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Seasonal Patch: The Missing Links Part 1


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Well hard work is called hard work because its hard to do :D 

For some its harder to afk sail than to fight. For me for example... i am allways poor because i cant be bothered to sail stupid reps to lt.... and i get poor just by using reps. Its actually true....

So for the balance... things that just make things better are bad for a game. If the 50%hp buff would be balanced out with other things, then it would be fine.

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1 hour ago, Liq said:

how does "hard work" translate in dull afk sailing a trader for a couple hours? next lvl game content

also regarding balance: as long as there are woods ingame that boost your HP by 50(!) %, I dont see much of a point even trying to start arguing about balance.

Hard work means that you check the market for weeks every few hours to buy your logs or the trade goods you wanna make money with. Putting 12k logs for 180kk into 3 Indiaman and of course you don't sail them afk but with escort over the whole map. What means you spend 5 hours in front of your screen watching the horizon, wind boosts and your escort since you have a fortune in your hold which will take you at least a week to replace and can be destroyed by someone else in 30 minutes. That's for me as funny as you think it is, while you refuse to do it.

You can discuss if those rare logs should have been implemented into the game. If the port upgrades should have been implemented, if those huge differences between ships should be part of game mechanic. But as long as they are implemented and as long as they are so extremely time consuming and boring to get, they need to make a decent difference being worth the grind. Otherwise they will not be used anyway. And devs could have spend their time to develop something else.

@Puchu

It's the same boredom for everybody. But some people do that grind even though it's boring. Others like you don't do it. That's like in real life. Some have money because they get up early for work. Others stay in bed and have nothing.

That's only fair.

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4 hours ago, GhostOfDorian said:

How do you get rich by winning a battle? How do you get rich by winning almost all battles? They increased the bounty for winning a battle. For the 40 minutes you need to kill an ocean you get around 250k reals now. Only to compare. For the five hours sailing 12k rare logs from one side of the map to the other you earn 180kk reals. That's almost 100 times as much with the same time spending in game.

It's a fairytail that players with the best ships can buy an unassailable lead to regular players. Everybody can get those ships, as long as he is willing to do the hard work needed for. Truth is that players with the best ships spend a lot of time and money to finance them.

You can sustain yourself economically just by doing pvp is what Puchu said. So if you win 90% of the fights not only you sustain yourself, but you also get filthy rich by selling the ships you capture, looting upgrades you get or by simply capturing a t lynx carrying a bunch of books and permits 😛. Lately you also make a good profit in reals just for winning :)

 

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On 8/18/2020 at 5:42 PM, Lieste said:

Porter was trying to excuse his poor seamanship and to lay the blame for his failure on technical measures.

Nothing in the description of the fight suggests that carronade range was exceeded (as they are easily capable of firing to half a nautical mile), but the use of carpenters to modify/enlarge and make new ports for the 6 12 lb over the quarter and stern does indicate that Phoebe was staying off the broadside (Essex being unable to bring any to bear) rather than staying too far but on the open broadside.

In the case of needing to point in train the carronade has the advantage with the pivot point built into the side, and a traversing, non recoiling carriage, with a recoiling elevation slide. However this *fixes* the carronade only to those places where they have pivots to be mounted onto,  and prevents their being manhandled to a more suitable location if their movement is not already allowed for by pre-existing fittings.

Guns, with their heavier mass recoil slower, with less energy, even when firing the same shot weight at higher velocity (and doubly so when firing lighter shot natures), and their trucked carriages are much more amenable to being set up to fire from improvised ports, only a suitable timber to fit the breeching tackle being needed.

 

Did I write effective range?  If not that is what I believe he meant or anyone writing about carronades vs. long guns for that matter. All they had to do is stand off sufficiently for a low hit probability from the carronades whilst still being able to maintain sufficient hits from the long guns on Essex. It is true that Porter was not happy with the mandated rearming of Essex with a main battery of carronades, so I'll give you there was an element of excuse in his letter. However his initial maneuvering (after the loss of the main top mast) was under the assumption that he could anchor in the bay and continue to use the neutrality ploy rather than poor seamanship. He mentioned that the British ships stood off at a range where he could not effectively reply with the carronades several times and noted that he tried to close the range but by then he had sustained too much rigging damage to maneuver. 

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On 8/18/2020 at 5:57 PM, Lieste said:

It is deliberately misleading, IMO. As is the miss-characterisation of the 'outranging of carronades by guns' when the retreating British were unable to disengage from schooners in the 1813 lake battles.

Where 9lb and 6lb gun 'class' "broadside vessels" (fitted with an augmented firepower with 18 and 24lb carronades) were unable to move out of effective of gunboats armed with 32lb long guns (and 32lb carronades), and these gunboats with their heavy guns on pivot mounts. It wouldn't have mattered had the British squadron been exclusively armed with long guns, they would have been outranged and engaged from unfavourable angles and continuously. Indeed, without carronades, the battle would have been lost earlier and more decisively.

What is misleading? What lake better are you talking about? Are you talking about the Burlington Races? The schooner/gunboats with pivots didn't factor very much in any of the lake battles for a variety of reasons. 

Maybe I am misunderstanding here. Are you saying that long guns outranging carronades is a fiction? Again we are talking about effective range in combat, not the theoretical distance a shot would carry. Lake Erie is a prime example. Perry had to close the range for his carronades to be effective whilst being hit by three vessels with long guns. 

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4 hours ago, Henry Long Castle said:

You can sustain yourself economically just by doing pvp is what Puchu said. So if you win 90% of the fights not only you sustain yourself, but you also get filthy rich by selling the ships you capture, looting upgrades you get or by simply capturing a t lynx carrying a bunch of books and permits 😛. Lately you also make a good profit in reals just for winning :)

 

What he said is that those who have the top ships cannot be beaten anymore, since they have the monopoly on wealth in game. That is wrong. Everybody has access to top ships. It has nothing to do with fighting skills. Trading is still the best possibility, as long as you know what you're doing. My traders lynx is speed capped.

And we are talking about 90kk reals you have to invest for a rare log Ocean with rare cannons. You need to capture a lot of traders lynxes with expensive books to earn that money by pvp. And you need a lot of more time than doing it with trade runs.

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7 hours ago, GhostOfDorian said:

you're playing the wrong game.

Ye, we know. We wanted it to be the right game, we fought hard to make it right, we lost.

NA is still one of the best games ever in my view, even if the diamond is buried under a pile of nonsense I find myself unable to negotiate.

I still have hope...

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Main post will be updated soon
 

Additional patch descriptions

  • Sailing
    • Fixed and tuned presets for all sails groups and ships
    • Fixed proportional power of yard power 
    • Sail furling is now 2x slower compared to sail setting (sail setting/opening) has the same speed as before
  • Sail preset bonuses
    • Added bonuses to presets
      • Lower crew depending on sails preset: more sails will require more crew, less sails will require less crew encouraging you to fight on battle sails
      • Sail damage resistance changes based on sail preset (you get additional resistance when you have minimum sail)
        • mast resistance based on sails open is coming soon
  • New mission content
    • Mission to capture ports added. 
      • Requirements
        • Capture several ports from neutrals or top 4 nations
        • Must be all in different regions
    • Front line change:
      • You can now take hostility missions for 2 nearest ports AND 1 nearest port of top 3 nations.
  • Damage model rebalance
    • Full rebalance of hull penetration, cannon penetration and masts thickness numbers, giving better usability to lower calibers and giving more options in range for longer guns
      • Hull thickness difference changed
        • From 25 (cutter) - 75+ (first rates) to 70 - 100 
        • Mast thickness changed to 100 (cutter) to 130 (first rates)
      • Gun penetration changes
        • Distance change - heavy long guns can operate at 1km against unpgraded first rates, and at 1.5km against light ships
      • Almost ALL guns penetrate first rates and their not upgraded masts at point blank range
    • Re balanced  several upgrades (mostly reduced bonuses on mast thickness)
      • overall mast thickness boosts fell from 70+% from woods and upgrades to 49% total boost (max upgrades max wood)
    • Increased mast HP of lower sections and mid section
    • Increased charge penetration bonus from 10% to 20%
    • Tracking shot accuracy bonus lowered from 40% to 10% as 40% was too much in new penetration logic
  • Economy and looting
    • Changed cannon prices
    • Looting: You can now loot from ANY distance after battle is over.
    • Loki invaders now count in PVE hunts (oops)
    • Rebalanced prices for clan wood delivery missions
    • Teleport to port battle is now 50,000 doubloons
  • Chatting
    • Help chat and global chat is now switched off for War Server. 
    • Help chat and global chat will continue working on Peace Server.
  • Added ability to redeem Trincomalee if you already have it in docks
  • Visual upgrade for some nations

 

 

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Please add some feature to be able to see if and from which ports hostility missions can be taken for a port your clan owns. We need to be able to know if a port needs a timer or not. 

Also a mission to capture port from neutral? top nations can just let their ports go neutral from ai raids and recap them or nations can just drop ports no other nation can reach and recapture them?

What about clans like P2W who are entirely alts of russian players who can just capture ports from their own clan in their other accounts? that needs to be rewarded too? Russia owns ports in every region. Doesn't seem like a good mission tbh

Edited by Never
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I am wondering the impact on light ship users (in fact, a bit anxious about it), but I'm glad to see changes in the game-play.

This could oblige me to change almost everything in my favorite play style (presently, support to the big boys, from 6th rates and sometimes even 7th rates). I've to check capability to still have masts after taking a single broadside from 4th rates and above, and the capability to bump by angle shots from 24 pounders and above...

I hope that there is still room outside of Nassau area, for lone corsairs in light ships... 😉

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IMHO something needs to be done to boarding mods stacking, especially now with the implemention of wind shadows when you basically get ships "behind" you to a full stop.. It's already over the top now, when you die within 1 or 2 rounds to a fully boarding-musket-marines- stacked boarding vessel.

Also.. The option of exploding whilst in boarding should not be a thing - Can't imagine IRL a sane crew would just decide to go full allahu akbar when they know they'd lost - most likely would just surrender

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17 minutes ago, Liq said:

Also.. The option of exploding whilst in boarding should not be a thing - Can't imagine IRL a sane crew would just decide to go full allahu akbar when they know they'd lost - most likely would just surrender

Why not?

Wouldn‘t it be possible for ships to catch fire whilst in boarding action?

For example if recieving enemy fire or ignited wads of own guns hit rigging or powder!?

If catching fire is possible, blowing up is also possible.

But i agree with you, that the possibility of switching off the firefighting shouldn‘t be given whilst in boarding mode. 

Edited by Navalus Magnus
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Just now, Navalus Magnus said:

Why not?

Wouldn‘t it be possible for ships to catch fire whilst in boarding action?

For example if recieving enemy fire or ignited wads of own guns hit rigging or powder!?

of course there would be the chance of fire, but that doesn't mean the crew wouldn't try to firefight it and let themselves get blown up?

Firechance yes, option of disabling survival in boarding no imho

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14 hours ago, GhostOfDorian said:

Yeah, but if you don't accept to stay poor, as long as you refuse to grind, you're playing the wrong game.

 

14 hours ago, Tac said:

Or if you accept the grind , your living the wrong life.

Gotta agree with Tac.  I still like this game, and will not play it if I stop enjoying it.

I've never accepted the grind, and never will.   I can't understand the mindset that would sit at a computer for 5hrs, disliking a game.

Some people keep sailing and trading even when they are bored.  I won't  keep going if it's not fun.   ... I like sailing and trading.

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On 8/8/2020 at 4:44 AM, admin said:
  • Looting: You can now loot from ANY distance after battle is over.

This is a little worrisome as it could enable loot stealers.

Assuming looting distance would be done away with when a battle ends (what I guess would be the simplest implementation), what would stop a mischievous player from joining a HDR battle, for instance, in an Indiaman, staying far away and, as soon as the battle ends, looting every single ship they can see?

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12 minutes ago, Navalus Magnus said:

Why not?

Wouldn‘t it be possible for ships to catch fire whilst in boarding action?

For example if recieving enemy fire or ignited wads of own guns hit rigging or powder!?

If catching fire is possible, blowing up is also possible.

But i agree with you, that the possibility of switching off the firefighting shouldn‘t be given whilst in boarding mode. 

is there historical precedent out there of ships going to board while intentionally on fire with the intention of blowing up and killing the crew off both ships?  I’m curious.  
 

Paying my respects to global chat boys.  
 

F

Edited by Christendom
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Ships without the fireship upgrade should not have the ability to turn off firefighting/survival. 
If your ship wasn't made to explode and it's fully crewed, then the crew should always be forced to fight the fire. 

Edited by Never
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