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Everything posted by admin
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It had to be forced, to identify additional crash reasons sources not related to speed. It will take several days. And most speed options will be re-enabled. We will also post a warning that speed can cause crashes..
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Speed control was locked or limited to control crashes, as a lot of cases were happening because of it. Once all sources for crashes will be fixed the speed control options will be brought back. hold on.
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2 New Items: Loki Rune, And Ship Logbook
admin replied to admin's topic in News Announcements & Important discussions
Whats interesting is this. Peace server players requested port battles, requested investment, requested taxation and asked for Fair PVP. Peace they got it all and got the Loki Rune (the NPC prayer to gods to help them). I have not seen any complaint about the Loki from the peace server . Most complaints about the Loki are is coming from the War server inhabitants. -
2 New Items: Loki Rune, And Ship Logbook
admin replied to admin's topic in News Announcements & Important discussions
The game has been going from 800-600 to 200 EVERY DAY for the last 2 years. Some say the online has been constantly falling every day. The short fluctuations also happen in a very short time just like you said it. Right within a day. One day is indeed a very short period of time - just like you said. Its caused by time zones. You see, more people are playing in the EU time zone than in the Night, as a result online drops from 800 to 200 EVERY DAY. It is even worse though.. Worse than you said. Online drops to zero - every day! Can you imagine? Zero players during maintenance. This game is dying so fast.. that online drops to zero EVERY FREAKING DAY. -
Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
we are going to solve this too.. wind strength and barometer will connect all pieces together. Strong winds - heavy ships are kings, light winds cutters are kings. Which will also bring variety to OW as people will pick ships according to weather conditions (Not only guns)- 466 replies
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Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
You are correct. And that book is not only one that confirms it. Ask any course instructor teaching yacht sailing or giving skipper license. In the strong wind only a heavy ship can withstand pressure and wave + do not forget the hull speed. The longer the hull the higher the speed. AOS reality is the following Very light wind Cutter sails 7 knots Frigate sails 4 knots Heavy ship of the line barely moves. 1-2 knots or maybe slower due to friction, some builds cannot even start moving and slightly drift. Very strong wind almost gale Cutter - cannot sail at all - have to take down all sails = 0 knots large waves make it even more dangerous. Sometimes in sustained gales taking down masts is necessary to just survive. Frigate - depends on build but can move on courses (couple of sails) - 8 knots If the hull is shorter it will mostly fight Heavy ship of the line, can keep almost all sails (except for top gallants) - 12 knots (hull speed) Wind is also uneven and constantly rotates, thats why a skilled sailor can sail faster IN THE SAME BOAT. just because he can predict wind better, understand the wave better, and manage sails better (or faster or in time). This is our goal. Make choices in sailing as important as aiming and deciding when to use repairs We do not know if we are going to reach this reality in NA but will definitely reach it in NA2. We start from wind gusts - captain who look at the signals and map and change course to get a better wind will be rewarded. Captains who just want to sail straight will become easier targets.- 466 replies
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offline/online leaderboard? Something like a small campaign with limited funds and Research points? Or just a breadboard and achievements for the campaign (in ironman mode)
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так вы за нерф миссий или нет - перефразируйте плиз?
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Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
You should check mission rewards again. But its the best i can do. -
hold on.. crash patch is coming out very soon - literally days.
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Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
Risk vs reward is the same. Its just feels very new. Totally understand all reaction but we learnt to ignore initial outrage (you probably remember posts where people were OUTRAGED by 10 doubloon teleport fee saying it will kill the game) -
Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
Yes. Ask any professional sailing racer. Speed in the same spot - 1 meter away will not be different. Unless he is in the wind shadow. But 1-2km away speed can be very different. For identical racing boats. Just because of wind condition and wave condition. So not sure where are you leading - Its not getting removed just because you do not like it. We gave it 3 years to think about. NA map is condensed. Jamaica is 150 miles and realistically it is totally possible to have stronger winds on one side of Jamaica. (5 minutes away in game time) -
Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
We already said it is totally realistic, just a bit exaggerated (because ow speed even basic ones exceed 100 and ow travel is abstract - everyone know it). Its a known fact that two identical boats can have different wind speeds in the same area, especially on the borders between high/low pressure zones. In fact a ship can have 0 wind at all and another ship 1 mile away can give 2 knots. Only in tradewinds the wind pressure is somewhat uniform and even then there are lower and higher pressure zones. We plan to remove speed indicators some once we add the skill knot log (if this happens - not guaranteed). Removing indicators will bring peace of mind. In addition to that we will add barometer that will help predict wind change and wind strengh (changing speeds between classes in real time) Current wind gusts will lock this all together. + We no longer tolerate time wasting for hours. -
2 New Items: Loki Rune, And Ship Logbook
admin replied to admin's topic in News Announcements & Important discussions
We gave PVE server, port battles, investments, clan control and taxation and some pvp (through loki). We gave PVP server MORE pvp. Catering to players is how we make money. It is strange that you bring it up. We will continue catering to players. We have NOT forced ANYONE onto the War server. And will continue expanding PVP fun for everyone on War server. We are not forcing anyone to attack NPC ships. You pick the targets and their quantity. -
2 New Items: Loki Rune, And Ship Logbook
admin replied to admin's topic in News Announcements & Important discussions
Thanks for feedback LOKI is a very polarizing feature, and best features are usually very polarizing. They are both loved and hated. LOKI is staying in game. Because a lot of players love it. We love dark souls and invasions are an integral part of dark souls experience. We wanted to do it for a very long time and finally got balls to get it in. New exciting things will come in the future as well. ps. hidden benefit - improved ai. -
Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
If he kills you he gets xp, doubloons and credit for pvp hunt. Its a win win. Its a best pvp patch. (If ai runs he should chain - good practice) -
Please report them and they will get banned
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Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
No.. They work exactly this way In fact two yachts sailing at parallel course 500m away from each other - one сould have a benefit of the gust (small wind spot) and another wont - too far away. Ask any cup sailor. This features exactly because we sailed an actual yacht seeing this in effect, other things were moved in the roadmap to get it in. Other changes are also planned. For everyone. We are very happy about wind gusts and do not plan to change the concept in any way. The only thing subject to change is bonuses and maybe time. They work exactly like they work in real life in the form the technology allows. We do not plan to disable attack for ships affected by gusts (this will defeat the purpose of - travel faster if you are smart - and find targets faster). Removing attack/defend will make this feature a safe travel option. We also do not plan to disengage when players come to sight. If you are faster other players cant slow you. Whats next? Magical debuffs like in wow, "turn into sheep for 1 min" -
Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
@van der Clam OVERLOAD WORKAROUND! Switch to enemy ship Split the cargo Drop to your ship Switch back. -
Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
Star navigation is a more complex skill and requires a per point Seeing a particular cloud, or wave irregularity (or darker spot) at distance just requires establishing visual any sailor at top mast can do it. It is very interesting that you object this mechanic while accepting pressing W as a command to set sails and saying that having teleports is a great compromise. -
Seasonal Update: Treacherous Waters - Preliminary information
admin replied to admin's topic in Patch notes
You can capture 6 first rates and destroy any elite enemies with ease. Cost = FREE! One guy finished the raid SOLO yesterday. Wind gusts are not magic. You should read this book https://www.amazon.com/Deep-Sea-Sailing-Errol-Bruce/dp/B003X5SPQA it has a whole section on wind gusts and its irregularity.