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Patch 9.6 - Minor fixes

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I haven't seen this behavior. They sink just as fast as I do, faster if I decrew them, and nearly instantly if I nail their pump. :)

As to fleet changes - this isn't a single player game. A single player shouldn't be able to kill AI "fleets".  AI is easy enough without tacking on extra AI on your side to help you out.  

With all due respect sir, this game does have a bit of a learning curve. It's understandable if newer players or those not as fast on the uptake don't see AI as easy.

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I would like to see bigger AI fleets something that takes 10-15 people to take down, and the AI fleets having 1st and 2ed rates . I think i recall overhearing someone talk about having huge treasure fleets roaming around.

 

Im wondering if it is a implication thing where you have to make the AI 1st and 2ed rate un-capable(and this is something planed? or just something that has to be figured out how to do right? ) or if its a issue of the devs not wanting the bigger AI fleets in the game.

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Nath, its fine if you don't agree with it, but that doesn't make my point any less valid. You can, as you state, affort sailing 1 dura ships for now, due to the size of your battle fleet.

 

Once EA has hit and the player base in every nation has massivly increased, quantity will matter much less than it does now.

What will matter then, and in the grind towards it, is safety of those modules.

 

Currently ships are relatively worthless, compared to the mods we have on them.

 

It's fine for you to disagree, but i'm afraid this does make your point less valid. Actually, with regard to EA and 25vs25 fights the situation will grow worse, not better. Any side that can field 25 first rates with upgrades will not only win every time over the side with 25 pavels, it will also everytime suffer quite negligable losses, easily replaced by the spoils of the victory.

 

So i continue to contend, multiple durabilities help the smaller nation, not the larger. As evidence, look at the Danes. Their fighting capabilities sufferend extensively in the last days when they lost most of their 5 dura ships, not when we lost ours.

 

So other mechanics must be used to make smaller nations more competitive. Formal alliances being on big topic of course, and conquest changes another (some suggestion to that can be found in the port battle feedback topic).

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Not liking the fleet changes , I think we should have the option to use them if we like ,even tho sometimes they can be less effective  than a friend in group.

I also agree with the other comment about possibly making it one way on PvE and another on PvP

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Regarding fleet changes. 

 

I think that it would be great if you could hire escorts whatever your rank IF you're in a trader. 

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Regarding fleet changes. 

I think that it would be great if you could hire escorts whatever your rank IF you're in a trader. 

 

No... WHATEVER your ship is.  :)

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Praise the Lord that those cursed AI fleets are gone. Although now I don't know what I'm going to rant and rave about on TS during battles.

As for Reb's comments about them, I think they are a reasonable crutch for new players, but -- in the advent of larger merchants being introduced -- I like the idea of them being able to always hire escorts.

 

I dont see why the devs can't simply change it so if you sail a merchant class ship you can hire escorts?

 

I dont think anyone would argue with that? Nothing big though, and maybe only 1?

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Don't really get this either. If the accuracy is terrible the range increase is pointless. If not then it's totally unhistorical and unrealistic and surely leaves mediums out in the cold (even more so).

AI fleet and mission changes are cool, ty.

 

They said some time ago they consider introducing dedicated trader ranks. If so i would like them to tie in escorts (meaybe even of a higher class) to both trading rang and a trader ship.

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Having modules be lost when a ship is sunk regardless of durabilities might go a long way to rectifying some of the issues brought up here. That or giving them their own 'durabilities' (quality dependant? 1 for yellows, 5 for greys?)

Very interesting proposal!!!

I like this very much sir!!!

This idea deserves to be looked at!!

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Hey all, all that QQ  about dura an upgrades if they dura/upgrades have to stay. you need to have more that 1 dura on ship because what i no now it is hard to get they good upgrades so if you lose them all they time, you dont use them. so if 1 dura stay, take all upgrades of, an all ship go to 1 dura. but make them cheaper to produce, special they big ship because if they cost to must player well not use them. An to npc/ai ship have them all gray an ship you buy to mastercraft ore yellow, then to they end, when new players gets in to clans they well buy ship. but have all type of ships on ow. an to fleets have all type of fleets in game, because now clans have it hard to leavels new players up, you now only get around 200/300 xp in a battel. so it take whery long time to leavel up, then it can happen that Manny new players give up. 

 

Salute Gilbert martin

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Regarding fleet changes.

I think that it would be great if you could hire escorts whatever your rank IF you're in a trader.

This!!

Traders should be allowed fleets for protection.

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I will also reiterate what others have said.  I think if you are in a merchant ship, no matter what level you are, you should be able to hire  other ships.  So say if you are a Rear Admiral and you are in a Trader Snow, I think you should be able to hire 2 Snows.

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  • Due to popular demand fleets were disabled for advanced ranks. You can only use fleets during first 3 ranks. Max AI fleet ship level is cutter

 

Greetings.

 

Im quite new to game, so I wonder if someone could explain to me why a reduction in hireing a ship and its type seemes so popular?

 

As fare as I know, traders and others were partly backed by naval ships without any numbers or type, in real life.

 

thank you

 

regards

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  • Due to popular demand fleets were disabled for advanced ranks. You can only use fleets during first 3 ranks. Max AI fleet ship level is cutter

 

Greetings.

 

Im quite new to game, so I wonder if someone could explain to me why a reduction in hireing a ship and its type seemes so popular?

 

As fare as I know, traders and others were partly backed by naval ships without any numbers or type, in real life.

 

thank you

 

regards

 

Look at this thread:

http://forum.game-labs.net/index.php?/topic/8057-remove-player-fleet-ai-from-pvp/

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I always heard merchants very often sailed with under crewed ships to save on costs....yet they are going to splurge on hiring a couple of snows with a complete complement of crew? Nope, you want to play a trader then you should accept the risks associated with it.

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I always heard merchants very often sailed with under crewed ships to save on costs....yet they are going to splurge on hiring a couple of snows with a complete complement of crew? Nope, you want to play a trader then you should accept the risks associated with it.

Yes and no historically. It all depended on the goods, political environment, and other factors - much like today.

I'm have no direct qualms with giving traders the ability to have an AI escort, however I feel the any AI escort needs to have a deeper financial burden than just a one time purchase of 25k Snow and minor repair bill. Maybe require traders to buy escort, crew, weapons, etc for a significant fee along with any repairs or replacement costs needed every single time they go out into OW. This way there is a stil financial burden on the traders that may cause players to forgo the AI Escorts a majority of the time.

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The new tower mechanics have made shallow water ports drastically unbalanced in favor of the defenders.

 

The new tower has about 5x as much armor as the old tower, increased rate of fire, and slightly decreased range.

 

A single tower takes 5 ships of mixed mercury/snow/cutters about 20 minutes to destroy with no opposition.  This new armor increase may be needed for deep water port balance but is out of balance for shallow water ports.

 

Today the British attacked a few shallow water ports.  We had a force of about 15 players at each port.  

 

The first port of went uncontested.  We used a basic strategy of dividing our force and sailing under each tower.  We lost two ships to the cannons on approach and noticed the substantial increase to tower armor.  It took 15 ships about 30 minutes to destroy all 3 towers, previously this same force could complete the battle in under 10 minutes.

 

The second port was lightly contested with several players with AI/Minion snows.  Our force destroyed one tower, then the defending force of about 6 players each with two snows.  We survived the skirmish with 6 ships remaining, 3 near full health and 3 in low armor.  With two towers remaining and using the ships in better health to take some of the damage we approached the next tower.  The rapid fire 42lb tower cannon sunk the 3 damaged ships within a minute upon approach.  It took the remaining 3 ships over 20 minutes to kill the middle tower.  The three remaining ships sailed on to the last remaining tower with 25 minutes left in the battle but losing one yacht on the way and with about 18 minutes of fire time the two ships were not able to destroy the remaining tower.  Having 6 ships unable to destroy two towers in 50 minutes is completely unbalanced.

 

Please adjust the difficulty of shallow water ports.  Deep water towers have far less firepower than a single first rate (high end deep water port battle ship), while a shallow water tower has at least 10x the power and armor of a single Mercury, the largest shallow water ship.

 

 

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the whole reason we have warships in the first place is to protect trade ships. the burden of protection should not fall on the trader, it is the navy's job.

 

I say when we build up the economy part of the game, a mechanic should be put in place that makes it important for trade ships to do their business unmolested. not protecting traders should result in a slow economy for that nation.

 

one way to have an incentive to protect NPC trade ships is to make missions that will pay gold and xp for escorting the NPC to a destination. to simplify an escort mission, you could make the escorted vessels fleet ships so all you need to do is sail to another port and the mission would be complete.

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thank You.

 

After reading, I wonder if the extremes in this game appreciate new peoples gets quite fast into the engames at all?

 

And even stranger, extremes supported by the devs. 

 

Isn't it a good real life realism that allow you to bring hired ships with you? Why this complaining from extremes to realism,to then NOT go for hire?

 

I can see the point of no hires in PortBattles due to programming/hardware challenges/limits but elsewhere.....no.  Let the pvp attackers take the burdens of hired ships themselves if they dare attack others  and dont put the burdens on newbies, like me who like to level up with satisfaction instead of unneccessary extreme ideas prolonging the levelling.

 

regards

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I feel the changes to the AI fleets as escorts unneccessary and a step in the wrong direction.

 

None of the arguments I have read in this thread about it made the changes necessary in the way they were implemented and its saddening to see that compromises neither exist in the player base nor the developers.

 

"Everyone should be able to do it after 2-3 ranks - that doesnt apply for everyone, some people struggle more than others, so why not let them have it? Ppl with less skill arent allowed to enjoy the game because skilled players think otherwise? Really?

 

"Its not a Singleplayer game" True - but that doesnt mean the need for groupplay needs to be forced on people who prefer not to mingle with others - how does that take something away from the others?

 

"It disrupts PVP" - Fine point, so lets disable AI fleet assistance in port battles to reduce the chaos there, increase costs for AI fleets to reflect balance better but let them stay until rank 5 maybe?

 

"Traders have to be at risk" - which simply translates to - Hey, I want easy targets to gank in pvp ... can't be about facing a challenge to go for an mostly unarmed ship and please dont tell me its about roleplay ... "hire player help" - sure, so you are you going to be the one escorting a player from lets say Esteros to Habana (1h50min) which basically results in a nice 3d chat room for nearly 2hours of nothing to do ? Yea, dont think so.

 

"Not historical" - hmm ... so are other parts, mostly because its a game, you want a simulation, ok, lets increase travel times to weeks/months then - accurate enough then?

 

To summarize - let AI fleet stay, increase costs (not one time but maybe running costs), disable them for PBs, maybe even reduce their durability to 3(?) so ppl handle them with more care instead of just throwing them into the enemies face.

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The problem with player Ai fleets are not just part of portbattles. They are a problem in OW pvp too. A 3on1 turns out to a 9on1. And you are forced to use that fleets by yourself.

In my opinion player Ai fleets are nothing more like a parking assistant. Only why people can fight fleets that are 2 or 3 bigger then they don't make them good players. Like people are good in parking why they can use the parking assistant.

You learn more when you do the job by yourself.

Edited by z4ys

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Oh god why my entire economy down the drain :(

 

 

made 500-700k a day selling third rates might still be able to but it probs be harder now you guys dropped that price :P

aaah now i have to work for it again.

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Just remove ability to take command of captured AI SoLs (or as a matter of fact any AI ship) and you can have every amount of 1st rates you want back on the OS. Problem solved.

Low level players need very much the profit of a captured small ship. One, to be able to carry the cargo they cannot take in their own small ship, two, to obtain a small benefit in order to progress.

 

Not everything goes around SoLs.

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