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Everything posted by Hethwill, the Red Duke
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Best RVR clan in games history
Hethwill, the Red Duke replied to Simon Cadete's topic in Caribbean News
Like old salty sailors telling tales in a smelly tavern. * rasp chuckle * Given it is RvR I will say DAS, SLRN both chapters, RUS, EDR, oh so many more. Proof being in the history behind, where they actually fought full fledged wars where every single PB was full and where screening lasted for a good couple hours. Power gaming to a minimum if existant at all, and all about the road to war and the combat. This is important as most of those stories are from before certain named clans did start to "game the game", giving flags some interesting uses and eventually come down to the "dismissal of screening" attitude So, from the OP names I select naught. Both are total faux features. ( individuals not accounted for, for we are able of our worst when we congregate. individually we might act different ) -
This land is my land - new game in development
Hethwill, the Red Duke replied to admin's topic in General discussions
There are few settings that blow my mind in a "rpg" setting but everything from the 1700's Indian Wars and later Great Plains expansion conflicts are one of them. Will this be still around the 1850's or on the post civil-war "1876" Last Stand Hill / Sitting Bull setting ? -
Games with no loss at all experience exactly the same mindset. They, the 90%, will avoid combat. The reality is that a multiplayer persistent open world PvP combat game relies on willing and unwilling combat.
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This is NOT exclusive of Naval Action. This happens consistently and constantly across all games including non-perma-loss game types. Players will run, hide and overall deny "the game". Not saying it is right or wrong. Stating it is a novelty factor in gamer mind visible on the last half a dozen years. Ultimately they will deny "the game".
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The same way the recapture is possible as the commerce raider cannot teleport its way out along with the prize. Funny how, in this timeframe, historically, there was no real time communications and still, roughly, 2/3 of the captures never reached intended destination. Half of them being recaptured and the rest sunk and lost.
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Captain, in your particular situation, please refer to
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Funny enough, no matter what we do, even collecting dots, we are not shaping the living world. The Navy Officer career of being a pure PvPer is a egotistical search for a fight, the Admiral chair is the comfortable guaranteed Trafalgar battle and the Trader guru is bee lines back and forth. We do not shape the persistent world... yet. Do we want to or not ? Do the ecocrafters runs actually provide the demand of a certain region "population" or do they do the runs only for profit as concern ? Alas the mechanic is clear even if specific missions would be in place. In powerplay why make a mission when a simple run does more ? Do the conquest actually change anything ? Can't we enter anywhere without stopping ? Hell, even AI patrols lets smugglers and outlaws run amok Come to think too much freedom to do everything is too much freedom.
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A complete fix to RVR
Hethwill, the Red Duke replied to Slim McSauce's topic in Current Feature Improvement Suggestions
How ? Please, honestly, write them down. We all will read them as much as we all, community, read and discuss everything else. Just don't keep posting this kind of "anarchic" posts everywhere. Explain, don't just say "no, wrong, bad, etc". -
merge servers (PLEASE)
Hethwill, the Red Duke replied to C R E W's topic in Patch Feedback and General discussions
Yes. There's no denying that with the present mechanics. One single battle cannot last 24 hours to cover all timezones. Now... several battles across 24 hours to "score" and solve the conquest could work in a merge. But wishful thinking on my part I play all servers. -
merge servers (PLEASE)
Hethwill, the Red Duke replied to C R E W's topic in Patch Feedback and General discussions
Is not. Proportion is equal. Say from 1200 to 300. Say from 400 to 100. -
Perk Reset
Hethwill, the Red Duke replied to BallsOfSteel's topic in Current Feature Improvement Suggestions
OT, 1821, first ship built. End of. -
Perk Reset
Hethwill, the Red Duke replied to BallsOfSteel's topic in Current Feature Improvement Suggestions
Nope. He didn't . 1821 is already out. So, naval career as a commander of a ship or admiral of a fleet or a trade guru or ship designer. Why not -
Perk Reset
Hethwill, the Red Duke replied to BallsOfSteel's topic in Current Feature Improvement Suggestions
outside NA timeframe, so only half a cookie. -
merge servers (PLEASE)
Hethwill, the Red Duke replied to C R E W's topic in Patch Feedback and General discussions
*chuckles* -
Doomed, Sir, can you please stay on topic ? At least out of respect for Sella. Seriously, and quoting my gaming group patron saint, Oddball. C'mon we are all gamers, we all know a ton of awesome games but we ain't going to list them all out in here nor speak wonders of them all. We speak about NA and call to attention of community suggestions made along the way that deserve to be reviewed by the devs and grant more fun to newcomers and veterans alike.
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@Hodo give me Steiner bills if I must contract to a House. On topic... The hunt with a sleek sloop. The breaking the line at the helm of a ship of the line of battle. The rattle of sabers that defines age of sail history... ( one of the things I enjoy the most in NA is the sound, especially the latest version. ) Any player coming for the age of sail bring a baggage of imagination. The media must deliver the "game table" to put that in practice much more than it does.
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Game Labs has 2 games fully released that were pretty good already and high grade taking from the proper professional reviews. Considering the complexity of NA compared to Ultimate General series we might want to review the "fail" assessment. NA is ground breaking, and we expect so so so much from it, from being a Pirates! successor to being a emulator of our own Aubrey chronicles or being the next dose of competition combat game due to being a never before made context. Whatever Legends becomes doesn't affect, I hope, the consideration that the majority of players of Open World search for - a story, an adventure, a reason to be a captain of a tall ship int he age of sail. We can practice combat to the limits of it. We can play as many PBs as we want. But the shades of grey must be filled with color A driving motive behind each player that plays for 100 hours and then makes those into 300 hours. Not everyone finds their niche in NA at the moment. The extremes, competitive combat addicts, and story weavers, do have thousands of hours. The rest counts average hundred ? Again, looking at OP list ( bloody hell, some of them are maybe from the 1st iteration of OW time ! ) it shows the eagerness of the players to build a captain character worth of sailing in the OW, whatever comes and make great gameplay, whatever playstyle and path of action they undertake, day after day.
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US Leaders have lost their Mind again
Hethwill, the Red Duke replied to JobaSet's topic in Caribbean News
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Playstyles assumptions and expectations mate. You know, sea turtles Funny that everyone ropes them.
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OP list of suggestions surely makes a comeback scenario at making the "simulation of life in the west indies during the age of sail" appropriate for the OW. To be honest the late discussion of the RvR gives the clan wars their place. This thread ( witty title btw ) call to attention what can be done in between. Base is battle, high end clan warfare will be done, then work on the rest for the "casual, solo, small squadron, history buff, rp'er, etc" type of players. ( 4/5ths of potential buyers/players )
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Yeah there will always be someone annoyed. Guess the designers are the ones looking at the wheels turning.
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Yes we did. Immediate close and exit to OW. Hence the teleport to Outpost came.