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Everything posted by admin
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impossible - UG is a 2D game. Confused mess looks good in TW but it took them 10 years from first shogun to get to Empire TW boardings
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our system does exactly that. It is the system that limits players who have unlimited time .. they can participate in 3 events and you can in One but you also have a chance if you sink 1-2 good ships. The beauty of the system is that it satisfies both groups! if the event runs for whole day you have no chance if you only have 3 hours and they have 20
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the reason we split events into separate timezone events is this We want to solve the so called chinese farmer issue. Right now the event runs for a manageable time and everyone has an equal chance. If events ran for 20 hours then only people who play 20 hours per day will be on the leaderboards
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lets focus on the pvp event in this topic - there is no ai farming or port battles in pvp events
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We are adding assists to points calculation on friday. It will promote more group action instead of kill stealing.
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Consider this a pre-release Plymouth pvp zone. Such zone works well with lower online numbers and if the game works with 200 people online it will work with higher online figures. To rephrase: you should be able to find pvp with 100 people online. Such pvp events provide this opportunity.
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we had this before - it did not work. Massive shipwreck brought people in and no-one was fighting
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Thats not health bar - thats a number of soldiers in a platoon. Second bar is fatigue of the platoon (preparedness to fight). The system is binary and elegant. If you have 50 marines on your ship they will be split into 2 units (platoons) of marines of 25HP each. (25 men). It helps to design of damage (losses and kills) with ease, and will have clarity for the player. So the soldier figures you see are not heroes with healtbars, but abstractions of platoons.
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Question How many pvp events per day: 3 or 5? 5 per day will allow more timezones to be involved and will allow to shorten the event a bit
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PVE Challenges - Feedback and proposals
admin replied to admin's topic in Current Feature Improvement Suggestions
hmmm - can you elaborate more on this.. because event prizes are all exceptional they should give that bonus -
We have been working in parallel to update boarding to its final version. The boarding could be a turn based game based on scaled units representing ship crews. First experiments show that even basic positional unit based game is 10x better than button commands because it gives a lot more tactical variety and allows for a lot more interesting gameplay. The multiplayer prototype currently runs as a separate application and our current goal is to find an efficient method to integrate it into the main game within the battle instance.
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future patch notes will always come with a poll Please rate the patch 9.97 patch notes here
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PVE Challenges - Feedback and proposals
admin replied to admin's topic in Current Feature Improvement Suggestions
this topic is about pve challenges.. you can't exploit NPCs -
PVE Challenges - Feedback and proposals
admin replied to admin's topic in Current Feature Improvement Suggestions
you can just surrender you know -
Hello everyone. There are no easy solutions to this problem without ruining some other things. All the problems come with the time compression and some of the game mechanics interfere with attempts for elegant solutions. Problems People log off at sea (quality of life feature) and then log in to enter port battles or attack others People sit in battle result screen to attack others or avoid gank People wait outside to wait for someone to come out from the BR screen wasting time The issue with 2 and 3 is caused by the following design. If you escaped you are still put into the same place in the open world totally disregarding the fact that you repositioned in battle. In reality problems 2 and 3 would never happen because if you escaped you escaped and got to port. In our game if you escaped you are still placed (punished) and placed to the same area giving attackers a second attempt to sink you. In addition to that if you want to continue fighting (even though you have escaped) you are forced to sit in the BR screen and attackers waiting outside are forced to wait for you playing the waiting game wasting hours of time for both. This had 2 additional problems: if you sailed with friends you will be split up from the group breaking the group and removing fun for all of you. If one of you sank and was in port another one would have to hide in the BR screen and still not have a chance to play. This breaks groups up and creates less pvp as a result. We have thought long about the fixes and here are the potential solutions. We warn in advance that there are no easy solutions and some quality of life might suffer in rare cases. Please be constructive and open minded when thinking about it. Those are not very elegant solutions but all 3 above mentioned problems will be solved. Proposals Escape (BR screen camping and revenge gank escape) If you escaped the battle you no longer will be placed in the same spot in the open world - if you escaped you escaped. No need to try to give someone a second chance to get you. To do so we will give the player the option to either exit to the open world or teleport him to the certain friendly port (for example nearest friendly port). That's what would real life captain would do in case of certain danger - try to escape to the nearest friendly port. Thus the player will have lets say 5 mins to decide if he wants to exit to the OW, if he did not make this choice he will be escape to port. TLDR: BR screen will force you to the nearest friendly port if you have not chosen to enter OW within 5 mins. I personally like this solution a lot as it solves a lot of problems and actually makes life easier for mission runners, pve players and small groups pvpers. Some might say that it will allow more fast travel options for people but maybe its not a bad thing as the main goal is to waste less time and pvp/pve more. Log off before battles/port battles PB entry timer can be implemented. If you log off at sea, when you login you will receive a port battle entry lock blocking you form entering port battles for lets say 30 mins. This lock can be removed by entering any friendly/allied port. This solution is not elegant. Disconnects count as log off and if you sail to port battle and suddenly disconnect you will have to sail back to friendly port to remove the timer or wait for significant time. So players with not stable connections will suffer a lot and this will cause a lot of frustration. Lets discuss this issues constructively and decide finally if it is really a problem. We must close this door this week and stop thinking about it.
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PVE Challenges - Feedback and proposals
admin replied to admin's topic in Current Feature Improvement Suggestions
Yes. we planned that - default ship will be provided so everyone can participate even if you don't have a ship. -
Adjust the Event rewards pls
admin replied to Corona Lisa's topic in Patch Feedback and General discussions
yep good idea but hard to make it fast enough. it would require some changes to crafting. -
Current events are in testing - we will keep cerberus for a couple of days to check for bugs and issues. We will remove boarding from first 2 challenges to focus on sinking (not boarding) Question 1 for the next week. Propose the next ship and enemies for the kills and time challenge. We will update the ships and enemies once every 2-3 days. In terms of new challenges and the events we plan to add 3 more PVE events within 1.5 weeks (before new year). The december patch challenges will be the following. Time challenge - kill 2-3 enemies in the shortest possible time Kill challenge - kill as many enemies as you can in 30 mins Boarding challenge - board as many ships as you can in certain time Demasting challenge - demast the enemy in the shortest possible time Special challenges - a-la - sink an NPC victory in a cutter These challenges will also provide excellent base for the new player tutorials and practice for pvp. Question for the final feature. Please propose ideas for challenges (be specific) Rewards We want to move pve and pvp challenges rewards from chests to points (marks of victory) that will allow to provide tiered rewards based on positions in the headboards. Admiralty points could then be converted to chests or upgrades or special ships. The problem is that we don't know how long that feature will take and it might delay other things. There are also ideas on how to integrate pvp marks into hostility better allowing less grind in setting up port battles. please provide feedback on pve challenges, propose new ideas and discuss potential changes to the rewards.
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there are some bugs with the perk..fixing them one by one.
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Patch 9.97 - Events, minor crafting changes and other things
admin replied to admin's topic in Patch notes
Lets be honest :). Fine woods were fine for some players, but the majority did not like that feature. Fine woods were implemented based on hardcore crafters and players suggestions to limit exceptional ships and first rates. Feature achieved the required goal - we saw less first rates and less exceptional ships (newly crafted), but it achieved the goal by removing players.- 263 replies
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Patch 9.97 - Events, minor crafting changes and other things
admin replied to admin's topic in Patch notes
Events will always be in those locations. From what we see in data most players have free towns in those zones. Lobby based tournaments were considered but the worry is that lobby (lets say weekend) tournaments will remove people from the open world. -
Patch 9.97 - Events, minor crafting changes and other things
admin replied to admin's topic in Patch notes
yes of course.. ships and enemies. If this one is popular the content of course will be expanded i will post a separate post on pve challenges ideas requests -
Crafting a new ship no longer instant
admin replied to Rebel Witch's topic in Current Feature Improvement Suggestions
Timers = tickers. Every ship crafted over time = new timer. Multiply it by 15000 active monthly players and you will have a million of timers. They all tick on a server and consume CPU. It is 100x cheaper to tick 1 item (labor hours) and make ships with a click. You get the same result. Compare You collect labor hours for 48 hours and then click once Or you click once and wait for 48 hours for santi to be built. -
Patch 9.97 - Events, minor crafting changes and other things
admin replied to admin's topic in Patch notes
resource control remained. You still have to own certain regions to have full access to some types of wood or materials. fine wood removed for the following reasons. Its goal was to limit the number of rare ships and first rates, the goal was somewhat achieved together with the removal of players :). It was not a good feature and has to be rethought completely.- 263 replies
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