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Everything posted by admin
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no ship can sail above 15 knots even with 8 +100% speed upgrades
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if you did not use them or won't use them they will stay in the redeem box
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currently if you repair you repair guns too. line ships BP do not have additional requirements - we have not implemented permits yet. But there will be permits for some ships of the line and superior frigates (for pvp, conquest and on pve server for pve marks)
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updated
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sorry but not yet.. they are all placeholders now.. speed is 15 knots the rest i believe range from 20% for hull and 100% for accuracy
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Please do not patronize us by such comments Ships are expensive to maintain as they are unique for every player. Wipe does not solve any problems as players will come and create new ships. Perhaps you know some unique way to improve db handling of millions of items 110,000 accounts*40 ships you request (and thats only ships). In this case we are sure that you will make billions (no joking here) by selling you company to AWS or oracle or maybe by going public
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Hello Captains Here are the patch notes for the forthcoming patch for testbed. All Testbed characters will be wiped - EXCEPT FOR craft xp, money, xp and ship knowledge unlocks. This will happen in the future as well. Additional redeems for xp and money were provided Fixed bugs – players who were stuck without crew in the Battle result screen - BRS screen; you can now exit the BRS. Just accept all warnings and exit to the nearest friendly port. Guns are now sold in units (not in decks). Blueprints for gun forging and drilling will be added next week. Medium guns will be available from NPCs by capture, long and carronades will be only player crafted. Warning – basic guns are not sold in ports (not yet). To get basic guns (if you started or have a new rookie character) just sell your basic cutter and buy a new one – it will be provided with a set of guns. Rookie zones removed. Rookie capitasl are added back to respective regions (details here). Players who were stationed in the rookie zones – sorry for the inconvinience. Assign crew functionality in instances updated and somewhat improved. Resource transport between free towns removed Ship transport between outposts removed Teleport to freetown removed. Outpost to outpost transport is now only available between national towns. Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back). Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery) Shipyard is back and is required for ship crafting Lineships blueprints are now available in the admiralty. Prices are not final. Most other ships are available for all players and unlock based on level (incl Endymion and Indefatigable) Gifted perk removed Ship blueprints no longer drop when crafting Certain changes to knowledge slots unlocks are done Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. Fixed bug that did not allow to access hold for NPC ships in missions and events Fixed another set of bugs keeping players in the BRS screen Fixed bug that allowed to receive marks for basic cutter Fixed bug that allowed your sank vessel to magically appear in the BRS screen Fixed a memory leak with open combat information window. Expect bugs - several new features are introduced and may cause problems for testbed gameplay. Thanks for the patience and support.
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if we split xp into crafting xp and shipbuilding xp it will of course make sense then. But i looked at the computer all my life but still have not learnt to code well.
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We considered it strange that you can learn to craft a First rate ship of the line by sawing planks + when you place ships to auction they don't take your slots current limit of 20 is under review and we plan to add a dry dock consumable in the future that will increase your slots. but it will be paid (as dlc) as ship are the most expensive database wise. We don't limit it their numbers because we want to make your life harder. we limit because they eat server capacity.
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we found in the previous 12 months that audience accepts the reductions in requirements easier than increase in requirements. this is needed to control inflation - but of course we don't know yet that those numbers are final
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please don't set up charts just yet - system is evolving - normal ships will be removed from requirements of scouts
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you have to delete char but hopefully today the patch will be deployed and we will also provide xp and money again..
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slots are universal now (not per port). So if you have 20 slots they are for all the caribbean (not per port) do you have ships in other ports that might be taking those 11 slots?
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thats changing today scout ships (leading to endymion and constitution) won't require progression in the standard ship line (that leads to first rates)
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Powder Monkeys vs. Magazine Access
admin replied to _Masterviolin's topic in Current Feature Improvement Suggestions
well.. its more open access thus higher fire hazard. You access it faster/easier and so does fire sparks maybe it should be renames - open magazine access. -
its not final yet.
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Crafting and blueprint changes
admin replied to admin's topic in News Announcements & Important discussions
some ships will be removed. npc will not sail advanced ships as well (we hope to provide separate ship list on a pve server) -
Partial removal of fast travel
admin replied to admin's topic in Current Feature Improvement Suggestions
if you can't enter enemy ports and if you can't tp resources - traders will have to bring resources to those towns to trade with others (or make money on enemies). -
Crafting and blueprint changes
admin replied to admin's topic in News Announcements & Important discussions
thats going to change very soon -
Partial removal of fast travel
admin replied to admin's topic in Current Feature Improvement Suggestions
initial design of free towns was to provide the bases for the nations who lost all ports they also were needed before the smuggler feature to provide areas to trade resources regions lessened the demand for free ports smuggler removed the need for traders to meet in freetowns freetowns will shine with removal of tp, with removal of resource tp, and with removal of smuggler -
Partial removal of fast travel
admin replied to admin's topic in Current Feature Improvement Suggestions
that will remain of course. but might change to nearest deep water port (instead of capital) because people who will move to live to mexico for example don't want to unstuck to capital (to sail back)-
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Partial removal of fast travel
admin replied to admin's topic in Current Feature Improvement Suggestions
thats already being done-
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Ships of the line in free towns
admin replied to admin's topic in Current Feature Improvement Suggestions
free towns historically were not combat oriented towns and actually were against any hostility in its vicinity. Keeping heavy warships in free towns allows nations to not capture ports to get closer to enemy and just bring them to FT and keep there. Removing possibility to dock in line ships creates better frontline and actually provides better indication of where enemy conquest fleets might be - in turn creating more pvp options.- 32 replies
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Partial removal of fast travel
admin replied to admin's topic in Current Feature Improvement Suggestions
The best way to create targets on OW is to remove fast travel But we understand that in this modern world some fast travel might be needed. Thus we propose to allow no cool down tp between national/allied ports outposts this is better than no fast travel at all.-
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We have advocated on complete removal of fast travel between towns. There is a potential compromise. We can instead disable the TP to and from Freetowns. Players will still be able to build outposts in free towns - but will not be able to teleport there. Only national/allied ports will provide this service to players. Negative: This will hurt some pvp players who jump back and forth (but they still will be hurt by complete removal of fast travel). Positives: a lot less gank in the backyards of your national waters. More people in the OW, and some fast travel options will still remain within nationally owned ports. This will also make holding certain regions more important to keep outposts in the enemy waters. what do you think?
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