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Everything posted by Sir Texas Sir
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It kinda look like some of the US/GB ports where grabbed this way, more US as they painted almost all the cost while GB is just picking ports that seem to have important things. Pirates for the most part is doing the same, but we want to have our little buffer so some of the smaller clans are picking up the not so important ports around Mort. I think folks or either going to drop the none profitable ports if they don't make enough to cover them or as I'm seeing just in the ports we own so far in BLACK (I'm doing all the port upkeep for the clan) is we have some high profit ports that easily cover the low profit ports in upkeep with tax's they earn. Even though I been keeping a good extra money in the clan warehouse just in case. From what I seen of the Danes they are doing the same grabbing there main econ ports and than starting to fill out the dots around them. Remember this isn't a bad thing as in the US case cause it keeps folks from using the AI neutral ports as a raiding point. Some one wants to raid they need to actually us a freetown or take a port for there clan/nation. So production isn't taxed in a port? Good to know. I think keeping just these things listed taxed is the way to go. Don't mess with private trade as that shouldn't be taxed. The only problem I'm seeing right now is ya'll kinda put way to much COAL every where. That and I think production boost should apply to player buildings in that port not just the trade goods. This will encourage folks to use a high production port over the safe port back in the capital region. If I can get a 20% labor reduction and 20% Production boost in a port I'm going to move my production to that port over the one that doesn't produce as much for as cheap in a safe zone. Well if it's not that far of an extra sale. This would encourage folks to actually move away from the safe zones. You can stay in them if you want to remain safe, but remember profit and rewards comes with risk too. Yah I think this would be a nice added thing to the "L2TK" which reminds me since I just got up should go watch that.
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This is under GLOBAL server news, but it would prob be a good thing for the PVE server to do the same. I have no interest in that server, but always wonder how many clans and such actualy was on there and the make up of the nations. I do have chars made up, but could prob do some labor trade as they are all level 50 crafters. So having clan contact list for other servers could be good too. I had a post that had Clan contact info and such along info like ports count and such for PvP2. We could easily make up another one like that and get the admins to Pin it for players. I think @Teutonic made up a battle report one already. I would say split the clan info from the prot battle reports cause some times they can get a bit spammy with crap that doesn't pertain to the main info. So a separate thread just for clan info that is updated and no smack talk spam just clan info would be good.
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People been asking for the logs since I can remember. It can't be to hard to set up a log that only Officers can see of who deposites and withdraws stuff. I say no tax of private sales/trades. I shouldn't loose money every time I had one of my clan mates money or a ship I built just for them. Private trades should remain that, private. We don't get taxed (in most cases) for private sales in real life in most places. Why should we be in game? I do like the clan tax cause it's kinda annoying when only a few put in and others just take and take. If clan makes every one pay 10% of there earnings towards the clan coffer (rate can be set by clan higher ups) than you know all active players are putting in no matter what. Than allow clan pay outs. So say your clan pays 10% tax on all goods. Though they make enough from ports to pay the upkeep and the 10%. Than I can pay back to the clan say 15% of the clan earnings for that day or something so in effect every one is making 5% back for what they put into the clan.
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Enter other nations port set used by all and can't leave.
Sir Texas Sir replied to Sir Texas Sir's topic in Support
Makes me wonder if being a pirate has anything to do with it? But yah can see a whole fleet jump in and than find out they can't leave lol -
Enter other nations port set used by all and can't leave.
Sir Texas Sir replied to Sir Texas Sir's topic in Support
I was able to leave port by putting my ship up for sale and than getting a basic cutter. Yah this needs to be fixed. Surprised it's hasn't been tested and reported so far unless I missed that post. -
Ok so I'm testing the used by any option the Danes set Road Town used by all. I enter the port in a Renomme. I can't set the outpost which I think some one reported on all ready. Ok that is fine. Tried contracts to see if we can do that. Nope can't do it. So I figure I'll head back to the neutral port that I was set up at in the area. Can't leave the port now. Did an F11 with report # NAB-71697 Now I"m stuck on that screen can't even get the ok to click and exit the warning. Yah not a good thing.
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While I'm pretty much against the waste of resources with he PvE server right now but was thinking. How would the Port Battles work? Would you stay with 6 ships only? Should it be 25 AI ships like what most real port battles have. How does the port fall back to Neutral AI own other than not paying and how does every one get new ports if they all become taken by clans? Just a lot of questions about how it would work to have an PvE RvR set up on your server. Remember Devs said your prob not going to get any new content for just the PvE server until after release that isn't for the PvP servers. So asking them to modify a system in place and take up there time to get it right is taking away from the core of the game. We still need to get the core mechanics straighten out for the main servers before we start working on PvE content for any servers and most likely that content will come in the form of something for the PvP server first.
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We had to rewind the hall scene like 50 times when I first saw it in the Navy....great movie. Now I want a hooker war.....wonder who on Global I can pick a fight with....lol Instead I think I'll demand all there midgets and tacos instead. I do need to set up my char on EU one of these days.
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Ask him what key is his brace key.....I have moved mine from H to I cause I use to hit it all the time when I went to board, but when I hit K for Mortar Brig fire I hit the I some times and lock myself up. That is what it sounds like he has done. Done it more than once so if that was the case let him know. The other thing make sure he has a mortar on the ship....don't laugh we had a guy rage cause it wasn't working. Got to port found out he never put the mortar on the ship or any other guns. @Ink Did a port battle last night for Atwood, didn't bring the mortar brig but we got the floating buildings and big tower bug again. I F11 it and it was under my Sir Texas Sir account. It seems to happen when two port battles happen at the same time. When there are no other port battles the towers stay normal. Haven't pin down the floating buildings, but the towers I noticed get big if another port battle starts after yours does. We have two port battles tonight. Cap Frances for HRYDA on GLOBAL and Grand Turk for my clan BLACK. I'll see if some one will bring a Mortar Brig at Cap Frances since it's not for our clan I'll do so and see if I can get some screen shots and F11 of no red aim dot and what we are talking about.
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The battle isn't over until you reach 1000 points or the battle is closed and no more players can join. It closes after 30 mins. That is why you don't get an instant win for killing all AI. Killing AI and capping out all circles tend to take us less than 20 mins from start (faster if we have more than AI numbers), but we also send one or two guys to cap the cirlces while the rest fight. Maybe next time send your extra one or two guys to do that as soon as the 10 min clock is over. Also remember AI will cap a circle as long as they have more ships than players team in the circle so try to keep them out of circles if they have more than your team. Forts give you 250 points so if you got some one that has a Mortar Brig and knows how to use it bring them. Towers are only about 75 points and you can kill them with your ships. Since AI is neutral they don't shoot back. Just remember in real port battles they do and those Forts will sink you fast. Funny thing is we been timing other nations and clans doing port battles and watch who are very slow. Either they come in with very small numbers or struggle with equal numbers on GLOBAL. It's noted for when we decide to take those ports if we feel like it.
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We had two built in clan when they ops the BP and one of those was suppose to be mine. The stupid clan leader gave it to some one else (female player so you can guess why) and she stopped playing so I never got mine. I would just be happy if they put in a plain version of it and save the special paint of the SC for rewards. Must give us a HMS Hermione (yes it will be confused with the French version so maybe call it Retaliation ) and be done with it. I would prefer to see them maybe as mission rewards. Kill so many players in PvP or port battles and you get it. Though I just be happy for now with some paints in game.
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I just want the gunboat back myself.. Had way to much fun with that little boat. Though I do think with Unity 5 up we should get the rattler back and would be nice if we got paints back until they do what ever they planing with them. Alll the ships look way to much alike right now it's getting a bit bland in game.
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I don't mind finding out how some things work, but let us know what you fixed or change so we can move on to other things. It's like a cycle, they get really good at feedback and than they get really bad. They don't keep it constant in the middle. I been asking daily for a small post of update of what they done for the hotfix and we haven't gotten a responce. All it take is a small update on the main page stating what big problems go fixed or changed. Didn't even know about the battle limit change until some one posted it. Or the fact all Regional Capitals are now all SOL battles. That player almost lost his ship cause of the change. A lot of use won't run 1st rates in missions cause we lost a good number cause of the DC"s problems which I think is fixed, but no patch notes to confirm. I did DC twice yesterday but it wasn't in battle it was OW and didn't seem the same problem, I'm going to blame those on my local provider doing work in the area after Harvey hit us the other week.
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@Ink While I only shot at forts, not the towers, but the red dot has been removed and since you can't tell where your aim circle is cause of land it's hard to hit on target. You basicly need a spotter to watch the map and tell you if you hit the fort bar (bow HP) or fort base (structure bar) we are talking about 50 hits compared to 150 hits to kill a Fort depending which you hit. Towers use to be easy cause they are same size as your aim circle, but I haven't killed one in PB since I only brought one to one port battle so far. Neutral ports forts/towers don't fire at you so really only kill them for the faster points. We have a port battle later today I'll bring my mortar to it and do some F11's for you. The other thing i noticed if you get the floating port building you get another bug that makes the towers way big and hard to hit (cause you can't see the actual position and hit it). This also happens when another port battle ends while you in a port battle. You get a glitch that makes them get big suddenly in battle and the hit box's are off cause it's larger than the small size forts. If I catch this again I'll F11 it. I believe I have done F11's on it in the past.
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I believe it changed. We had some one doing hostility missions to grind out xp the other day get 1st rates instead of 4th rates so he had to get out of the mission. Was nice they didn't give us any patch notes for all these hotfix's they been doing. Not a single patch note yet and they wonder why we get frustrated with them at times?
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The same to break down mods you don't want, I have so many pumps in our clan warehouse it's just silly. Not even sure why we keep these, but would be nice to break down things like all the medium cannons that we don't want to use or can't sale in the shop cause every one else has a billion of the same types and get a little something out of them. Even saleing to the AI isn't worth the little you get in return from them so I would prefer to just break them up for some iron back. Are just fight like it's your last day and have fun, ships and mods can be replaced. You be surprised how many fights you actually win when out number and gun when you fight like you don't care to loose the ships and they can be easily replaced (even when they might not be). When you fight to run to save your ship you tend to loose more than you win. Cause I'm going to promise you that guy that fights like he doesn't care prob has better mods or slots open than some one that always runs to save their ships/mods. This is why I been asking almost every day @Ink or @admin to give us as hotfix patch notes of what they been tweeking. Haven't seen any hotfix notes since the patch was dropped. Would be nice if they actually inform the players of things like this. This is actually what I thought the workshop was going to be like, that you make all the mods/refits and extra stuff with it not just cannons.
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We have to many things that need iron and it seems the production for it has slowed down since before patch. Maybe one thing you can do is make the 10-20% boost to production actually work on players buildings and not just ports trade goods/woods. This will encourage folks that want to make a profit off production to move away from the safe zones. If they don't want to rish loosing a port they can always get there production around the capital safe ports, but if they want to produce a profitable amount they need to get away and capture and hold lands.
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To help devs can you maybe let them know the settings you might have the game. I noticed one time mine was set to some odd resolution and there was issues like this. It was right after a patch and had to reset my settings and it was fine. Maybe that was the reason, check your settings and they might need to be adjusted. I play on a 4K monitor, but play in 1080 but some reason it was set to some crazy odd setting last patch when I updated.
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didn't know we had a sound log, but please don't disable the shot log. It's one of the ways we can tell whens some one friendly fires on you and have proof. That and it's kinda nice to know if your actually pen/hitting something or just blowing through sails. Though if ya'll plan to update it than just leave it until it is updated. You have a habit or removing usefully features for doing trouble shooting and than not replacing with something else.
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Yah I need to adjust my price with the fact now folks make more money. I been giving great deals to our nation for the common longs but still making a great profit. Time to up the price. I figured I'll wait to see how much they change and than run a ship full of those goods to a free town and dump them. Was trying to see if Charcoal is used for anything else and not finding it. 4 6 and 9's longs are the best profits cause every one needs those. I wouldn't touch any others unless it's buy to order. I leave the Carros for some one else, but I got through stacks of 160 of the 6 & 9's daily easily. Great profit for some one of lower level to get into it.
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Images or Maps for new potential port battle ports?
Sir Texas Sir replied to Farrago's question in Feature proposals and Gameplay Help Q&A
So far I think ever one we taken has been a none capital for the regions other than one place and it's been interesting judging the new join spots and such. Doing the AI fight gives a clan an edge of knowing this and folks should take a few mins to map out and plan for any defense if attacked. What been nice about the single port thing even though I prefer regions more on our smaller GLOBAL server is some of these ports have some interesting battle areas with the land and island make up that we haven't gotten to fight in before. -
Idea: Mixed fleet Port Battles...
Sir Texas Sir replied to Norfolk nChance's topic in Current Feature Improvement Suggestions
You make it to complicated you run into a tons of problems. -
Yah I haven't got back to port to test this out. Was wondering about that too. Though it says production. Either way the labor hour discount is nice. I would love to see maybe tax's bump up to 20% max maybe. We will get some testing on it and see how things go. By looks of it that most folks can get more than enough money to pay the upkeep in a few ports while making up for what your not making in others.