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Everything posted by Sir Texas Sir
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I brought this up before that they should only be ported at ports that are deep enough for them so ones that are for line ship battles and well maybe a few others that aren't capital ports. This would limited them to only certain fronts and area. I don't think there should be any other limit other than making them rare and hard to craft so it will take a player a good while to get up to that level by himself but still a good bit of work for a clan too. As state above limit there docking/perm docking to only ports that can hold such a ship and only ports your nation owns. Yah I'm all for talking about changes, but we haven't even seen the new crafting stuff yet on testbed. So lets wait and see how the limits are going to effect us.
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Crafting and blueprint changes
Sir Texas Sir replied to admin's topic in News Announcements & Important discussions
And remember folks the new crafting system has not been put on testbed. We have no clue what it's going to take to craft most ships and even worse SOL's yet. If some one is out grinding a bunch of Marks I'm going to bet he's not doing a lot of crafting. @Anolytic actually explained it way better than I could. I all ready have certain mats folks are looking for cause they didn't set up in those areas. You want Mahogany wood? Well I got one char that is doing nothing but that and he plans to haul it to certain free towns to sale since I won't be doing any PvE/PvP grinding with him. I bet you folks will start offering up marks and gold and other things for that wood type. Same with the other woods folks have the need to craft ships with. I'm not planing to build any ships until they get the update on the testbed so until than I'm stocking up stuff. Though I might let some of it slip for sale here or there. That is what is going to stimulate the economy. I'm going to bet some things will be worth more than your marks when time comes for trade value cause you have so many marks I can set my price....cause they aren't as rare as say my Red Wood, or my Live oak or something else that isn't all over the place like common mats. Any one can go out and farm marks, but not every one can farm all the resources cause we are limited to only 5 buildings to do so. It's very much going to be folks working on one or two resources and trading for others. My clan is all ready starting to talk about who is going to work on what so we can get all the resources for clan as fast as we can to start getting us into the ships we want. -
Partial removal of fast travel
Sir Texas Sir replied to admin's topic in Current Feature Improvement Suggestions
How about an option to change it to clan warehouse location? I would say that would be better for those that have clans set up away from capital but are holding there own regions as a claim under there clan. Say my clan wants part of the Gulf of Mexico. We take a few regions around Texas area (cause well my name is Texas) and wee have good standing with French in LA to do trade with them, but we have no plans to remain around Mort for anything. So we have our Clan Warehouse in Texas region so we have our main return to capital there instead. As for the topic have we though about bring back kinda neutral ports? Freetowns that have the safe zone around them and that are going to be major trading hubs? We can put an OP in them to trade and keep, but we have to sail in and out of them. While the area around that port would be safe (green zone) but any thing past that you will have to sail at your own risk. Just keeps from folks doing instant tag when you get a little away from the port and can't get back in. Cause either way folks are going to be camping these major trade zones. I know a lot of folks will hate the safe zones, and they should be smaller than the capital ones, but just enough to give you that safety before you get into the port, cause what nation or freetown is going to let you capture a ship right in there habour? Now around the island coast line no one can see is a different story? I'm more thinking of this cause freetowns don't have forts. It would be bad for trade if some one camps out side one killing all the traders, but than that would give reason for other nations to ban up and hunt such folks down. I'm just trying to think of something that will give more reason to make them big trade hubs once more. -
Partial removal of fast travel
Sir Texas Sir replied to admin's topic in Current Feature Improvement Suggestions
I'm all for this, Free-ports should be trade hubs not your home port. There shouldn't really be any warship there other than maybe folks on leave (I'm former navy after all). This will make it so if you want to visit you need to sail in and out of that port to get there and not make it a perm stay. I didn't want us to loose TP between our National OP ports cause of econ it would kill folks that have to sail to each of there crafting ports just to burn there labor hours. I'm all ready having issues with keeping enough cash on hand to be able to even do that. Though I think that will be fixed when there is more players and I can sale some of my produce to the market to make back some of the cost in producing them so I can keep producing them. Cause the way I see it is I should have some one back at those ports managing my affiairs while I'm away so why should they stop producing while I'm not at the port? Just like I don't see myself as the only captian of my fleet. I see my self as the fleet commander of my fleet no matter if it's a bunch of war ships or merchants ships. I just command that fleet. Keep the TP to capital for the new players and the few times we find bugs. Even if you change it's cool down to once in 12 hours it still gives option to get out of trouble or back to capital if you find your self lost or deep away from home and just want to get back. -
Well I wasn't joking when I expected it by May, just hope we get it all on the testbed this week so we can get some good two weeks of testing in for it to go live. A lot of use are really waiting to see how the crafting system is going to work as it's not currently in testbed. If ya'll need to break it up on patches for the testbed until all of it on there. That would keep most of us busy until every thing is ready to go live.
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The problem is that it's only the 3rd slot to unlock and you have to pretty much go back to the cutter or lynx to unlock all the 3rd slots up to that ship to unlock the one you want to master. I though we wheren't going to do Careers in this game cause it's a sand box. Seems like that is exactly what we are going towards. Cause with the perks reset now I'm going to have to have one char that is only econ/trader (ship builder) and another for combat and than my third will prob just be a floater. A game should not push folks to use alts. Now back to the topic of the ships. We are only talking about the 3rd slot for the ship. What do we need to do to unlock the 4th one? GO back and unlock the 4th slot on the 20 other ships (say it's a connie and you have to unlock every ship below it or even half for 10). Than what about the 5th slot? Do we have to unlock the 5th slot of all the other ships so basicly to master one we have to master them all? And some captians do great in small ships and terrible in big ones. The other way around for many others. I just don't understand why I have to learn every ship up to mid expierence level to continue on with Mastering one? I can see maybe getting one slot in all other 4th rates for me to move up in the Connie. Than make it two slots for all 4th rates for the 4th slots and maybe 3 slots to get the final Master level on the connie. That would make more since than having to get three slots on 10-20 ships below mine and even worse some of those ships we currently can't craft. The Connie needs three slots on the Enymion if I'm, correct? You might not find a three slot grey AI ship out there to get even that far but you can't unlock it without I think unlocking the Trinc.
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
Yah unless your running Carps and Carpenters team that repair prob wasn't going to be enough to save him if your getting better shots in than him. I like the current system, but I haven't gotten to test it in PvP much yet to compare it to some one else doing the same heals in combat (only got one poor guy in shallows). This just means we have to plan a head and stock up with enough repairs for grinding and PvP. Not rush out of combat either. I do some repairs before I leave the battle so I don't have to do as much out side in OW just in case some one is sitting there. My only issue is the slider should let us use one kit instead of blocks of 5 so we can tweek very small repairs if we want instead of leaving part of it not repaired. @admin I hear a lot of folks complaining about the ship knowledge tree thing. Is there any way we can get a break down of what ships are needed for what ships to learn. That way I can start on the Brig and work my way up to the connie if that the ship I need to start with or more like the lynx or cutter will prob be the first ship you will have to get to 3 slots to unlock it for others. -
Crafting and blueprint changes
Sir Texas Sir replied to admin's topic in News Announcements & Important discussions
If you have 1000 Marks and some one else doesn't but need the, it's not your fault they haven't been active and played in the game. If they want marks they need to get out there and do stuff there selves. you shouldn't be penalized for some one elses lazyness. -
Crafting and blueprint changes
Sir Texas Sir replied to admin's topic in News Announcements & Important discussions
Right now there needs to be ships in the shops when the patch drops to get folks started. I can see haveing a few of the more common ones in there for that region but not all, remember not every one has a Crafter on speed dial or deals with clans. Some folks just want to buy a ship and be on there way. That and if it's anything like the past folks tend to jack the dang prices way to high when they are the only ones saleing ships in the shop. -
for the current player numerbs maybe, but you add in tons of more players than there isn't enough ships. We are haveing a hard time finding ships around Mort. I basicly got down to sinking traders cause I can't find somthing. Devs did say there was a problem with the 4th rates regions not spawning correctly ship wise too. So that might be the issues folks are seeing.
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2 frigates should easly bet a Trinc with there guns and turn rate. Your fighting a shp that has one of the worse turn rates in game. Though sounds like it you went broad side to broad side with it until your friend showed up. Wasn't there so can't judge, but remember we don't have to win them all. Nothing wrong with running until you get help from the other guy when facing a bigger ship. And remember if he was running Carros on that trinc just back off and keep your distance until ya'll can get his sails down and have him dead in the water. you missed the part right afterward where they said, "Or by the end of the month. I figure the 18/19th was out the window when the testbed patch didn't make the 10th or even the end of the week. Hopefully we will get it this week so we can get it to live by the end of the month of first of next month. If ya'll want to help get things done faster get on testbed and give good feed back of bugs and problems. Pluss that gives you a heads up of what to expect when the patch goes live.
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Santa Cecila - Upwind Master?
Sir Texas Sir replied to Liq's topic in Patch Feedback and General discussions
Yah my old clan UNKN leader made two of them. Gave them to two players and they don't play any more. He was about to make a third for me cause I didn't have the mats at the moment to do it and they hotfixed it. We did capture one recently and been passing the 1 dura ship around the clan so folks can take it into duels and test it out. That is more what most of us want. Just to test it out to see what all the hype is about lol -
Yah one of them nice treasure fleets would be score. Even if you where only able to capture one, but if you had some buddies with you and you got more than one....SCORE....
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Yah I had a little talk with Ink about it. He asked me how I made around 5 mill in 2-3 hours. I did admit I stopped cause goods ran out in one of the ports I could buy. I also reminded him any one smart would be hunting in that area for some one like me making that run if the server pop was more than 20-40 folks. I did it again after the patch and make 1.5 million after a few runs. You can still make money just can't keep doing it over and over. This allow you to still get the cash to pay for your buildings and fighting. I wondering how many of the folks pumping out a bunch of money is doing any crafting yet?
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
I haven't even though about looking for red wood. Got one char with an empty slot for building that prob look for it. Than again I got three chars to work with unlike some poor solo guy. Though I plan to make extra of stuff and fill contracts for folks to make money on the side if the price is right of certain goods. -
awww just a hotfix, such a tease, but I noticed right away the pirate den was updated. Thanks. Still not a fan of the perk cost for reset cause I'm going to feel like guys like me are still going to have one dedicated crafter set with those perks and others will suffer as the cost is high for folks that don't grind all the time.
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
Yah if anything we can test it. My view is if your that close to each other than you should be tagged pretty much on the spot, the 10 secs is only to help you get your group in the circle and position better.-
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
This is why I think tag timers should be bumped down to 10 secs. 20 secs gave them a long time to give you a bad tag and dump any cargo. Never understood folks that dump cargo cause I gotten away from so many tags. I haven't lost a trader since my early days when I didn't have a clue. Than again the guys that dump cargo are the same guys that only run in store bought ships and will surrender as soon as battle starts.-
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
The problem is we don't get rewarded for out hard work and it actually begins to cost us more on returns than some on that sinks a ship. HIstorically speaking a Pirate/Privateer made his money by brinig back prize ships not by sinking them. We should have the option to sale them back to admiralty. Since they are all grey ships other than some traders folks are not going to want to buy them off other players. Wraith putting it perfect. I should be able to make money and support my Pirate/Privateering with my play style. Right now to do any econ crafting I have to spend a few hours running from Mort to La Tort saleing trade goods to pay for the cost of my buildings production and cover my crew lost cause the rewards for capture ships is so small it doesn't pay your crew cost and repairs. So instead I'm forced to be a trader to get money when my PvP/PvE should also support some of that. Now I'm going to have to get a bigger ship instead of the ones I like to play with and change my play style so that I SINK SHIPS instead of capturing them like a Privateer/Pirate would do. Than to throw in I don't get any xp for a capture ship I worked just as hard on as some one that might of sunk a ship. Remember we aren't running around with a bunch of golden board mods any more so we actually have to work a bit harder to capture ships. Oh and looks like we might be getting an update....-
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Actually the current system does the oppisite than you are thinking. If I have to get the rank three unlock on the ship before the one I want unlocked Say the Connie.That can be up to 20 ships I have to unlock to rank 3 cause you have to unlock the one before it to get it to rank three. How it that going to help the little casual player? Instead of you let some one rank up in one ship only with out major restrictions it helps the casual player cause now he doesn't have to unlock 20 something ships half way (I bet it's less than that but I'm throwing numbers out here and even 10 is to many). So the only folks that will be able to master ships will NO-LIFERS as you like to call them who will have time to unlock all the ships. While you casual player wil never get more than two slots unlocked on any ships. And remember NO-LIFERS like myself can unlock all the stats, set them and than sale the ship to some one that is a casual player so they don't have to take the time to grind out all those levels (I have all ready gave my alt a 2 state unlocked Surprise to use). What we are saying is they should make it easier for the casual players to master one ship and only that one ships so they don't have to go through every ship.
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
@admin Tested unlocking a ship after capture and than sinkikng it. It gives you nothing. So basicly captured ships are uselss. Unless it's a player ship that might have something unlocked. I got 8K from the china tea in cargo. My crew replacement cost ws 4K. I was in a basic cutter so didn't cost me anything to repair. Yah it's really not cost effective to board any more. Maybe if the loot was worth something other a few 100 lbs of cargo instead of clsoe to what it can actually hold it would be worth it. They still should give xp for the kill just as ny kill does or assist. I mean I demasted both mast of the trader brig, took off all but a quarter of it's armor and structure and all the stern. I should of just sunk the dang thing and it would of been over faster.-
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Again why should they be on the same playing field as some one that has been more active and playing the game more. I'm sorry I don 't do no rules games and every one gets a trophy. If they wan't to be on the same playing field they need to do the same PvE/PvP grind as any one else. My reward for being a more active player is having more skill options for my ships. Any other MM you see out there the guy that grinds out the best items and gear is prob all ways beat the noob/casual player that doesn't. So why should they have an equal playing field? It all ready takes a lot of xp each step to game mastery in a ship so it's not like the vets can do it over night. Again that is why I said one level in like ships to get folks back into those other ships to gain Mastery (level 5). We are limited to 5-20 dock space. I don't have enough dock space to master every dang ship to level 3-4 so I can master one ship. Your still not getting this. If I want to master the Connie I have to get several other ships, prob every ship that is below it down to level 3, cause you can't get them there until you do so with another ship. Well what is that first ship the Basic cutter? So really we aren't being a master of one, we are being a jack of all trades.
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Yah this exactly what I don't think folks are getting. Has any one maxed out the basic cutter, does it send you to max out another ship. Why are we having to max out other ships to specialize in one ship? I can see maybe doing this for the 5th slot that you have to get 3 slots in another like ship, but not as early as the 3/4th slot. Maybe make the 5th slot unlocked once you get one slot on all other ships of that class. So you want 5th slot on the Connie you need one slot on teh Ingerland and Aggy too. Wappen could be counted but I think that is to much going to be a rare gift ship so any rare ships should not be counted in the equation. I don't thin your getting it. You basicly have to unlock slots in every ships just to get your 3rd slots. I haven't even gotten that far as i bene setting up econ stuff to get ready for the next update with the crafting stuff, but if we have to unlock 3 slots on every freaking ship to master one than screw that crap. I play a lot and even I won't go back into some ships just to master one and I still use many ships that many won't touch any more just for fun.
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and don't forget after the Essex you will have to unlock something else and so on. So basically what I think this is going to make us do is we will have to play every dang ship to unlock one ship fully. So I can't specialize in one ship. I have to play them all. That defeats the whole purpose of being able to specialize certain ships that you play the most.
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Take away the GPS
Sir Texas Sir replied to PG Monkey's topic in Current Feature Improvement Suggestions
They had navigation charts and means to figure out locations. It's not even a true GPS cause it doesn't give a dot where your ship is. How hard is it for you guys to just ignore it if you don't want to use that feature? For the New players and casual it needs to remain. I hated when I started how easy it was to get lost or having to use a third party app to figure out where the hell I was.