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Liq

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Everything posted by Liq

  1. But you're wasting your time aswell? I never understood the mentality of 'Haha I'm wasting your time right here", because its not only the prey's time. I know there are some douchebags killing bambies in the starter gear over and over again, not much you can do about it Unless there was some sort of mechanic which let you have a "noob-time" for a week (starting from when you bought the game) or something in which you're not attackable by other players, as long as you're in the cutter. May still be exploitable tho
  2. Especially when it's RNG PvE drop only (copper plating) smh
  3. It was gamebreaking, being forced to run from cutter spam fleets and waste all repairs while they would just be sitting there and jerk off I do like a good and somewhat equal fight. But afk sailing all the time just to refill repairs just to get cutterswarmed again I didnt like, really
  4. How can you "grief" a player by sinking a ship he can just replace for free? I dont think any players with a bit of game experience even bother about cutters. However, griefing a crafted ship, with bought cannons, crew, repairs etc. While being in a free starter ship is a different story. I stopped playing this charade a few days ago because of the ridiculous cutter spams forcing me to use all repairs. Good move devs.
  5. Ah well yeah guess you're right. But that should be pretty much the only occasion. I didnt see it since I dont do rvr. But still, for that job id rather get a privateer or lynx which you can actually escape with
  6. Why would you ever attack a freaking cutter? 1) its boring as hell 2) you dont get anything out of it A free starter ship of which you could get as many as you want just shouldnt be able to "pvp", aka grief. If you dont see this, i cant help you
  7. No. As I understood it, cutters can not attack other ships, while other ships can still attack the cutter. Edit: got ninja'd by admin. Can delete this post.
  8. Finally no more silly cutter fleets. Although im being a bit worried about them still getting pulled in battle when in range. We'll see, ill report my findings
  9. I usually do it when 30-45° from into the wind dunno if its most effective, just a matter of habbit
  10. After a battle, you escaped / are done with the battle; a ship IRL would sail back to port now. But geuss what, suddenly out of nowhere, ships would now spawn in from another dimension; being able to somewhat time travel and take away all his hopes of escaping (if you're in a ship bigger than a frig, except the surprise). This is true, when a group goes to a hotspot, they might meet a home water fleet and might have to surrender eventually. I'm fine with that, that's the risk. But those magical fleets that spawn on top of your battle after you escaped, is nonsense. Exit to port was fine. You escaped, a ship would sail back to port. No way his opponent would have been able to call for reinforcements. What about my proposal of making signaling default, and tweak it a little?
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  11. So we have to expect those ships that spawn on top of a battle, profiting of the OW speed boost, because, its logical? Sorry to say but to me that's poor game mechanics I don't know a single other MMO where after a pvp fight, you'd get wrecked in an upfollowing battle without much you can do against it This doesnt promote pvp. Going a few steps back right here. EDIT: It's not like players have to be careful ALREADY when they attack something. If you're being too sloppy you'll end up being chased by costguard and have to surrender eventually. BUT After the tag was made, anything that joins AFTER 2 minutes-ish just was not in range. Why give anoyne a chance to take revenge on you? You were not there!
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  12. I think its got to do with the mindset of the average NA player - "i dont give a shit it takes 10 of us to kill him, as long as we kill him" Average player wants instant success and feels good about winning a battle he had double or more the numbers and therefore knew he would win anyway. Personally I dont see where the challenge in this is. Without a challenge id get burned out / bored so fast and just quit. Damned casuals
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  13. Then its your fault for sailing too close to Shore / enemy ports Two minutes, as you said, is about the time it takes to do 1 "horizon lenght" However if you attack something not in sight of a port and have reinforcements join in 5 min after the tag was made - this is something different. No way to anticipate whats gonna pop out of port. Thats currently what keeps me from playing this game. This and the ridiculous cutter spams. Oh yeah, when leaving a battle and being Welcomed by a revenge fleet sitting on top of your battle posotion because they take Advantage of OW speed boost isnt really helping either. To me it feels like this patch did a good step forward regarding new features (structure, learnable upgrades etc) but at the same time twice the steps backwards regarding RoE. We had this all before and it didnt work. Why would it work now.
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  14. Aye, having an in-battle trade feature would have made it a lot easier / faster. I didn't want the ship, really, just the marks. So if you could trade your cargo stuff / Captains chest items (marks) in battle, that would help a lot
  15. So basically you're, as comparison, suggesting to remove highways because of the handful of idiots feeling the need to not follow the rules and speed -> cause accidents; while the vast majority of people is sticking to the rules and using it normally Removing something to punish 3% or even less of the players to completely get rid off it, only so there is absolutely no way to exploit it, is not the right approach IMO. It's not like devs cant see the game files - if they see someone killing the same ID over and over again once per hour or something, I'm sure they know what to do. I still think there should be bigger consequences for alt farming, if caught. To sort of scare off future "farmers". For a good reason, exceeding the speed limit by 21-25kph on a motorway here in Switzerland, you will have to pay CHF260 - about $270.
  16. You need to have sunk more than 3 ships to get marks? This will basically deny any marks for solo / small group players
  17. 1) How do you define which character is an 'alt' and who isn't? Randomly giving that 75% cargo penalty to traders? 2) What Otto said. You don't need any stuff in your hold to provide marks for the one who sank you?
  18. Inb4 Indiamans carrying armor (and in the future maybe ammunition?) in port battles "Indiammos needed For PB xy"
  19. such a thing as 'team' doesnt exist in outlaw battles - everyone is red to everyone So everyone CAN shoot everyone but - that doesnt mean they have to - a group will logically work together and not attack each other I think in your case you got tricked, first being asked to sail with them, then get backstabbed by them - true pyrate life
  20. lol dont even bother this was brought up way before the wipe hit, couple of more times since it did
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  21. Alright let me sum it up I first suggested the following: Make (a slightly tweaked) Signaling Perk a default game mechanic, but with a 2 minute join timer. So in the first 2 minutes, anything in sight can join, as it should be. 2 minutes is more or less the magic number of this game. Can't attack anything for 2 min after leaving port; tow to port is 2 min, etc.. So you cant leave a port and then join an active pvp battle, this just doesn't match IMO. After that, signaling rules apply, and reinforcement can join until the BR is matched for quite a while. But: Also tweak Signaling, so that the defending side can bring in 20% ish additional BR; this would hurt the ganking squads around a capital. Examples: 5 Frigs attacking 1 Frig - For the first two minutes, anything can join the battle - After that, if nothing joined, the 1 Frig sitll can bring in 4 (or 5 with the tweaked signaling version) frigates as support. This would encourage proper PvP, and as combat is what this game really shines at, I think that would help a lot. Also stops the stupid 10v1 ganks outside a nations capital. 1 Frig attacking 1 Frig - For the first two minutes, anything can join the battle - After that, the 1 Frigate technically can bring in +20% BR, but as in this case this would be pretty much nothing, they could take out their fair ish fight To me it just seems anything NOT in view range of where the initial battle started (2 ish minutes) should not be able to join (except the signaling rule). 5 min Timers are disgusting. However, a few have brought up the thought of "WHY BALANCE AN OW IN AN OW MMO??!" --- Well then, lets just have a 2 min timer as this is most realistic and forget about the whole signaling idea - is that any better? After battle, you're done with the fight, when you started the tag, there were no ships around. No possibilites for the captain to call for help to other captains in that time frame - Revenge fleets are totally redundant. Bring back "exit to port" after battle. Why give anyone a second chance, when you ESCAPED? Endless series of battle instances - I've got better things to do Guess who this quote was from?
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  22. ofc you cant make it 100% realistic, but there needs to be a balance; basically as it is right now there is not much reason for me to play, because if you're in a frigate or higher (except the surp), you are pretty much doomed to loose your ship after having a good battle, due to the revenge fleets 10/10
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  23. Using hyper warp technology (OW speed boost) + Teamspeak in the age of sails, right? If you can't see this is being unrealistic and needs fixing ASAP, it's pointless to discuss this
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