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shaeberle84's Achievements
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Yes. This is odd.
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Leeway warning! Important!
shaeberle84 replied to admin's topic in News Announcements & Important discussions
What you need to do also is to introduce an ANKER to prevent further offshoring in leeway coasts.- 187 replies
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- important
- might lose ships
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Forthcoming patch 14 Part 3
shaeberle84 replied to admin's topic in News Announcements & Important discussions
Yeah but to hold a course I have to stir against the wind, right? -
Forthcoming patch 14 Part 3
shaeberle84 replied to admin's topic in News Announcements & Important discussions
Will this just results in the need to sail more upwind? Then everything will slow down ... -
Can't advance in the Cerberus
shaeberle84 replied to Timothy Bonaparte's question in Feature proposals and Gameplay Help Q&A
Assist XP similar to NAL would be great, too. -
Can't advance in the Cerberus
shaeberle84 replied to Timothy Bonaparte's question in Feature proposals and Gameplay Help Q&A
Or you could introduce 2-3 more 5th rate mission ranks, similar to 6th rate missions!? -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
shaeberle84 replied to admin's topic in Patch notes
You Sir, have balls of steel! Heads up! -
Naval Action Legends Matchmaking
shaeberle84 replied to Paint's topic in Current Feature Improvement Suggestions
Worth a try. -
Bring back multiple durability
shaeberle84 replied to Malachy's topic in Current Feature Improvement Suggestions
Ships are not even the problem. Mods and Refits are even more expensive. This is because the ressources needed for them are in limited supply by the ports, not player-produced. If rare woods / refit ressources would be produced by a supply-demand-system with flexible prices (and flexible supply), we would have cheaper ships (and modules) and no rage-quit was needed. -
Making gold, Missions V Trading
shaeberle84 replied to Hammy's topic in Current Feature Improvement Suggestions
So I agree with you that the rewards between PVE and PVP should be rebalanced in another way than what I have proposed. However, we strongle disagree, and I am not alone, to say that the different PVE rewards are not balanced and that there should be design changes to rebalance these. Finally, I am not sure whether inflation hurts especially newbies, since a lot of items they need are not affected by inflation. For instance, NPC produced ships and medium cannons cost the same, no mather how high the PVE rewards are. Newbies are hurt since more experienced players can earn higher PVE rewards and "ruin" the player-based economy, meaning that player-produced ships and cannons and refits/modules/books are more expensive and cannot be bought by new players. However, I do not think that any new player or even the average RvR player does need all the best items. Port battles or fights are mostly lost because of other reasons than purely better ships. -
Making gold, Missions V Trading
shaeberle84 replied to Hammy's topic in Current Feature Improvement Suggestions
I see your point. What if rewards were generally higher, so that losing a ship does not matter that much anymore for the carebears? Edit: But you are in line with the gereral idea of balancing rewards through flexible prices and the forces of supply and demand? -
Making gold, Missions V Trading
shaeberle84 replied to Hammy's topic in Current Feature Improvement Suggestions
Please elaborate instead of saying "no". -
Making gold, Missions V Trading
shaeberle84 replied to Hammy's topic in Current Feature Improvement Suggestions
Yeah @rediii likes my post (first time ever I think =) )! -
Making gold, Missions V Trading
shaeberle84 replied to Hammy's topic in Current Feature Improvement Suggestions
The Problem: Missions and trading rewards are fixed right now, that is the problem. The easy fix: Missions give the exact same amount of money, no matter whether there is 1 guy doing a mission around a town or whether therer are 100 guys doing missions around a town. If mission rewards are based on supply and demand, they will get lower the more people do missions. For example every town generates missions day on day one for 100% rewards. If they are being done, the town generates 50 more missions the next day with only 80% rewards etc. If the missions are not met, they are postet the next day for 120% rewards. Then, suddenly, trade becomes more attractive if missions people think missions are more rewarding. They do more missions and mission rewards go down to a point where trading becomes more attractive. The system balances itself out, to the point where missions and trading becomes similarly attractive when comparing rewards and risk. Futher benefits: With mission rewards depending on supply and demand: If missions are more profitable in remote ports and less profitable in safe zones and highly populated areas, we get more people out there, who are more likely to do PVP. Other side of the coin: Similarly the profits from trading are more or less fixed right now. I have posted this multiple times already. If a town has a need for a trading good and this need is not met, the price should increase by, say 10-20%, the next day until profits are so large that traders supply the good. To balance supply and demand, the production of trading goods should also be more flexible: if port-produced trading goods are not bought, prices should go down, but also supply. If trading goods are sold out every day, prices should increase, but also supply. This is a simple supply curve (Economics 101). Summary: Making mission rewards and trading profits follow supply and demand will results in an equilibrium, which benefits all, especially the @admins, who do not have to constantly react to these kind of topics and change mission rewards every two weeks. =)