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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Same. I would never actually go above Flag Captain is I had the chance
  2. There is reasoning there but the solution is not the RoE/Battle End. It is something else, that I am sure of.
  3. and spawn where ? how ? why ? please justify it correctly to level gameplay, both willing and unwilling situations
  4. Well..... has to work both ways or what ? PvP is both willing and unwilling, the risk of being on a bad spot and the reward of closing on the enemy while sailing in a squad. Cannot only be willing, right ? Because when one player is willing to tag you you will be unwilling to be tagged ( unless there's a 99% guarantee you will have the upper hand ) and when you are willing to tag the other player will be unwilling to be tagged... ... and goes on and on and on... I will vouch for battle always open on a real time region instance ( optional and can be bypassed if not interested in what's going on there ). But back to the subject. Timer can be reduced according to join timer reduction as well. Reckon we have a opportunity here to return to the best RoE we had. 2 minutes, big circle. And the 20 seconds tag, technically making a "warning" timer up to 3 minutes - 1 minute of spotting, approach and tag and 2 minutes to join.
  5. So everyone has to play with a PB fleets just because of YOU ? How about sailing in a proper convoy ? Anyway, both ghost hunts and camp ganks do damage a lot and sap patience of everyone. So think outside the damn box Make it real. Make it multi instanced real time regions. Sail and attack and react at your hearts contempt with proper space and time.
  6. Instant tag and instant battle close. That will work... both ways.
  7. is not. We proved over and over again that a ludicrious amount of mats is a myth. The couple of friends that might need the papers will never be able to craft or buy. The solid big clan that can do those mats in a blink of an eye will probably won't need them.
  8. I don't care about alts. They simply disappear in the long run. They are part of the 10% hardcore / power gamers. Completely of no consequence for newcomers. This is considering the other 90% that need proper content for them as well, right from the start. Also to ensure full Nation participation and not only specific fleets. Thank you for your input.
  9. Given the nature of RvR / Conquest bring the new guys into the fold is a challenge. They can be as good as they must, they can be the most awesome social beasts but... they will have to smash their skulls doing the grind, right ? So.. Have Conquest re-designed at three level entry way and ensure everyone gets a share of the cake without any concerns and necessity to step away because "need to win" considerations of the bigger game. Have shallow port regions PBs be accessible to players up to Captain rank. Ship limitations apply. The deep water 4th rate ports to be designed for Flag Captains ( and under ). And finally the Trafalgar wet dreams, the regions that need the Ship of the Line 1st rates get on for the Rear Admirals. Following RL careers though have players decide if they want to be promoted in rank or not once they reach the critical rank of Captain and Flag Captain. ( in truth many frigate captains decided they didn't want any more promotion )
  10. Yep. For a start and given we have it in game I would address the Sealed Bottles and make them a treasure hunt worth the time due to the reward. - they should yield a "secret". Like a wreck with really interesting findings ( insert collectibles so the collector in us always chases the next missing item, like statues, precious religious artifacts, old buccaneer diaries, etc. ), a one-time-use smuggler camp with some rare items ( that affect gameplay ), a temporary usable cove ( works like a outpost for the player for the next 7 days ). The Sealed Bottle should provide bread crumbs to follow the way until the "treasure" is found. Giving away clues of locations, ports to visit ( to talk to locals for more clues ) and eventually reach the "chest" which can be many things, unique things like the examples I mentioned.
  11. Did re-run a freshman after the NPC capture hotfix. The battles with the cutter versus the rookie brig will yield 2 combat marks ( depending on the server can be worth 2k-7k each ) and 6,5k sinking or alternatively up to 9,5k if you capture the rookie brig and sell it to the store, being the bonus that you also capture its guns, so basically you can updrage your basic cutter for the next battle at zero cost. After three successful battles, 1 I did capture the ship, the other I did sink it, I was ranked up and could equip a nice NPC shop privateer/pickle with the medium guns I did capture from the first ship. Then I proceeded to enemy waters to raid their traders, but that's my personal choice as I won't get rich as fast as anyone power-gaming missions or trade runs Hope it gives a little glimpse of what it is at the moment. While redeeming Rank and Crafting level, well the only thing left to do is really the cash. While we all knew that a wash away of assets was always meant to happen, what are the biggest put-offs apart from that ?
  12. I get your point. In truth there's no difference to what it was before with the battle screen exit. Simply bounce whatever bandit I wish and keep zooming out, either by teleport or turbo speed, makes no difference. Funny how the turbo speed was introduced as a counter for battle camping whereas before that the "loophole" was the teleport. Maybe we did not ask the correct question when trying to solve the issue. P.S. - actually the 1250m in the suggestion could actually be replaced by 10% damage done, to ensure the aggressor acts like one and is not only using it as a bouncing mat. Defender, well, is either turning to fight or actually running away successfully whatever. Responsability is on the agressor, all the time, IMO.
  13. Grind. The process of accumulation of "points" towards a certain level of access. Mechanics can be looked upon but also we cannot forget how the players use them mechanics. Ramping through Rank XP by killing AI non stop for 24 hours is boring, right ?... - Winning rank feels okay although "special promotions" due to bravery acts ( decisive BR difference 1:3 for example ) could boost it. Combat XP should be always granted, even in a capture, even on a defeat. Maybe at a penalty level but always something was learned. - Combat wealth - It feels on the spot for PvE. For PvP it should ramp up. - Winning crafting level - this should be addressed to old style, with materials granting xp but also with ships providing less xp - ship building materials give the XP hence the final assembly of the ship give about half comparison to all the materials xp sum. - Winning wealth - too easy. The cargo space on ships adds to the issue.
  14. Interesting fusion of several older suggestions. The only quirk I am having is with number 3. which means speed will always be the ruling meta, which is what already happens in small scale raids. I sincerely do not understand the need for 1250m at all. Why 1250m ? Why not 5000m ? Why not 755m ( out of control bubble ) ? As Fischer well put it - No interest in a ship that doesn't have the power to fight nor the speed to get away. Also no chance for defensive tag ( for those that rely on it ) was brought up in the past against the 3-to-9 line of tag. Merits of several RoE's we had, from tag to exit, was that it was level. From the tactical approach to the target to the anti-warp measures on exit ( worked both sides ). At worst case scenario do away with the turbo speed / invisibility and give back to the 90% non-hardcore crew their comfort as before, with slight changes, with "exit to nearest friendly deep water port - no free port" with conditions: - no fleet ships - no cargo other than repairs - no outlaw battle -- Repairs... yes. Increased timers every time it is used, 1st use, the 7 minutes cool down, second time, 14 minutes, 3rd time, 28 minutes. A battle lasts 90 minutes. With 30 minutes as you suggest. we better return to 2 flat repairs with no cool down.
  15. In battle I think you can access the hold of your fleet ships. Tell them to stop. Sail next to them and transfer. Not the most safe thing to do though.
  16. Like water unto stone. A drop at a time. We seen it all Iroquois. Lessons learned and applied. o7
  17. Memorable moments. There are battles that no matter the outcome stay imprinted in the NA memory of each. OW PvP has the diversity that is seldom found anymore in Conquest, save some notable cases. It is the bread and butter, the bone and muscle and sinew of PvP servers. Despite all the taunts, loud banter or misplaced offenses the majority is having a blast I am sure.
  18. I asked you to tell where, when, and how did this happen when the [ROVER]The Red Duke player was involved. You were very specific pointing me as using an exploit. Do not push the dust into the air. I am player first, mod last. I do not take lightly on the subject so I expect you to be honest and answer it or apologize for a honest mistake.
  19. They do. We humans are good folk and we will play a game as intended hence they are blind, don't need to look all the time to see if we are... well... playing it right.
  20. Care to explain number 1 ? I need to know when, where, and how this situation happened. I don't even need screenshots nor videos. Thanks sir.
  21. Positional spawns were tested with... interesting...big....NO!... quite unanimously by the majority (search posts history). Turbo speed from NPC fleets has been reported by many. Maybe it is intended !? No idea. Join circles should be closer to the battle center but spawn at the present range.
  22. I mean the way we use the mechanics that lead to the battles. Mechanics expect to be used in a way. We simply subvert their intended use. Battles instances are on great health and can only improve.
  23. Can't recall ever seeing a battle using 25 mortar brigs raining random cakes on top of a line. Did see a dozen but never a full fleet. ( and if everything else fails, just fireship into them ) Could be a goofy "team building" event for some.
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