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admin

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  1. All things you described require coding and generate more bugs and will take a lot of time (wasting it). Hostility missions provide a clear way to get the port even if enemy does not show up, allow SOME response options, and cannot be exploited by alts or whatever. They work. regarding finding each other. targets dont want to be found until they have a numerical advantage and broadside weight advantage, once your target has a numerical and power advantage then you don't want to be found.
  2. Sandbox RVR games are power projections games. Power comes from skill or numbers or both. Gaining numbers is a skill (motivational, organizational). Why should a game punish a group who can gather 25 players by allowing 8 players have a limited instance against them leaving 17 of their players outside with no gameplay? They did everything right, built a fleet, managed to persuade players to rvr/pvp, defend their waters en force. No sandbox rvr game does that (from hardcore eve to casual guild wars 2). Its a slippery slope. First we will have 8v8 battles and then someone will say - wait i am playing alone - why can't i raid alone, please fix now. the solution exists and is found (and works well). Lobby based shooters where group of any size can find a balanced battle at a click of a button = naval action legends. Otherwise allowing 8 players to attack 25 players with ease makes 25 players unhappy.
  3. its not a better solution at all. flag is exploitable because its an item. edge cases with flags ruin the whole system. flags won't return.
  4. If they find each other near the ports of their nations sinking will raise hostility and generate port battles As for the first issue no sandbox rvr game solves this problem. Thats the main reason most games now are lobby based shooters. Eve solves this problem by long long grind of structures. In the age of sail fleet could just arrive and attack the port. Dilemma here is not it?
  5. Translation = a small group of 6 players does not know where the other group of 6 players are because the only groups they see is 25 ship fleets? But is not it like all sandbox rvr games work (from eve to guild wars 2?).
  6. people ran with rewards last year.. running was happening all over the place, there were even pvp event zones and paint chests and people still ran from battles where they had a decent chance to win.
  7. what would be the reaction in general if paint chests were sold for pvp marks for example? who would complain? you did not get my response. example we increased speed by 40% since last year (gradually) but players still complain about long travel times. There will always be a crowd who wants to get to content they enjoy faster… its impossible to satisfy everyone and sometimes its impossible to fix things because they work the way human psychology makes them work legends will give zero motivation to run and will actually force players to fight. We can't do it in NA thus players shoot sails for 1 hour because they want to escape. I see people running from 3v2 constantly even when they are in better ships.
  8. i think you have something there. and we are sure NA legends will fix this problem. Players who want combat experience only will never be happy as any sailing time would be long compared to NA legends. Players who want age of sail experience or other things will then be able to help us develop the product without trying to cater to "i need a balanced no-risk pvp battle when i want it" group - because trying to satisfy everyone in one product gets no-one happy.
  9. NA pvp is a hunting game - you search for the target and get enjoyment on finding a target and doing things to a target. What you are asking is the distilled experience which will be provided by NA Legends. Port battle rewards can of course be considered to bring back. But at this stage we believe that maximum effect would be achieved by UI and localization because thats the only thing stopping us from increasing marketing again.
  10. pvp provide 2.5x more xp and 2Ñ… more money + 10Ñ… more fun. Human desire to avoid risk impossible to fix. Players who want to find pvp could for example arrive to hostility generations
  11. checked with the team again.. the limit on neutral ports can be removed - we will see if we can hack it in faster somehow
  12. but I think i responded to that comment several time. The time that implementing such separate limits will take will probably making this limit useless because by then most important ports will be captured and the rest of the ports will be useless (unvisited villages) which nobody wants. The dilemma is this remove limits completely have a universal limit of 3 ports against nation the second option only has a problem during initial land grab the first option allows to destroy nation third option (separate limit for a certain nation (for example neutral)) could take a very long time to make and then cause unforeseen bugs that will require fixing and the whole limit implementation could take a month to make, test, fix, stabilize.
  13. You can only escape like that in un capturable reinforcement zones which is the goal of the system. If he was able to reach uncapturable reinforcement zone/protected zone = he is in safe waters = he ran away.
  14. but you can teleport to any neutral town now with no cool down + travel times are 40% faster than they were on launch last year.
  15. we already cut the distance by 15%. Is it still far? or you are saying based on todays build?
  16. missions markers located in protected waters close immediately
  17. Distance limitation could be done For example - we can limit the distance of hostility missions from the port to the 10 nearest towns. But It can easily be avoided by just port hopping (which was done successfully in the past with flags). Get the port behind the front line, defend it and you again can operate behind the frontline.
  18. Well the problem is this Limit of 3 attacking port battles against a single nation only looks small NOW. it will not look small once there are no more neutral towns. We removed all limits last weekend because were were testing the feature and could not deploy it on Friday. But now it is working and we think it should stay, because we want to promote nations to attack other nations, and we can't have a separate limit against neutrals (unfortunately we can't do it fast and by the time we do it there will be no neutral towns anyway). So the question is why can't you attack ports that are already captured.
  19. the system is not final and of course might need updates and tuning. But lowering taxes will lower costs the next day. the idea (system) was this City can grow big or stay small. Growing city can provide more tax but as a result costs will go up too (more bureaucracy) Thus the maintenance cost = % of tax but not less than 100k additionally clans can increase production and reduce labor hours in the city by increasing maintenance which is calculated based on maintenance (cost is not fixed). If they are more interested in labor hours or more resource production (a lot of members craft in the city) they might decide to accept heavier costs. If they don't want more maintenance they should just lower taxes and enjoy all benefits of the city at lower price (but with lower income from the city). Some things might need tuning as i said above
  20. thats definitely wrong - will review update - i thought the city is generating line ships, that is not happening the location has deep waters around and as hostility missions allow all types of ships this is by design. The city has deep water areas around the city; thus a group of players can blockade in lineships bringing them from the narrow passages to the east or west.
  21. No Most trading goods provide 4x margins which covers taxes and makes you 380% profit. But some cities (which provide trading resources are already untaxed and make you a little bit more. the normal trading resources are player driven we have no control and have no desire to have control over player demand/supply or margins. We only dampen shocks. The rest is in player hands. If player chose to set prices with less than 10% difference its up to them. I think what you are seeing is that we have made some ports very important for trading (buying and selling) and some only for buying to promote trading centers. Previously you could sell anything anywhere at profit (which was silly and stupid) now you have to find the buying city and supply it. Players who think a little bit will soon find out amazing profit making opportunities in trading.
  22. thats not what i meant. stop inferring things They bring goods to stores and take goods from store but they don't trade on market (meaning they are not buying and selling from other npcs) its a player driven economy now. Only players can initiate market transactions and only market transactions are taxed thus due to tax is taken only once - NPCs don't have to be taxed. They are haulers not traders.
  23. daily tax = daily maintenance so if tax falls = maintenance falls too but not lower than 100k as every city has some minimal government
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