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Everything posted by maturin
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Spain, low populated nations and diplomacy
maturin replied to beagleplease's topic in Patch Feedback and General discussions
Why did you just make two threads on the same subject? -
Conquest flags only exist for one hour. You won't be able to conquer anything far from your capital. Also, every stray idea doesn't need a poll. They just spam the forum and get ignored by the devs. Lastly, the devs have stated that long-duration flags are undesirable.
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1st Big content patch information.
maturin replied to admin's topic in News Announcements & Important discussions
Does locking decks freeze reload? -
What delegation? Ambassadors have credentials, not anonymity.
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Pellew sights/Age of sail cannon sights
maturin replied to admin's topic in Current Feature Improvement Suggestions
Of course I just returned Guns at Sea to the library. D'oh. -
Exactly. I'm pretty sure that Spanish players would much rather see changes that allow them to attend port battles and counterattack, rather than any sort of favoritism. Nation locks will make no one happy, while simply locking the Brits and pirates at already-hegemonic levels. And the most historical measures (fortifications, multi-step conquest to overcome land armies) don't favor low-population factions; high-population faction get them too but can merely ignore them since Jamaica is secure anyway.
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You could also join a battle alongside a friendly AI 3rd Rate and then spend the next hour shooting at it until it sinks. You will turn into a pirate, but you will have lost thousands of XP through friendly fire. Then delete the pirate character. Just don't do this to a player. That's against the rules.
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Which is isn't a huge tragedy. Nations can and should have rise and fall, where they are occasionally too weak to be a player in global RvR. See stagnant Sweden, for instance. What's not OK is nations getting rolled so badly that solo play, crafting and stable PvP opportunities dry up. Most Spanish players might as well fuck off to the PvE server at this point. No one blames the Danes for anything. The point is, even if the US wasn't taking dozens of Spanish ports, the Danes, Dutch or Brits would be doing it instead. Spain automatically loses Puerto Rico, Maracaibo and Hispaniola in literally any RvR scenario you can envision, even with higher population numbers. The starting positions provide a demoralizing shit sandwich that only one nation has to deal with. (France and the Dutch are also doomed to lose important ports, but they get excellent expansion opportunities in their consolidated position.)
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Discussions to find a solution to the issue while taking 15 ports a day? And you accuse the *Spanish* of being bad at diplomacy? I'm a solo player at the moment. Like the majority of players, I have no role to play in laughable negotiations that have zero reliability anyhow. The supposedly allied Brits have taken more ports than the pirates. There are different clans with different policies, there are language barriers, and most people aren't on the forums. Diplomacy is a joke. The solution is in game mechanics for slower conquest that doesn't stack the deck in favor of the populated nations that have the right timezone distribution and consolidated frontlines. But we're off-topic again. I'll bite. What could the Spanish possibly do to get hundreds of British and US and Dutch and Danish players to pass up free ports and give back most of Cuba and Mexico? Free blowjobs?
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Deleting your character should reset your XP to zero AFAIK. You can't undo this, however, so be certain.
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The social Darwinism in the forums is amusing. So we have a low-population nation with indefensible geography and no timezone diversity in the player-base, situated so that every other faction in the game can take their territory without serious opposition, with the capital sandwiched between the three largest factions... ...but they have only themselves to blame for their misfortune, because one clan made a bad negotiation decision. What were the Spanish supposed to do? Ally with the French AND the US AND the British AND the Dutch AND the pirates so they can fight the Danes, who probably still outnumber them and can lock out their conquests with PB timers when the Spanish can't?
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Damage Farming - Demotions
maturin replied to admin's topic in News Announcements & Important discussions
That would be a rule change, IMHO. The devs approved and even arranged non-fatal fleet battles in the past. After all, wouldn't the 'training' battle result in less damage and XP than a lethal one, overall? People arrange duels to the informal surrender all the time. I think it should be about the competition, not the threshold of damage. -
Damage Farming - Demotions
maturin replied to admin's topic in News Announcements & Important discussions
As long as the enemy is fighting back and all sides take damage in an attempt to win, this should be fine. There used to be numerous arranged battles where players could type STOP in chat, which counted as an honorable surrender to avoid sinking. -
You were swindled. Next time use the Trade function to pay for the ship and receive it simultaneously.
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Oh jesus, don't mention calms. Whenever anyone mentions the slightest tiny tweak to wind, the devs leap headfirst into the massive strawman of saying 'calms are no fun why do you want calms guyz.'
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For the love of god, yes. Mods take note.
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It's almost certainly not a change of capitals. That would be a Spanish-only content wipe for solo players.
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Did Cerberus get lost somewhere? The information about her best point of sail saved my life twice last night! Well, that and dodgy counter-tagging.
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What thinking the Devs about a good Sea Navigation?
maturin replied to Hanver's topic in Maps - Development forum
In livestream Admin says that a compass tool should be added to make it easier to plot accurate courses on the map. That's all they've said recently. They want players to feel lost occasionally and make an effort to navigate. Beyond that, you just have the usual forum carebears who want an automatic map marker, with varying levels of accuracy. Meanwhile more history-minded people call for a sextant that would give you latitude at noon only. I would be fine with option #2 in theory, but think it would be too effective since the ships in the game steer a perfectly straight course with no leeway or currents, and because visible range is exaggerated. So a sextant could provide excessive advantages to the player while also requiring dev time for something that isn't a priority. Current navigation methods are far from authentic, but IMHO the outcomes are in the sweet spot. -
It takes a lot of knowledge to pick out magazine and pump locations on the less-detailed plans, and it's impossible to know whether the developers followed the plans perfectly. Captured ships would have pumps rebuilt and possibly relocated, for instance.
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L'Ocean in Nelson chequer? Hoping for placeholder.
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Pellew sights/Age of sail cannon sights
maturin replied to admin's topic in Current Feature Improvement Suggestions
Pretty sure this stuff is way too modern. And it's a Civil War site.