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On 2/10/2020 at 1:18 PM, Beeekonda said:

2. They are basically insta kill for anyone unless you go to them with the sole purpose of farming them, which will require significant amount of big ships.

4. Their goal is to remove the desire to hunt around enemy capitals - so then you give them (S) Wood chests and those drop exclusively from those fleets.

You don't think those 2 things conflict one with another?

Capital noobs are still getting rekt on daily basis by princes, snows, and requins. Major contribution to capital safety was removal of BIG AI around them which forced carebears to move elsewhere. Players who like to PVP moved after them. 

 

To 2: i got tagged several times by privateer fleets, one time even in a Santi ... and escaped all of this attacks ... of course i had good luck (mostly tagged in upwind Position), but they are Not "insta kill"

 

To 4: Groups that go out to farm Privateers dont care for enemy Players around ...  maybe they will attack an other lineship fleet, but they definitly wont attack noobs around enemy Capital ...

 

To give noobs a better chance to fight the Snow/Prince/Niagara-Gankers i strongly recommend a change of the ROE outside Capitals ... why not let Battles Open 20 min ? Maybe only for the Capital-Nation?

 

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Don't know if Devs do read Reddit but thats how player "experience" looks like for some people

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20ce126dbd5133447b3342c8a2fb4688.png

source

But hey, at least those players have NPC Raiders patrolling around, right? 

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1 hour ago, Beeekonda said:

Don't know if Devs do read Reddit but thats how player "experience" looks like for some people

hey, at least those players have NPC Raiders patrolling around, right? 

We thought NA Reddit is a support group for banned captains. We only have time for 1 official forum. 

On your question.
It is very strange to see the complain "I was sank by... " from a War server captain. Its like complaining for getting shot in CS, or COD multiplayer server. 

Getting sank is a part of the experience on the War server. People without steel cannonballs should not apply to War server. A player have chosen a server where the description says WAR/RISK/ADRENALINE.  If getting sank is not his kind of soup, He should have chosen a Peace server, where there is eternal peace.
Captains who try to stay in 2 boats with 2 legs (one in peaceful boat, another in war boat) will have a painful experience. 

Protection of newbies from light ship raiding is also the responsibility of players. We cover for heavies very well.

We are considering more privateers, but expect nations to cover for light ships hunting (which is much easier than hunting organized heavy fleets like it was before). 
Overall the situation is much much better these days than it was before. But rookies will still lose ships. Its part of the experience. 

 

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Question to devs @admin

 

Will there be a larger emphasis on balance in the future?

My criticism of port bonus', mods and the emphasis on clans is already well known, so I'd like not to reiterate it here but I'd like to point to an issue that may affect player retention (I have no idea if it actually does, but I'd imagine it so):

 

The brits have been hammered beyond recognition, if they were a boxer they'd be braindamaged and the judge would have stopped the match atleast 14 rounds earlier. Same can be said about the spanish who recently lost their only crafting port, same can be said of the dutch who are already dropping ports, presumably because population is migrating elsewhere.

There is a couple of things I find interesting in the development on the war server.

One is that the two largest nations prefer to smash on the smaller nations, effectively pounding them into smithereens.

The second thing is that they don't have the balls to really fight one another.

The third is the exodus of players from the beaten nations - I've always argued in favor of the DLC forger, but mostly because I find that some communities in NA has an exceptionally toxic tone and I quite frankly understand why someone would want to leave these communities. I do however believe it's a problem if people are leaving because they don't perceive any other way forward for them personally, in order to play the game and that is what I believe is happening in GB, VP and ES.

What effect does it have when people leave one nation in order to join another?

- Well firstly it means that ppl will slowly migrate to two large nations in an effort to atleast be able to play the game on a somewhat equal footing, this increases and already existing lack of balance in RvR. In wars there's winners and losers and in NA we've always had zerg nations, but the advantage of being a zerg nation is exponentially increased with the introduction of port bonus', and the strategic ressources - this severely limits the quality of RvR (atleast from a spectator PoV, I still remember the battles of Castries, Carthagena de Indias etc. fx. and I don't think we've had any since where tactical choices mattered more than modules and port bonus'). 

- Secondly it's not exactly inexpensive to move nations. If we disregard the purchasing price of the forger DLC, setting up infrastructure such as farms, shipyards, forges, academies etc. means that you will be looking at a severe grind. For me, and others who has alts this isn't much of a problem. For the ordinary 3 hour man it's a huge issue. Those who actually move to another nation will move to one that is already a zerg in order to safeguard the grind already done. Those who can't face the grind again... Well they leave the game.

- Thirdly it means that no one in the game atm can claim to be skilled/unskilled or better than anyone else since the port bonus' and modules are locked behind priviledged acces rather than skill, organization and understanding the economy of the game. The game is supposed to be skill based so this I believe is a huge issue.

 

Now I think that it's a problem that the two largest nations in the game, Russia in pure numbers, Sweden by their access to the most important RvR module ingredient, is dishonorable and cowardly enough to avoid fighting one another and just focus the smaller nations. The only solution as far as I can see is to make the game more balanced so that everyone, regardless of being part of the zerg nation or not, should have access to the ships, mods etc. required for RvR. If it happened I believe that we'd see larger player retention and some more interesting port battles/results.

 

Regards Lars Kjaer

PS: Sorry for the longwinded post, I had set out to keep it short...... Mission ACCOMPLISHED!..... Well...

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What happens if,

I attack an enemy with 2 more ships in fleet. I kill the player and sink his ship. What happens to remaining npc ships? 

My experience used to be when I sank the player his npc ships surrender unless given the retreat command. 

In my last case, remaining npc ships kept shooting at me. What is the reason? If they were Loki, is this fair to put Loki in my pvp battle? I attacked much stronger ships, managed to sink the player, but lost the ship due to 2 npc or loki. 

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I think they surrender only if the player leave the battle instance. If not, they will keep fighting. 

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14 minutes ago, Serk said:

I think they surrender only if the player leave the battle instance. If not, they will keep fighting. 

This is correct. In most cases, the enemy player will simply leave the battle instance immediately after being sunk, resulting in their fleet ships surrendering.

It's perfectly possible, however, for an enemy player to remain in spectator view after being sunk, watching as their AI continue to fight. If the AI win and leave the battle, their owner will assume control of one of the surviving AI ships, rather than losing them.

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Thank you guys, did not know this. So the other player knew this, I have sunk many, that means most left the battle before. 

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I've always been wondering.

Why are some modules/upgrades stated with percentage signs and some with decimals?

Using false keel as example it would be logical if it would say+3,5% staysails power, and -2,5% square sails power, i feel these are small things that can be easily fixed in a released game and help make stuff less confusing to probably new players, and its small detail like this makes it look unfinished

image.png.0ddee88a4120fd1922cacfbb45b11420.png

Edited by erelkivtuadrater
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5 hours ago, erelkivtuadrater said:

I've always been wondering.

Why are some modules/upgrades stated with percentage signs and some with decimals?

Using false keel as example it would be logical if it would say+3,5% staysails power, and -2,5% square sails power, i feel these are small things that can be easily fixed in a released game and help make stuff less confusing to probably new players, and its small detail like this makes it look unfinished

image.png.0ddee88a4120fd1922cacfbb45b11420.png

Guessing that some effects are a percentage (multiplicative) and some are an absolute (additive) to the base stat.

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Couldn't there be another way to get access to port boni than owning (or sharing) a port? I don't mind if it is taking long time (labor hours) or expensive, but think of "port boni packages" which you could collect and stack for a new build, either from loot of some elite or obtainable in capitals in some way (building, or from admiralty as grants for deeds of valor).

However I understand the importance of port boni for RvR conquest, so it's okay to make those alternative ways too costly in comparison to owned /shared ports for really meaning clans would have no more reason for conquest.

Edited by Cetric de Cornusiac
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10 hours ago, GrubbyZebra said:

Guessing that some effects are a percentage (multiplicative) and some are an absolute (additive) to the base stat.

true that would make sense, but still it should be a quick fix to show both as percentage, hopefully they are called from a database rather then just hard coded on the item itself

Edited by erelkivtuadrater

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12 hours ago, erelkivtuadrater said:

true that would make sense, but still it should be a quick fix to show both as percentage, hopefully they are called from a database rather then just hard coded on the item itself

if it is an additive fixed value bonus, then showing it as a percentage would be incorrect.

Edited by GrubbyZebra

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they said the decimals are left overs from beta they are too "busy" to change. they are indeed percentages relative to the ship.  0.20 = 20%     0.02= 2%     0.025 = 2.5%

 

dont read into it beyond this. they are not listed that way to signify something else

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@admin Could you explain how damage machanics work in detail? 

Once the shot penetrates it makes full damage or its a percentage? How much penetration do you need in order to remove side armour and at the same time lower the middle bar?  Do thickness lower the amount of damage taken? 

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With the last patch AI ships will have Port Bonuses as well as made of Seasoned woods.  You also said that you are planning improvements to AI behavior.  Will the AI see a reduction in buffs in order to compensate for the better behavior and ships?

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Posted (edited)

I dont know if anyone asked but if not, i think this is relevant question for a lot of players. Are you planning to add another 5th rate frigates? Especially heavy ones with ability to carry 24/18s? Currently only one normally craftable is trinco. Having 24pd heavy frig without need of any sort of permits would be really nice, there are players who simply cant play too long to hunt endy permits. Or you could add diana as normal craftable ship after update, withou permits ofc... All these new ships hidden behind permits seriously discourage me from playing more. I want to enjoy new ships without spending many hours trying to find permit to build one single ship. Same for new comming de ruyter, dont hide it behind permit, we need new 3rd rate where you dont need freaking permit. Yeah force it to combat medals and combined with doubs but please, no permit. 

Edited by MysteriousHonza
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33 minutes ago, MysteriousHonza said:

I dont know if anyone asked but if not, i think this is relevant question for a lot of players. Are you planning to add another 5th rate frigates? Especially heavy ones with ability to carry 24/18s? Currently only one normally craftable is trinco. Having 24pd heavy frig without need of any sort of permits would be really nice, there are players who simply cant play too long to hunt endy permits. Or you could add diana as normal craftable ship after update, withou permits ofc... All these new ships hidden behind permits seriously discourage me from playing more. I want to enjoy new ships without spending many hours trying to find permit to build one single ship. Same for new comming de ruyter, dont hide it behind permit, we need new 3rd rate where you dont need freaking permit. Yeah force it to combat medals and combined with doubs but please, no permit. 

Diana is a 24pd frigate.

One of the reasons why it is important to have her back in the game as craftable.

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Posted (edited)

when AI port attacks are triggered on PVE server? will we have attacks this weekend? @admin

 

Edited by CHARLIE V
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Another heavy frigate? We need some true medium frigates first, which are completely lacking right now. 38-40 gun 18pdr frigates.

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hello is there gonna be the hulk for sale ie as a store ship?

question 2 would you concider a dlc that gives us 5 extra bldgs plus 4 extra berths?

thankyou for your reply.

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Posted (edited)
3 hours ago, andrass van dyk said:

question 2 would you concider a dlc that gives us 5 extra bldgs plus 4 extra berths?

This is already the case with the « admiralty connection » DLC. 

Edited by Serk

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11 minutes ago, Serk said:

This is already the case with the « admiralty connection » DLC. 

Then we want a second admiralty connections

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