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Simon Cadete

State of the game

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We have threads about feedback on patches and specific things but nothing about the overall quality of the game so I figured I should start one.

To me, it feels like the game, after 4 years of adding and taking things out, is worse than it was in the past. Overall, everything is harder to accomplish and more time consuming. To be brief, it feels like it is less fun overall.

What do you guys think?

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Yes I'd agree with these comments, game certainly feels longwinded at times, and there seems to regularly be long periods where there is little going on. Overall I would say I was having more fun with this game 2 years ago.

 

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 I think that while i agree with you about game being less fun now that it's more due to players than the devs tbh.

 Firstly we had on release experienced players in the main gravitating to 2 nations which i guess is understandable,  but has created  an oxymoron where stated hard nations are the easy ones lol.  Nothing i think devs can do really about this, but as time goes by more have switched to the power houses or quit (look at server pop). Also before someone says russiaphobia or whatever,  you can't really blame players either for joining with those that they enjoy playing with.

 Changes made after release are based on viewpoint of experienced players which although is valuable data takes zero account of new guys, perhaps this is a reason we have such bad player retention?  Viewpoint on things from a new player and veteran will be totally different perspective on game.

 Finally without player retention you end up with dying game pop, and so less  targets, less fun.  I would wager that a large % of players we see in game atm are those that played pre release (numbers are about the same more or less).  So basically pre release players gave advice for devs that created a game not for all but to satisfy the vet players with no regard to new player experience.

 

Maybe i'm wrong but server pop has returned to pre release levels overall , but seems there has been an increase overnight for US time zone.

 

 

Edited by LegoLarry
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46 minutes ago, LegoLarry said:

Finally without player retention you end up with dying game pop, and so less  targets, less fun.  I would wager that a large % of players we see in game atm are those that played pre release (numbers are about the same more or less).  So basically pre release players gave advice for devs that created a game not for all but to satisfy the vet players with no regard to new player experience.

Actually devs are working now on some system to protect and support new players.

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29 minutes ago, Malcolm3 said:

Actually devs are working now on some system to protect and support new players.

To regurgitate a post of mine from some weeks ago 

The Devs may claim to be trying to aim at retaining its newer players but so far has implemented almost nothing, outside of a tutorial, that would seem to suggest they either don't know, or care what they are doing. The fact remains this is one of the few games, aside from DayZ and its rips, in which players are rewarded for killing noobs and add to that the sheer complexity of the game that is offered to the player with little to no explanation and the vast number of 'noob traps' which could easily confuse, anger and lead to the quick player death of any noob within the first few hours of gameplay.

Those first hours are crucial as it is the deciding moments if or not a new player will make the investment needed to carry on playing. In games like DayZ and Rust if a new player was killed it is balanced out by the fact it could take less than an hour before than new player was fully kitted out with everything they needed to survive. The excitement of digging through the post-apocalyptic wasteland looking for loot was the steak of both games with the PvP being the seasoning. In this game a player kill could destroy months of work, a new player is expected to grind for anywhere up to a year to "git gud" and a kill at such a low level not only destroys stuff they cannot replace, but could set them back to square zero or even into an almost unplayable situation destroying any interest they had in the game.

A game like this, which needs dedication of time, needs to shelter its new players a little, slowly opening up the more intense and brutal areas of the game as they grow in level and allowing them to progress and save that progress without the greatest of risk and without feeling as if any progress they make is instantly destroyed in a situation they could not avoid nor do anything about.

Now I know a lot of people don't agree with the idea of "carebearing" and prefer the attitude that 'Tough love' creates the strongest players, but if you grow apples next to a cliff, in Typhoon season screaming "my apples will be the strongest of all apples" don't be surprised when you have very few apples left at the end. And while the devs have persistently developed this game to make it easier for the top tier PvP'ers to hunt, with little regard to any other aspects of the game to the point where a lot of players, both new and returning have become too frustrated with the game and the apparent lack of action from the developers who have always remained silent on just what exactly they are planning to implement into the game outside of several token explanations which have, several times, been inaccurate to what was actually implemented.  The devs have implemented game changing features, or removed features entirely without warning and changed the entire aspect of the open world game which has created an aura of miss-trust between the developers and the players.

Regardless we may have to admit we have had this conversation multiple times now, I can point you to fourm topics, conversations and youtube videos from as early as 2016 where people were saying these exact same things and yet nothing has changed, in fact things have gotten worse. If the Devs are working on new features and things to help new players, and I really hope they are, then we can only wait and see. The dev team started with just five people and I think they bit off a little more than they could chew with this game, so I'm not expecting miracles from them, but I genuinely believe they want to improve this game and I'm willing to be supportive when I can and wait. 

 

Edited by Guest

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45 minutes ago, Winterthrust said:

 

Those first hours are crucial as it is the deciding moments if or not a new player will make the investment needed to carry on playing. In games like DayZ and Rust if a new player was killed it is balanced out by the fact it could take less than an hour before than new player was fully kitted out with everything they needed to survive. The excitement of digging through the post-apocalyptic wasteland looking for loot was the steak of both games with the PvP being the seasoning. In this game a player kill could destroy months of work, a new player is expected to grind for anywhere up to a year to "git gud" and a kill at such a low level not only destroys stuff they cannot replace, but could set them back to square zero or even into an almost unplayable situation destroying any interest they had in the game.

 

I tend to have issues with such statements; because no  'noob' should not be risking anything they cannot replace in the first place. If I am a new player and I have been grinding for 6 weeks to afford some ship, maybe a nice Wasa with 1 million reales worth of upgrades and that's all the money I had. Then I sail it out of port and lose it a to vet. Is that the game's fault? Or is that a noob player decided to put his every penny into a fancy ship he shouldn't be sailing in the first place? 

Some players in NA (maybe I should say, a lot of players in NA) have little to no common sense. There's plenty of ships a noob can buy and use for fun pvp and pve activities that should not be that hard to replace. It is the over eagerness in trying to jump from noob to sailing vet level ships before they have a clue how to sail them or fight with them. I've even had to teach angling to people already taking crafted 4th rates out of port to go PvE in areas where PvP players hunt. 

It is true the game doesn't do a good job of helping new players figure out where they are in the curve to learning how to be a capable captain. But in most situations, it's players risking more than they should and then crying when they lose it. Almost similar to a gambler that bets their life savings on a game of poker while he hardly knows how to play poker. Then when he loses all his money, complains that the game was rigged and unfair. 

New players have many options of ships to sail that would not constitute any great frustration if lost. You're even allowed to cap any line ship from AI, even during kill missions, so no one can jump you while you make the capture. Anything up to a 5th rate of non premium woods is extremely easy to craft. 

I've gotten bored of vets telling noobs to stop sitting around capital ports all day where they get hunted; and what those noobs do? They ignore the advice and continue to sit in capital ports every day and continue to be hunted. 

I for one, love that NA doesn't hold you hand all the time. 

Edited by Never
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1 hour ago, Never said:

I tend to have issues with such statements; because no  'noob' should not be risking anything they cannot replace in the first place.........I for one, love that NA doesn't hold you hand all the time. 

Exactly what are you expecting noobs to do?

When people play these games there is a natural ideology of progression they follow, basic ship, do explore, do missions, fight A.I, get bigger ship, rinse and repeat, much like any other vehicle based MMO, EvE online, Elite Dangerous to name a new. Everything about this game seems to suggest to the first time player that this game follows that format, what you're telling me is instead we should expect them to horde about 50x 6 and 7th rates because they can expect to lose about 90% of them. No I'm sorry that's a load of horse. A new Gank fleet rolls into KPR every 20 minutes some nights and all the advice in the world isn't going to help when their no-port-bonus, medium cannon equipped mercury is attacked by three people in fully kitted out fir/fir Wasa's harvesting PvP marks and you're expecting them to stay in port because they can't afford to lose that ship.

Excellent, lets build a game where new players have to stay in a tiny, tiny area half a mile long until they are old enough and wise enough to fight against PvP'ers who have been playing the game for years, know all the tricks and have ships that can overpower anything that isn't speedcapped, alternatively spending all their time saving money to buy hundreds of cheap shit ships and just dealing with the fact they are just a resource to be farmed by the older players or by-pass all that by sailing in a straight line for 45 minutes to a different place that also frequently gets ganked.

1 hour ago, Never said:

New players have many options of ships to sail that would not constitute any great frustration if lost. You're even allowed to cap any line ship from AI, even during kill missions, so no one can jump you while you make the capture. Anything up to a 5th rate of non premium woods is extremely easy to craft. 

Sure it is, after an investment of 250k and 10,000 dubs, assuming of course they've already purchased all the stone and hemp they need and built a farm for Fir, provisions and oak using all the money they can't get, the dubs they can't earn to set up a whole network of buildings in places they don't know the location of, to ship said resources, which they can't do, to an expensive shipyard they wouldn't know where to build nor think of doing so because it is not in the nature of games like this for the player to get into ship building and advanced resource mining within the first few hours of the game.

All so they can finally get ganked without feeling too much of a loss. Sorry but that does not sound like too much of a fun experience to me and judging by the player numbers we experience at peak times a lot of people agree with me.

Of course you'll say just join a clan, of course join a clan and ships can be built for you, and all the vets can advice you on how to compensate for the questionable design choices of this game. So we're right back at square one.

Noobs bought this game to play around in 18th century wooden ships of the line and shoot at other ships, a good idea would be to let them do it, not expect them to set-up a complicated chain of resource farms and shipyards to deal with the fact they will be used as currency for the first few months of gameplay.

Edited by Guest

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I tend to agree with Simon.  While I enjoy some of the more recent additions to the game, chief among them some of the missions, it overall felt more complete a couple years ago during the fine woods patches.  Economy was OK and had some semblance of being player driven and the main focus was cheap ships + cheap mods to get folks on the water experiencing rather than hauling or sinking bots.

The DLC ships kinda destroyed shallow water PVP and Port Battles, which was where the newer players used to roam and learn the ins and outs of the game.  Not so much anymore. 

The front lines system to me just feels.....broken.  The concept is ill conceived, not very transparent and kinda clipped the wings of RVR a fair bit.

Edited by Mouth of Sauron
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3 hours ago, Malcolm3 said:

Actually devs are working now on some system to protect and support new players.

 

 It's good that things are being done now for new guys,  but ideally should have been considered pre release.  The devs are and have been listening but to vets who wanted to style the game for their own enjoyment, but in doing so created a perfect storm for new players to be farmed (6th rate pvp kill missions,  removal of zones around capital area's for example) to cater for the test players wishes.

So here we are a few months after release and mostly what we are left with are those same players that advised the devs and little else.

It's easy in hindsight to lay blame, but i do believe all sides in the forming of current situation  99% did so in good faith.  

Out of curiousity I restarted fresh after ports were taken etc and what i noticed was alarming after release and server pop was over 1k.  When game was released it was easy to hunt AI out of neutral ports, skill etc as players/clans/nations were more concerned about establishing their max rank/economy than PvP, enemy AI ships were everywhere. After all ports were taken and the PvP increased on server,  the new guys had to go into enemy waters to find AI ships above 6th rate and in home waters only enemy AI you see was in capital zone.  So along with less options in terms of AI (discounting missions which lets face it loot extremely poorly for refits), came the horde of pvp groups hungry for combat marks to fund RvR/port upgrades. Basically new guys had a harder time than vets in this time and thats when server pop really crumbled away.

  The Loki rune although kinda fun is yet another thing that will cause grief to newer players, this evening i absolutely destroyed a poor US guy in his connie with a rune it spawned me in an essex and basically cored him out staying on stern.  All it does is impede new player progression, and yet again satisfy the PvP hungry vets for e-peen kicks. While a great idea i think it's again affected newer guys way more than older players, maybe make the loki rune much rarer?

 

 Not sure what the answers are tbh, and just hope it's not to late to rescue game from where we are but one thing is certain we need better retention for new guys or game will die.

 

Sorry if i sound negative, I don't mean to trash talk just saying things as i see them, and perhaps an understanding of how we came to be here is a way to aid  to formulate solutions without replaying past mistakes. 

I really do hope balance can be achieved for game to be the success it deserves to be.

 

 

 

Edited by LegoLarry

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4 hours ago, Winterthrust said:

Exactly what are you expecting noobs to do?

When people play these games there is a natural ideology of progression they follow, basic ship, do explore, do missions, fight A.I, get bigger ship, rinse and repeat, much like any other vehicle based MMO, EvE online, Elite Dangerous to name a new. Everything about this game seems to suggest to the first time player that this game follows that format, what you're telling me is instead we should expect them to horde about 50x 6 and 7th rates because they can expect to lose about 90% of them. No I'm sorry that's a load of horse. A new Gank fleet rolls into KPR every 20 minutes some nights and all the advice in the world isn't going to help when their no-port-bonus, medium cannon equipped mercury is attacked by three people in fully kitted out fir/fir Wasa's harvesting PvP marks and you're expecting them to stay in port because they can't afford to lose that ship.

Excellent, lets build a game where new players have to stay in a tiny, tiny area half a mile long until they are old enough and wise enough to fight against PvP'ers who have been playing the game for years, know all the tricks and have ships that can overpower anything that isn't speedcapped, alternatively spending all their time saving money to buy hundreds of cheap shit ships and just dealing with the fact they are just a resource to be farmed by the older players or by-pass all that by sailing in a straight line for 45 minutes to a different place that also frequently gets ganked.

Sure it is, after an investment of 250k and 10,000 dubs, assuming of course they've already purchased all the stone and hemp they need and built a farm for Fir, provisions and oak using all the money they can't get, the dubs they can't earn to set up a whole network of buildings in places they don't know the location of, to ship said resources, which they can't do, to an expensive shipyard they wouldn't know where to build nor think of doing so because it is not in the nature of games like this for the player to get into ship building and advanced resource mining within the first few hours of the game.

All so they can finally get ganked without feeling too much of a loss. Sorry but that does not sound like too much of a fun experience to me and judging by the player numbers we experience at peak times a lot of people agree with me.

Of course you'll say just join a clan, of course join a clan and ships can be built for you, and all the vets can advice you on how to compensate for the questionable design choices of this game. So we're right back at square one.

Noobs bought this game to play around in 18th century wooden ships of the line and shoot at other ships, a good idea would be to let them do it, not expect them to set-up a complicated chain of resource farms and shipyards to deal with the fact they will be used as currency for the first few months of gameplay.

The first thing I'd say a noob should do, is not to put every penny they have into 1 ship and casually sail it out of port when they have no experience in pvp and barely know what they are doing. 

There's nothing getting in the way of the natural progression of getting bigger ships, and there's no need to have 50(?) ships, you're being overly dramatic in your response. Again you mention KPR, if you read what I posted; you know every vet tells any rookie to never sail around KPR, there's no need to stay around there and once a noob has been ganked around the same area two or three times, common sense should tell them not continue to sail around that same place.

Have you seen the size of the NA map? I don't know where you this 'tiny area' argument; there's endless miles of ocean to sail around where noobs aren't hunted, plenty of areas where hardly anyone goes. 

Ship building is not a single player thing, that's why we have clans; shipbuilding as a clan is extremely easy. If someone wants to do it alone, then off course it's harder to do. It's meant to be a clan activity for a group, it's only logical that's it difficult to do alone. 250k and 10k doubloons is about 10 trips with a Tbrig with cargo missions, find 1 friend in game that crafts you Tbrigs, if he is even remotely established in the game he will give them for free; I do. So you have a ZERO investment task where you can get that money. 

Everyone gets ganked in the game, noob or vet, depends if you put yourself in the situation to get ganked, sailing in certain areas definitely makes you more of a target. Don't want to face a gank? Sail in a group. That's not a noob exclusive thing, it doesn't matter how good any player is, sailing alone can end in a gank for anybody. That's the game. 

In the end this is a game for clans/groups, if you don't like that, you have to adapt and accept the fact that everything will be tougher for you. This isn't a game focused on single players wanting to solo, yet some people keep trying to force it to be. If that's a players' style then that player has to deal with the additional challenge. I'm a solo player for the most part, except for RvR and I found the game challenging; but never as dramatically difficult as some players make it out to be. There's some players that just refuse to learn. Get ganked outside KRP today; and what do they do the next day? sail out of KPR in the exact same way and do it over and over again to their own frustration.

I do agree with you that it would be good if casuals had it a bit easier and could play freely without having to engage in eco related tasks that they don't care for. But at the same time, you can't expect to be at the level of top players that engage in RvR PvP as a casual player in NA. That's not something unique to NA, it's how it is in every single MMO out there. You don't get the best gear or the strongest character by being casual and refusing to farm. The best Line ships can't both be easily available to casuals AND be valuable in RvR at once. Casuals have NPC line ships to cap with ease with kill missions. Plenty of fun there with any rate of ship, if they cap a 1st rate, they can still experience the best ships in the game without the need to have a top level RvR ship. Casuals can lose a capped 1st rate and get a new one in 30 minutes. Ships have never been more available to casual NA players than right now. 

Edited by Never

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Since the first day since I play (before Steam release), the area of the economy / trade has been crippled. In fact, at the beginning of the game, there was trade and, more importantly, the need for trade. Currently we have a lot more goods than at the beginning of the game, but these are completely meaningless. No one has to trade anymore (maybe a few more upgrades), since money does not need to be generated with trading anymore. It is enough to bring meaningless Tradegoods from A to B completely without any stimulus. The DEVS decided, also under pressure from our RvR / PvP faction, to simplify the game. They succeeded without question. Disadvantage is that you have lost a complete group of players for the game. Anyone who still plays NA today and states as justification, he likes the trade / the economy in the game that is, in my opinion, no help. For 5 € I get in each sale a program that is a hundred times more complex and demanding in the field of business.

No in this area the game is much worse than it was years ago. I'm not playing anymore....

 

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Seit dem ersten Tag seit ich spiele (noch vor Steam Release) wurde der Bereich der Wirtschaft/des Handels verkrüppelt. Zu Beginn des Spieles gab es tatsächlich so etwas wie Handel und noch wichtiger auch die Notwendigkeit des Handels. Aktuell haben wir zwar viel mehr Waren als am Angang des Spieles, aber diese sind völlig sinnbefreit. Niemand muss mehr handeln (vielleicht noch ein paar Upgrades), da Geld mit Handel nicht mehr generiert werden muss. Es reicht völlig, ohne jeglichen Reiz bedeutungslose Tradegoods von A nach B zu bringen. Die DEVS haben, auch auf Druck unser RvR/PvP Fraktion, entschieden, das Spiel zu vereinfachen. Dies ist ihnen ohne Frage gelungen. Nachteil dabei ist, dass man eine komplette Spielergruppe für das Spiel verloren hat. Wer heute noch NA spielt und als Begründung angibt, er mag den Handel/die Wirtschaft im Spiel dem ist meiner Ansicht nach auch nicht mehr zu helfen. Für 5 € bekomme ich in jedem Sale ein Programm, dass im Bereich Wirtschaft hundertmal komplexer und fordernder ist.

Nein in diesem Bereich ist das Spiel deutlich schlechter als noch vor Jahren. Ich spiele nicht mehr....

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14 minutes ago, Jon Snow lets go said:

 

I blame devs for implementing a braindead, boring ass trading system which you need to participate in to achieve anything in this game. Now they even manged to make it worse for the few guys like you who actually enjoyed it before...

Either make it a good and fun system or leave it out completely imo.

Common Jonny, always the Same. Noone needs to trade If He dont want. Myself i didnt a single trade mission since the first 2 weeks after release ... nor do i hauling trade goods. I live very good from PvP and PVE income.

 

Edited by Earl of Grey
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from my strictly pve point of view:

 

wtb NA retro dlc (early 2017)

 

Why ? Economy was functional, crafting was immersive and 90% rng free. The game catered to all kinds of playing styles w/o forcing players into large nations/clans/alliances (like PB system will do now).

Overall: the game was more fun than. 

What could remain: elite ships 

What needs to be added: endgame (consensual PvP, achievements, events), ai in patrol zones.....

What needs to be balanced most: effort/reward ratio (sealclubbing frigates, running fedex missions and afk trading is way more profteable than hard fights with elite ships)

What needs to be removed: Salt, obsolete upgrades, Loki rune....

Edited by Jan van Santen
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44 minutes ago, Earl of Grey said:

Common Jonny, always the Same. Noone needs to trade If He dont want. Myself i didnt a single trade mission since the first 2 weeks after release ... nor do i hauling trade goods. I live very good from PvP and PVE income.

Ye maybe im a bit out of touch with the game^^ So thats nice to hear.

At least at release passenger missions were pretty important to get the port bonuses

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1 hour ago, Jon Snow lets go said:

Show me a topic where people demanded this direction of the trading system. I dont think it exists. Devs just thought it would be cool to add 1000 useless fking trading goods (same for upgrades btw), because more = better?

 

I blame devs for implementing a braindead, boring ass trading system which you need to participate in to achieve anything in this game. Now they even manged to make it worse for the few guys like you who actually enjoyed it before...

Either make it a good and fun system or leave it out completely imo.

Hi John, da du ja schon lange dabei ist, brauche ich dich wohl nicht daran erinnern, was es für einen Aufschrei bei 10.0 gab, als viele PvPler/RvRler befürchteten, dass sie zukünftig in Schiffen fahren müssten, die nicht gold und maximal equiped sind. Einen Post soll ich dir zeigen....ich könnte dir hunderte zeigen, wo sich PvPler/RvRler darüber beschweren, wie viel Zeit sie brauchen, um ein gutes Schiff zu ergrinden und das in einem Spiel wie NA nicht zumutbar wäre. Zwar konnte mir noch keiner der Ranglistenhelden erklären, warum man nPvP/RvR nicht auch in einem Schiff machen kann, dass nicht max ist, aber ich habe da so meine eigene Vermutungen.

Fakt ist und bleibt, war es am Anfang noch eine Aufgabe sich gute Schiffe zu beschaffen, hat man mit der Zeit systematisch alles vereinfacht, was unseren geschätzten PvPler etwas Einsatz auch außerhalb ihrer Lieblingsbetätigung abverlangen könnte. Schiffe aus verschiedenen Bauteilen fertigen? Zu kompliziert, abgeschafft. Material für Schiffe transportieren? Zu aufwändig, Transportgewicht für alle Schiffsbaumaterialien (Holz, Iron,etc.) verringert. Spezielle Hölzer aus verschiedenen Teilen der Welt herankarren? Unzumutbar, nun kann jeder sich in seinem Garten die Wunschhölzer pflanzen.

Um nicht missverstanden zu werden, die PvPler haben nur ihre Interessen vertreten und sich bei den DEVS durchgesetzt. Dagegen ist nichts einzuwenden. Allerdings hat man dadurch eben einer anderen Spielergruppe die Grundlage für ein interessantes Spiel entzogen. Nicht mehr und nicht weniger.

Edited by Georg Fromm
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10 hours ago, Winterthrust said:

Excellent, lets build a game where new players have to stay in a tiny, tiny area half a mile long until they are old enough and wise enough to fight against PvP'ers who have been playing the game for years, know all the tricks and have ships that can overpower anything that isn't speedcapped, alternatively spending all their time saving money to buy hundreds of cheap shit ships and just dealing with the fact they are just a resource to be farmed by the older players or by-pass all that by sailing in a straight line for 45 minutes to a different place that also frequently gets ganked.

We have always had available to us the most simple solution to the noob problem.  Have them start in the peace server.  They need to learn the basics before they attend the university (PVP).  As to the other great point in this thread, the front line system was bad from the start because you can do hostility from Free towns.  That doesn't look like its on the road map for change.  Trading is terrible, but I'm looking forward to the fix that devs have discussed.  Honestly, I would be happy if trade went back to early 2018 when I started.  I'm still not sure how I feel about the speed boosts.  The ease of long journeys is undeniable and I would hate to lose that, but they also give an unbeatable advantage to revenge fleets who can camp beside them and catch any small groups (or solo) of hunters.  Do we really want hunting to be destroyed?

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15 minutes ago, Angus MacDuff said:

We have always had available to us the most simple solution to the noob problem.  Have them start in the peace server.  They need to learn the basics before they attend the university (PVP).  

One more excellent arguement to add consensual pvp to pve server ....

Edited by Jan van Santen

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Considering the tiny community, still playing, I wonder if an upcoming new wipe could affect the current war server.

Why not focusing for a fresh map project with reconsidered economy & rewards mechanics ?

Why to persist driving on a road that leads to a country path ?

when majority of NA players would love a highway to drive in. 

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15 minutes ago, Celtiberofrog said:

Considering the tiny community, still playing, I wonder if an upcoming new wipe could affect the current war server.

I could actually live with a wipe if the Front line system were fixed (give each of the "impossible" nations a capitol in the gulf and no hostility from Free Towns), and the trading was improved.  I think, however that the rage from a wipe would be enormous and most current players would be against it.

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2 hours ago, Georg Fromm said:

Einen Post soll ich dir zeigen....ich könnte dir hunderte zeigen, wo sich PvPler/RvRler darüber beschweren, wie viel Zeit sie brauchen, um ein gutes Schiff zu ergrinden und das in einem Spiel wie NA nicht zumutbar wäre.

Is ja leider immer noch so. Ranglistenhelden anstatt der Unfähigkeit der Entwickler für diesen bescheuerten Grind verantwortlich zu machen halte ich deshalb für Unangemessen.

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This game is 9.89/10, the players are rubbish though. Would be 10/10 if they brought back small battles and did weekly trafalgar events but perfection is an elusive animal.

Edited by Potemkin

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8 hours ago, Never said:

The first thing I'd say a noob should do......................never been more available to casual NA players than right now. 

Again the crux of your argument is that the attitudes of the new players are the problem, not the game itself. KPR is meant to be a place where new players can faff about and learn the game, like every starter area in every game ever. They are not expecting to have to run away from that zone as fast as they can least they be the target of a higher level PvP'er, you can make the argument that vets are always telling them not to hang in KPR but again, as the point I made before, that's just vet players telling new players how to compensate for the games questionable design. 

In fact in every other game ever it is the sensible noobs that hang around the starting area and only venture forth once they have a feel for whats going on and leaving KPR to venture forth does not elevate you of the problem, being a person who spend the first 2 weeks of gameplay running around in a T-lynx doing traders missions I can atest to just how many people tried to come after me, how little money I made vs how much work I did (which with recent updates would take me now twice as long) by the end of which I was ready to suck my eyes out and play dice with them rather than stare at the ass end of a Lynx anymore.

Again the game is Naval Action, a game about naval warefare in the mid 17th to 18th century, you cannot fault anyone who buys the game for expecting some sort of Naval warfare to happen and expecting them to either not do this, sail to another starting port that spawns 6th and 7th rate missions (which are very few), do trade missions all day for weeks or leech off a clan is again just compensating for a singular problem which the crux of my entire argument has been, if we just fix that then maybe, just maybe, all the problems mentioned may just start to go away.

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