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Cumulative hotfixes for Seasonal Update: Treacherous waters

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6 hours ago, jnovotny6 said:

You are picking and choosing which features of the game to be offended by. Realism in the game is a balancing act, closer you get to realism more unplayable the game would become. I just roll with the changes, some I like some I dont, the game certainly  has more serious issues than clouds and sextant icon.

 

the ideas behind them are great, but its the execution of them that doesn't seem logical what so ever. And besides if it said Arcade game on their steam page i probably wouldn't have bought it.

I tested the forecast theory. The red line is the approximate range of view distance of ships, and that you can see on the map twice as far away of where the wind is stronger makes no sense in a game that tries to be as close to realism as possible yet playable.

image.png.ccd300a45a710b0a2a3860a169f5766b.png

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17 hours ago, erelkivtuadrater said:

the ideas behind them are great, but its the execution of them that doesn't seem logical what so ever. And besides if it said Arcade game on their steam page i probably wouldn't have bought it.

I tested the forecast theory. The red line is the approximate range of view distance of ships, and that you can see on the map twice as far away of where the wind is stronger makes no sense in a game that tries to be as close to realism as possible yet playable.

image.png.ccd300a45a710b0a2a3860a169f5766b.png

Since you're basing the gripe here on "realism" and some arbitrary draw distance (that was chosen for its technical limitations, not its spatial scale relevance to visibility at sea I might add)... You might consider some basic geometry as it relates to seeing coastlines on the horizon vs. weather phenomena at altitude, at a distance that may relate to finding your "wind:"

the-changing-size-of-the-visible-horizon

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17 hours ago, erelkivtuadrater said:

the ideas behind them are great, but its the execution of them that doesn't seem logical what so ever. And besides if it said Arcade game on their steam page i probably wouldn't have bought it.

I tested the forecast theory. The red line is the approximate range of view distance of ships, and that you can see on the map twice as far away of where the wind is stronger makes no sense in a game that tries to be as close to realism as possible yet playable.

image.png.ccd300a45a710b0a2a3860a169f5766b.png

The viewdistance we have atm is what it is not because it is realistic but because A bigger range basicly means getting no PvP because you see people VERY early

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3 hours ago, Wraith said:

Since you're basing the gripe here on "realism" and some arbitrary draw distance (that was chosen for its technical limitations, not its spatial scale relevance to visibility at sea I might add)... You might consider some basic geometry as it relates to seeing coastlines on the horizon vs. weather phenomena at altitude, at a distance that may relate to finding your "wind:"

the-changing-size-of-the-visible-horizon

sorry then, but I didnt knew you had the ability to predict the wind force miles away with your own eyes, strange how captains sailed into areas with no wind.. shame on them right? should've checked their map and not sail through a windless zone I guess.. I understand that they have to increase the wind relative to realism because probably even less people would have played a single instanced game, but atleast they countered that "somewhat" with the RoE, besides about the realism arent my words, its literally the description of the game, and having a weather forecast on the map should be no part of it, we're literally running parallel universes with the current boost because 2 players at the exact locations will have 2 completely different wind values

I could vote for if we could make notes on the map, see some kind of resemblance of the storms before we are in the middle on them and mark them on the map etc

image.png

Edited by erelkivtuadrater

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32 minutes ago, erelkivtuadrater said:

sorry then, but I didnt knew you had the ability to predict the wind force miles away with your own eyes, ....

image.png

Maybe not miles. But its a game its exaggerates for our convince. Picture below shows gusts on the ocean surface.

104721092_c06302fa4a.jpg.a8eb3542d78b889604167d45d63a721b.jpg

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2 minutes ago, z4ys said:

Maybe not miles. But its a game its exaggerates for our convince. Picture below shows gusts on the ocean surface.

104721092_c06302fa4a.jpg.a8eb3542d78b889604167d45d63a721b.jpg

and that would be totally cool if that sort of wind breeze was visible and you would gain the boost in some sort of way by sailing in that area where the wind force is higher

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4 minutes ago, erelkivtuadrater said:

and that would be totally cool if that sort of wind breeze was visible and you would gain the boost in some sort of way by sailing in that area where the wind force is higher

Yup ,totally impossible to guess where the stronger winds are... 🙄

1085

I think your basic physical geography and/or Earth Science education failed you miserably.

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5 minutes ago, Wraith said:

Yup ,totally impossible to guess where the stronger winds are... 🙄

1085

I think your basic physical geography and/or Earth Science education failed you miserably.

problem is..  that is not ingame, are you telling me that you sail towards the clouds ingame because there is more wind there? 😭

The wind pressure is most likely higher underneath the clouds because the air cools and shoots out to wherever there is clear sky etc etc.

That would be all and good in the game, but as it is now its not relevant because we have a fan that we activate at the stern of the ship that boosts the ship for x amount of time. If it was in one way connected to where  the clouds were it would make sense and would have my full support it would also be fair because  it doesent create to parallel universes and you would have to pay attention to where you sail, just as you want..

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2 minutes ago, erelkivtuadrater said:

problem is..  that is not ingame, are you telling me that you sail towards the clouds ingame because there is more wind there? 😭

The wind pressure is most likely higher underneath the clouds because the air cools and shoots out to wherever there is clear sky etc etc.

That would be all and good in the game, but as it is now its not relevant because we have a fan that we activate at the stern of the ship that boosts the ship for x amount of time. If it was in one way connected to where  the clouds were it would make sense and would have my full support it would also be fair because  it doesent create to parallel universes and you would have to pay attention to where you sail, just as you want..

This is a game... Some things are going to be 'gamey' because it's a game. The learning curve is already hard enough for casual players as it is; plus NA has a lot more important things it needs work on. 

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Wind gusts are just a wooden leg placed in game to patch the broken economy. Now, players can transport things around the map more rapidity to earn money with long distance trading. It can be noticed that transport missions were nerfed the same day. 

I won't give my personal opinion on this change (don't want to be banned), but I did not see yet any player trading economic goods in game. Economy seems to be still broken, but as this is not the biggest problem of the game, the developer won't rework this immediately. We have to live with this wooden leg. As it is. 

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On ‎11‎/‎5‎/‎2019 at 3:28 PM, Wraith said:

I don't... If that player I shouldn't have caught in the OW isn't AFK they'll be able to elude me with a well timed defensive tag and evasion in the battle instance.  If they are AFK, then they should be punished for it.

Wind boosts just allow me to get to fights more efficiently in ships that are worthy of fighting in.

The US developed a new tactic for their revenge fleets and it worked pretty good against me the other night.  They leave some ships near the battle still, but they also place some ships at a wind boost and wait for your battle to end.  If I don't come out of the battle with a boost in sight, they are guaranteed to catch me.  I don't mind a revenge gank in general, because I sail a fast ship when I go into harm's way, but in cases like this, the wind boosts supply a very unfair advantage.  It removes any skill from the equation when you can drop 6 (larger) ships with a wind boost onto one player who has no chance of one. 

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34 minutes ago, Angus MacDuff said:

The US developed a new tactic for their revenge fleets and it worked pretty good against me the other night.  They leave some ships near the battle still, but they also place some ships at a wind boost and wait for your battle to end.  If I don't come out of the battle with a boost in sight, they are guaranteed to catch me.  I don't mind a revenge gank in general, because I sail a fast ship when I go into harm's way, but in cases like this, the wind boosts supply a very unfair advantage.  It removes any skill from the equation when you can drop 6 (larger) ships with a wind boost onto one player who has no chance of one. 

Nothing wrong with that.  Just smart gameplay in their part. 

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2 minutes ago, JG14_Cuzn said:

Nothing wrong with that.  Just smart gameplay in their part. 

It is definitely smart, but it is still a huge advantage for the revenge fleet.  My entire time on this forum, I have read about revenge fleets and how they have all the advantages and how they are able to keep you in battle indefinitely.  Now, they have an unbeatable advantage because when you come out of battle, you are completely vulnerable.

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3 hours ago, Angus MacDuff said:

The US developed a new tactic for their revenge fleets and it worked pretty good against me the other night.  They leave some ships near the battle still, but they also place some ships at a wind boost and wait for your battle to end.  If I don't come out of the battle with a boost in sight, they are guaranteed to catch me.  I don't mind a revenge gank in general, because I sail a fast ship when I go into harm's way, but in cases like this, the wind boosts supply a very unfair advantage.  It removes any skill from the equation when you can drop 6 (larger) ships with a wind boost onto one player who has no chance of one. 

i think the fact that so many players would go there to sink one player in a small ship is the bigger issue in this equation. I understand ganking when a group goes out together to PZ or just hunting in a given area. But never understood why multiple sit around outside a battle for 30 minutes or up to 90 minutes in some cases just to sink one guy. Seems like they need more things to do. 

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