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Everything posted by admin
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thats exactly the problem players have fun.. and then hit the wall because map changes constantly, they can't rebuild, they have to adapt production every time someones decide to take the port add human psychology (people overvalue losses) ps NA legends will be a huge hit. Due to lack of all such problems. We have to fix the bleed of players on medium levels in the NA Open world.
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Lets be honest Lets imagine a new player. He just got his captain rank. He wants to pvp eventually but he wants to get some foothold first. What is the risk/reward for a unexperienced player sailing solo in his cerberus or LGV from KPR to Hispaniola near la navasse? Even if he gets 100 mln for that SUPER DUPER IMAGINARY mission. Do you think he will get to it? Even with the free ships.. do you think he will sail there after 3rd sinking?
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Stoopid Question About Trading!
admin replied to seanjo's question in Feature proposals and Gameplay Help Q&A
if you use trader tool for prices it does not show live prices - we have no plan to update it for some time. it is an internal tool switched on for testing purposes - when we wanted to remove it players requested to keep it. it was more valid when npc produced resources - so the price you see is the price that npc would sell the goods at IF they produced that resource -
Stoopid Question About Trading!
admin replied to seanjo's question in Feature proposals and Gameplay Help Q&A
can you post the screen? -
Ah this. Well we tried to create many reasons to sail out of the safe zone. All features - all design before was focused on - How can we make a player a target more often. Which was loved by pvp players. But the majority left. Remember that NO reason will force you sail out of the safe zone - because you lose everything multiple times on the way out of that zone. So even if you promise 100mln opportunity it will be only exploited by organized groups. Average players will just lose ships trying to do that delivery order.
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Idea: Port Battle Night Flips Solved...
admin replied to Norfolk nChance's topic in Current Feature Improvement Suggestions
I think we can safely rethink the concept of resources as a conquest goal - as resources are actually not a goal at all as most people build in capitals. It is impossible to make shipbuilding resources a goal as it either not a goal or if it is a goal (one coal port in the caribbean) then controlling it ruins gameplay for other 80% of the players. There are 2 types of resources trading ones (profit) crafting resources (ship building) When uncapturable ports numbers are increased (allowing all shipbuilding + some trading) this will remove a lot of negatives from night flips, as you won't lose production bases. In this case timers can return and servers could be merged. Trading resources, victory marks and taxation would be a goal of capture and control.- 12 replies
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again. it only works like this in your client. to an outside player the person will remain on the OW.
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To Devs: PvE server has potential
admin replied to AngryPanCake's topic in Current Feature Improvement Suggestions
We always wanted to make a pvp harsh world and learned a lot in a process. thanks to NA community (even harshest critics). As promised we will try to focus on PVE after unity5/ui/localization. First step into actually fixing things is NA Legends - the game which solves 90% of problems for competitive pvp players, removing things that are not needed if the only thing you are interested in is fair pvp battles and nothing else.- 15 replies
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Update As usual community brain in general provided interesting edge cases that required some additional design rework of the initial proposal. As a result Here is the updated version of the preliminary proposal Alts As we only need to solve problem of alts interfering in OW and PBs we needed a simple and quick fix. We do not need a convoluted and complicated system of war companies and such. As a result. Clans will be able to set friendly status for other clans in their nation (up to 15 clans). Current clans and their historical names will remain intact. Diplomat role will be added and clan founder and diplomats will be able to set this friendly status. Only clans listed as friendly will be able to enter port battles initiated by the clan. Friendly status + battlegroups will keep alts from battles and port battles. New player experience, seal clubbing and inability to progress Once the average player have passed the initial hurdles of the UI and started building ships it is getting very hard to progress because he has no place to safely rebuild and survive. Initial solution was to move un capturable ports to coasts Moving un capturable ports to the coasts and moving very profitable resources to the center will actually increase sailing times for many (who wish to venture into dangerous waters for profit or pvp) In addition to that repositioning of ports will drastically change existing gameplay and reposition resources and having done this before we believe that this might have a drastic adverse effect on play As a result we would like to discuss the alternative solution for discussion Change naming of servers to properly identify the style of play Easy (PvE only) Hardcore Global Hardcore EU Capitals will remain in their current places Un-capturable ports will be set in the areas around the capitals (with the exception of sweden and denmark which will be set as very hard again during selection of the nation). Un-capturable ports will not be counted in the national leaderboards for victory marks Important. Within the zone of influence around the waters will be made extremely safe, by use of national reinforcements (a-la CONCORD) which will arrive to battles and defend the player in case he is attacked. The bigger the distance from capital the weaker reinforcements would be. Extremely skilled captains will still be able to sink the defender despite all odds, but it will give some breathing room to players to rebuild in case of multiple losses. Extremely profitable trading resources will be removed from the un-capturable ports and placed in capturable ports to provide profitable trading, privateering and potential taxation base. Taxation will remain the way described before. Port maintenance will be added - if the clan controls the port they will have to pay maintenance (taken from the clan warehouse). If maintenance is not paid the port will turn into a neutral port. Taxation money will be collected to clan warehouse as well. Safe(R) waters are going to be controversial for some. So lets spend some time discussing this as well. Predicting outcry about safe waters we would like to say. We believe some safe waters will be good for the game. We can supply new players to game (10000 new players came to NA during last 3 months) but current system do not keep them. No-one stayed. Some might say - but add pve and such - we could do that and plan to do that, but the problem is that with current system you won't be able to even get to those exciting PVE events. Privateers operating from free towns near capitals, placed conveniently within 20 mins form each capital for a different reason (resource transport that was removed) completely destroy the opportunity to rebuild. You must stay in green waters otherwise you are dead. When online numbers fluctuate they increase the problem because there are less targets and the only target becomes a new player, because old players know how to avoid it. New players unfortunately do not get time to learn to avoid it, and just leave. When online numbers were higher it was a lesser problem because of abundance of targets (some could pass through). When online fluctuates the only target is a new player.
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We tested for this a month ago. Result: For others you are still on OW.
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Grinding some ports is beyond stupid
admin replied to Koltes's topic in Patch Feedback and General discussions
when there is no more regions and all ports are individual the problem solves itself. just patrol the area around the port -
moderators are doing the best they can i think we can lock this.
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Grinding some ports is beyond stupid
admin replied to Koltes's topic in Patch Feedback and General discussions
you can't do that - due to no-shows or lower online in that nation -
Grinding some ports is beyond stupid
admin replied to Koltes's topic in Patch Feedback and General discussions
unless we find how to remove griefing from flag purchases new ports system missions will come back for hostilities they will be open for some good time for entry and will only spawn around the port that you are raising hostility. It will provide good options both for attack and defense and will be very easy to tune (without ruining OW bot distribution) for example - small ports hostility mission will always spawn 10 light ships 4th rate ports will always spawn 10 frigates line ships ports will always spawn 10 first rates -
moderators are untrained volunteers = players.
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victory marks are intact (as this is a national leaderboard) it does not matter if clans conquer or war companies or nations. They work for the nation (with the exception of cases when they want to take over control from another clan who interferes) and indeed it was created by the crown - and crown controlled who is in the navy and who is not. In the game it is impossible to control who enters your port battles and the only solution is to allow port battle entry to clans.