crap ships which must be droped.
Many of them are from cheap woods and crew space to save as much material as possible.

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ok, I got it. please stop, it's ugly.
look at this:

image.png.b904fe9a4d4315eeac7df62ee0660ed5.png
 

image.png.8dcbf0ac3fa1680b274ea4b2dfdb6001.png

in order to force and force people to hunt ships, they gave OverLoad to ships, in which so heavy no rank 4 or lower can carry even half of it. There is no need for such an act.
If I really wanted to make PvE profitable, it was just increasing the profit of Reais when the battle ends, there was no need to nurture the delivery missions, in which now the time x profit per trip is not worth so much.
how much for a Rank 2 iron ore mine is 500K,

image.png.1c3984579c73409e8e4239ac914c41a7.png
(I don't even want to see the value of a Rank 3) before in a single trip I could make up for that value, now no more.
need to review this the best tip i can give would be
"Raises Delivery Mission Profit to 100K to 120K and PvE 50K + fights, eg Rank 7/6 50 / 55K. Rank5 / 4 110 / 150K. Rank 3/2 200 / 250K and Rank1 300K" this value is by single combat, 1vs1 if it is squad the sum would be all the ships in the squadron giving this value, it would make the PvE highly profitable and people would want to do it instead of trying to force people this is the best idea.


And let's not forget the difficulty of catching the Loot, there is no possibility that you at 50m to 100m can send the crew in boats and collect the loot and the ship sinks before you even get close.
image.thumb.png.5b8aadc93893bcfe8d1928454472ac5a.png

You could also have the option of releasing the left or right anchor and turning you instantly very quickly at the expense of a speed brake. Of course you could only do this 1-2-3-4 times depending on the number of anchors the ship has because you will lose it. in port you could get a new one (like ammo)

First person option.
Put effects and moisture in the game.

put a border or shading in the name of cities to be not to be confused with the sky / sun.

A lot could be done to make the game better and more enjoyable and not ruin something that was good.

Edited by EliotXII
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On 11/8/2019 at 9:26 AM, EliotXII said:

ok, I got it. please stop, it's ugly.
look at this:

image.png.b904fe9a4d4315eeac7df62ee0660ed5.png

I started playing again but 😢 please change back so combat ship can carry all the loot won in battle and then unload overloaded loot onto fleet ships.

Edited by BuckleUpBones
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once again. I can't even carry half of it. Please @admin fix this and get back the profit of the delivery missions and increase the reais at the end of the PvE battles, so that solves the problem.

image.png.5d005f1f2f99dee4526ed5bfd7c3f159.png

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Set the weight of regular trade commodities down to 25 lbs instead of 100 lbs, and voila -- trading endgame. Barrels and passengers can stay exactly as they are.

Do it! And do it quickly! The natives are getting restless @admin!! ;)

Edited by Captain TShirt
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I agree, but the weight of the barrels has to keep up with the 80% nerf together, reduce the weight from 800lb to 160lb,
nothing fairer if you won't fix that disgusting value per mission
which hinted after the nerf then reduce the weight to match the load.

Edited by EliotXII

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Pretty sure the weight of the cargo (3600/1900) is a bug.  I reported one just like it on the weekend.  That LGV with 3600 tons should not have been able to move if it followed the rules we have on overloading.

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On ‎11‎/‎9‎/‎2019 at 2:44 PM, EliotXII said:

once again. I can't even carry half of it

You shouldn't be able to carry half of the cargo from a trader in your warship.  That's an unreasonable expectation.  If you want to keep the cargo from a trader, you should have to bring the trader into port.

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3 minutes ago, Angus MacDuff said:

You shouldn't be able to carry half of the cargo from a trader in your warship.  That's an unreasonable expectation.  If you want to keep the cargo from a trader, you should have to bring the trader into port.

The Problem ist: even If you have 3 Indiamans in fleet you cant Pick Up the stuff from the captured trader ....

Edited by Earl of Grey
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11 minutes ago, Earl of Grey said:

 

The Problem ist: even If you have 3 Indiamans in fleet you cant Pick Up the stuff from the captured trader ....

Very true, and an entirely different discussion. There has been plenty of talk that if you have the carrying capacity in your fleet, you should be able to place cargo in it (including at wrecks).  And now we are completely off topic....

 

On topic, Delivery mission are already far too easy and with the speed boosts, I completely understand why they have been nerfed.  There is an announced plan to improve trading, so hopefully the missions will not be the preferred method of making money.

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12 minutes ago, Angus MacDuff said:

On topic, Delivery mission are already far too easy and with the speed boosts, I completely understand why they have been nerfed.  There is an announced plan to improve trading, so hopefully the missions will not be the preferred method of making money.

I agree. The trade missions should be some kind of way to pull yourself out of the dirt to go and then do the other trading with resources, goods etc. I think its justified that its nerfed 

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1 hour ago, erelkivtuadrater said:

I think its justified that its nerfed 

But, and as a consequence, the number of traders you can find in the open world is decreasing. I am not sure that this is really a step in the right direction. 

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1 hour ago, Aquillas said:

But, and as a consequence, the number of traders you can find in the open world is decreasing. I am not sure that this is really a step in the right direction. 

well it would have ruined the already ruined economy even more if it stayed that way, what they need to do now is to work towards having it worth doing the actuall trade goods instead of the mission ones, because thats where the rewards should be in therms of competitiveness between players and the actual trading.

Having the missions as the main way of economy playing in therms of value with time = money it also ruins the connection between players and being an online game that wouldnt be a smart choice

Edited by erelkivtuadrater
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I personally speak of "time x profit" I do not feel rewarded for the work, the gigantic distance I have to carry this is not rewarding the value I receive in reais. before yes, I even qualified the game for having the best deluvery quests I had ever seen in 10 years, and a nerf of about 80% in profit is not acceptable. The PvE is even worse, besides the huge risk of losing the ship, comes with these loads that are worth nothing (2k reais) and super heavy. instead of getting an 80% nerf on delivery missions it could have been a 20/30% nerf, and an 80/95% buff on PvE Combat profit, without having to increase the load or buggy the trades.
And to make the market better the only way I know it would be something like EvE Online, everything in the market is made, sold, controlled by the players.

Edited by EliotXII
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