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admin

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  1. Bots are not players and sail slowly. None will arrive (they will be sank by players). But the issue is not even that. Even if the number of shipments allowed is 1, then the number of bots will be equal to 2 week average users. Which is approximately 12000 now for all servers. Total number of possible bots is 1500. Which is way below the possible shipment bots on the OW.
  2. the memory you have is from the time where there were no alliances and fleets were not based for hostility generation. Initially all fleets were based everywhere and you could find enemies in your home region. For hostility this system was changed that British region has British bots. Historical - but huge mistake gameplay wise. New player could not find the target for hours. Testbed already has the old bot distribution.
  3. npc's will stop producing raw materials is the main change (already on testbed), some changes to trading, missions, npc stock, npc loot are coming to test beed soon.
  4. Fleets were still there and were the cause of major set of complaints. The problem with capping NPC line ships is this - it creates so much money supply that it ruins all economy. POTBS does not allow capture from NPCs, EVE too. We are really struggling with trying to balance this mechanic with the reality.
  5. If there is no asset wipe all assets and ships will be moved to redeemables. We are currently trying franticly to save the assets and have no answer yet. We will provide the decision tomorrow. If we don't wipe assets we won't be able to test economy changes and mission changes before release.
  6. pve zone won't be small. it will be large and historically correct (located in large historical regional capitals of spain,france and britain) pve players will have enough space to do a lot of things + they will have an option to actually participate in conquest if their nation requires their help.
  7. money sink = real dollars for physical servers sink.
  8. Crafting level loss will be irrelevant in the future. The blueprint system is getting reworked as we speak. Captains will have most of the blueprints unlocked - some of the blueprints will be available from the admiralty for marks of conquest/victory or by other means. Defined mechanism to switch nations can be implemented in the future.
  9. The synchronization of Player account data was a feature implemented in January/February. Despite increasing quality of life for players it was under appreciated. Unfortunately it has to go now for the following reason Deferred rewards - we have moved to proper reward distribution where you will receive what you earned when the battle is over (marks, loot, xp etc). Synchronization interfered with that because it could overwrite results of your next battle, destroy your already received loot. It also created several issues with alts, potential griefing and ban evasions, where deleting your account saved your XP allowing some negative actions to be done without long term consequences. We plan to announce this week when it will be implemented and rolled out to live servers. TLDR Deletion of account will delete XP just like in most traditional MMOs or online games with progressions.
  10. The creation of dedicated PVE zones on the main server helps the game. This is how it was done in EVE and multiple other games on the hardcore end of the spectrum. All games have some form of dedicated PVE zone. In addition to that it saves a lot of money because in their current state PVE server is a money sink.
  11. You should be able to leave comments like everyone else once first 3 comments are approved. This is done to cut the viagra spammers. Maybe you should leave your "Outrage culture" at the door.
  12. everyone will receive an extremely rare ship on release for all the troubles during testing. all bans will be lifted and everything bad will be forgiven as well. during wipes we believe compensation will stop us from testing new economy and as a final last wipe will also happen right before release - it means you might lose the compensated ships too.
  13. if neutrals can't be attacked then they can change economy and resource distribution.
  14. там уже все умерло если что идея без клановых портов не покатит
  15. Based on the player feedback and design deep dive internally we now think that limitation on economy slots should not be done. It will work only when ports could be controlled by clans and when clans can invest into ports to increase the number of land plots available bringing more players to their towns for taxing them. Before that this feature will hurt small clans and solo players. Topic can be locked now.
  16. We are discussing it today internally. Do not want to promise anything but there is a good chance that pvp global will be in USA.
  17. its not leaked. Ink posted the same info on the 6th of march on the English language forum
  18. you will get everything from the PVE into redeemables, but... remember that we are removing ships and maybe assets..to properly test the final economy before release.
  19. NPC imaginary governor.. To build certain types of buildings you will need a land permit. Those land permits are issued by an NPC governor and are distributed by several means - main being the capture of the port. even at 25 per port 7500 buildings per server is a lot for the current online btw.
  20. Everyone should relax as usual - if this idea is bad is not going to survive for long. But we believe that this idea is great. Problem it solves Right any given city with iron can have 1000 mines in it, providing unlimited supply of free money. Landowner mechanic provides the natural easily controllable limit. If supply is too great - number of slots can be decreased, if supply is too small number of slots can be increased. In addition landowner mechanic provides great incentives to join smaller nations who have free slots available Increase PB participation - pb's are mostly even battles and are fun if the battle is full. We want to provide hard incentives to drive players to fun mechanics. It actually solves the alt buildings. Alt has to have that particular port permit - that means that someone has to actually do something to gain it - someone provided content to another player by winning pb (or losing pb) Port battles are the main mechanism to gain the land but it is not the only one. You can buy it from other players, you could get it from the admiralty store. Idle players problem is solved through maintenance fees. You pay for a week and if you have not paid you lose that slot and someone else can open in that location. Alts cannot block the slot because you cannot block it. If you got the land permit = you get the building even if there is already X buildings in town. All this is important ONLY if inflation is indeed a problem (based on the player feedback). If inflation is NOT a problem and money should flow to everyone then this issue is moot honestly.
  21. like they do now or did before from capitals? It will be symbiotic relationship . pvp players will provide pve players with conquest marks/land permits and pvp marks and pve players will provide the backbone of the economy.
  22. btw .. there was information also that there is some casino is planned on or near gettysburg battlefield. Maybe this could be of interest and stopped by the community http://www.pennlive.com/news/2017/01/businessman_takes_second_stab.html
  23. i would advise you to not assume others are idiots or poor or need lessons. We are all equals here. So talk with everyone as you talk with equals.
  24. Ah no.. that is the screen from first day of sea trials in 2014.. you cant get that sunset color these days
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