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Everything posted by admin
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you have to control more capture zones than enemies. So if they control 1 and you control zero - points for that zone start ticking.
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main post updated with full patch notes
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dennis moore вернулся видимо со свежими силами!)) если вставить россию придется вставлять и польшу и пруссию и шотландию и берберов и некоторые африканские страны и италию это ящик пандоры который потом не закрыть.
- 23 replies
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- клуб диванных альтернативных историков
- предложение
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Screening action and rewards
admin replied to admin's topic in News Announcements & Important discussions
lets not send other forum members to other games if you disagree with their opinion. If he wanted to play wows he would be playing wows now - not responding to this topic -
Screening action and rewards
admin replied to admin's topic in News Announcements & Important discussions
Yes. this topic is about screening before and during Port battle. It has nothing to do with how PB are generated - this will be discussed elsewhere. ps. the main killer of pvp only based hostiltiy generation is non-attendance. We have some ideas on how to solve it but its not the time yet. This topic is about screening and rewards for screening -
Admiralty pvp events work with no bugs and allow us to implement another feature that we wanted to add long ago. Such defined pvp zones with no AI provide interesting options to reward OW battles before and during port battles (screening rewards). For example. 1.5 hours before port battle starts and 1.5 hrs during port battles all kills in the PB harbor and vicinity count to leaderboards and provide rewards to those who intercept fleets and sink stragglers. In case port battle does not happen due to large fleets intercepted players will be rewarded for such successful interceptions. Of course number of players on the leaderboards should be increased in this case. I am not sure if points from OW action (for kills) should be added (influence) port battles themselves. But it could also be an interesting mechanic which might eliminate all friction that arise because of instanced PB. (some players suggested many times that PB could be a series of battles in the harbor - not one decisive battle). Discuss
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the variety of tactical options is endless here both in battle and in the open world.. For some harbors the route of attacker will be known even without screening. for example maracaibo attacker can only come from north or south I personally only worry about the wind and we will have to find the proper solution to it. All other features are better than old port battles, more diverse, more interesting and solve many issues that existed before.
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hostility solved another problem - slow down conquest and remove the griefing with flags and alts. Later we found the solution to solve the flag problem but we had to do events first to understand it and provide tools to open the road for an improved hostility system that removes unnecessary grind.
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Points distribution Kills/Sinkings Sinking enemy ships or losing your ships grants points according the following scheme. Lineships 40 pts All other ships 25 points. Because entry to battles is limited by battle ratings we believe that all ships are important to victory. The system with different points for ships is also supported. This also provides somewhat equal time for both battles (because if cutters are worth less - battles in light ships could last a lot longer). Forts and towers. Towers 50 points Forts 150 points Capture zones Captured zone ticks 2 points every 5 seconds. If attacker controls 1 zone and if defender controls another (with third being not captured) no points will tick for both sides. For points to tick your side has to control more zones than the enemy. 1 ship will capture the zone in 120 seconds 3 ships will capture the zones in 30 seconds. Zone can be captured if you have more ships in the capture zones than the enemy. It does not matter which size of vessels is in the zone - to promote diversity. So 2 frigates will capture the zone even if there is 1 enemy victory is present in the capture zone (of course 1 victory will not sail alone and will try to be in the main line with escorts easily sinking those frigates. All numbers are initial and will require testing and tuning.
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yes. the size of the circles is a draft and will be tuned during testing.
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no.. there are 5 circles on the screen. large outside one.. smaller inside one. and 3 capture zones. Attackers will be able to join anywhere outside of the large circle. its just not showing well due to fog.
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same rules as right now. Battle is open for attackers and defenders for some time. They will spawn where they enter based on their position in the circles.
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exactly this. Lets say BR limit for PB is 5000 pts. Your clan wants to win a PB. Due to harbor capture zones your fleet need several fast ships and mortar brigs in addition to first rates. If the limit for PB is 5000 you plan to take 2-3 first rates, 3-5 third rates to control passages and use fast ships to cap points and mortar brigs to destroy forts. Now when you sail to PB you found that 10 friendly santisimas (who also earned the hostility points) already entered the port battle from the OW reaching 5000 limit (10*500). Completely locking you from bringing frigates to cap and mortar brigs to destroy forts. Battle is lost as a result.
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We have not yet found an elegant solution for ship limitations in pb without the lobby and without griefing potential.
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First post updated
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stationary ships are vulnerable to perked mortar brigs.
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no. shallows in battles is a complex task requiring a lot of development hours. we tried and its impossible to do it in a reasonable time. there will be no shallows in battles.
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This topic is about port battles. Your comment is off topic. Refrain from off topic - if you are interested in the answers start a new one in suggestions or q&a.
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it still exists. If battle is unresolved within 1.5 hours defenders win.
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Hello Captains. Land in port battles was deployed today. This is an experimental feature and will require a lot of testing and tuning. Key concepts. What is removed Removed - battle circle of death. It will be no longer necessary as we found the way to completely eliminate the need for kiting, running and griefing in port battles. Removed - BR difference requirements. It is no longer necessary due to objectives in the port battles. Control objectives and you win the battle. Removed - Tower requirements. If you controlled key points in real world port battle towers and forts would eventually surrender. Towers and forts are no longer a requirement for victory. But they are still going to be present and sometimes make things easier for the defenders. Tower and fort placement will be based on their current open world positions. What is new. Port battles will be conducted in the harbors of regional capitals Tower and fort placement will still be somewhat random but their number will depend on the city size. If new port battles will be fun some forts could be placed near objectives. Entry to port battles. Entry to port battles will be purely positional from the open world. There will be two large circles around the port. Defenders can enter anywhere within the smaller circle. Attackers can enter anywhere in the large circle sometimes attacking from several different directions. Initial wind will be determined from the open world on first entry to the port battle. That wind will stay static for a certain time and then will change based on the old proven formula sometimes providing equal opportunity for both sides. This means that timing the port battle start and entry matters and attackers have to carefully decide when to enter the port battle. Capture zones (a-la BF3 conquest mode). 3 1.5km circles are placed in the harbor. Controlling those zones gives points. Sinking enemy ships gives points to your side Losing ships subtracts points from your side Destroying towers and forts gives additional points (approximate time to destroy a large fort for a perked mortar brig = 12 mins) The side which gains 1000 points first - wins Alternatively you can get an immediate victory if you sank all opponents (or they all escaped exiting the battle). To test the port battles properly we suggest the following to reduce the cool downs between failed port battles and won port battles to the minimum provide ship chest reward for successful attacks or defensive action to all participants. Concerns Some port battles will be immensely fun due to harbor geography. Some battles will be very weird (especially in narrow passages). Some harbors will favor attackers, some harbors will favor defenders. Example of entry circles and capture points attackers will be able to enter anywhere from the outside circle, defenders will be able to enter anywhere in the inner circle. Approximate time at good wind to sail through all capture points is 25 mins on the good speed frigate. Against the wind it will take up to an hour. Thus attackers will have to control wind carefully. Points distribution Kills/Sinkings Sinking enemy ships or losing your ships grants points according the following scheme. Lineships 40 pts All other ships 25 points. Because entry to battles is limited by battle ratings we believe that all ships are important to victory. The system with different points for ships is also supported. This also provides somewhat equal time for both battles (because if cutters are worth less - battles in light ships could last a lot longer). Forts and towers. Towers 50 points Forts 150 points Capture zones Captured zone ticks 2 points every 5 seconds. If attacker controls 1 zone and if defender controls another (with third being not captured) no points will tick for both sides. For points to tick your side has to control more zones than the enemy. 1 ship will capture the zone in 120 seconds 3 ships will capture the zones in 30 seconds. Zone can be captured if you have more ships in the capture zones than the enemy. It does not matter which size of vessels is in the zone - to promote diversity. So 2 frigates will capture the zone even if there is 1 enemy victory is present in the capture zone (of course 1 victory will not sail alone and will try to be in the main line with escorts easily sinking those frigates. All numbers are initial and will require testing and tuning. For testing purposes cool downs on port battles were reduced. Failed PB can now be repeated in 1 day (instead of 3) Captured regions now can be recaptured in 3 days (instead of 10) Paints and Ship chests from events are added as victory rewards to port battles (both attacking and defensive victories) To improve the ability to enter the port battle from distance if the port is behind land you can now click on buildings to bring the entry screen up. (you can still click on swords to enter the port battle). Battle result screen camping fixes Battle result screen camping options were reduced. For the discussions on this topic please visit this thread When the battle is over you will now have 2 options: Exit to open world within 5 mins Exit to the nearest friendly port If you don't exit to the open world in 5 mins then you will only be able to exit to the nearest friendly port. This feature solves 2 important problem - sitting in BR screen to deny battles, wasting time for you and those chasing you. And camping in BR screen to attack unsuspected players from the safety of the BR screen. Other changes Some upgrades, perks, regional bonuses increasing ship speed were reduced. Speed adjusted for 2nd rates, 3rd rates and HMS Trincomalee Mast HP was modestly increased (30% on average) Speed penalty for reinforced masts was slightly reduced Сrafted quality bonuses were slightly reduced Gun repairs slightly reduced Some boarding upgrades bonuses reduced Determined defender perk was removed. If you have DD it is a useless perk now. Bot routes were changed to reduce dense NPC distribution in certain areas Bot composition were changed to reduce numbers of line ships Number of forts and martello towers now can depend on the city size (1 fort + 1 tower for smallest cities 3-4 forts + towers for largest cities) - this feature will be tuned further going forward. Free camera (with some limitations) returned to the open world. Fixed bug where towers were shooting at captured ships on your side Several other minor bugs fixed
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Некоторые вещи вы просто не заметили - их заметили другие. + Качественная разработка занимает время. Альянсы например - делались полтора месяца по просьбам игроков - нужны ли они - думаем 50 на 50 Изменения в крафте - делались по просьбе крафтеров и с обсуждениями с ними (включая крафтеров рублей) - заняли минимум 3 недели Трейдер тулзы - делались для торговцев и многие просто торгуют им эта игра интересна потому что корабли. Земля в портовых битвах делается уже (если все часы сложить) уже месяца 3 - по просьбам игроков - но я вам гарантирую лучше не будет. Будет лучше в некоторых портах а некоторых просто станет хуже - например маракайбо или пара портов на американском побережье - там будет просто тупо треш. Соотвественно что нельзя назвать контентом для вас является контентом для кого то еще или является экспериментом который мы провести после релиза не сможем. Проблема в том что основу сделали быстро и сразу выдали игрокам в 2014 году!!! - ветераны просто наигрались и уже томно смотрят на все остальное усталым взглядом. То же самое щас - смотреть на стройку интересно только на ускоренной перемотке - а если смотреть играя - все будет казаться медленным
- 158 replies
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- make great again
- предложение
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IPad version is based on the PC edition that had a lot of patches and even was in early access for 6 months. That is why Ipad edition did not require a lot of patching - it was based on a well polished game. Also we found that patches sometimes can spoil things or ruin gameplay that people get used to. It is a finished painting game and we don't have plans to try to improve it.
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dennis moore уважаемый ветеран как и вы - давайте без тонкого троллинга
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Server Status - peak population per day
admin replied to Macjimm's topic in Patch Feedback and General discussions
they are somewhat accurate because they use steam api. the error is 10-20% not more. -
Server Status - peak population per day
admin replied to Macjimm's topic in Patch Feedback and General discussions
Let me know a somewhat popular non free to play MMO on steam with growing online, maybe we missed it.