-
Posts
6,858 -
Joined
-
Last visited
-
Days Won
51
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Everything posted by maturin
-
For the love of god fix Looting
maturin replied to GrubbyZebra's topic in Current Feature Improvement Suggestions
http://forum.game-labs.net/topic/24525-enough-with-the-sadomasochism-looting-wrecks/ -
Sails control
maturin replied to Tomasso il Fortunato's topic in Current Feature Improvement Suggestions
Yeah Depower is basically a Dodge button for your sails -
Разница достаточно большая, на самом деле. HMS Niger (1759) = 3.57 HMS Surprise (1796) = 3.97 В конце века строили фрегаты выше 4. Все таки короткий Niger был один из самых быстрых, пока длинний Сурпиз шел 2+ узла медленее. 250 лет спусться, мы невсегда можем сказать, почему один шел лучше другого. Корабли просто отличались друг от друга, из-за неточности науки кораблестроение, и из-за того, что данная наука была подобна исскуству. В бассейне, да. В море с волнами, не совсем. Я понимаю, что надо упрощать дело ради игры, но это перебор. Плус два узла значит быстрый. Минус два узла значит медленный. Исторически говоря, невозмоьно посмотреть на чертеж корпуса и парусов, и предсказать результат. Гораздо интереснее, романтичнее и несколько историчнее относиться к кораблю как творение исскуства. Вода--достаточно сложный и загадочный элемент, что у корабля есть личность, а не характеристики.
-
Тогда преимущество бриг будет его маленькая мертвая зона, а не его скорость 13.5 узлов? Разные, конечно. Если честно, админ говорит, как будто у всех фрегатов была одинаковая форма под водой. Однако, в реальности сила ветра постоянно меняется, и это дает преимущество некоторым а некоторым наоборот. И это не совпадает с площадью парусов. Иногда фрегаты теряли мачты и шли быстрее, потому что теряли лишние паруса. Поэтому неплотно = исторично. Наш исскуственно неменяющий ветер = неисторично.
-
Patch 17: Finalization of the sailing and combat models
maturin replied to admin's topic in Patch notes
I mean... ever ordered a pizza? Unless all these calls for 'player-driven EVE econ' include the necessity of supplying each port with everything, from fish to salt to darning needles and tampons, there's not much point. This is a naval combat game. A good 70% of goods and commodities are not relevant to the business of shooting cannons at ships. No real way around that. Eve takes place in space, so no one needs to notice anything odd. -
Patch 17: Finalization of the sailing and combat models
maturin replied to admin's topic in Patch notes
So the players should be crafting their own Parisian furniture on desert islands? Not sure how that makes any sense. What is the value of a fake, ahistorical economy where only naval stores are of value and only the Caribbean economy exists? Sounds a bit like Mad Max with water. -
Patch 17: Finalization of the sailing and combat models
maturin replied to admin's topic in Patch notes
Hermione=Santa Cecilia -
I think the 'culture changing' feature should be switched off. It doesn't make sense that Sweden captures a Spanish port in the Bahamas and rebuilds every house in stucco. Just wastes the original level building work and takes up space. PS: Half of Russia's navy comes from the Black Sea, where the architecture looks more Mediterranean than N. European.
-
Sure, but if the South had the industry to win an ironclad arms race, it would have been the north that was seceding to protect its slave economy.
-
Explain why the ship skills should have the lowest priority? Surely the skills are the most friendly to casuals and PvPers alike because they cannot be lost with each ship. You obtain them once, and retain them even if sunk three times in a night. No time sink burden or perceived entry barrier to PvP.
-
Patch 17: Finalization of the sailing and combat models
maturin replied to admin's topic in Patch notes
A calm or significant lull in the wind would be quite frustrating if it struck in the middle of a battle. I don't think it would be popular in this community. If we get a SP gamemode, the absolutely. Bring on the waterspouts. -
Well I really meant as a 3-day test. But experimenting with inaccuracy for rolling fire is worthwhile. Good fix for dismasting.
-
What if we had a patch where we turned off the 'smart gunners' for Rolling broadsides. Smart gunners on Random Fire only. (Because if you can't choose the best moment to fire if you need to rigidly follow the other crews.) I think we would see far fewer masts come down. I also don't know whether you've read my ideas for higher horizontal dispersion when you aim high into the air. It will prevent laser-accuracy dismasting, but not affect hull shooting.
-
Russia, Poland and Prussia have clearly provided tons of great gameplay for many people. And continue to do so. And it's good marketing. Very easy for someone from a different nation to say "ban them." All the hand-wringing over their vulnerability is also unwarranted. Has anyone noticed that Sweden won the map? Sweden who was designed to be the pathetic one-port nation for masochists? And France isn't far behind. France has never had any power before now.
-
The OW can't be a place where maneuvers and tactical gameplay take place, mate. It's unimprovable because it's too fast and too shallow. Please don't get upset on behalf of a mechanic that doesn't exist. I'm 100% in favor of impact tagging if it can work. But in the current set-up, it doesn't. Not just because of the server but because of how ships are placed in the instances with land. The devs have told us many times how the land in instances limits their options in terms of tagging and ROE.
-
THE OW SAILING SUCKS AND EVERYONE HATES IT. THE GAME TAKES PLACE IN INSTANCES THAT DONT SUCK Seriously, that's worth putting in caps in any context. If this game is judged by the WASD gameplay on the OW, it is a 2/10. Does anyone here disagree with me? One blindingly obvious aspect of game design is making sure people spend more time interacting with you game's strengths, not its weaknesses. And FFS, now we have speed mods that don't work on the OW. Spawning at 700m is fine. Spawning at 70m is not. I can shoot you at 700m. You shouldn't be able to use time warp magic to take away my opportunity to shoot you from 700m while you approach. You have a vastly better chance of using tricky maneuvering to steal the wind from an attacker in the context of janky OW tag timers and crappy laggy ship controls.
-
Patch 17: Finalization of the sailing and combat models
maturin replied to admin's topic in Patch notes
People were overcome with paroxysms of rage before they even knew what the crafting bonuses would be. This is what I'm talking about. It's like heresy and blasphemy for some folks. +5% HP (the equivalent of a crappy perm mod that everyone has dozens of) isn't worth getting worked up about. But yeah, you'll never hear me miss a chance to complain about mod stacking or mods in general. -
If we're going to skip half the battle, why not just fast-forward to the part where the yardarms are locked together and it's 'boarders away?' You can't just deprive your opponent of the opportunity the maneuver (read: play the game) in the instance as you approach. There has to be a counter-tag opportunity at the very least. I'm not going to defend OW tagging as a particularly good mechanic. In a perfect world we would have something like impact tagging, and the ships would never spawn closer than 700-1000 yards. But that isn't possible because of server limitations and because we have land in battles. Maybe in the next game. In the meantime, not shooting to leeward of the enemy is also a skill.
-
Patch 17: Finalization of the sailing and combat models
maturin replied to admin's topic in Patch notes
Tell me all about how you ragequit every time gun dispersion makes you miss a shot with your bow chaser. That's determined by random number generation software as well. RNG is just an epithet nowadays. Just like cheating and exploiting, we can all agree to hate it, but deciding exactly what it is... that's a different story. If you're not interested in discussion, feel free to vacate the discussion board. If you insist on always arriving at the performance level of "absolute best there is and possibly can be", then that's your fault, not the fault of the mechanics. Your 1-dura special ship is just going to get revenge ganked at some point anyway. And pay for itself in marks. -
I really hate to be the only killjoy in the room, but do you know what that circle represents? It indicates the lower limit of the server's reliability when it comes to tracking ship positions. "Don't get inside this or your tag position will be hello kittyed up." Impact tagging is incompatible with seizing or conceding the weather gauge. It will be a toss-up. Also, starting at fight from 3 shiplengths away is cancer.