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Everything posted by Sir Texas Sir
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Ship Durability suggestion
Sir Texas Sir replied to Yngvarr's topic in Current Feature Improvement Suggestions
Most of us are fine with out giving Credit and Marks off that, but XP while could be exploited to grind your alt up fast isn't really something they can used to get an edge. Right now the little guy comes in to help and level up with clan mates or friends. If he gets no Assist or Kills he gets nothing and he will never level up. He should still get a slight reward for the damage he helped with. Something not nothing is all I think folks are asking for. Same with any combat you have that is a draw or loose, it's still experience you gain in combat so why aren't we getting any? Keep the Credits and Marks to your Kills and Assist, but allow the XP to be off the damage you do. I know your doing it to prevent the 1% that try to exploit, but what about the other 99% of the players out there that aren't exploiting and just trying to play the game and have fun. Right now if you want to make XP you have to go solo grind a mission or fleet by your self cause if you do it with a group you split it and get little to nothing. Than you have the ship trees taking so much XP that you will max out in rank before you even get into the mid tier ships like the 4th and 5th rates. I have yet to expand my dock space cause it just cost way to much. I thought they dropped the prices. I remember how special it was to get that last out post for 1 million and what an achievement it was. How much is it for the last 3 slots to unlock 20? It was over 20 something million on testbed when we checked. What is it now? So if you loose a ship and don't have enough dock space to have spare ships as back ups.- 43 replies
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- 1
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- ship durabilty
- grind
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Hides his Northern Master Craftsman mod, "What RAM? I see no Rams around here." As for that game it looks nice, but they made it to cartoonish in a way too as are a lot of the other games about Pirates and Sailing are very blockish/cartoonish.
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Ship Knowledge - A Poll
Sir Texas Sir replied to Werewolf's topic in Patch Feedback and General discussions
The new tree is better, but I still think we should only have to unlock like one or two slots on those ships not 3-5. Than just go up the ship you want to specialize. -
Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
Natural selection normaly starts with some one saying, "HOLD MY BEER." -
Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
You forget men need room to sleep, eat and do other things. They need food and supplies for all those men for months at seas. All that stuff takes up way more space than a few cannons. -
Ship Knowledge - A Poll
Sir Texas Sir replied to Werewolf's topic in Patch Feedback and General discussions
My second slot on the 3rd rate takes 20K that is Rank 7 char. Which means you have almost ranked up just on two slots. We did the match and if you go up the Connie line than you will become Rear Admiral before you get it unlock to the second slot. -
I was told they lost them, but I was playing in the Privateer and can confirm that it still gets it's Moral Boost. I haven't crafted a P Frigate yet even though I have every thing for it, but I assume the Privateer does it still does too. P Frigate in shallows would be way to OP, we just need the Niagara back. I told the deves to make up for Pirates Den not haveing the Aggy and SOL's BP's (we got the 3rd and Bellona now) give us the Ralltler (the nats would have a fit if we got the H Rattler), Niagara and Ingermanland and call it equal. Nats could still cap them or get the BP's/permits the old shady trade way, just like we get the SOl's. I just don't see why they remove the ships for content that isn't going to be in game for some time.
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Just cause you need it doesn't mean your going to get it. Sounds like you want every thing on your terms and that is not how real fights work out. You never know what is on that horizon, or around that corner or behind that island. Is that ship really a trader or is it a Pirate loaded with crew and cannons? The unknown is part of the hunt and chase. You never know what might be facing.
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I have a review that I made a good long time ago, and I did mention some negative things about the game, but I made it every clear this is an EA of a game still in development and many of these things are expected. Though all that said my review still was a thumbs up. I found folks that make a review that isn't negative and still give thumbs down. Many of them have hardly a days worth of play time too and more made there review off friends and others. As others I have never used the reviews for buying a game on steam.
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In real life war you don't all ways know what is around the corner, over the hill or just on the horizon. So why should yous see every thing? I mean we don't have radar or such, but some one might be heading the same path to intercept your last known course and they find you, or they might not. When I was in the Navy it wasn't the things we could see we worried about. It was the things we couldn't see that we feared. For rightful reason's as I was on a floating target.
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Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
Ok I haven't done any PvP since patch, but the mast thing is way to much as we have been testing out and can't demast a freaking cutter in a Rennom until like tons of shots. If your going to make them this hard you need to take repairs back to 15 mins cause all folks are going to do is when your mast starts to get weak is pop the repair. -
Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
I keep hearing all these complaints about to many revenge fleets and such. Any one think maybe you have to many players over there and need to thin that server out a bit? It's not a big problem on GLOBAL as far as I can tell. The only time you face with a big fleet is when your at a capital and that is expected. -
Invisibility Change
Sir Texas Sir replied to Saint George's topic in Current Feature Improvement Suggestions
If ya'll are in the same group and in the same TS than all you have to do is tell each other exactly your heading and meet up. We done it a lot the last two weeks and almost every time we end up in group or same area when we get out. Most the time we are right on the other guy that escaped cause they take predictable paths. Just think smarter in your hunting and use team work and you shouldn't have a problem. -
Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
I think if they drop furnishings from 6/7th rates would help this. It killed me making Mercs for the port battle yesterday that I flat out had to only make Navy Brigs for clan mates. Cause it didn't take them. It was odd cause that is suppose to be an upgrade ship. They should reserve furnishings for the larger 5th rates and above. -
Ship Durability suggestion
Sir Texas Sir replied to Yngvarr's topic in Current Feature Improvement Suggestions
Since patch and we are going on what week 3 tomorrow. I have lost 2 Surprises and 2 Trader Brigs. All redemables ships so it wasn't something I crafted. They where a bit of a set back. The Surprise I lost this morning was cause of a DC and sent in an F11 cause no repairs where on my ship when I got back in game. The folks it hurts to lost there ships are those that are casual and solo playing without making a nice bank. I still not have a great bank cause I'm working on my shipyard level 3 cause apparently the Aggy takes a level three shipyard even though it's a 4th rate. My issue is that PvP pay outs are crap. I get more from PvE grinding same level ships than I get from PvP and most of my clan is wanting to only solo grind cause you have to share every thing and you get very little. Or they have to spend all day running around trading. And lets put it this way I have a 3rd rate, every thing to make a Vict other than the Frame/Planks and of course the level 3 shipyard, but I also have three pirate chars (Shallow water, Deep water and Crafter). So I'm like my own mini clan, but I'm part of a very organized PvP clan. What has been holding me back is that I been spending alot of my money and crafting mats to help clan members get guns and up and running the last two weeks. I'm spending more time crafting and trading than I am playing the part of the game I like. THE PVP.....there should be a balance where they guys that want to fight all the time can still make money to give to the traders to craft and trade with and so forth. And don't say stay in the basic cutter, we don't want to grind small ships and fleets we want to fight and fight in big stuff. We are find with being held back from SOL's for a while, but most of guys are all still in there redemables ships cause they can't get the mats and money to pay for other ships yet.- 43 replies
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- ship durabilty
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Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
And you only have what 65 crew, doens't leave much for sailing and if you loose any. Yah you might want to down gun them or your going to be reloading slow as hell. -
Corrected the times....but it needs to be looked at. The times where great for old maintenance, but they didn't get moved with the later time change. They just need to be moved forward 2 hours is all.
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They need to change the server lock out times for port battles. It locks you out of flipping a port 2 hours before down time and one hour after. Which means the servers go down at 4am CST if you don't flip the port before 2am it won't flip. Which means the only port battles we can have are before midnight CST. This leaves a big 4 hour window of no port battles. The problem is that the knock off window is 0700 UTC till 1000 UTC. This is for me since I'm CST 0200 till 0500 CST. Server maintenance is at 0400 CST for me which is 0900 UTC. The lock out time wouldn't be bad if they didn't have the port battles are 2 hours before you flip a port. With the current time it means we can't have port battles 4 hours before maintenance time and we can have port battles scheduled right when the servers are still down for big updates. What this time was great when we had the early server down time, but now it needs to be moved to match the new maintenance time. It needs to be moved to 0900 UTC till 1200 UTC. This will allow the last port battle to be 2 hours before servers go down and won't fall in any update down time.. @Ink @admin can ya'll take a look at this for the Global server? Pushing the Port battle lock out timer forward 2 hours will put it more in line with the maintenance down time and any updates we might have. Other wise we are loosing a big chunk of times when port battles can be scheduled for folks like the OP who is West Coast US and still in there prime time playing. Servers go down for maintenance at 1000 so any flip would put the Port Battle during down time. As you can see this port battle is an hour after the down time which means if that was a 2 hour update the servers will be still down. the window needs to be changes to 0900 UTC til 1200 UTC you can't set port battles instead of the current 0700 till 1000 UTC.
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Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
The big diffrence is the crew....try to man all those guns on that Snow with only 65 crew and effectively fight a full normal snow with full crew and tell me how that works out for you. I figure most of that space is eaten up by crew. I was told AI Traders have guns on them now, I hope there reload and such are effective by crew size. -
Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
Your prob curse like me as I tend to get nothing but Rigs and Rum. Rum isn't to bad as I use it before i get back to port to get free crew up. While there seems to be more PvP fights, but the rewards are just garbage compared to grinding AI fleets. Than add in you have to split the xp/credits/marks with some one else. PvP rewards really need to be looked at. As stated below I can get more with a 3rd rate killing AI in a mission or open world than fighting the same ships solo or with a group PvPing. The rewards needs to go up big time. I just can't see it being x3 or something from what I'm getting. We are even stopping scuttling ships now cause we can get more money sailing them to newbies back in Mort than we get from the split PvP rewards that mostly only one player gets the marks while the others get chump change. Remember you still need crew to man those guns. Yah 3rd rate vs 2 5th rate gets me 60K in PvE. I take a 5th rate vs 5th rate in PvP and I hardly get 10K.....I don't think the rewards are working like they think they are and than add if a clan mate was with me I get even less cause we split it. Lets not forget the poor guy that does little to no damage and gets nothing now even though he might of tagged sails and keep them in the fight before the others showed up. -
Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
I just thought of something, without the crew increase if you man up tour trader's your going to not be able to man the guns....lol -
Give 4/5 Ship Knowledge Slot to Trader
Sir Texas Sir replied to Lonar's topic in Current Feature Improvement Suggestions
THey get auto open slots so if you get 4/5 slots than they need to be all locked until you grind them open. Which is how it should of been the first way. -
Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
LGV doesn't have stern guns so easy to camp. Now try that with a trader snow tanked out with all guns and still able to carry cargo and see how long your basic cutter last. I'm going to bet not to long at all against most players. So now the LGV is pretty much the only trader without rear guns (Lynx being the other one) so is it going to get some chasers on the stern too? -
Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
I just checked all the traders (brig, lynx, snow) all have the same cannon load out as there none trader counter parts. I would say maybe drop them down to only the smaller guns. Like only 4lbrs or knock part of the numbers down (snow second deck can be dropped off). They are prob going to be a pain now for any solo player if some one brings guns. I haven't tested with guns to see how much cargo space is lost. -
Patch 10.2 - Changes to mission, crafting, ROE and other fixes
Sir Texas Sir replied to admin's topic in Patch notes
Can they still be tagged and brought in? Cause if they can't do no PvP at all they will be exploited to run permits and other thigns or even blockaids with supplies that might be needed if they can't be tagged at all. There is really no reason for a RA to be in a basic cutter other than to get home after getting sunk. That could be fixed with being sent back to closes Out Post when your sunk not closes friendly port.