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Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
All nations have at least 25 players. we just need to give them an incentive to get out of the safe zone; a real incentive to practice and fight. No leading nation can withstand the simultaneous attack on multiple fronts. -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
if you capture 12 3 points ports (many controlled by one nation - lets call it Nation A) you will achieve the following you will get 36 control points you will get 12 battle points Nation A will lose 24 battle points Nation A will lose 36 control points just by taking 12 ports you get on top and destroy a leader and have so much pvp (giving a lot of pvp options to all other nations as well) Taking 12 ports is possible in 2 rounds, if you have 1 port battle per day. -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
wasa's are a temporary aberration. -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
Of course. It's a conquest game not a short race. There are ports that give more points for control (3 vs 1). To get 30 points you only need to control 10 of them. Taking ports from someone actually loses them a lot more (win 10 battles they lose 20 points + all control points). There is a strategy here and all you need is to concentrate your forces on important things (ports) instead of trying to capture the whole gulf for example, wasting time and money. -
you did not have the last dock expansion on global which costs 9 mln You opened ALL dock expansions on Caribbean (spending 9 mln more). So yes you are 9 mln short because you spend them on more things than you had on global
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Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
Winning ports already gives more points. You get points for port capture, you get no points if you hold the port, you LOSE more points if you lose the port. It already promotes offense. Getting victory marks without port battle victories is a bad design, it does not gives you incentives to venture out. -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
conquest marks? people will trade port battles then. Current system does not allow trading because when losing ports you lose a lot more points. So if you traded your ports to a friendly nation you will drop deeper on the leaderboard -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
I did. Russia only has 2 battle points. They have 24 points now compared to old 21. Sweden did not do any RVR indeed but they will soon. They will be attacked on all fronts at the same time. -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
Giving marks for top 3 places will be a good solution and a goal for everyone. The current change accentuates the need to participate in the end game. Because this is a game -raging war for the control of the Caribbean focused on small scale and large scale pvp and port battles, supported by trading taxes and resource wars. Also @z4ys we never said "there is your place guys" regarding to pve server pve server is a gift to players who don't want to meet other players in battle; server that we promised long time ago on this forum and delivered. We do still keep this promise. If we did not make this promise there would be no pve server today. then nations will trade positions. Trading positions is impossible in current implementation. if you lost your place you will have to get it back. -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
don't forget please that majority of ports have limited BR and a lot of them won't even let first rate in. -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
we want to give nations a clear goal for endgame - become N1. Perhaps VM should be distributed for first 3 places, instead of 1st place only. VMs were not tested in clan port control mechanics and previously all ports had to be fought with 25 captains in oceans. Now there are minor ports and you can get on #1 position through controlling only minor ports. -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
Important experimental update. Gameplay changes Victory marks (marks received for winning the map) conversion is now only available for the PVE server Improvements Crash reports sent only take into account logs of the recent crash (speeding up returning to the game significantly after the crash) Conversion was removed to increase importance of port capture and victories in conquest. Expected effect = more port battles and more pvp; higher importance of port control and port victories. -
There is no EU or Global server anymore. One world - one server.
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Forthcoming patch 14 Part 3
admin replied to admin's topic in News Announcements & Important discussions
yes and no if you lost 60% of your crew yes (low morale low preparation) if you have even crew no - single last second attack DOES NOT win boarding -
Forthcoming patch 14 Part 3
admin replied to admin's topic in News Announcements & Important discussions
Limited time for overall boarding. Like in speed chess. You have 30 seconds for all moves. 30 moves if you pick them at 1st second - 2 moves if you delay all moves to the last second of the round. Delay your move to the end of the round (14 seconds) and waste most allocated time for the boarding. This will fix last second attacks. Use it 1-2 times but after that you lost all initiative and can only see how enemy wastes you because you cannot respond (being stuck in the last command) -
Forthcoming patch 14 Part 3
admin replied to admin's topic in News Announcements & Important discussions
we found the way to remove ping importance from boarding (taking some ideas from fast chess). Thats the only place where ping could matter sometimes (in even crew scenarios). -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
Yes. Hostility mission must be finished (and all players must exit the instance) before 21. Points received outside of the timers will be lost Hostility mission can start before but must finish within the timer. Same with PVP kills. TLDR. Hostility points only count and add to hostility if they are granted WITHIN the defense timer. -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
Update was deployed yesterday 18 Dec Important: Defence timers added to ports. Clans can set up the timers for hostility and port defense. Hostility generation is IMPOSSIBLE outside of the defense timers. Port battles will always start 24 hours after hostility reaches 100% defense or defence? Fixed a very important rare bug with the cannon reload (which now allows us to bring light carriages back). Thanks to @Cpt. Reverse Ow Traders now drop better loot Sternway reduced to 55% from forward speed (previously it was 65%) Bot behaviour against the wind improved Bot OW speed reduced by 15% -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
it IS gradual it starts at 70% structure - speed penalty 0 and ends at 0 structure - speed penalty 70% the falloff is linear and has no bumps -
agree on rum
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Forthcoming patch 14 Part 3
admin replied to admin's topic in News Announcements & Important discussions
It will make ships with huge sail power to hull ratios (like surprise, rattlesnake) bad in holding the course and bad in chasing, but great in brawling (amazing turning) Alternatively ships with lower sail power to hull ratios (like uss constitution) great in holding the course = chasing and running (not so good turning).- 264 replies
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Captains. Here is information on the forthcoming patch 14 Part 3 1. Merge Merge will happen next week (somewhere between 18th and 22nd December). Due to the fact that all your assets from global will be transferred to redeemables on the Caribbean, you can already start a character or use an old one on the Caribbean Server formerly known as PVP EU. All your assets will come to redeems once merge is done and you will have some head start to get used to a new place ( +pick a name, nation etc). 2. Ship re-balance will continue all light ships will get their final exact (Historical) sail composition and curve finalized most frigates will have their super turning powers rebalanced some ships will have their speed curves slightly improved (e.g. bellona) open world speeds slightly improved 3. Leeway will be added 4. Unstable situations might be added (having a ship with large yard power but using it irresponsibly can result in capsizing of the boat). 5. Several new upgrades added 6. New combo books added 7. Rudder turn inertia and acceleration added, yard power inertia and acceleration added.
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