-
Posts
17,069 -
Joined
-
Days Won
1,129
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Everything posted by admin
-
Captains Mega patch with multiple changes will be deployed tomorrow 8th March! PVP/PVE Patrols PVP was made more affordable and rewarding with the introduction of Patrol missions More information can be found here Tiered rewards will be added to patrols in the next couple of weeks after this event is tested New content will be added to admiralty in the next couple of weeks Conquest Changes: Conquest for everyone Conquest no longer favors only leading nation Any player can get access to victory marks, by just being a lord protector at least one port on monday maintenance Victory marks distribution has changed. Lord protectors will now receive victory marks every week based on their port ownership on conquest round end (weekly). Victory mark distribution is tiered and has diminishing returns. You will get 1 mark extra mark for every 3 ports you control but the max number of marks that can be received is limited by 5. Example 1-3 ports: 1 victory mark 4-6 ports: 2 victory marks 7-9 ports: 3 victory marks 10-12 ports: 4 victory marks 13-15 ports: 5 victory marks 16-18 ports: 5 victory marks etc.. To promote more activity across all time zones, Port battle timer now costs 500,000 per day; old 100k price was ridiculously low and cost of the capture timer will continue to evolve Hostility missions improvements. NPC defence fleets in hostility missions now adapt to an attacker force. Responding with similar vessels both in rating and in numbers. If one player will come to generate hostility on the enemy force he will encounter 1 defender. If 10 players come to generate hostility they will encounter 10 npc defender ships. The problem of the inability for the port owner to provide an adequate defence force is solved by limitation of player ships in the hostility mission. Both defender and attacker can only bring 10 vessels into the hostility mission. Hostility missions now spawn 30% closer to the port Reinforcement zones rules of engagement change ability to pull the players to the battle using NPC attack - removed ability to pull the players into battle using player attack - removed if battle is created in the reinforcement zone only attacked player or battle group is pulled into battle all others will be able to join using positional reinforcement and can decline to do so. This will remove the potential for grief and abuse in the reinforcement areas. Add. Positional entry rules mean battles are open until they end, which greatly help defenders to punish the hostiles Battle groups reworked Battle group will act as a battle group only when there are 6 players or more in the group. The status of the battle group is shown in the group interface and will tell you if your group is a battle group. This is done to remove abuse of battle groups mechanics allowing creation of solo battle groups to avoid screening. Other changes and improvements Clicking on a ship in the open world will now show the circle around him, that can help understanding who will be pulled into the battle if he is attacked. This will be very helpful in station keeping when traveling in the open world. Unrated vessels without the chasers now have the control perk too PVP Upgrade Drop. Player ships will now drop one of the installed upgrades into its hold if boarded or killed. You cannot enter or exit shallow water ports with deep water ships. Use tow ship function to move the deep water ships out of shallow water areas. Player names and ship names removed from ENEMY players in the open world identification. You will only know that it is a player and an approximate rank of the vessel/vessels. You will only be able to find out the name of the captain once you engage. Names of your nation's captains are not affected. Checkbox to only show online clan members added to clan interface Tow to port now creates a PB entry timer. Timer is the same as the PB timer created after normal battles. Attack circle is reduced. You will be able (theoretically) to lay fire immediately after attack. This is done to reduce counter tagging. Minimal speed in the open world is now 4knots, to provide better experience in long journeys. Ship sinking time is increased by 30% for destroyed ships to make picking up loot easier. Side force no longer affects speed indication Epic events no longer spawn very close to shallow waters Brace command is reassigned to F10 - to remove accidental clicking (40% of new player bug reports were about brace) Wasa, L Hermione, Santa Cecilia received a slight armor buff Wasa, Hamburg, Ingermanland, L Hermione, Santa Cecilia received a turn rate buff Leeway force from square sails, and staysails/jibs slightly increased NPC ships HP buffed slightly to compensate lack of repairs Barricades now have the attack penalty and are a pure defensive upgrade Angle importance on penetration slightly increased (need more testing) to provide more options to control incoming damage into hull Edinorog accuracy reduced to somewhere between carronades and medium guns. Vertical sector greatly reduced as it would be impossible to use edinorog howitzer firing through ports of the ship. All other upgrades increasing vertical gun sector drastically nerfed Rigging specialist perk nerfed as its bonuses were too high. Acceleration/Deceleration formulas improved based on the wetted area calculations; which in general reduces tacking effectiveness for wider deeper vessels. Ships created through admiralty notes can occasionally receive crafting bonuses and extra slots. Tutorial Tutorial button is temporarily removed for the final integration of rewards and final exams. Leveling and rank progression and crew assignment for ranks will change in the next couple of weeks. Plans for March/Early April Integration of the open world UI into the game Finalization of tutorial Premium ship pack containing 3 ships (2 of which could be acquired in game by other means) Hotfix March 8th Ship crafting bug fixed PVP Patrol button is temporarily removed to fix the Battle circle of doom sometimes spawning with an offset killing everyone in the instance Database is being reverted to today's maintenance state due to too many ships lost in events and crafted. Hotfix March 9th Fixed bug caused the Battle circle of doom to spawn incorrectly. PVP Patrol missions are back. Hotfix March 13th Fixed bug that prevented pvp patrol rules of engagement in Nassau order.
- 425 replies
-
- 47
-
Information on the open world patrol missions
admin replied to admin's topic in News Announcements & Important discussions
in a frigate you can probably fulfill it in 3 runs (if you sink every battle). But rewards will be tiered in the future. meaning you can get small reward for 5k damage or larger one for 100k damage if you live long enough -
Information on the open world patrol missions
admin replied to admin's topic in News Announcements & Important discussions
You have to change the view on this and on the gear fear. Get damage in = mission accomplished. it does not matter if you sink or not, ship is expendable. -
Information on the open world patrol missions
admin replied to admin's topic in News Announcements & Important discussions
gankers = players if that zone is full of players mission would be accomplished, they are still a target. -
Information on the open world patrol missions
admin replied to admin's topic in News Announcements & Important discussions
You can sail whatever you want. Meeting larger fleet is possible and was possible before, the only difference now is that you will be rewarded for not running and fighting, and hopefully winning because their enemies might join your side and help you sink them all (they cant run now too). -
Information on the open world patrol missions
admin replied to admin's topic in News Announcements & Important discussions
depends on damage - but ai traders are rarer around free towns. -
Hello captains Within a week new type of daily mission will appear in game for testing Rules: Arrive to a designated area Deal as much damage as possible to ships located in that area (both players and npc's count), return to the zone if you sink to finish the goal. all damage counts, crew, sails, structure, planking. Receive PVP marks for completion (by claiming in the mission interface) All other considerations are secondary, running is discouraged, ships expendable. Motivation to fight To discourage running, escape is impossible from the battles created within the patrol zone. Exit is only possible if all enemies are sank Running from battles is punishable by death (your ship is destroyed) Battle zone within the combat instance gives plenty of room initially, but shrinks to 500m Radius by 1h-25 mins to completely remove the desire to kite or sail around Rewards Initial mission rewards are set as follows - for testing!: Deal 20000 damage, receive 10 PvP marks (for reference purpose if you de-sail and destroy a trader's brig you will get 6000 damage) Once the basic mission is tested we will we will add tiered rewards which will allow you to receive more rewards if you survive longer and stay in the zone longer. We will also add more things to admiralty stores to spend the pvp marks on (including more ship notes, books and upgrades). Locations Admiralty will provide a new patrol area every 24 hours from the following list. Nassau patrol: area between nassau and shroud cay - nearest freetown Shroud cay Hispaniola patrol: area in the hispaniola channel - nearest freetown La tortue Tumbado Patrol: area between cuba and tumbado - nearest freetown Tumbado Antilles Patrol - area between aves and antilles islands chain - nearest freetown Aves With the exception of nassau - other initial locations are in the open water. But we will consider adding more zones or changing locations to areas with more islands if needed.
- 95 replies
-
- 25
-
Pre-patch quick number changes suggestions
admin replied to admin's topic in Current Feature Improvement Suggestions
yes its also fixed you wont be able to pull anyone into battle by alts or using npcs.. in reinforcement zones only attacked person will be pulled and the rest will be able to re-join the battle using positional reinforcement. -
Pre-patch quick number changes suggestions
admin replied to admin's topic in Current Feature Improvement Suggestions
battle group was fixed some time ago and will be deployed with the patch battle group status will only be granted if you have 6+ members in a group -
Pre-patch quick number changes suggestions
admin replied to admin's topic in Current Feature Improvement Suggestions
done already circle will be decreased to allow immediate gun fire (max distance approximately 1km) -
Pre-patch quick number changes suggestions
admin replied to admin's topic in Current Feature Improvement Suggestions
good idea - but requires coding barricades attacking bonuses will be nerfed this patch -
Captains. Patch is being readied for deployment some time this or next week. Please propose 3 quick number related to combat, roe or conquest that you are sure must get into the game, and we might have missed elsewhere. example Increase repairs cooldown because…. Change nassau BR rank to 2500 because….. Increase battle entry timer to 5 minutes because…..
-
Investigation complete, appropriate actions were taken?
admin replied to a topic in Tribunal - Трибунал
All appropriate actions are taken on farming reports. Players do not need to inquire about it in separate topics and should use tribunal for reporting only- 1 reply
-
- 1
-
There are two ways were are considering Give an option to start changing the timer for the enemy and also an option for a port holder to react (using war supplies for pvp marks for example). This will provoke and create economy wars (which is good). Much cheaper and faster alternative, keeping the control with the port owner. Just make the timer cost pvp marks, lets say 20 per day or just raise the price to an appropriate amount in gold (not the amount that can be gained by killing three rookie brigs), some areas will be outside of the control still but it will be a lot more expensive to maintain. as current cost of the timer is ridiculous
-
pick your shipwrecks up tomorrow after the hot fix marks were made heavy to remove option to trade them at sea using hulks to hide the recipient from the mark farming.
-
Hotfix is being deployed Emergency fix of the port control user interface that helps clans owning more than 28 ports Sealed bottles loot have been improved Logs added to battle joins to help find the bug with disappearing buttons Determined defender is back
-
Poll on limited use of repairs in battles
admin replied to admin's topic in Current Feature Improvement Suggestions
decals are created even if ball ricochets, or partially penetrates (scrapes the hull or partially gets in) -
Poll on limited use of repairs in battles
admin replied to admin's topic in Current Feature Improvement Suggestions
You cant out repair damage from 3 bellonas and bucentaure, with ANY mods. the question no-one answers is why losing side does not use this gamey mechanic, most winners from those screens are not repairs fitted. -
Poll on limited use of repairs in battles
admin replied to admin's topic in Current Feature Improvement Suggestions
dont you listen? and hear another side? why his enemies did not use the "gamey multi-repair system"? There are 3 bellonas and 1 bucentaure -
Poll on limited use of repairs in battles
admin replied to admin's topic in Current Feature Improvement Suggestions
i have no idea and am puzzled myself. if it was unlimited repairs and never ending battles how come the other side is visiting davy jones locker? Why did not they use the nonexistent magic of unlimited repairs? My theory is that situation is the same as in another repairs topic. A group of players is not aggressive, does not focus fire, does not keep station together, and as a result cannot deliver consistent damage to disable an opponent, while he methodically sinks them one by one. -
Poll on limited use of repairs in battles
admin replied to admin's topic in Current Feature Improvement Suggestions
if repairs were like you described this battle would never happen (it would still be going). I am yet to see a neverending battle. also forum polls are always one sided. They give an opinion of a vocal minority, as happy players don't visit he forums (usually). all polls will be ran in game in the future. -
Poll on limited use of repairs in battles
admin replied to admin's topic in Current Feature Improvement Suggestions
miracles. just miracles. Its impossible to repair to 100% from 0 hull. Its like UFO's; when you ask for video people disappear forever. Do you have the video of this happening? because in code what you describe is impossible -
please restructure your main post as it is impossible to read and understand