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Everything posted by Hethwill, the Red Duke
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So... should all nations be "pvp impossible" ? Are the tests a success ?
- 392 replies
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- clan power ranking
- rvr only
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(and 2 more)
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Right now... yeah... that is sadly true. In 10.x no... interception enemy shipping was a daily feast. After all trade had to be ran. Ships had to be sailed. All good. Apparently some types of "age of sail" occupations are not welcome given they disrupt too much, hence we are in a new patch, in a new world. No more trade route to plunder. No more 1st rates to kill before they are born, still resting inside the indiamans as materials. All for the comfort and safety and no-loss mechanics All good. Myself had to return to old times and "re learn" how to act Navy office in big ships other than playing act like a proper sea rover type. Best age of sail game until GL makes another one.
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I don't mean just sailing out 3 minutes to join a fight. I mean in the sea, out, sailing, all over. Trading, moving goods, moving ships, exploring, travelling to open outpost, etc. Playing ships out in the sea are pvp content. They can be intercepted. They can be interceptors themselves. After all, pvp is not "on request" but open at all times. How many nations we have that are all over the map ? I like mechanics that serve all equally and not against your proposal, but I think it takes ships out of the sea while implementing a "NA legends" without team balancing whenever 'player' wants it and only then ( other than PBs that is ).
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Yeah... Thought the objective was to put ships in the water all around the world, or at least that's what I read from the devs posts. Funny how on EA open launch there was no teleports and only 1 back to capital. No economy building and people had to sail to every port to scrap resources. Alas 5 duras and full ship captures from the AI. Should I pull the 3 servers with 2.5k card ? It works for everything
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No NPC sailing around the port area from the moment the PB is setup until resolved in addition to being open all the time. In effect the area is under "attack". Port and city are under martial law and only blockade runners will do it. On top of that make it more harsh. No TP into the port after the PB is set. No Tow to the port after the PB is set. It works both ways. It works for big clans and small clans coalition alike.
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An Argument For Dismasting
Hethwill, the Red Duke replied to HachiRoku's topic in Patch Feedback and General discussions
Yes. Quite often. Some 1st broadsides even hapened only after both ships having their top rigs damaged by wind dueling, but hey it is a game, and a game it shall remain. -
An Argument For Dismasting
Hethwill, the Red Duke replied to HachiRoku's topic in Patch Feedback and General discussions
No more sharp turns on the frigates without losing gallants, maybe ? Or variable winds and strong gales and light winds, so to promote different OW and battle experience everytime ? I doubt the majority would love it... I would enjoy leeway to be implemented. Point was, claim realism credibility but only part of it... *sigh* -
An Argument For Dismasting
Hethwill, the Red Duke replied to HachiRoku's topic in Patch Feedback and General discussions
Should we have mast damage induced by violent and extreme manoeuvers ? That's how both sides of the realistic coin comes into play. -
Port Battle System is Pathetic
Hethwill, the Red Duke replied to BadBenny's topic in Patch Feedback and General discussions
A clan of half a dozen buddies can participate. A clan of 1 can participate. ( 1 mission, 100k, make clan ) Just need the clan tag and be on the clan friends. Simple. Effective. -
There's great interest in PvE content, that is good. How does that translate into the wargame pvp in the OW ? If you look to the string of changes done neither is to the satisfaction of crafters or mission runners. For one the economy is semi player run, so prices are our own doing. Exception being the production ports. Special woods and resources remain special and due to contracts with rampant values - as everyone puts more and more cash into making sure they get their contract filled first. It is odd to say so but it is our doing. Second, PvE zones. There's absolutely nothing a player that doesn't feel comfortable with PvP cannot do. The zones deliver everything, from trade deliveries, to crafting materials to mission running. Third, money is really easy to get. Any mission, at appropriate rank equal to the player rank, gives enough cash to buy appropriate ship for that rank at NPC shop price plus medium cannons. One...single... mission. One. Big fleets are assembled by clans of a dozen in a week. That's nation pride capital ships. In no other game can you build the best in that time frame. Sometimes I think we have it really accessible but still it is not accessible enough for most. So what is really the issue ? Game provides a really streamlined way of doing everything in 7 days as a single player, playing everyday for 2 hours. Trade, mission, craft ships. All without having to deal with PvP. No put PvP in the mix. Without the need to trade outside the zone, there's no trade wars. No player made content with trade convoys as we saw so many times. In truth, if players do not want something, they will not use that something. Why make money by deliveries if you can make twice with a mission ? Why make a mission when one cann attack a OW npc and get as much and still have the chance of "rare loot drop" ? Why even PvP at all if there's no direct consequence from the action other than ego screeshots ? I wish the game to become more "career based" and less "do it all" based. Also wish for more balanced nation populations enforced by mechanics ( shortage/abundance of resources ). Also wish that no "smugglers" can place contracts and must act as real smugglers.