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Daguse

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    The High Seas of the Caribbean

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Lieutenant (7/13)

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  1. Ok, I have to say things look good. May have to get back into it.
  2. "Forged papers, allowing cowards to hop to the most populated nation seance 2017!" "Forged papers, why learn to play when you can just convert to the nation that has a 3rd of the ports!" "Forged papers, everyone's doing it!" "Piss off your nation/clan? Forged papers!"
  3. So with the exception of clan owning a port, RVR is going back to what we had a year ago.... hmmm
  4. Adding PB diversity is one of the best things that can be done. I may have to start playing again.
  5. Good luck to all! In Tampa things have gotten crazy, no water or canned goods at the stores! Stay safe.
  6. The forums auto replace the first bomb with hello kitty. No clue why they chose that
  7. Personally, I think it's all valid, however, I don't believe execution will be as easy. If players are not aware that a noob is being attacked, they won't reinforce the battle, the noob dies. If players are aware and rush to the noobs aid, it can take them a good 5-10 minutes to the battle and if they are running, another 5-10 for them to get shots on the enemy. In that 10-20 minutes, the noob will be dead. "Reinforcement Missions" IE noob got tagged inside the reinforcement zones, need to have a way for players to know where they are, sailing around for 10 minutes trying to find a white X against a blueish white sky, its hello kittying annoying and means the noob dies. However, I believe there are a few options. AI reinforcements primarily focus on de-masting/de-sailing enemy ships. Most AI does not follow the game meta and is then easy to deal with. If they are constantly picking away at your sails, you'll have a hard time dealing with that player trying to make a run for it. AI supports the defending fleet at a higher BR, as you said 1.25-1.5, till players are able to join and support the noob. Reinforcement Missions could have a big red X for them. Players would know it's a player in need of help.
  8. I have to say I'm impressed with the turn around time on this... I expected it to be a few months before we got to this point. GJ guys!
  9. well, I was more referring to other exploits that aren't patch out. However the site is down now, I believe they did fix this one.
  10. Well, look how inconsistent the devs are about exploits. First, they try to patch them out, then they just give up and say they are ok what ever.
  11. I could see it being only rank 3, as long as there are guides in game to show you how to play. @Jeheilhas some good ones, just toss them in. As for the seal clubbing issue, I hate to say it but you are probably right. I'm sure some lowlife will get a kick out of owning noobs. Maybe set us a pvp as no lose of ships or hold. Just respawn in own when done. In short they get a "safe place" and to learn pvp.
  12. What about a noob instance, in short you start a noob and till you are level 4 or 5 you are in a small map with every other nations noob. You can't pvp with anything other then the top level players (4 or 5). Once you hit the cap you get an option to join the rest of us in the real world. No seal clubbing no other shit. You could add video guides on how to play.
  13. From a pvp prospect, even if he sinks, give him ship experience, give him some coin for his work, give him a mark or 2. Maybe add partial insurance for anything 5 rate and below. From a pve prospect, increase the loot received for attacking a AI ship close to the same level ship he has. Give him more loot for hard earned kills. Give him more coin and crafting xp for completing a trade mission. Give him epic evens that him and his fellow captain level friend can do for good level appropriate loot, guide them to these missions. Set mission loot based on distance from port, the further you go out the better the loot. The trend is loot. Make them want something, that next book, that next level of unlocks and then dangle that just out of reach.
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