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6 minutes ago, Tsiang Dao Ming said:

No, i haven't participated in any¬†hostility whatsoever. I will leave this discussion to those who haveūüėė.

No, I didn't mean it like that. Please keep participating and help with your feedback to make the game better. ūüėČ

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Posted (edited)
2 hours ago, admin said:

How so? How do you calculate this? Speed and kiting is relevant now because you can hold distance and use speed to slowly gain or distance youself and 1 cannonball into sails from 1.5km is enought to keep the target in battle. In damage based exit =  You wont deliver enough damage from kiting distance = you target laughs and exits. 

PZ is different because in PZ you are almost sure you will sink and cant exit for a while, thats why they kite - to max damage. But they will be dead eventually. 
 

You literally just explained WHY this change will reinforce this kiting meta that we have:

2 hours ago, admin said:

In damage based exit =  You wont deliver enough damage from kiting distance = you target laughs and exits.

If I tag someone they will just kite and leave even if I am faster. Right now if I am faster even by just 0.5knts I will catch and sink them but with your change they will escape. So thank you for reinforcing my point.

Edited by ashley
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easy fix, reduce the tagging circle so you start closer in battle instance, therefore doing more damage enough to keep them tagged until you close the distance

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1 minute ago, RepairyMcRepairous said:

easy fix, reduce the tagging circle so you start closer in battle instance, therefore doing more damage enough to keep them tagged until you close the distance

So when ganked whole opponent fleet spawn close?.

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6 minutes ago, RepairyMcRepairous said:

easy fix, reduce the tagging circle so you start closer in battle instance, therefore doing more damage enough to keep them tagged until you close the distance

...and this way, we throw all tactic and strategy involved over board too

And why: only because some screening has offended the wrong people?

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Just now, Tsiang Dao Ming said:

So when ganked whole opponent fleet spawn close?.

I think Repairy means make the tag circle smaller, so defensive tags are closer and they can't just run with no damage and leave.

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5 minutes ago, Tsiang Dao Ming said:

So when ganked whole opponent fleet spawn close?.

so?

if they are fast enough to do it, they will do it in battle anyway.

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59 minutes ago, Karpfanger said:

I very much regret that the de Ruyter was only available in an event in which I could not participate. It is also a pity that the Implacable blueprint is so rare or only available in the Home Fleet boxes. Too bad for these good ships and the many players who would like to sail them.

 

I got 3 Implacable permits the last month from less than 10 gold boxes, they are not rare, it seem that you were unlucky with rng. As always, the permit you want is not your chest...

... I just cannot find Bellona permits in my chests.

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3 hours ago, admin said:

We like it better as an event ship.
We were just replying to the statement that the ship is not in game. Many captains own it and some sail it. 

Event ship....hmmm, okay, but how about having it drop notes or permits (to craft it) in a forthcoming event ? 

Iirc (can't find that post atm) you hinted that the event could be repeated.

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4 hours ago, admin said:

I have no desire to sit in tribunals all day, so i am removing screening and give a small group an equal chance. 

imho we see more tribunals about alt farming or green on green than tribunals about griefing during screening.

Do you have also plans to remove alt farming? 

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Posted (edited)
10 minutes ago, RepairyMcRepairous said:

so?

if they are fast enough to do it, they will do it in battle anyway.

Not same thing. Things happen between when battle starts until they actually catch up to you. By that time maybe distance to some of the heavy gank ships is enough for me to deal with faster ships. If all start close it is different.

Anyway, again i hope they really test this from different angles because they are out on thinn ice here messing with these mechanics.

Edited by Tsiang Dao Ming
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2 hours ago, admin said:

You should read the patchnotes information first - it said - hostility time will be unified and slowed down. All ports will take similar time despite player numbers. Having numbers will just allow defenders or attackers to stop it from happening. There will be no more insta hostility flips.

@admin can you give us a more detailed description of how the hostility shall look like? Right now everbody is just speculating how bad it may get.

I would like to discuss your concept before we see it in game.

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Posted (edited)
2 hours ago, admin said:

 Having numbers will just allow defenders or attackers to stop it from happening. There will be no more insta hostility flips.

Currently the hostility missions can spawn miles away from the actual port. That sometimes lead to weird locations of those missions (For example hostility missions for cochinos spawned between jagua and trinidad or missions for corrientes at Cocodrilo)

Hositlity missions should be port related and spawn closer. Will this be adressed too?

Finding those missions because of the big spwan range and weird locations are a major inconvenience for the defender (got partial solved by logbooks)

Edited by z4ys

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2 minutes ago, Sea Archer said:

@admin can you give us a more detailed description of how the hostility shall look like? Right now everbody is just speculating how bad it may get.

I would like to discuss your concept before we see it in game.

Agree, discussing it before can't do no harm. Maybe something will be discussed that developers haven't thought about that they agree on and help make better change.

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5 hours ago, admin said:

We did not say he is a fake player? Where did we say it. We said he has no idea what he is talking about. And all who thing that TP to the battle is bad are mistaken. 
They are mistaken in one thing - its bad for them. But they are a minority

Majority of players do not want to be zerged and want a real chance for a port battle. We are removing the screen because the community did not handle themselves and abusers during screening and just passed this responsibility onto us by means of tribunals. I have no desire to sit in tribunals all day, so i am removing screening and give a small group an equal chance. 

This is the absolute worst decision you could ever make for the health of your game. 
Screening allows both the attacker and the aggressor to involve more than just the ‚Äėelite‚Äô PB fleet to participate in RVR.¬†
You do realize that your game has many more players than 1 or 2 vocal streamers don’t you? 
 

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2 hours ago, Comrade FrosT said:

The whole point is that admin doesn't want to give us precise details about how hostility will work (yes, it will be slowed down, and...??). If I knew, I wouldn't complain about removal of screening in current state of the game.

 

I didn't said that you shouldn't/couldn't complain. All I'm saying is that screening will be in game but possibly due to changes the price will be no PB's at all for smaller nations.

 

 

Also, with PB teleport item good defensively located ports will loose that advantage.

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5 hours ago, admin said:

This waste of other people's time is not content

We are now also reworking EXIT TIMER which will depend on damage per last minute to avoid people from keeping large ships in battle by single shots. I cant believe it took so long to realise this. To keep a person in battle you will have to deliver good amount of damage otherwise this battle is over.

 See. thanks for bad people behaviour the game is getting better.. Slow but steady.

Do you even play your game?

serious question.  
not a troll.  
 

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57 minutes ago, Smoothie said:

imho we see more tribunals about alt farming or green on green than tribunals about griefing during screening.

Do you have also plans to remove alt farming? 

Perfect reply when @admin is again twisting the reality to his liking +1

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So when I tag someone and he proceeds to run away, I can only shoot my bow chasers but would catch him eventually, he would get away because Im literally unable to damage him in time?

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Posted (edited)

All those negative comments on the RVR change makes me laugh. One thing to consider, not a single real RVR actor complained about it. 

Knowing a large body of main actors, I can say we are all embracing this change and have been waiting for years. I personally requested it two years ago. It is the first step in the right direction announced in a long time.

 

Let's explain since you have no idea nor understanding of the reasoning behind and only see your own selfish interest. Although it is pretty simple.

To get the chance of creating a port battle, it means a group of people invested time and commitment into the game by doing hostility missions.

Then again the following day, this group with usually the same core players have to invest and commit again. They have one restriction though, the port BR which means their fleet can possibly be a mix of medium and small ship.

Now those players who committed already many hours can be denied access to the content they literally worked for, by what one could call nuisible players, which did not commit anything to get content. On top of it, those nuisible players do not have the BR limitations the port battle fleet has.

 

It has been observed many times, by all relevant RVR groups which by the way did not change much over the last years. And all can agree screening fleet was a not a designed mechanic but a mechanic abuse.

All this mechanic abuse has generated over the years, is the loss of players at first in RVR and then in game due to the lack of reward for commitment. For once, commitment will be rewarded and it feels so good. Unfortunately, for me, and for many others, this comes too late and is too little a change. 

Nuisance should never be encouraged, it is a very good decision gameslab is taking by providing free access to port battle.

For the record I have been on either side of these abuses, and neither felt like a fair play.

For those who liked to ruin people's investment, you can always group up and look for battles, but my guess and experience with you is you are actually not looking for battles. You are only looking for easy overkill battles. No judgement, mere observation.

 

Now, regarding hostility generation, the current system is boring, the previous one and the one before were as well. Let's see what gamelabs comes out with before you put a judgement on it. One sure thing is, mission stacking must be removed from the game at all costs.

 

Let us hope the next changes would be on multiflips, which are an aberration for a fun environment, it only encourages toxicity and abuses. Nations and clans should have a fair chance of defending any port they worked to get. It should not be allowed to force a nation to spread so thin they have to make decisions on which port to defend and which to leave.

The content should be the battle, not the pixel on map. have any port battle on a single nation separated by 2 hours minimum for instance.

 

There are so many things which could be changed such has port owner defining the BR themselves with a minimum and a maximum depending on port an buildings + number of outpost open. and so on...

Unfortunately, watching the forum lately, it looks to me like the only people left are ego and toxic people... When is the last time a great suggestion was made? when was the last time this community  actually congratulated each other on a battle and had a good laugh together as opponents? Toxicity has been encouraged to a point, this community is the worse I have been given the chance to observe in a game environment.

 

Edited by sigh

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4 hours ago, admin said:

Gone. Thanks for screening and holding in battles too. Battle timer will increase but if you cant get to the good damage zone in 10 mins Bye bye.
Tag properly Or sail essex with control perk ;)

So the only counter to defensive tagging will be to run control and having control will make the damage counter irrelevant? Another question that crossed my mind, will the damage counter be visible or hidden, and if visible, shown for both sides? Like, if I've met my damage quota on one player will that preclude me from leaving but not the other ship I've been firing on intermittently? I dislike very much the unpredictability of magic battle over just because some hidden counter wasn't filled in time... it's just so game-y.

I'd think that distance-based control-for-all would make far, far more sense and be so much easier to implement and understand for all players.

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18 minutes ago, Liq said:

So when I tag someone and he proceeds to run away, I can only shoot my bow chasers but would catch him eventually, he would get away because Im literally unable to damage him in time?

This is the scenario I presented to @admin and he basically confirmed that that's how it'll work.

 

Better make sure you tag when you are right next to someone :)

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Posted (edited)
1 hour ago, Liq said:

So when I tag someone and he proceeds to run away, I can only shoot my bow chasers but would catch him eventually, he would get away because Im literally unable to damage him in time?

Keeping a ''newb killer'' tagged in battle for as long as possible was the only real penalty to impose on them for hunting newbs in their speedboat. Let's just hope this won't make things easier for them. 

Edited by Serk
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Posted (edited)
2 hours ago, sigh said:

Unfortunately, watching the forum lately, it looks to me like the only people left are ego and toxic people.

Easy solution.  Stop watching the forum.  :)

Ironic that you leave a toxic comment to criticize toxicity.  This forum is not the community, in so much as there are lots of fine players play the game but dont watch or write here. 

Edited by Macjimm
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1 hour ago, JG14_Cuzn said:

Do you even play your game?

serious question.  
not a troll.  
 

This is an irrelevant question (maybe even stupid).

No sane developer would say that they dont play
Every developer must answer yes to this question no matter if they play or not.

 

Also
1ezDp6Z.jpg

You are implying that we got the best of steam award by driving blind? In this case dont you mean we are FUCKNIG AWESOME developers who are able to develop one of the best games of 2019 (by valve's Gaben opinion) by not playing it at all ? 

 

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