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Everything posted by Sir Texas Sir
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RvR - Bringing back a better Flag
Sir Texas Sir replied to Teutonic's topic in Current Feature Improvement Suggestions
The other problem is the missions are so stacked on the defenders side or the better PvPers. Once you start loosing players in a fight on either side you can go from 97% to 0% in one fight. We actually had a port to 97% and than lost a good part of our fleet when defenders dropped in and pretty much gave up on the hostility cause it would take to long to sail back out there with new ships. So unless you flip the port and get it done before you get a defenders reaction than all your work is gone in a flash after a few guys get sunk. While this is good and bad, I think you take to big a hit on PVP kills compared to how much grinding you have to do one some very big BR ports to flip it. Cause of the safezone/capital farming our numbers are even lower cause folks just don't have the moral to fight back when a lost can set you back so big and make all your work be for nothing. A lot of the other nations don't see it cause they aren't working with so many newer players or casuals but it's something I see every day in US Nation. Safe zones are not safe zones they are GANK FARM ZONES only. Capitals honestly need to be true safe zones (I'm not talking about the whole coast line, keep reinforcement zones as is, but capitals need to have a bigger safe zones with the old rules. Where only defenders can attack in the zones and attackers can't. People need to be able to do there little missions and level up if they want not be constantly farmed over and over by so call elite veterans that refuse to fight any one else. Every game I have played on that has multi users had safe (true safe zones) around the starting capital regions that no other nations could start a fight in. We need this in game for certain nations if you want to keep an active healthy growing population. I say some nations cause yes we can still have the hard core mode nations that don't get either. It's a players choose to pick those hard core nations, but if they pick an easy nation it should not mean, "Just more easier for them to farm you." -
RvR - Bringing back a better Flag
Sir Texas Sir replied to Teutonic's topic in Current Feature Improvement Suggestions
The problem is we aren't making a profit at all. We have about 3 million port cost a day right now with all the ports we are holding for the Nation cause there is no other clan that could do it. We pay about 2 million a day in port cost after the income. We are not making 300-400% profit we are loosing money every day. What little profits we do make is pretty much paid 50% in tax's so you don't really take home what you think you do and I assume this is a problem with other nations ports that have high profit ports too. If your loosing 2 million a day that is bad business. The only reason one of our ports even remotely makes money is cause folks do trade out of that port cause it's not any where close on the Coastline (it's a shallow water port) so they can actually make trade runs and do econ there. But like you said just cause some folks own millions doesn't mean we should expect every one. We have one clan member with 200 million, why should he use his hard earned money to support the ports? They should be some what reasonablely profitable. Even if we dropped all the none timer ports we have we will still not make a profit as long as we are holding ports that have timers to protect them from being totally lost on the coast line. I'll be bluntly honest and we have talked about dropping all ports on the US coastline cause right now with the game numbers down and half the server camping US coast line what is the point to even own ports out of the protected zone? We don't do it cause we know once we do that it will be even harder to get them back and well the same folks 4 nations camping the coast line wont' go anywhere else cause now each of them could have there own ports along it. I bet you if we did a full wipe with the current system and folks not having millions stocked up you will see a lot of ports drop with no timers. The reason we don't see folks attacking those open timer ports is cause why would I want a port that some one else didn't want either? The port cost put burdon on smaller groups of active players while it doesn't phase some of the old school clan/nations set up with banks of money right now, but you wipe that and start over I bet you see a lot of those ports drop fast. It's old money keeping a lot of those ports owned not new money. Oh and cash for damage is how I make most of my money. I rarely do trade or econ runs. The other way I make a little money to play for my econ and such is by sail of cannons and ships. I send the none perks ones I make to the market when I'm crafting a new ship. I rarely have any more than 5-10 million me. I'm burned out of doing the stupid trade runs that some folks love so I don't make a large profit in my own trade/econs. -
RvR - Bringing back a better Flag
Sir Texas Sir replied to Teutonic's topic in Current Feature Improvement Suggestions
Since we are on this topic something that has really bother me is the maintance cost of ports right now. I don't mind paying the 600K a day for a port, what I don't like is if I make say 2 million I have to pay 1 million tax's (inlcuded is the 600K port cost) If I make 5 million I pay 2.5 million in tax's. It seems when you break that 1 million mark you get hit big time with taxes and it makes it where it's not very profitable after all. If we have one profitable port it should help pay for the not profitable ports we have timers on.. Cause we have enemy ports on our coast line folks don't use the other ports we have to keep timers on and they make very little profit. So this makes it very hard for a nation/clan to support timers to keep a coast line secure while fighting a war. While I get you want to make it a money sink, but if it was a small clan with just a few ports. I'm not going to count all the shallow ports we hold with no timers cause we want folks to flip those, but most other clans in our nation couldn't hold the ports we have and would of dropped lost them a long time ago. If I'm going to be paying over 50% tax's on something that makes a little profit than I should be getting something more than just a timer. Remove the tax creep and keep to static port cost or give us something extra like more forts, allowed adjustment of BR"s for the port or something. Now for BR's why are so many ports in the 2500-5000 BR range for Deep water? We use to have 25 vs 25 port battles all the time, but right now one of the biggest complaints I heard since going US from Russia is, "If I helped grind than why can't I get into the PB too?" Well cause we have to bring our "A" time to win the PB cause we are limited to 5-7 or 10ish players at max to win some very important ports. An small elite clan can hold off a big nation from getting there ports back simply by keeping to the PB and fighting with low numbers. Many of these ports should have higher BR's cause folks want to actually fight in the PB not have it limited to a few elite teams every time. While all the action seems to mainly be out side in the screening flight now a days. If your going to keep the BR low for many of the ports than you need to put some restrictions on them. Like making ports 4th rate and below only or other restrictions. This would allow more ships in instead of the meta a few 1st rates and what ever you can fill it with. -
It's been like this since before the wipe....maybe last time you didn't have 20 ships in the port when you did it but the ship you where on? I mean honestly what person deletes a port they are sitting in and not expect to loose every thing? As for the ships the Devs do have a one time, "OPS MY KID DELETE SOMETHING." Policy where they will replace one of those ships, but not all of them. Maybe the new UI will make this more clear, but really like I said you deleted a port and expected to keep things in it? Just be happy you didn't loose the stuff in your warehouse too.
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If he leaves that port while it's closed it will delete those ships. Just like it does when he makes a new outpost cause it's registering you have left and returned.
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Yah it's been like this for some time now. Like Red said they are gone even if your sitting in the port when you do this. Just be glad you didn't loose your stuff in the port too.
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I want to add one more....>FIX PORTS BR LIMITS< We have way to many ports that are like 2500-5000 BR limit in deep waters. Meaning you can only get 5-10 ships in them. I'm fine with the BR limit if there was other restrictions like no SOL's, but most of the ports are at those ranges which means elite small teams can control a port easly as long as there screeners get them in and take it from say a large clan or nation. Which means you have to mainly depend on your screeners to win a port battle more than your PB team. I know the days of the old 25 vs 25 man port battles seems to be over other than a few ports, but it would be nice if we can actually field a larger team in a port we own cause we have a larger number players than a small clan/nation. Why am I force to only pick 5-7 guys to defend a port when it's owned by my clan and we can field 10-15 players in it? I know a lot of guys got turned off from RvR when there is no longer big battles over ports. Well unless it's OW battles. That is prob one of the many reasons you hardly see PB's any more other than I'll use it....US coast lines. Our ports are getting flipped not for the PB but for the OW big fights cause folks want the big fights. I mean it's okay to have some with small restrictions on BR, but it seems like just about the majority of the Deep Water ports on the Map is in that range and that is a bit to small for if the server ever gets a bigger population. There is a problem when you can have 50 ships out side but you can only get 5-7 guys inside. Either make some of the limited to 4th rates and below to get more ships in and away from a 1st rate Meta or bring up the BR in more ports. Right now the only way to get 15+ port battles for the most part is to do shallows. It takes to long to flip high BR ports in deep water and you get hit to hard with the Player Agro if any one dies it sets you back a full battle or two just from loosing a ship or two.
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Le Requin Testing and Feedback
Sir Texas Sir replied to admin's topic in News Announcements & Important discussions
Could there maybe be another mod that gives a penailty or add one to that mod. I would love to see more a pirate refit mod with say crew and wind bonus for up wind, but you loose HPs or something to make a more fragil ship. That could solve this or just lock the mod from this ship or ships like it as they are wickedly fast all ready without help upwind. -
@admin remember when ya'll spoke about adding special NPC's fleets/ships that are more agressive than normal and harder to kill. This is something that should actually be added in and maybe make them so solo players can fight them if they run across them. That or a fleet in the OW that might have the special treasuer fleets in side them. They can troll them all they want, but these fleets still respawn after death, but you only get the special reward by killing the NAMED Rare ship or captureing the Treasure fleet ships. Than all it is is adding to the OW loot pools for those type of ships.
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I love the concept of the epic fleets and they are fun when you can find them and get a group, the problem is freaking finding them. Also once they are done they disapeare too, but it's a bit harder to troll, but you have restrictions in them. Maybe do the same that you can only go after a treasure fleet with a group of like ships. Just like the EPics they have some pretty tuff escort ships, but they also have cargo ships (indianmans with chest). These chest can be a down graded version of EPIC missions since they might not be so hard core since you have to bring in trade ships of your own. The whole goal of the fight is to destroy there escorts, capture the trade ships or the cargo. Now that I think of it you can do two levels of this. One the 4-5th rate verys the cargo ships are LVG Refits level. The reward is a chance each chest will have this ship in it as a note. Than do a SOL version that is a mix of 3-1st rates which had Indimans as the cargo ships. This version has chance to earn the Indaman Refit (future ship design). The cargos contain rare crafting mats though. Don't have the loot pool be mods them self, but just the mats needed to craft them and maybe some paints of that respective tier of missions. Make the missions so you can take them from the port clan optoins. Maybe make it so that your clan can only do it once a day or something. Yes I know this will restrict this to mainly clan only, but any one can join the group, just the mission can only be pulled if your own a clan or even have it as an option you can get this mission only after sinking/capturing so many trade/cargo ships. Kill say so many and you get a one time mission for that level, do more and you get the next level. Than it resets back to starting point. That person has to be the mission/battle group leader and he will bring the rest of the players into the fight.
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That funny cause it's not how I heard you got sunk. Basicly you got tagged pretty much point blank next to the Santi and he sunk you. DC or not if it's your internet fault they won't replace, I didn't hear any one else having issues other than a few guys got dropped on Steam after the PB so maybe that is what happen to you if you DCed. Which is not the games fualt and they won't return anything to you. @Davos Seaworth did you screen shot that battle by the way or can confirm he DC? I mean US lost how many ships and he is complaining about the one he lost DC or not...lol
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Capture the ship and bring it back as a fleet like how it was done in real life. Or yes have a dedicated trade ship that takes the cargo form the treasure ships. Would be nice if we had another ship that was trade ship like the Indianman but with a bit more of a fight to them. Any one think of Indiaman Refit maybe?
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1. Proper Safe Zones around capitals, they should not have a dead zones from the capital to get into the reinforcement (I mean Gank) Zones. This area should be proper safe zones to let the casuals do missions and level up if they want. They still can be ganked in the reinforcement zones if folks want, but no nation should be camping a capital killing every one and ruining the game for those that don't think that is fun. Yes the players can just go else where.....like to another game, than you will have nothing to kill at all cause apparently our PvPers refuse to fight each other. I'll add also while in the safe zones or even reinforcement zones make what Harts said AI are aggressive. I know folks don't want to fight AI battle,s well than go to the PvP zone not camping capitals where most players want to just level and do econ or even trade. If you don't want the aggressive AI than hunt out side the zones. 2. Cut the nations down in number. Drop the Prussians, Russians, and Poland and give that mechanics to the Pirates. Turn Mort into a Neutral town for all to use not just pirates. Like the old Pitt's town was but it's the same for all nations. That will make this area a big melting pot and prob hot 24/7 PvP zone. Pirates will be extreme hard core mode and can live out of freetowns and FFA ports or the Neutral for all zone at risk of course. This will give Pirates some what more of a Pirate feel. Also there zone around Mort are all FFA battles so that they stay open and any one can join, but there is no Green on Green, any one can kill any one while in those battles in that zone. Again this is to make it the hot 24/7 PvP zone for the server. Your board and want PvP than you go to the Mort zone and just pop out and fight folks. Hell you can even fight your own nation if you want. This will give us a place for all the PvPers that want instant battles all the time. If no one goes in there it's not our fault the zone was provided for you. 3. I would love to see more missions/achievements. Even if it's just kill so many players you get this reward, go to so many ports and you get a reward, give folks something to do other than trade, gank and craft. 4. Revamp the perks system so that combat perks are tied into your combat rank and crafting perks or tied to your Crafting level. Right now there is nothing special about crafting other than maybe some reduction in labor hours. 5. More control over a port by clans that own it. They get a little of the rare goods drop in a port bank that the clan can do what ever they want. Allow them to limit the port trade (not normal friendly clan list) with options: Open to Nation (all clans in nation can use). Open to Friendly Trade clans (works same way as PB's but it's trade clans so you can keep the same list). Open to all (this is set by opening the port to all).
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If your going to do something like this than do it like how POTBS did it. You had fallback ships. As you level up your fallback ship is bump up in level as to what you get. Starting players the cutter (think it was a sloop of some kind) up to a certain level. I would say in this game the Cerberus would make a better fallback ship than the Surpise. The only way to get a fallback ship though is you have to die and have no other ships in your inventory (I think it was limited to only combat ships so you could still have trade ships). The ship is a reduces stat version of the normal ship so it's pretty much like our Oak/Crew Space shop ships. This will do two things. It will give folks a ship to fallback on if all there other combat ships are sunk and the other is it will limit folks to only using them when they have no other ships (stops basic cutter abuse by RA"s and such as you have to have no other combat ships to use them). Change when folks sink/die to send them back to the closest owned ports only. There is no reason for some one to be sent to closest friend ports if they don't have an outpost in it. If they are doing something like PvP zone missions they would still have an outpost in that port close by any way. There is really no reason to be sending folks back to a closets friendly port other than abused by folks with fleets. Than if they have a fleet they go to closet freindly port since they have ships, only when you have no other ships does it send you to your outpost only.
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Yah after he posted that it was mention by ya'll on reddit I went to check and didn't find anything. Reddit is pretty much dead for this game at this time. That is why I asked him to post the link and he never did.
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Maybe the French should learn this...lol I was actually wondering how that PB went as I had to crash out early for new job. Kinda surprised at all the Santis on ya'll side of that fight with the current L'Ocean meta.
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Also right click on the player and use the ignore function and you don't have to hear him any more.
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That because the agreement with Spain (forget the treaty name) they are to remain in South America while Spain has Caribbean and up. Than again we have Prussian, Russians and Polish which pretty much had zero influence in the area too. We honestly don't need more nations we need less nations by like half. Though I wouldn't mind seeing maybe some Proteges Trade ship AI's or something, just to spice things up or something.
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Could this be the big patch, or just another hotfix? @admin @Ink? Well either way I'll have to find out when I get home from work tonight as I have to leave before the servers come back up. If is not the big patch it would be nice if hey give us a day or two heads up before it drops. That way we can convert stuff at the last moment into other things if need be.
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I know it's happen a few times on the Main server two, but thought it's been fixed as we haven't seen it happen in a while.
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Port Ownership Controls
Sir Texas Sir replied to Capn Rocko's topic in Current Feature Improvement Suggestions
Port owners should get a small percentage of those resources just for owning the port. I should not have to put a contract up to get Teak, Cart, Copper in a port my clan owns. Even if it's just 10% of the drops goes into a clan bank. At least a little something. Than we can decide if we want to sale those items or not for profit or keep for clan.- 3 replies
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Well Lionshaft was leading that battle after all....we did tell them that they want tobring L'ocean, "NO we have fully kitted out Victs." I than just said go for it, "It's like the new Bucc's that they use to bring instead of 1st rates. Though they learned and are planing to start finishing up the l'oceans they have. They really had a chance on a few of ya'll by both the streams I was watcihng (Lions and Markus cause I had nothing better to doin the port battle). They got way to spread out and let a lot of them fall back and get picked off. Hopefull they take it as a learning event and do better next time. Remember a few months abck that would of been all red on the US side, they are improving just very slowly.
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Le Requin Testing and Feedback
Sir Texas Sir replied to admin's topic in News Announcements & Important discussions
See next comment. Yep shallows are limited to 50-80 BR ships only, so making it 100 will mean you can't bring it into shallows. Also making them 5th rates and above limits ships from shallow water ports. I'm actually surprise we haven't seen @Hodo he's been waiting for this ship for every. As for if they where used or not i think some one dug up data they where used in the area even though they might of been locally built.