Bleakbeard
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Patch 30: Trading feedback
Bleakbeard replied to admin's topic in Patch Feedback and General discussions
It's in a forest that moves around AFAIK. Could be in the Bahamas. Could be in Bermuda or Skull Island; it moves upon depletion. And you need to be a friendly iirc. -
Patch 9.9 - Officers, Fishing, Provisions and other things
Bleakbeard replied to admin's topic in Patch notes
Thing is, I had the opportunity to switch to National but chose not to because of ship recipes already learned. Personally I lean towards isolated raiding and asymmetric warfare (something the Open World doesn't really deliver on). As it stands, I really do not see the point in fighting a futile and hopelessly skewed war. I'll just log off until the PvP2 server merges with PvP1. I am adapting. Just going to play games with competitive playing fields. -
Patch 9.9 - Officers, Fishing, Provisions and other things
Bleakbeard replied to admin's topic in Patch notes
Errr what? The other magic ones are rather irksome, but this is egregious. What do you think most combat oriented non-pirates are going to load up as a first perk? 20% difference in reload is huge. It is particularly potent when combined with the new ability to spread crew out to AI fleet ships. Granted the perk probably doesn't apply to the AI escorts, but it allows the non-pirate a buffer in crew before their capital ship takes a penalty to reload. Or they can spend it on Marines. Hell even PvE Pirates might load up on it for missions but good luck with PvP skewed 20% to one side. Oh great I somehow missed this jewel: 20% reload bonus is good, but I missed out on the +1 knot accessible to everyone. Combine with the Frigate/Light master for +2 knots total. Jump to lightspeed. The pirate officer perk is a doozy as well for Nationals. Yay for tribal double dipping. -
I am anxious about the increased crew cost on top of my current expenses. I just captured my first Connie; not having the means to buy one and several months behind the crafting curve. Were I to be penalized for running the 1 durability Constitution I'd just sell it. The risk of losing more than half of my crew allotment (Demon) would be high for the tight budget of time/imaginary currency that I'm running on. No player is going to constrict themselves to losing the vast majority of their crew by running a 1 durability ship unless the risks are adequate (1st Rate). While the developers are appreciably desirous of trying to hinder zergs, crew recruitment is ultimately going to be pointless as a means of controlling large nations. As previously noted if the costs are too high, anyone in their right mind will sell non-1st-Rate 1 durability ships rather than risk losing both important modules (the current dissuasion) and the majority of their crew allotment. The primary draw upon the nation's pool is predominately the SoL. The smaller nation must be able to sink the larger ships faster than they can be crewed or else the national crew pool system is pointless. Can the small nation craft enough big ships to eventually face the enemy? Eventually. Particularly after a wipe? The small nation will be gated not by crew nor material resources, but will lose the war through a race of crafting LH.
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Life on Mars (a.k.a. what's up in Bermuda)
Bleakbeard replied to victor's topic in Patch Feedback and General discussions
Really? I've had a look on out of game maps. Not the in-game one, but community with coordinates. Last I checked a Pickle can make it in an hour fifty from America straight line. I would still place buildings closer to capital as teleporting to defend Bermuda effectively maroons you. -
After considering the current state, I don't think Pirate should be a selectable Nation-state at all. Newbies do not understand the role of neutral ports, the metagame of ship power and cannot correctly judge the cost-benefits of pirates. If they do join a Nation they can make a proper informed decision to go Pirate after actually learning the game. And regarding my thought about trade being more needed, God is it boring. I drove my ship on 5 45-minute runs with only once being in danger of intercepted. I was totally wrong on it needing more importance in its current state.
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I wish I could like upvote this again. Until a fundamental economic and open world overhaul comes, there is no point to playing a pirate in a historical context. The Open World is too compressed and the ratio of player warships to merchants is off kilter. Nationals need to be driving merchant ships in sufficient numbers to incentivize privateering and pirating. Driving merchant ships should be the National's primary means of income instead of combat. On a side note, what was the historical ratio of warship to merchants?
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Thank you for your hard work. Looking forward to the Privateer, Pickle and Pirate Frigate (any difference between the Lynx/Privateer and the P-Frigate/Frigate?).
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The 1 piece of loot bug from player traders is a bug that the developers are aware of. Not a feature, and not trolling. Just a massive waste of time. As for the combat patrols, I stopped running my Surprise solo and brought in a speed-rigged Reno and Privateer. Feel free to attack, I'll be watching art on the second monitor.
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Trade everything to a mule player in a Free Port. Delete character.. Reroll character. Regain ships, money and crafting material. The only thing they really lose out on are crafting Blueprints, but those are going to be made more accessible. Even if there's a server wipe it's pretty easy to get up and running in a Belle Poule, Constitution or captured 3rd Rate within a day.
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Your top 3 NA stupid mistakes
Bleakbeard replied to Konali89's topic in Patch Feedback and General discussions
I was an awful new player. 1. Tried to sail to Mexico from Mortimer without knowing the scale of the game. 2. Shot up an ally player in my first battle. Tried to make amends to said ally by trying to suicide board a trader (idea was that he would capture the weakened ship, technique in the starting pirate guide). Sank it and myself. 3. Blew all my earnings to buy a Mercury at rank 1 or 2. Took it into battle, fired the cannons once. Unsure where this last one ranks. Got curious, tried shooting ball into Constitution stern instead of grape to see its effect on crew. Set Connie on fire while an ally was boarding it (seriously did not know ball can start fire). -
Should the pirate faction have a name change?
Bleakbeard replied to Justme's topic in Patch Feedback and General discussions
Let us also factor in the 12.5% share of the prize money that went to the commanding admiral. And prize money must be shared with all allied ships in sight of the prize.