Jump to content
Naval Games Community

admin

Administrators
  • Posts

    17,069
  • Joined

  • Days Won

    1,129

Everything posted by admin

  1. Capturing ships on the PVE server does not affect others. Its basically a co-op game on the PVE server. But. All NPC ships will have same wood time and already have the same trim. If you want something stronger/faster you will have to build your own.
      • 2
      • Like
  2. Exactly. We do not plan players to build ship by themselves. Last itration 3 guys can build 3 santisimas per week . We think it is STILL too fast compared to times it need to acquire high end content in other successful games.
      • 1
      • Like
  3. That's a Positive effect. If that is achieved - job is done. It will lead to realistic ship composition on OW, varied fleets in PBs.
      • 8
      • Like
  4. Permits are a natural limiter. Government looks at your effort and gives you access to better vessels. It works like this in real life and in most MMOs. You have to work hard to get certain ships and its the proper way to go. We already said before. Giving everything easy before led to comments like Bucentaure is not content from some players.
  5. What is PVP XP? Sorry but we don't have that on testbed.
  6. Not all 5th rates require 15 marks and to get 15 marks you just need to sink 3 average player ships i believe.
  7. Well he cannot do it forever though because you can call for friends (if you have any). But if you are far away its a possibility. There are a lot of horror stories about eve in this regards. like players forced so sing songs on TS to let them go and such.
      • 1
      • Like
  8. the only problem that we need to solve (currently) is not the revenge fleets. But non stop tags. Where you re attack consistently over and over again EvE online does not solve the problem. If your engines are disrupted the person can hold you like this FOREVER. Regarding the revenge fleet - there is a tp to national ports right now. We are not yet sure if it will stay free or without cool down. So theoretically french players can TP from louisiana for example to support a trader near Fort Royal.
  9. i know it was fun. and i am all for RNG in crafting because of ... reasons like drunk architects, bad wood, shipyard problems. But it will work perfectly in a single player or coop game. The stakes were too high and pvp players wanted the best ship (not the ship given to you by gods) forcing them to throw away (break up) 2-4 1-3 ships.
  10. If by customizing the ship you mean you built 3-5 ships (and we know everyone built 3-5 ships) then these days are BACK - every ship is 3-5 ship now so nothing has changed. Clicker Heroes on steam had i think 50,000 players and its now 11,000 and you don't even have to click to be a hero (you buy an item for like 5 dollars to click for you). We have no interest in diluting/downgrading the game to have so called mass market appeal.
      • 8
      • Like
  11. the rum weights have been updated i think. or will be updated next week. rum was or will be made 10x lighter
  12. Its a process. Captured ships remove all incentives to craft them. Captured first rate is still powerful due to guns (remember free captured 3rd rates in PBs?). To make PVE interesting we have to keep all ships on the OW. Removing them removes the option to fight them in raids or pve evens (or quest lines). + captured pve ships allow farming of pvp marks using free ships. Removing capture of NPC ships just solves so many problems for us that we still want to do it knowing it might upset some players.
      • 4
      • Like
  13. we think invisibility will work wonders. 2 min will let you sail away seeing the revenge fleet standing. But remember - it will help your targets TOO.
  14. All the safety nets benefit both sides. The revenge gank problem could be solved with the 2 min invisibility for both sides. But in this case you will only have one chance to sink someone in enemy waters. And will probably never catch anyone modestly experienced with a counter tag. So less pvp at a cost of more safety. There is no other way.
      • 1
      • Like
  15. we understand the problem of speeds. we understand the revenge ganking problem. but we don't know if we should solve it, because games that are somewhat similar to ours (like EvE) don't solve it. If you fly into Goon territory solo there is a pretty decent chance you will die. (and if they find you they CAN avoid time compression by teleporting carriers onto you). Players venture into enemy territories for fun, for kill mails, and consider themselves already dead before venturing out. With this mentality revenge gank is a free TP to a friendly port. You killed couple of people (got the marks) and revenge gank did you a favor by sending you home.
      • 1
      • Like
  16. I am sure you have not even crafted a white oak or sabicu ship yet and already doomsaying. New system is actually more friendly for trading as it gives traders additional useful things to trade and bring to crafting hubs.
  17. With this logic all pvp is a problem for one of the sides.
  18. don't understand the question please rephrase?
  19. Revenge gank is not a universal problem. It is a problem for one side and only in the case if that side is outnumbered. This only happens when you sail to crowded enemy waters.
  20. It was a problem when you could TP resources. Right now those alts will have to haul those woods out and actually be a target. + the supply is widespread.
  21. We understand the teleport from stalingrad to berlin button beauty. But we have decided that there is no place for it in this game.
      • 3
      • Like
  22. 24 ships of the line can attack 25 ships. There is a curve. 15 heavy frigates no longer can attack 25 first rates. Basically for anti griefing protection the number of ships in the pulling zone affects the BR power of the fleet.
  23. Because of tech. We don't have and can't have shallows in instances. Thus we can spawn you in the shallows on exit. Saving position in instance is also impossible. It would be possible if max number of players on the server is limited to 50-100 players (like Rust or Minecraft). Or combat is changed to simplified MMO style click based shooting.
  24. @JobaSet said he averages 70 kills per week. 1 hour sail from charleston to key west is ok. In EvE it takes 30 mins to make 14 Jumps from amarr to Jita and several days to cover the whole world.
  25. Thats why we are testing and tuning on testbed. For invisibility if weaker BR side invisibility will not help we will just remove the BR check and add invisibility to everyone exiting the battle. We don't see the problem if something is not perfect before the release. Thats the EA and testbed goal to fix it.
      • 6
      • Like
×
×
  • Create New...