-
Posts
2,308 -
Joined
-
Last visited
-
Days Won
39
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Everything posted by Anolytic
-
A look at Looting in Battle
Anolytic replied to Anolytic's topic in Current Feature Improvement Suggestions
Works fine when you only do PvE. Also, if you'd continued reading my post, you'd have found that I address your exact point just two paragraphs down from where you quoted. -
Deep waters PBs since last wipe
Anolytic replied to Magallanes's topic in Current Feature Improvement Suggestions
It's not really risk that prevents RvR from happening. Every experienced RvR-clan that is still active by now has a huge reserve of Doubloons built up and are well used to taking risks. The problem, as others have pointed out is the lack of rewards. There is no upside to doing RvR at the moment. Every moment spent RvR-ing is a moment wasted where you could have been grinding AI in the reinforcement zone to get doubloons, or maybe logged off to read a book or watch a movie. Add to that the likelihood that all your efforts in RvR could turn to naught because of ridiculously easy defensive screening. It's just not worth the bother even for those of us who live and breathe RvR. Victory Marks aren't awarded daily... The reason why we can't have nice /things like that is the battle at Cap Francais between SORRY and France. It's infinitely exploitable. -
Basic Cutter Problem
Anolytic replied to Tomasso il Fortunato's topic in Current Feature Improvement Suggestions
Just to clarify, this is very deliberately a suggestion topic and not a tribunal topic. Who was in the basic cutter and what he did is largely irrelevant here. The name of the basic cutter captain could perhaps have been edited out by OP. For the record he joined 10 minutes into the battle. And he was upwind. So by just sitting sails down at the spawn he could have kept us in battle for 20 minutes. What he did was set sails straight at us and apparently went AFK because he neither responded in chat or fired his guns. It took him about 12 minutes to reach us, so he saved us about 8 minutes relative to what he could have spent if he was really intent on griefing. But again, this isn't a topic about this particular incident, but about the potential for griefing and delaying that the basic cutter represents in the patrol zone. A single basic cutter can keep however many ships stuck in battle until the 1 hour mark in the patrol zone without even being in shot range. Yes, they can only join you if you start a PvE-battle, but when the patrol zone is empty of enemy captains apart from basic cutters then all you have left to do is PvE. Moreover, we had previously sailed past 2 battles already going on, that we wanted to jump into on the AI side, until upon further inspection of the BR we realised that the player side of the battle was just 4 basic cutters. How many times does an eager captain have to jump into an existing battle in the hope of PvP only to realise that he's against a swarm of basic cutters only? This happens all the time in the nassau patrol zone in particular. Basic cutters should not be able to tag, join, get dragged or even get tagged inside any patrol zone. And in particular they should not be able to get damage towards the doubloon rewards. -
With the patch that made doubloons into loot from holds in battle, the looting mechanic has been pushed to the forefront and become one of the most important mechanics in the game. The problem is that the mechanic is currently * (not very good). Before I could do most missions and just ignore looting. Now you can’t afford not to loot in case the RNG-gods are mercifull. This leads to battles where you might spend 10 minutes killing a ship, and as much as 5 minutes sailing upwind to loot it. You could be spending 30 minutes on a battle, and 10 minutes trying to loot, and yet there is a chance that you don’t get to loot because the ship sank too fast, or you didn’t get all the way there before the battle instance closed. And never-mind all the times where you sail for several minutes to loot only to find an empty hold or a basic hull refit. Is this good gameplay? No. Spending 1/5th to 1/3rd of the time in battles just fighting the wind(mill) - after the actual battle is over - is a horrible way to waste our time in-game. Yeah, you can help yourself by being strategic about when you deal the killing blow to enemies. This works in easy PvE-fights. Even in Epic Events. But it doesn’t work if you took on a challenging NPC-fleet alone, where the number of enemies mean you barely scrape by, let alone a PvP-fight. Is this realistic gameplay? Who remembers reading the thrilling tales of Tordenskjold, or Nelson, sailing their respective flag-ships against the wind for 4 hours to loot their enemy of randomly generated loot after battle? No, they had boats that they put to sea before battle. If needed they could use their oars to easily maneuver around the «field» after battle. To pick up survivors or even loot. And why does loot become unavailable after the wreck sinks too far beneath the surface? Lots of loot would be floatsam and jetsam on top of the wreck site. My on-the-spot, simple suggestion for a new looting mechanic: -You can loot at 250-500 meter range. You click on the sunken ship (with CTRL), and you can open the hold and move the loot to your own ship. -While you loot, your ship needs to be immobilized for 5-15 seconds (simulating launching the boat). -A ship can be looted even if it is completely submerged. -For the first 2 minutes after a ship sank, only whoever got credited the kill can loot it. Better suggestions are welcome.
- 24 replies
-
- 13
-
Not always. Some nations have too many ports with too large zones. Can't sail from Mitara to Coro without passing through the Fort Zoutman zone or sail an hour longer. Same with the Danish zone that pretty much blocks passage north of St. Croix. Or the Swedish zone which impedes passage past the Bovenwinds and to Phillipsburg. There are too many "conquerable ports" that are just fake features.
-
Back after 2 month break...
Anolytic replied to John Hood's topic in Patch Feedback and General discussions
There are things that OP could have done, and things that he could learn. And while I don't like the DLC ships, they are not quite as bad as OP thinks. It is still worth taking note of this post. I read this as constructive feedback, and some insight into the experience of new and returning players. Who don't know how missions work now, how fleet distribution works or how to counter DLC-ships. That being said. If OP had stuck close to your own AI-fleet, he should have been able to kill the Herc easily. -
The thing is Requin doesn't have to run at the same angle as the ship it's chasing. It can easily keep up by jibing and keeping angles where it is faster than the ship it's chasing. Diana goes 120, then requin goes 105, shoots sails with its broadside and jibes every time it is level with the diana.
-
Ship tow request
Anolytic replied to Tomasso il Fortunato's topic in Current Feature Improvement Suggestions
You can tow from port to port now. It hasn't been removed. You don't even have to wait 5 hours. Instant tow. One Tow permit per day. -
-
Wait...? You're in the Patrol Zone... Only thing shown here are some potential chat violations by OP.
-
In my experience not actually true. The players that this message is directed at are the ones that are most likely to sail ships that are cannot outrun requins, even downwind. I tested this theory a while ago. Was on my alt in a PvE-built ship (Live/white), doing a mission. A requin jumped in. I immediately started to go downwind since I wasn't too keen to contend with both the requin and the heavy NPC. By jibing the requin was easily able to keep up with me and even shoot my sails while catching up quite fast. I had to turn and take one of his masts off to get him off my back. Then I had to take the remaining masts so I could catch and sink him. The good thing is that demasting the requin is rather easy.
-
The old system suggestion .
Anolytic replied to Tomasso il Fortunato's topic in Current Feature Improvement Suggestions
Capture a trader brig, put 3 indiamans in fleet, and we got the same shitty loophole as before. Spawning back in OW on your fleet is a good change imo. -
The old system suggestion .
Anolytic replied to Tomasso il Fortunato's topic in Current Feature Improvement Suggestions
Indiaman has quite decent armour if you build it in Live Oak. -
The old system suggestion .
Anolytic replied to Tomasso il Fortunato's topic in Current Feature Improvement Suggestions
No thanks. Rewards are higher now. And so are risks. Don't sail with 3 undefended Indiamans. You can earn enough reals by sailing with less risk. The old system was exploited by traders that put 3 indiamans in fleet and sailed a basic cutter as main ship so they could surrender their main ship and get teleported to skip the dangerous part of a journey. -
I never enable fishing, but I hear clanmembers say they got a new bottle all the time when they are trading or on their way back to port. Totally anecdotally, but to me it seems drop rate has increased.
-
I don't really see a big need for more ammunition types. It is not something I would prioritise. But I guess it could be cool with explosive shells for mortar brigs. If we were to have heated shots in the game, the way it should be basically be: When you reload guns with heated shots, you have 15 seconds to fire each gun, or they each have a 10% chance of being permanently destroyed. And in addition a 2% chance of an explosion devastating the whole ship.
-
Cannot progress on War server
Anolytic replied to reiser's topic in Current Feature Improvement Suggestions
Forts and towers only fire on players, not NPCs. Otherwise it would be just too easy. I can agree that the starting grind is too hard, and the economy is hard to begin with. You shouldn't rely on missions, but on OW fleets, but the Bahamas is not a realistic alternative always. And while the tutorial can give you a good start, not everyone wants to start there. Some want to explore a little first. Taxes on everything is alright. But safe-zones should be truly safe, and it would be an idea if distance was more of a factor in trade routes, although trade is actually pretty good now. -
Most redeemables were given out for testing, of new ships (herc, requin) or sail profiles (agamemnon). Those tests are now over. The ships in question are in the game and obtainable as any other ships.
-
My first guess is you have that trader brig you captured in fleet and it is overloaded. Press F while at sea, and under the picture of your ship on the right, move the scroll bar to the right to see if you have any fleets with you.
-
Patch 27 - Trading feedback
Anolytic replied to admin's topic in Patch Feedback and General discussions
Was he actually transporting those goods yesterday, or might he have been selling goods stored in his outpost there over time? That being said, trading is very profitable now. But also very very risky. People have not yet adapted to the fact that 4 indiaman can now carry immeasurable riches, but at at a risk that might ruin you instantly if you are caught by an enemy. You can now make great profits using Trader brigs and LGVs and at more reasonable risks. People also haven't yet understood how trading profits have changed. The fact that a trade route now yields 200% return where before it would yield 300% return does not mean that profits were nerfed. Relatively speaking profits were buffed. But risks and required investments were also greatly buffed. To me it makes sense, but then I still trade with maximum risks. -
Nice. I'm certain you've looked at these already, but there are some that I think might be worth including for Russia (marked in red): My Russian is non-existant, so they might not be totally off, but as I understood it, the top row of both pictures show actual flags and ensigns, while the other ones are all just signal flags. Source btw is Книга Устав морской о всем что касается доброму управлению, в бытности флота на море by Peter the Great. Pages 309 and 311 of the scans kept by the Presidential Library: https://www.prlib.ru/item/336980 Some other flags drawings and flags: (this one is cool) This one, where the andrew's cross doesn't fill out the corners, I've seen this version pop up a lot. Danish flags: I still can't figure out quite what kind of heraldic animals those are supposed to be. But they don't look like typical heraldic leopards (what we typically would call lions). I was thinking they might be foxes or mongoose, but I can't confirm this. I find no written sources so far that describe these flags of the Danish west indies. The flag that you have included for the Danish West Indies looks to me more like what I've seen of the flag of the Danish East India trading company though. Here is another flag of Danish East India (Tranquebar). Christiansborg on the coast of Ghana The problem with the Norwegian flag, is that for as long as we were part of "Danmark-Norge" our flag was the Danish flag. Then we briefly had an adapted Danish flag with the Norwegian state lion/leopard with an axe (the flag you already included in your montage). After that Norway got it's own flag: But this flag is technically a Swedish flag during this period, as we were forced into a union with Sweden. For the longest period of Norway's union with Sweden, the flag was known as "sildesalaten" in Norwegian (herring salad). Though I think this was after 1844, so outside the scope in question. For historical reasons the Swedish-Norwegian Union Flag ("Sildesalaten") could be included as a Swedish flag I guess. Though it would annoy me a lot seeing it flown from Swedish vessels. I would like to see the Norwegian flag that is similar to the current one as one of the Danish-Norwegian flags in-game, even though it would in some way defy logic, as it was not even invented yet while Norway was part of the union with Denmark.
-
#zergnationproblems However I concur.
- 13 replies
-
- 1
-
- clan diplomats
- clan friendlist
-
(and 1 more)
Tagged with:
-
Now that you say it, I don't think I have any of the fireship skillbooks anymore either. I guess they were removed as skillbooks with the patch?
-
Just a question: Could the long extra wait we have to endure to get the flag dlc, be that devs have to consider carefully wether to stick with the impossible nations or not, before releasing the flag patch. Considering the flag DLC is so far from what we have been showed, made to fit with all the current nations, but the "Impossible nations" are still an experiment. I imagine if the DLC is released then it would be hard to remove the impossible nations later, because it could affect the contents of the Flag DLC.
-
Ultimate Admiral: Dreadnoughts enters testing phase
Anolytic replied to Nick Thomadis's topic in General Discussions
Ooh. I'd like to test this.