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Hotfix for Privateer zones - Advance patchnotes for tomorrow.

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@admin not sure whether to post this here or in suggestions but doing it here since this is the feedback topic.

It did not take long for seal clubbers with no other abilities open to them to figure out that they can form groups of sixth rates to avoid being targeted by the Trinco protection fleets.

Suggestions on how to deal with this:

1. Have the Trinco fleets attack any warships in their area of patrol irrespective rating, with the exception of basic cutters

or

2. Have separate fleets of smaller, fast moving vessels that carry out this function and focus on 6th and 7th rate warships, since in the above case seal clubbers will just run away when put into battle. This fleet drops loot appropriate to their level but also has a chance at privateer chest provided they are killed by a player with rank less than commander of 280 men.  This would prevent higher level players farming them for little risk.

Personally I like the second approach because it would also give new players a chance at some combined fleet actions if they decided to put an event together.

i will add this to suggestions as well for greater visibility (if that is not breaking any rules on double posting?)

 

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Posted (edited)

I like the idea of Privateer defensive fleets. I think 3 types of privateers is also good. 

My suggestion for the War server only fleets:

Capital zone fleets. Zones of operation 25-30k (depends on location and effectiveness) around the Capitals. I agree with making the fleets up to 20-25 ships (with chance for reinforcements if necessary). These fleets should contain multiple 1st, 2nd, 3rd, 4th, and 5th rates. Please make those ships not interesting (basic woods/quality) to capture, because the Privateer chest is interesting. The capital zone fleets can drop multiple Privateer chests (up to 3).

Key bases (naval bases). Zones of operation slightly smaller in radius than the capital zone fleets, for example 15-20k. I think every county capital and every important historical military port (also regular standard ports) should have those fleets naturally or available for hire (clan controlled port upgrade). If you make them clan controlled you could make radius, size of fleets and amount of fleets flexible and costing investments(points) on every level. For example radius: 10/15/20k, size of fleets: small, small to medium and medium, amount of fleets 3/4/5 etc. These fleets may contain a few 1st/2nd rates but will mainly be 3rd, 4th, and 5th rates. Please also make those ships not interesting (basic woods/quality) to capture, because the Privateer chest is interesting. These fleets will only drop one Privateer chest.

Both fleets will have a high open sea/world speed.

Edited by Michiel the Ruyter
Grammar

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Posted (edited)
5 minutes ago, Michiel the Ruyter said:

 

Key bases (naval bases). Zones of operation slightly smaller in radius than the capital zone fleets, for example 15-20k. I think every county capital and every important historical military port (also regular standard ports) should have those fleets naturally or available for hire (clan controlled port upgrade). If you make them clan controlled you could make radius, size of fleets and amount of fleets flexible and costing investments(points) on every level. For example radius: 10/15/20k, size of fleets: small, small to medium and medium, amount of fleets 3/4/5 etc. These fleets may contain a few 1st/2nd rates but will mainly be 3rd, 4th, and 5th rates. Please also make those ships not interesting (basic woods/quality) to capture, because the Privateer chest is interesting. These fleets will only drop one Privateer chest.

I like that idea. Gives more defensive options for port points, along with providing everyone with more opportunities to take a risk to get chests. In all it'd liekly make more battles happen.

Edited by Yar987

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4 minutes ago, Michiel the Ruyter said:

I like the idea of Privateer defensive fleets. I think 3 types of privateers is also good. 

My suggestion for the War server only fleets:

Capital zone fleets. Zones of operation 25-30k (depends on location and effectiveness) around the Capitals. I agree with making the fleets up to 20-25 ships (with chance for reinforcements if necessary). These fleets should contain multiple 1st, 2nd, 3rd, 4th, and 5th rates. Please make those ships not interesting (basic woods/quality) to capture, because the Privateer chest is interesting. The capital zone fleets can drop multiple Privateer chests (up to 3).

Key bases (naval bases). Zones of operation slightly smaller in radius than the capital zone fleets, for example 15-20k. I think every county capital and every important historical military port (also regular standard ports) should have those fleets naturally or available for hire (clan controlled port upgrade). If you make them clan controlled you could make radius, size of fleets and amount of fleets flexible and costing investments(points) on every level. For example radius: 10/15/20k, size of fleets: small, small to medium and medium, amount of fleets 3/4/5 etc. These fleets may contain a few 1st/2nd rates but will mainly be 3rd, 4th, and 5th rates. Please also make those ships not interesting (basic woods/quality) to capture, because the Privateer chest is interesting. These fleets will only drop one Privateer chest.

And how do you think it will affect PvP and RvR if just to sail in OW will mean you have to run and duck a privateer fleet, every port you pass.
My fear is we end up with PvP nowhere, buy hey we can allways fight npc’s.

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8 minutes ago, Michiel the Ruyter said:

every county capital and every important historical military port (also regular standard ports) should have those fleets naturally

would only work if fleet target br gets increased for secondary locations, otherwise there would be no hunting grounds left for normal ships, and evererybody would raid on snows and requins, wich are just as dangerous but a lot more annoying :)

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Everything about aggressive AI is annoying.  Having to spend an extra hour going in a wide arc to avoid these things is especially annoying and results in less PVP....which is contrary to the point of the War server.

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Posted (edited)
15 minutes ago, Bryan Von Gyldenloeve said:

And how do you think it will affect PvP and RvR if just to sail in OW will mean you have to run and duck a privateer fleet, every port you pass.
My fear is we end up with PvP nowhere, buy hey we can allways fight npc’s.

It depends on how the developers implement it. Even if every county capital gets them, it doesn't cover the whole map and certainly not every port. It makes sense that a county capital spawns them, so those fleets can protect the region. I agree however that those fleets should not come near any Freetowns, Patrol Zones or travelling too far.

Edited by Michiel the Ruyter
Edit

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Posted (edited)
1 hour ago, Michiel the Ruyter said:

It depends on how the developers implement it. Even if every county capital gets them, it doesn't cover the whole map and certainly not every port. It makes sense that a county capital spawns them, so those fleets can protect the region. 

We certainly wouldn't want other players to have to protect their traders...

Edited by Angus MacDuff
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Posted (edited)
54 minutes ago, Michiel the Ruyter said:

It depends on how the developers implement it. Even if every county capital gets them, it doesn't cover the whole map and certainly not every port. It makes sense that a county capital spawns them, so those fleets can protect the region. I agree however that those fleets should not come near any Freetowns, Patrol Zones or travelling too far.

They wont have to cover much for making PvP even harder. Take a look at the swedish and try make a circle around, lets say 15 kn. Then you will see the concequence. Goes for most nation. 
RvR they will proberbly cover the area where hostillity missions are. Plus when you try to entre a Pb, you both have to take care of a screening and a privateer fleet.

just tjeck with tradertool. 21 kn an amalienborg and Coral Bay will be covered by a naval base. Thats to give an idea abouth range.

San Juan more ore less would protect Sweden from Aquadilla to Fajardo. A base at Oranjenstad, Saint john’s and Basse-Terre woul more ore less let them sail protected by a privateer fleet all the way from Gustavia to Camp du Roy.

I do fear what might happend.

Edited by Bryan Von Gyldenloeve

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On 12/23/2019 at 9:57 AM, Kubrat said:

It did not take long for seal clubbers with no other abilities open to them to figure out that they can form groups of sixth rates to avoid being targeted by the Trinco protection fleets.

I think that the Devs will use a countermeasure to fix this.

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Traders should be excluded from this, if this makes it into the game. 

Else what, you will spend hours on a trade run literally fighting NPCs? Confusing idea to imagine, so maybe we are misunderstanding something because no way this can be the intent

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So we all heard about Privateer fleets chasing someone off far, far away from their designated area and then tagging another player.  And it was not considered as a bug

What about those things?

6CA02EA2A68C539EC25D18CCDA9DAEC163F24DB5

They also didnt tag Privateer, whos in the battle right in from of me. He was just standing there waiting for his attack timer to go off.

We were around this area hunting for few nights in between Vieux-Fort and Castries - not a single pFleet tagged us. We had trinco and Wappen.

c430bc10f1c75b69bd29442e181835c7.png

I sent F-11 if it can help you NAB-97278

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dear @admin i'm really tired of your behaviour with patch notes.

you changed something in privateer fleet and now they are like Elite Bot , fast upwind ,fast downwind, full HP and thickness.

today i risked losing an ocean due to Privateer santi  that ran from behind me after killed a bot  1.5 km away, reached me, passed me, closed wind in front of me, passed front of my bow, tac and fired on the other side , all in less than 5 minute...while a trinco was losing only half of its side for my full penetration ocean's broadside...

 

i'm not against changes, but you must write what you changed in every patch

 

thx

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3 hours ago, huliotkd said:

dear @admin i'm really tired of your behaviour with patch notes.

you changed something in privateer fleet and now they are like Elite Bot , fast upwind ,fast downwind, full HP and thickness.

today i risked losing an ocean due to Privateer santi  that ran from behind me after killed a bot  1.5 km away, reached me, passed me, closed wind in front of me, passed front of my bow, tac and fired on the other side , all in less than 5 minute...while a trinco was losing only half of its side for my full penetration ocean's broadside...

 

i'm not against changes, but you must write what you changed in every patch

 

thx


Overall change with raiders and privateers were described here.  
https://forum.game-labs.net/topic/33903-seasonal-update-welcome-to-the-caribbean-part-1/

we removed penalties for their HP and structure (which made them very easy to farm) and slowed them down a bit. That is why trinco was not oneshotted anymore. (it should not be so weak)

 

ps will check speed for abnormalities

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6 hours ago, admin said:


Overall change with raiders and privateers were described here.  
https://forum.game-labs.net/topic/33903-seasonal-update-welcome-to-the-caribbean-part-1/

we removed penalties for their HP and structure (which made them very easy to farm) and slowed them down a bit. That is why trinco was not oneshotted anymore. (it should not be so weak)

 

ps will check speed for abnormalities

i suggest to edit your post in Seasonal Update specifing that removed penalties are referred to Privateer Fleet also.  are those penalties removed also from normal Open Wolrd AI? i haven't tried yet

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Yup privateers fleet had speed buff we done one two days ago and they were VERY FAST don`t mind HP and thickness - we fine with this. But my goodness speeds were crazy: NPC Santi and Ocean easy reached 12-13 knots !!!

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Are you going to fix the ranges of the fleets at least. Yet again danish privateers sailing into Pasaje, and Fajardo ports..  In the backround is Pasaje.

 

privateer fleets.png

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1 hour ago, Bart Smith said:

Yup privateers fleet had speed buff we done one two days ago and they were VERY FAST don`t mind HP and thickness - we fine with this. But my goodness speeds were crazy: NPC Santi and Ocean easy reached 12-13 knots !!!

I can assure you they are going faster than that, the santi was slowly gaining on an aga with speed buffs doing 14.6.

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May I suggest that in some future update the name Privateer fleet be changed to Home Guard Fleet, Capital Coastal Defense, Coast Guard or something that describes their role. They aren’t really Privateers. 

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1 hour ago, Farrago said:

May I suggest that in some future update the name Privateer fleet be changed to Home Guard Fleet, Capital Coastal Defense, Coast Guard or something that describes their role. They aren’t really Privateers. 

Their name is "Trincomalee"!!!!! 

@admin‌‌‌ please change their names. 

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