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Explosions feedback

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The feature is currently working as intended and deadly explosions is not a bug.  But needs tweaking. 
Off topic conversation was removed. This topic is about explosions feedback

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Me too would like to see the removal of the option to disable survival unless you have the fireship upgrade. 

It is really annoying in pvp as the loosing side tends to blow itself up to prevent kill or capture which kills immersion and makes e.g. looting even more difficult, fighting predictable, prelongs fight unnecessarily...

Right now it feels more like the pacific in mid 20th century rather then the caribbean in 18th century.

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2 hours ago, Henry Durnin said:

It is really annoying in pvp as the loosing side tends to blow itself up to prevent kill or capture which kills immersion and makes e.g. looting even more difficult, fighting predictable, prelongs fight unnecessarily...

wasnt this already a thing like always? I know if i were ganked by 200 people and only managed to kill 187 of them and was set on fire with a destiny to die anyways, i would turn off survival to blow up. But maybe give a reason to surrender the ship instead of blowing up if you dont have the "maybe to come fireship refit", like higher insurance or keep upgrade, or the more crew you hire the more it cost, but if you surrender your ship in battle before it starts sinking you get your crew back etc

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37 minutes ago, erelkivtuadrater said:

wasnt this already a thing like always? I know if i were ganked by 200 people and only managed to kill 187 of them and was set on fire with a destiny to die anyways, i would turn off survival to blow up. But maybe give a reason to surrender the ship instead of blowing up if you dont have the "maybe to come fireship refit", like higher insurance or keep upgrade, or the more crew you hire the more it cost, but if you surrender your ship in battle before it starts sinking you get your crew back etc

Agreed. There should be some motivation to saving the life of your crew.

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11 hours ago, erelkivtuadrater said:

wasnt this already a thing like always? I know if i were ganked by 200 people and only managed to kill 187 of them and was set on fire with a destiny to die anyways, i would turn off survival to blow up. But maybe give a reason to surrender the ship instead of blowing up if you dont have the "maybe to come fireship refit", like higher insurance or keep upgrade, or the more crew you hire the more it cost, but if you surrender your ship in battle before it starts sinking you get your crew back etc

Good idea to give players some incentives to surrender rather then blow themselves up. Theres always been the options to surrender but theres no advantage over turnig yourself into a bomb. Crew and Insurance can be an option, but it might not be enough at the current state as crew is cheap and insurance brings just a few reales. 

Not sure how this could be solved, maybe increase the insurance to give partially back some doubs of the cost when you surrender, or make crew limited with national manpower as suggested before but this creates new problems through e.g. alts reducing manpower on purpose. 

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3 hours ago, Henry Durnin said:

Good idea to give players some incentives to surrender rather then blow themselves up. Theres always been the options to surrender but theres no advantage over turnig yourself into a bomb. Crew and Insurance can be an option, but it might not be enough at the current state as crew is cheap and insurance brings just a few reales. 

Not sure how this could be solved, maybe increase the insurance to give partially back some doubs of the cost when you surrender, or make crew limited with national manpower as suggested before but this creates new problems through e.g. alts reducing manpower on purpose. 

if they have so hire crew starts with say x reals pr crew maybe up to 200, then x real from hiring 200-400 then 400-600 and if we carry on it will be expensive to crew the ships of the line, maybe especially the biggest 3rd rates the 2nd and 1st rates. Then it would make it more worth surrendering if you can get the crew back that you brought into the battle, but also if you're a new player its not expensive sailing a frigate.

This is a bit off topic though, but indirectly this would lead to people in high crew cost ships not suiciding with explosions?

Rough counted so maybe like 200 crew could cost 10k reals (50 reals each) , hiring from 200-400 crew range would cost 20k reals (100 reals each) etc, but hiring from 1000 to 1400 crew would cost 8kk ( 20k each crew member). This would create maybe a "usage cost" of the heavy lineships, where the reals gained from killing would normally sustain a decent usage of crew on the higher rated ships, but also new players wouldnt get punished for sailing lower rated ships.

Edited by erelkivtuadrater

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On 12/9/2019 at 10:44 PM, admin said:

Crew damage is i think too high

 

Fireships are amazing counters and provide the way for a newbie to be useful and take out 4 pros if they blob like cattle and do not keep distance in station keeping. 

after the PB of Port au prince 

I think that you can take out 15 People

 

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Off topic and empty posts removed.
We already said the explosions will be reworked and patched this week. 
 

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16 minutes ago, admin said:

Off topic and empty posts removed.
We already said the explosions will be reworked and patched this week. 
 

I'm confused. Do I understand correctly that we shouldn't comment explosions here? If so, is it indefinite, or time-limited?

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11 minutes ago, vazco said:

I'm confused. Do I understand correctly that we shouldn't comment explosions here? If so, is it indefinite, or time-limited?

Talking about krupp cemented armor is not feedback. There is a tavern and national news sections like this. Comedy is welcome in those sections, and can ligthen up someone's day. 

Here is the link https://forum.game-labs.net/forum/53-national-news/ 

This topic is for feedback and analysis. All off topic will be removed.

 

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4 minutes ago, admin said:

This topic is for feedback and analysis

Ok then.

My feedback is that explosions right now have no counter and remove the validity of all other tactics, as proven in two port battles / screening fightsd today. It's good that you plan to change them.

Explosions as we had them before last changes were well balanced - a fireship could turn the battle around, however wasn't reliable enough to be used repeatedly, invalidating other tactics. Just changing timing of explosions, and leaving all other statistics as they were, would be an improvement good enough to make them fun, but not overpowered.

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1 minute ago, vazco said:

Explosions as we had them before last changes were well balanced - a fireship could turn the battle around, however wasn't reliable enough to be used repeatedly, invalidating other tactics. Just changing timing of explosions, and leaving all other statistics as they were, would be an improvement good enough to make them fun, but not overpowered.

if you exploded pre patch with a lo wo full thickness and almost full bonuses you wouldnt even lose the top mast on your ship. I fought a l'ocean that exploded, it lost 400 crew and kept fighting for over 10 minutes even though it had fire aboard his whole ship. I wouldnt call that balanced

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2 minutes ago, erelkivtuadrater said:

if you exploded pre patch with a lo wo full thickness and almost full bonuses you wouldnt even lose the top mast on your ship. I fought a l'ocean that exploded, it lost 400 crew and kept fighting for over 10 minutes even though it had fire aboard his whole ship. I wouldnt call that balanced

I was commenting only effect exploding ship had on other ships, not on itself. You're right.

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14 minutes ago, vazco said:

I was commenting only effect exploding ship had on other ships, not on itself. You're right.

that we can agree on, mast damage falling faster off, seemed like it went from 80%-10% mast damage from 500-600 meters in pap battle

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Can we have bigger explosion effects? Explosions are so powerful but the visual effect is so small. it's a bit disappointing. 

Also please, the sounds of explosions are so weak, I would like some big BOOMS. Sometimes you can't even tell someone exploded other than by looking at the aftermath of the explosion. 

Thank you. 
 

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40 minutes ago, admin said:

Talking about krupp cemented armor is not feedback. There is a tavern and national news sections like this. Comedy is welcome in those sections, and can ligthen up someone's day. 

Here is the link https://forum.game-labs.net/forum/53-national-news/ 

This topic is for feedback and analysis. All off topic will be removed.

 

Any comment about the rarity of explosions in battle?

 

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there is no rarity of explosions once you are on fire and put off survival you will explode thats why its so OP right now

Edited by sam121252
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6 minutes ago, Louis Garneray said:

Any comment about the rarity of explosions in battle?

 

No comments. Nelson saw 9-10 big battles over the course of 30 years.
You face 9-10 battles per week. Nelson would say thank you ;)
The total number of active ships with 30+ guns (Not under repair) for the East India Company were less than 50. 
I think you can see now why you see explosions more often.

 

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Just being unable to turn off survival on non-fireships would probably lessen the issue by a lot. 

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5 minutes ago, Never said:

Just being unable to turn off survival on non-fireships would probably lessen the issue by a lot. 

Patch will be deployed tomorrow (it was delayed to recheck negative crew bonuses on fireships fitting)

  • Damage to masts will be reduced from 80% to 55%
  • Damage to crew will be reduced from 50% to 25% even more (last week it was 90%)
  • Damage to sails will remain
  • Shockwave Distance will be reduced from 400m to 300m for non fire ships
  • Fireship bonus will remain +50% distance (meaning shockwave will go to 450m now instead of 600m)

Fireships 

  • Upgrades will receive the debuff to crew and to reload (-60 and -50% respectively)
  • This will make them easily identifiable and their DPS will be 4-5x lower allowing players to just ignore them and reboard sending them back to enemy. 
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6 minutes ago, admin said:
  • This will make them easily identifiable and their DPS will be 4-5x lower allowing players to just ignore them and reboard sending them back to enemy. 

Friendly fire will ignire them though

 

But sounds good for a start. Let's see how things change with this

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30 minutes ago, admin said:

Patch will be deployed tomorrow (it was delayed to recheck negative crew bonuses on fireships fitting)

  • Damage to masts will be reduced from 80% to 55%
  • Damage to crew will be reduced from 50% to 25% even more (last week it was 90%)
  • Damage to sails will remain
  • Shockwave Distance will be reduced from 400m to 300m for non fire ships
  • Fireship bonus will remain +50% distance (meaning shockwave will go to 450m now instead of 600m)

With those stats (radius, guaranteed explosion and damage to sails) 100% fireship fleet, or a mix of 50% fireships will still probably be the most efficient screening strategy. If this keeps being the case, RvR will be blocked, as an AI 1st rate can be acquired within 20 minutes, while crafting PB-ready 1st rate requires much more time. I guess we'll test it...

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