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Patch: Timber. Shipbuilding, Conquest flag testing.


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5 hours ago, Hethwill said:

- cannot use wind boost

The boost works but for me it looked like that you cant go faster than 40kn with an active flag.

was doing 60kn at best point of sail without the flag and 40kn at most points of sail with active flag.  Looks like a hard value speed limit. Someone else can confirm?

Edited by z4ys
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2 minutes ago, z4ys said:

The boost works but for me it looked like that you cant go faster than 40kn with an active flag.

was doing 60kn at best point of sail without the flag and 40kn at most points of sail with active flag.  Looks like a hard value speed limit. Someone else can confirm?

Thanks for rechecking.

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I was at first anxsious that The Woods change will unbalance the game, but now on 2nd thought i must say i like it, 

Most of the Woods have now pros and cons and i think it'll brake a bit current boring meta

If only the screening could return...

Edited by Carl_infar
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7 minutes ago, Carl_infar said:

If only the screening could return...

When flag is pulled the defending clan can go screen the attackers. Soon those battles will have a circle just like PZ.

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On 6/18/2020 at 12:02 PM, admin said:

Patch is being deployed today 18th June

Conquest changes

War server

Several Test chests will be given to all players until Monday to test Conquest flag. 
Conquest flag flow

  • Use the flag
  • Exit port and sail to the destination
  • Place the flag near the enemy port (4000 m) - size of the circle is indicated on the picture
  • V81LMm-nmeh8NdaPf75tCRsc2IqTEq34iv1KIc9h
  • Flag carrier will be sent to the instance
  • Instance entry rules will be the same as port battle (allies only)
  • Reinforcements will be positional
    • Attackers enter near the flag carrier 
    • Defender will enter outside of the 800m radius from the flag carrier
  • Conquest flag will be bind on receive (if you get the flag only you can use it)
  • Flag wont work if player changes nation
  • Testing stage will be different in this way.
    • Port battle wont be organized up after flag placement - feel free to place flags on ports without fear of setting up the port battle
      • this can cause abnormal number of messages for clan owners but its ok.
    • Amount of ports that you can stat hostility has been increased from 2 nearest to 10 nearest  - for testing
  • Flag placement quest was added temporarily to motivate placement of flags.

PVP Hunters are encouraged to sink conquest flag carriers and generally interfere with flag placement. We might give something mildly interesting to those who sink the most.

The test will run till next week. Next week port battles will be switched ON

 

For moment everyone us less than 100 br ship for test everywhere i see hostility mission , and most in basic cutter.

For test i think its okay , but the futur do you think this will work @admin ?

Maybe for release of port battle some ship restriction should be apply.

Cause with 30 min timer , if pple got only small ship it will be very hard to counter a flip.

At least 3rd for carry a flag ?

Give answer at this pls

 

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50 minutes ago, Lt Sekiro said:

For moment everyone us less than 100 br ship for test everywhere i see hostility mission , and most in basic cutter.

For test i think its okay , but the futur do you think this will work @admin ?

Maybe for release of port battle some ship restriction should be apply.

Cause with 30 min timer , if pple got only small ship it will be very hard to counter a flip.

At least 3rd for carry a flag ?

Give answer at this pls

 

Dont forget those battles currently have no movement restriction (for testing). After tests are over those battles get a circle of doom like the PZ. And with positional spawning I doubt that a basic cutter or tlynx will stay long enough alive to do any harm.

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32 minutes ago, z4ys said:

Dont forget those battles currently have no movement restriction (for testing). After tests are over those battles get a circle of doom like the PZ. And with positional spawning I doubt that a basic cutter or tlynx will stay long enough alive to do any harm.

Flags have 2 stages: sailing to the port and planting the flag.

You should realise a fast privateer denies any chances of flag interdiction while sailing to the target.  If 7th rates can carry the flag half of the new conquest method turns out to be fake, useless.

 

Back in 2016, most flag carriers were basic cutters to annoy the enemies. It was cool to have some laughs at the expense of our enemies but we are playing an unfinished product back then.

 

A.H.H

Edited by Admiral Howe of Gibraltar
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16 minutes ago, Admiral Howe of Gibraltar said:

Flags have 2 stages: sailing to the port and planting the flag.

You should realise a fast privateer denies any chances of flag interdiction while sailing to the target.  If 7th rates can carry the flag half of the new conquest method turns out to be fake, useless.

 

Back in 2016, most flag carriers were basic cutters to annoy the enemies. It was cool to have some laughs at the expense of our enemies but we are playing an unfinished product back then.

sure intercepting is hard when not prepaired but when he actual plants the flag you can send a scout in and spawn with a big ships around him and sink him in 1 broadside.

But yeah why not limit  rate to the port BR. Shallows just up to 5th rates (the ships that can actual sail in shallow water) and deepwater ports at least 4th rates up.

Edited by z4ys
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12 minutes ago, z4ys said:

sure intercepting is hard when not prepaired but when he actual plants the flag you can send a scout in and spawn with a big ships around him and sink him in 1 broadside

why do you feel so confortable with denying any possibility of flag interdiction?

 

Is your hidden intention to tease other players?

 

 

A.H.H

Edited by Admiral Howe of Gibraltar
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44 minutes ago, z4ys said:

Dont forget those battles currently have no movement restriction (for testing). After tests are over those battles get a circle of doom like the PZ. And with positional spawning I doubt that a basic cutter or tlynx will stay long enough alive to do any harm.

The flag plenting are supposed to be the new "screening " systeme.

If you can't have good battle in this , we just lost screening and miss a lot of gameplay.

I think is sad we don't have any resctiction event for test , cause we can't see if the timer they make was enof for make battle/react.

You just go flag for farm chest , pve for moment 

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15 minutes ago, Lt Sekiro said:

The flag plenting are supposed to be the new "screening " systeme.

If you can't have good battle in this , we just lost screening and miss a lot of gameplay.

I think is sad we don't have any resctiction event for test , cause we can't see if the timer they make was enof for make battle/react.

You just go flag for farm chest , pve for moment 

I have planted on my own 9 flags.

 

My conclusion, as follows: Aggressor have the upper hand. Defender won´t have enough time to prepare and prevent the flag from reaching its target, unless the defenders are patrolling the ports during the three-hours-window, which is not going to happen.

 

 

A.H.H

 

 

Edited by Admiral Howe of Gibraltar
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13 minutes ago, Lt Sekiro said:

Yes you can, but everyone in cutter or small ship 

Kill him in battle. Use Privateer. I don't know.

PB only happens if the small ship survives the battle and the battle is open all the time. Send scout in, tell buddies where to spawn.

At the moment no one gives a rat arse about if you sail a flag or not, maybe one or two intercept.

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22 minutes ago, Admiral Howe of Gibraltar said:

My conclusion, as follows: Aggressor have the upper hand. Defender won´t have enough time to prepare and prevent the flag from reaching its target, unless the defenders are patrolling the ports during the three-hours-window, which is not going to happen.

Agreed.

How it will be. Probably...

1. Enemy selects target and opens the flag. Countdown started (30 min). Flag planter start sailing to its destination .
1a. Currently it is slowed Trader Lynx/Privateer or other superfast upwind sailer (but I actually think devs will make it weight around 300-500-1000, or put other restrictions)

2. You get notification (still unclear - whole nation, or clan only as currently). Everyone - What the hello kitty, we are attacked!

3. Your best players are in battle, their good ships are in other ports, you have no posts in attacked port or your tows are spent. TS doesn't work and everything is of sudden and in chaos.
3a. Enemy flag planter is sailing, most likely under heavy escort (and from nearby port, cause he has 30 min only)

4. You have some time and with some luck can find this fleet, but see (3 and 3a). Communications are heated up.
4a Flag is planted - close to port, even in the sight of it and close to forts, but port is camped by enemy heavies or fast taggers. Now you have 15 min to join.

5. Some lucky lad managed to join battle in light ship, but he can't sink/capture enemy. You have now 45 - X min to engage.
5a That's the moment you can use screening - to tag the fleet escorting flag to let pass players, who can deal with flag planter.

6. The next day a team of enemy top players on seasoned ships TP to PB and you lose your port... So at max you have around 40 min to organize defence, while screening for PB is organized a way earlier (a day before)

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30 minutes ago, Malcolm3 said:

Agreed.

How it will be. Probably...

1. Enemy selects target and opens the flag. Countdown started (30 min). Flag planter start sailing to its destination .
1a. Currently it is slowed Trader Lynx/Privateer or other superfast upwind sailer (but I actually think devs will make it weight around 300-500-1000, or put other restrictions)

2. You get notification (still unclear - whole nation, or clan only as currently). Everyone - What the hello kitty, we are attacked!

3. Your best players are in battle, their good ships are in other ports, you have no posts in attacked port or your tows are spent. TS doesn't work and everything is of sudden and in chaos.
3a. Enemy flag planter is sailing, most likely under heavy escort (and from nearby port, cause he has 30 min only)

4. You have some time and with some luck can find this fleet, but see (3 and 3a). Communications are heated up.
4a Flag is planted - close to port, even in the sight of it and close to forts, but port is camped by enemy heavies or fast taggers. Now you have 15 min to join.

5. Some lucky lad managed to join battle in light ship, but he can't sink/capture enemy. You have now 45 - X min to engage.
5a That's the moment you can use screening - to tag the fleet escorting flag to let pass players, who can deal with flag planter.

6. The next day a team of enemy top players on seasoned ships TP to PB and you lose your port... So at max you have around 40 min to organize defence, while screening for PB is organized a way earlier (a day before)

Works both ways :)

Very nice display of what may happen.

 

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13 hours ago, Holm Hansen said:

as far for the percentages, which I agree with.

on the finished product it looks a bit different, although of course the numbers are still correct.

Ocean_vergleich.jpg.d7c28600a0a08f6b12e4a1095fdd4320.jpg

here is the combo LO/WO for me clearly the loser of this patch, compared to, for example, Locust/Sabicu.

as a side note: tragically, these are the woods what the players' stocks are made of, that were created for this purpose, including the existing ships.

No, I was comparing frames. Adding in LO/WO vs Locust/Sab is adding an entirely new set of values in there. 

But still, LO has 2200 more side hp and 3500 more structure hp in return for having 6 less thickness and .3 knots slower. 

That's almost 6k hp less hp, that is not a small amount. Not to mention, the repair.....

It's a trade off, yes the Locust ship is a little bit more versatile in that with that level of thickness you have more options, but doesn't mean LO/WO is useless, actually far from it. 

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27 minutes ago, Redman29 said:

No, I was comparing frames. Adding in LO/WO vs Locust/Sab is adding an entirely new set of values in there. 

But still, LO has 2200 more side hp and 3500 more structure hp in return for having 6 less thickness and .3 knots slower. 

That's almost 6k hp less hp, that is not a small amount. Not to mention, the repair.....

It's a trade off, yes the Locust ship is a little bit more versatile in that with that level of thickness you have more options, but doesn't mean LO/WO is useless, actually far from it. 

Locust still seems overpowered. Compared to a Teak frame, there's barely a loss of speed/hp, repair is only about 20s longer and you get a massive boost in armor thickness. I guess we need time to test how it will actually works in practice with the slower turning/reps. But at least on paper it doesn't seem to have much of a downside, specially for large fighting ships. Live Oak and Greenheart for example give you a huge boost in HP but at a much higher loss of speed. Plus we also have to consider that even normal Locust is giving very high thickness that make it even comparable to much rarer woods. 

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I can’t imagine that this flag mechanic will remain the way it is now when it’s permanently introduced into rvr. As it is it’s undefendable and completely and utterly broken. However in the name of constructive criticism I will assist in making the flag mechanic workable.

*Changes* some I have no doubt the devs already intend to do, others I’m not so sure.

Flag weight needs to weigh a significant amount so the ship carrying cannot run away and get the flag planted for free. Let’s face it, supposed to be planting flag at port, not running to the next port over to plant the flag lol 😂 🤦‍♂️ And the cargo hold capacity needs to be so a connie, ballona, Endymion etc cannot carry it and get an easy flag plant. Only ships with a large enough cargo hold should be able to carry the flag and the one carrying it really needs their speed significantly reduced.

Notification as soon as flag conquest mission is taken. I believe this has already been implemented. 
 

30 mins to get to port seems fine for now, however 15 mins for defenders to jump into flag conquest battle needs to be increased to say 30mins also. You can as it is now take flag from a very close port, go and plant it within a few minutes before anyone has time to react if the ports are close enough. And at a quite time when server population is low. It’s a free undefendable flag plant. Which currently is beyond a joke. 
 

The flag conquest timer if no one joins needs to be 30mins to give defenders ability to react and get people in the flag conquest battle. If a defender joins within 30 mins, the battle further allows the defenders 20mins after that initial 30mins is up to jump in a defence fleet. 
 

To Stop the free flag conquest meta of just running away for the time duration to plant flag. There needs to be a limited range circle that closes like PZ. And the battle needs to go on for 1hr and a half from start to finish to give the defenders time to organise some what a defence fleet to jump to the conquest flag mission and fight the person with the attacking fleet carrying the flag. This much better system will force people to organise and strategise far more. There will be more fights when the flag conquest notification is given, and more fights in the flag conquest mission. Attackers will try to screen anyone from attacking the person carrying the flag, defenders will be trying to tag the flag bearer. Content yay. Lots of potential fights. And an organised attacking fleet will have a good chance and sizeable advantage to planting flag, but the defenders will also have a chance to rally numbers and go all in to kill the flag bearer without them getting a easy undefendable flag plant as is the system currently. Could be a good trade off.

To note that it’s vital that flag conquest missions should only be available to do against *very* close hostile ports. Maybe 2 ports range away. This way you aren’t losing important ports to easy flips, they are having to telegraph their intentions to take an area.

 

Edited by ChineseBatman
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22 hours ago, Holm Hansen said:

as a side note: tragically, these are the woods what the players' stocks are made of, that were created for this purpose, including the existing ships.

Don't forget port investments into life/white oak farms and the price drop for old ships in the market

Imho this patch should have either come with a compensation for the lost investments or the old wood combos should have left unchanged while placing the new woods inbetween/below/on top of their range of properties.

Edited by Jan van Santen
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1 hour ago, ChineseBatman said:

And at a quite time when server population is low

Majority of ports at the moment have no timers. Hence can be done at all times.

Port with timers can only be Flagged during their timer.

Edited by Hethwill
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