Dread Pirate West
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1 a day redeemable, throws you straight into the first fight that pops up, or into a fight that has lasted less than two minutes. Cant redeem if you have one in your inventory that was redeemed. Can outfit the rune like a ship, allowing you to toss upgrades on with a small repairs inventory to add. Keep the rune if you win the fight against a player with exp rewards associated with a first rate to allow you to unlock knowledge slots. If you lose the rune goes away, though you retain exp and slots unlocked. Id say thats worth a DLC, and will satisfy battle junkies. Make things very interesting, for both combatants, as the rewards should also proportionally increase for the player who engaged the fight.
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Seasonal Update: Treacherous Waters - Preliminary information
Dread Pirate West replied to admin's topic in Patch notes
Im not advocating keeping players from combat. Trade winds are a brilliant idea, congesting traders into lanes in order to get them to move quickly through an area, or sending them on smuggling runs out of trade lanes. The specific implementation here is impactful, but the core concept is realistic. Mostly im against the cutting down of the economy. Doubloon rewards dissapearing, rather than being reduced. Every pirate port I visited was absent doubloon rewards for cargo missions. Every single one of the Country capitals, MT, and most of the surrounding ports. We can have more people sailing if you give them incentive to sail. Cutting the reward down? Okay. Eliminating it completely like was done with trade goods? When was the last time you caught a player sailing with trade goods they hadn't picked up from an AI trader or bottle? For the ammunition stuff, we already have limited chain. It merely expands what youre funds need to go to on the higher cost ships, while small and medium vessels tend to have negligable costs. In addition, as youre sailing and fighting you could pick up extra ammo from your targets, which if they were based off cannon weight, would mean the raider has to choose if they want to be able to get lots of ammo off ships with their weight gun, or punch higher up their weight in order to get bigger prizes. Tradeoffs and tactics. Its a tactical game of Naval Action, not the Arcade game Naval Combat. Action implies multiple aspects, not just combat. Sailing, trading, fighting, fishing, etc. -
Seasonal Update: Treacherous Waters - Preliminary information
Dread Pirate West replied to admin's topic in Patch notes
Why, afraid of getting ganked when you have no ammunition because you didn't fight smart, conserve your shots, fight tactically? Forgot to bring a trader with supplies for you to resupply your fighting ship while raiding? It will just introduce additional realism to your fighting, and make you, the player, have to make additional decisions when conducting your raids. No more sitting outside a port grabbing every ship on its way out, do you only hit juicy targets, small targets, or low cost targets? Do you hit the single high value one that will have you heading home sooner if you win? Heck, most of the time I return to port after a fight in order to use repairs that are significantly less expensive than at sea stuff. -
Seasonal Update: Treacherous Waters - Preliminary information
Dread Pirate West replied to admin's topic in Patch notes
A fix to the reals issue for battles: Introducing ammunition constraints. I would back that 100% as a method to decrease overall income generation while still maintaining realism. It would also engage the crafting players as another dynamic worth handling, have a bigger impact on the larger clans, and work to develop the game even more. Skybox's can be expensive to develop. I love me the gorgeous ships, and am willing to wait for the development of the skybox to include a moon. I wasn't sold on the realism of the sky, but the realism of the ship mechanics. The advertisement for the game does not differentiate between OW and instance combat. It shouldn't be disconnected. As these are the changes that have been made by the devs, of course were going to discuss, comment, and explain our opinions. Ive only put in a little over 200 hours. Im still putting together my list of things I would direct attention to changing, but most of the game im rather happy with and enjoying. Sorry PVPers, youre not the only demographic, but know that without crafters or utility stuff, your not going to be doing much in the way of enjoyable fighting or sailing. -
Seasonal Update: Treacherous Waters - Preliminary information
Dread Pirate West replied to admin's topic in Patch notes
This update is making me go over terms of service in order to see about a refund. This was not advertised when purchased, expected, or tested before implementation. I want to enjoy the game and keep playing, however due to the update, the game has lost most of the interest I had. From the store page: Built for PVP Age of sail combat is a personal affair with no dirty tricks, corner camping, or hiding in bushes: you see the enemy from 20km and so do they. Just like in boxing you have to get close; and use all your tactical knowledge of wind, your ship to slug it out face to face. Broadside weight matters, but even a smaller vessel can overcome the superior enemy by focusing on the enemy weak spots. Admiralty missions – Accomplish missions for your Admiralty to earn doubloons, combat medals and reward chests. Deliver cargo or passengers, hunt specific ships, join patrol zones battles and sink as many ships as you can. Realistic sailing – Advanced wind and physics model provides for realistic portrayal of ship’s performance in the age of sail. Yard angles, ship angle to wind, fittings and ship condition affects speeds and turning rates. Correct tacking, boxhauling, clubhauling and other elements of realistic sailing will help you win battles in most adverse conditions. The wind zones have contradicted the first cited page. Reals are not mentioned as a reward for accomplishing missions at all. Doubloons, combat medals, and reward chests are, but not reals. THe wind and physics of overworld performance has been unrealistically potrayed, completely counter to that which was advertised. I literally bought this game due to its expected realism, not to sail at highway speeds. In addition, this weekend ill see if I can run the numbers so that I can show what damage has been done to the player economy. edit: I have not submitted a request for a refund because I would rather work with the team to come up with a solution rather than cutting and running. Im a Pirate, not a Mercenary. -
Seasonal Update: Treacherous Waters - Preliminary information
Dread Pirate West replied to admin's topic in Patch notes
4k reals for a T-brig Is that... Buying all your resources from the market? Or Producing each one for your own use? Are you accounting for the labor hours used with that run? What about the cost of a normal battle, two players enter one player leaves, say solo Patrol? Two snows, each one about 5k to build, between 4k and 30k for guns (depending on your preferred loadout) and 3 mods. Each mod was about 20k, some cheaper, some more expensive. A loadout of repairs was about 20/10/40, each about 200 reals per On the mid end, thats about 96k of reals worth for a snow fight. Grab a trinc, do the math, what is the replacement cost for that trincomalee? Your high end mission should cover the cost of getting into a fighting ship, not a percentage of one. We want more combat, not less. If the issue is doubloons being too lucrative for missions, directly convert them into reals for use rather than mixing them. Have passenger only missions which are worth 50 doubloons, and cargo missions worth 200k reals. The economy was fine, rare mods were expensive and took investment to get. Cheap mods were plentiful. Building your own mods and selling them to the market was a good source of income. Now the available cash reserves of most players will have significantly dropped, which really does mean less overall flow. Less mods being built, less ships sailing the significantly less rewarding missions, and overall decreased economy. Its not like the cost of production has gone down similarly to the average pocket book after all. -
Seasonal Update: Treacherous Waters - Preliminary information
Dread Pirate West replied to admin's topic in Patch notes
The reward was doubloons, not the reals. The reals were nice, but when were trying to get work done as a clan, we needed the doubloons. 1 doubloon was worth between 100 and 150 reals on the market. The high gain trade runs were netting 250k worth of reals per run, at long ranges. Now theyre worth what, 60k? Fine, if thats what the intent is. But theres additional ramnifications: common upgrades are betweek 1k and 10k. Repairs are sold between 100 and 400 at the cheaper ports, or up to 700 or 1k at the more expensive ones. Those repairs cost reals to produce, and for things like hull repairs, youre making near zero profit if youre selling at the lower prices. Near zero is fine if youre selling other stuff at the port and enticing players to buy your stuff with cheap repairs, or selling expensive repairs at those ports. Now those upgrades will be worth a whole lot more by value, but people arent going to be willing to pay the prices for it. When you need a hundred of each for a port battle, and youre buying them at say... 200 reals a piece... Thats a full trade run on just consumables, instead of consumables, and cannons, and a few upgrades. The players will have less to spend into the economy, which means less throughput of items and equipment being produced as economy players aren't able to sell their wares at prices that are worth the time and effort. Less economy, less ships... This really seems like it was designed to slow down everything, and rather than encourage players to do high risk/high reward stuff, it shoehorns them away from the aspects of the game they were interested in, and which was rewarding for others. A fifth of the reward for sailing, twice the speed available to gankers, with maybe a quarter reduction in time spent sailing. Remember, I have to sail out to the speed buff, grab it, sail into a port, and then sail back out of the port. The calculus is heavily against anyone interested in economy runs. -
No game for noobs?
Dread Pirate West replied to Ruy Lopez's topic in Current Feature Improvement Suggestions
As a new player just jumping in, and with an excellent grounding in naval combat from World of Warships, theres a few things ive been noticing. Fighting the AI ships that are tier 7 is relatively functional. Ive not had many suprises, ive had to use more tricks than I thought I had, but for the most part, it makes sense. Working with other players to go after bigger targets broke me out of the super cheap ship stage, as it gave me the privateer, which allowed us to go after snows and the like. The combat missions for tier 7 are a joke. I get more doubloons faster grabbing a single passanger, and sailing to whatever port I need to in the Trader Snow. I have every incentive to ignore the combat missions, and instead hunt whatever NPC looks tasty. If I didn't have a friend to play with, I would have dropped the game, and gone back to play other things. First real combat I had was in a basic cutter with an enemy player 'noob' hunting. It was no contest, which made sense. But it was ten feet (relative) from the capital. Ways to modify it to give the new players a fair shake: As long as youre in the basic cutter, you get an AI companion ship automatically (either a basic cutter or a lynx), they share a few tips as you get into situations but are generally there as a teaching tool. Watching the AI ship engage in combat would help a player to understand ship combat mechanics a bit better than the tutorial action. Disable this after the player pilotes their first rank 5 vessel. When in capital waters, any time a new player (50 hours or less) is engaged in combat, and the opponent is a player, spawn a ship on the side of the new player that engages the opponent as well. Give the enemy player a reason to go after that ship rather than the player, either by making it an Elite, or giving it some above average loot. (Sellable goods, crafting materials for the port in question (Common), an upgrade or two...) If a high level player is sailing in the deep ocean, and comes into view of a low leveled player, spawn a ship similar to the low level player in that vicinity of the same faction as the low level player. Give high level players a second target, allowing them to go after either the player or the NPC with similar risk/reward.