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Graphic Option: Raindrops on screen
admin replied to Foghorne's topic in Current Feature Improvement Suggestions
they drop on the the monitor from the inside i think -
there is no chance currently a cannon ball delivers X damage if hits a crew...if it flies further it can hit more crew unless it hits a hard object (cannon for example) other side or flies out patented mechanic dont want to give competitors ideas - but you can inquire in other channels After testing that bug i came to believe that while we calculate the crew loss properly (kills). But the damage is very low because we do not include injured, broken, routed and just scared people in it. And It is ok for grape because it is inflated.
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Don't consider casualties kills. Also you actually have to hit properly (its not just blind click = kill) It is not - shoot 69 shots anywhere get 69 kills like you described its more Santi fires at Victory 69 shots penetrate in the right place (thats important) at proper angle If 69 shots penetrate and ball and splinters hit the crew (they can miss crew)you have 69 or more men not willing to fight (dead, wounded, or broken or routed for multiple reasons) TLDR So if you equip 4lb you are dead = no penetration = no crew loss. When did you shoot at Santi with 4lb last time? If you position your ship right you can avoid this. If enemy makes mistakes you can finish the battle and get him surrender in just 3-5 broadsides. But thats if you can position yourself properly. First proper shot in also counts as it can be decisive. So just rushing in without thinking (especially for gankers in faster weaker ships) can be immediately devastating
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Unedited Hello Captains. We wanted to share some information about the changes that are coming this (hopefully) week. 1) New perks A lot of new perks added. Certain perks (while simple) take lots of man hours. It takes time but it is worth it going forward. 1 perk we wanted to give an advance warning about. This perk could be controversial so we wanted to give you a heads up. Control. It does not allow exit to YOU and ALL enemy targets within 500 meters of you while you are alive. (meters subject to change - lets start from 500m) A lot of you requested distance based exit timers and voila we can get you them as option through perks. to reallocate perks a temporary reset button is added (costs 3 officer levels) 2) Fixes to acceleration We wanted to fix this for a long time as it was done very wrong - so we do not accept comments that we should have done something else. Acceleration/Deceleration will work properly finally. Speed gain loss is no longer dependent on % of sails opened (ST1 legacy) but is dependent on water friction/ship mass and intertia/ hull shape/ and wind power (positive or negative) Why the fix was needed - simple example. Given: Your ship is on autoskipper Ships should slow down from max to 0 in 1 min (downwind) while lowering sails from 100% to 0% Bug Example 1 Your ship turns into the wind receives lots of negative wind power but still slows down in 1 min because of the bugs and old legacy code problems. (strong negative wind power does not affect deceleration and decel was tied to % of sails opened) Bug Example 2 You masts are destroyed immediately (or depowered). In this case ship still slows down in 1 min or something close to it. While in fact if you depowered your sails you must stop faster compared to the situation when you just lower them over time. All ships acceleration and deceleration parameters were completely rebalanced as a result. All problems were fixed. Expect potential issues with this and expect different ship behaviours. We tried to bring it as close to old system as possible but ... you know.. mistakes could have been made. This change is amazing as we now can affect a lot more and make all ships more unique and different. We can control and tune this per ship Acceleration/Deceleration individually - for example the ship due to its form can accelerate faster but decelerate much slower and vice versa Water friction/hull shape effect - ship hull can affect on how and at what speeds the ship behaves Sailing plan efficiency - some ships can catch more wind at narrow angles and some wont Backing force efficiency - some ships can reverse a lot better and are stopped a lot faster by wind pressure Minimal friction required to overcome - when ship is too heavy you actually have to gain a lot of wind power to start moving at all. (forcing captains to use yards to control speed) Please provide ideas on what changes you want to propose to above-mentioned parameters for your favorite ships. We are not sure about leeway and constant wind side push - but we are more and more ready for it. 3) Cannonball damage to crew Some things are found unexpectedly and due to bug on our internal version we have set all crew casualties from cannonballs to min 1 crew per ball. As a result every broadside started to matter (A LOT). Many engagements end in just 4-5 broadsides and 2 rakes (like USS Constitution vs Java). And majority of engagements end in with a white flag; crew willing to fight = 0. I liked how it worked but some dont like it even on our team. You now really think even when engaging a bot as a wrong turn and you are done. We are kind of worried to bring this to live game and plan to set up a test bed next week to experiment in a more quiet environment. All players will be provided access to this beta to test it. In parallel we are working on alliances/sound/ai improvements and some other interesting features. + of course new ships. EDIT important It is not - shoot 69 shots anywhere get 69 kills like the quote above described its more Santi fires at Victory 69 shots penetrate in the right place where crew is located (thats important) If 69 shots penetrate and ball and splinters hit the crew (they can miss crew) you have 69 or more men not willing to fight (dead, wounded, or broken or routed for multiple reasons)
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mystic forge
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PvP Rewards - feedback needed
admin replied to admin's topic in Current Feature Improvement Suggestions
i don't see the point.. why not just save his crew and let him exit -
Hello Captains Due to long server problems on PvP EU One all players across servers will receive a gift ship today (by evening) as a one time redeemable. Ship that will be provided - Bucentaure 2nd rate ship of the line. ps pills should be sweeter
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can you record it and post here?
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PvP Rewards - feedback needed
admin replied to admin's topic in Current Feature Improvement Suggestions
Unfortunately it will be confusing for a lot of players. You will have to wait in battle more and see if you sank or not. Also it could be griefed. You surrendered knowing that you are safe now - then enemy will sink you ship and you lose crew. -
same for me.. seems like steam login services are having problems
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PvP Rewards - feedback needed
admin replied to admin's topic in Current Feature Improvement Suggestions
We wanted to test 1 dura option since Feb but we know it could cause a huge review fallout so it should be done paired with something awesome. -
PvP rewards needs change again. Sinking a lot of players is unprofitable again after crew introduction. This problem is alleviated by ability to surrender any time. The changes will be done in 2 steps Step 1 - next patch and hot-fixes 1) Changes to surrender inlcuding no money and xp if you surrendered + changes to when the surrender option is available 2) Increase PVP Kill/Boarding/Sinking rewards 3) Additional perks allowing lower crew costs and crew recovery in and after battle and allowing better xp and money revenue for pvp kills (esp honor kills) 4) Moving repair and medical kits to upgrades to improve quality of life in case of unfortunate accidents. Step 2 - August-Sept Port battle patch 1)Renown/Admiralty points store (a-la marks of victory) 2)Hostility attack/defend quests 3)Better/Unique pvp drops/loot We have a question about surrenders What to your opinion is a better implementation... Block surrender ability if you are sinking or on fire? Block surrender ability if you have not surrendered during first 5 mins of the battle? Do not block surrender ability - BUT recover ship HP to the level it stops sinking giving the victor the surrendered prize in all cases? Propose ideas for improving the pvp rewards or link posts if you have done this before.
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marines will become a resource eventually the marines upgrade will be reworked (changed to something more appropriate) we also DO want very much to rework the boarding itself. But only after politics/alliances/new port battles
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- port battles
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камерой пользовались для поиска целей и очень активно подумаем как доработать чтобы оставить возможность летать вокруг корабля но не дальше
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Leander (350) did not let all boarding attempts from Generoux (650) Redoutable (650) fought off all boarding attempts from HMS Victory (850) we still believe that the perk could be logically defended based on historical cases.
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maybe you are right
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will check it was not a priority before
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We plan to address resource distribution and prices and supply/demand after alliances/politics/port battles Hopefully it will become more exciting.. but we are worried about a compass wood case - where some players really preferred a guaranteed trade where they can just make money by bringing goods from point a to point b ))
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We got reports that it was actually was used by rage boarders a lot which was not the purpose of the perk i allowed them free defence and all other options as well.
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What's new: Small repair kit and small medical kit is added to loot tables Sealed bottles can now be stacked Fixed bugs: Mixed decks (carronades + cannons) bug, causing guns shooting ball even if it had double shot loaded - fixed NPC fleets did not lose durability when sank – fixed Repair kits sometimes did not fix the NPC fleet ships – fixed Mixed deck bug causing shorter distance on long guns fixed Tunings: 5X min BR difference for attack added back Double shot penetration penalty removed Double charge damage penalty removed Carronade penetration drop reduced slightly Cannons will be destroyed more often with raking fire Fire chance lowered HP for all rudders lowered by 20% Determined defender lost free defend command Salt requirement in food supplies lowered Fish meat consumption in ports increased Tobacco and sugar production prices lowered Salt production increased
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