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Reinforcment Zones - Yay or Nay?
admin replied to Liq's topic in Patch Feedback and General discussions
yes we will add this in the next 1-2 patches.- 142 replies
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Reinforcment Zones - Yay or Nay?
admin replied to Liq's topic in Patch Feedback and General discussions
I think reinforcement zone is a little bigger than needed. We will see if we get the expected result out of it over this and next week. But will adjust its size making it 10-15% smaller. The expected result is: Players can always fall back to rebuild in the safe zone, and will venture out to RVR and pvp more when they think they are ready. The main number we are looking at is retention and steady growth of happiness for the average player who, knowing that he has a safe base to fall back to will be willing to try to pvp more often. -
Is anything being done to stop players blocking resource contracts?
admin replied to NethrosDefectus's topic in Support
Hello everyone Can someone explain to us as if we are five. What specific actions a player should do to block the sale of resources to other contracts? We have tried to reproduce in internal builds and contracts are always filled. describe specific steps please -
The size of the safe zone is the same around uncapturable ports. It should not be cut by other ports and this creates partial safety for 2 nations (all other nations have no nearby ports cutting into the safe zone). All profitable ports are outside of the safe waters. But yes you are correct and thats was the purpose, players should be able to do most activities in the safe zone if they wish so.
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Update is being deployed today 21st Septemeber. Changed the icon for available for all ports (so they look less ugly) Removed hostility missions for ports that cannot gain hostility Hacked in the bigger limit for the number of neutral town port battles Improved bonuses for clan controlled ports Added new upgrade French Gunner Added new upgrade French Gunnery Sergeant Added blueprints for French gunners and french gunnery sergeant Several tunings to trading were done (improving chances to find profitable trades) Reduced the distance for hostility missions from the pier by 15% Fixed bug that limited national reinforcement zones by other cities Fixed bug that craft did not work if item was supposed to receive a Labor hour bonus Fixed bug that did not update craft info after teleport from outpost to outpost Fixed bug limiting stone production Fixed bug that did not let players exit the Available for All ports Fixed bug closing the missions near free towns immediately Fixed decals bug on Radeon video cards Fixed several other graphical bugs Other fixes and tunings
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what mortar brig bug he was talking about??
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Ah no of course no. Its a great company. Game Labs exists partially because of some people in Wargaming. i was just explaining to captains why they could afford the port docks.
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well thats why wargaming placed circles on the screen you posted instead of squares. Squares perimeter is longer so it consumes more ink and they wanted more profits for themselves.
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Captain. please avoid posting private conversations in the open. We don't allow them on our forums even if one side is you. just explain what you wanted to say. Saying you have definitive proof or something. If it is a tribunal issue please send screens or copies of conversation to @ink IN PRIVATE - no need to post them in the open.
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I worked in WG from when they had 100 players until they had 100 mln players. Once we make 2bln dollars like WOT, i guarantee we will have a good port picture too .
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Busy merchants is a function of online as well. But again. Previous implementation was fucking stupid where we listened to solo hunters and increased weights 4 times so solo hunters can have more targets (because they wanted traders to haul more). That actually reduced online (but increased targets initially). Its an ecology - more players = more targets. Focus must be on more players. Not on "please help solo hunters". If players come and enjoy there will be solo hunting. So all solo hunters who feedback here must run all their feedback through the following filter - will it make an average player enjoy the game more - not through the filter will i get more pvp.
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ah you mean the battle size limits on some battles? it was tested end of last year on live for at least 3 months in rookie zones and events and did not bring any meaningful results on increasing pvp or online. Nobody cared. Those events did not even let fleets in. Nobody cared. Listening to people who ask for something and do not use it is a waste of time and resources. If we did not do it we would have had better AI for example and more pvp content (because better pve = better retention = more online = more solo hunting content) As a result now we focus on players around the tree. The players who don't like that everything previously was done to support solo hunters. they definitely use functions we added last patch sorry for being direct.
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huge welcoming committees are part of the age of sail experience that was the initial vision of the open world. we did not want to make open world initially - players asked us - we delivered. In the real age of sail experience USS constitution did not request the british chase fleet to stop and do a duel. French admirals did not ask Nelson to split their fleet in two to have an exciting balanced battle, and Nelson did not write to the UN or league of nations to tell him where to sail to find the Franco-spanish grand fleet. He was searching and chasing him from march 1805 (battle happened in october). You don't have to like the experience - but you have to admit - it is how it was. You have less ships you run, they have less ships they run, you sail searching for targets -sometimes never finding them, you face overwhelming odds and you succeed and have joy when large battles happen.
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I wanted to make ship games since i was like 4 (and made wooden ships then). NA is one of the games (first game) on the subject we plan to make many games on the naval topic. Legends is not the future of NA. NA legends is a separate game for the specific audience that cannot find fun in the open world, for example audience that does not enjoy the long search for the target or facing overwhelming odds (like real captains did).
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solo pvp hunter content is a function its a function of online numbers. The number of solo hunters is approximately 100 for 2000 players. When online is 500 you have 25 solo hunters searching for fights. When online goes down time to search for pvp increases drastically. As a result solo hunter experience can only improve if online improves. But online cannot increase if we are solely focusing on solo hunters. Same with small group pvp content.
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i played potbs from closed beta , then on roberts then on russian server until closure of russian server, i built the first pirate frigate on roberts. i did not see numbers grow sorry. By the end it was impossible to find fights and as an active clan and pvp player i only saw 3 groups fighting (Alliance for spanish, wolfpack and PODW for pirates and my british clan) 24 players in total , by the end of the server all battles were arranged. The only time pvp worked there is when they had online. Same here. Go leave positive reviews and raise online with us. Otherwise play legends that will have non stop super fun pvp without any negative consequences.