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Everything posted by Hethwill, the Red Duke
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Declaration of Victory and the Terms
Hethwill, the Red Duke replied to Koltes's topic in Caribbean News
In a situation that is "what you see is what you get" at all levels of gameplay, yes. Once the snowball starts rolling only the fans stay glued. The other 90% simply won't. Too much of too may fingers in everyone's pies, and many can't help it. It is just the way they grew up with games and it happens in all mediums, from tabletop to MMOs. We are only half the equation, the wild variable. We the players. Mechanics are blind and do not judge. They trust us. Thing is, no matter what is said, no matter how hard it is done and how harsh it may seem, there is no victory. There will always be one Dave, one Iroquois to keep the nation from giving the last flicker. -
Conflict Zones, like in ED. Plus region stability like in ED - smuggling drops it, legal trade raises it, presence of enemy shipping, amount trade passing through, demanded goods, overall strength of region - outposts and stationed ships, etc etc etc. There's a lot of venues to approach RvR other than only the "teleport to port, grab the fleet and fight". So so reductive for such a expansive game set in this history age
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Fleet ! How its working?
Hethwill, the Red Duke replied to Lataffiole's topic in Guides - development forum
The Perks are from the Captain, not ships specific and affect the ships under the captain. Controlled + fleet. Knowledge and mounted equipment are ship specific. Ships moved to fleet do lose all knowledge in slots. -
This game gave me and still does give me the most memorable gaming experiences. Truth be told that the more we learn of how the game works the more details we filter. Example being the AI fleets in a continuous PvP environment. I automatically filter them out of context whereas I shouldn't. They are part of the experience ( or rather should be part of the experience ) for a new player.
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Do not mix the two please. It is totally wrong saying there's promotion of usage of alt accounts. The rules are clear, if you care to read across devs posts. Alts cannot be used for direct influence of player to player interaction including OW PvP / RvR and Openly admitting to be alt is not allowed and gives way to sanctions. Just wanted to clear that up.
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Combat News
Hethwill, the Red Duke replied to Captain Lust's topic in Current Feature Improvement Suggestions
@qw569 this is both servers concatenation or just EU ( or Global ) ? Would be interesting to have two colors for the different servers ( until we have a unified server again ). -
Anyone see the Xebec?...
Hethwill, the Red Duke replied to Vernon Merrill's topic in Patch Feedback and General discussions
Nothing is exclusive so the "old way" does not apply unless there's no other way to get it. Which won't work. Simply use rear-admiral-club associate card, get tagged, surrender the ship. Done ( how the hell the present situation around mort has anything to do with cross-nation trade is beyond me ) -
Anyone see the Xebec?...
Hethwill, the Red Duke replied to Vernon Merrill's topic in Patch Feedback and General discussions
I agree with the principle You mean no cross nation trade possible with this then ? As easy for a pirate as easy for a Nat -
Declaration of Victory and the Terms
Hethwill, the Red Duke replied to Koltes's topic in Caribbean News
Gotcha. Will expect regattas to be included on the premium package of admission. -
why bringing ship capture back?
Hethwill, the Red Duke replied to z4ys's topic in Patch Feedback and General discussions
Today patch. Most things run server side of course, so your client is a measly 1.7 MB iirc- 133 replies
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- 1
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- return of ai ship capture
- capture
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(and 3 more)
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Declaration of Victory and the Terms
Hethwill, the Red Duke replied to Koltes's topic in Caribbean News
...you mean... exclusive "rear admiral" Yacht Clubs ? -
Declaration of Victory and the Terms
Hethwill, the Red Duke replied to Koltes's topic in Caribbean News
Well, yeah. Pretty much a non stop arena combat game. Early Legends. -
Declaration of Victory and the Terms
Hethwill, the Red Duke replied to Koltes's topic in Caribbean News
If everyone goes the same nation a pvp server will become a pve server. Cool idea huh -
Where do you read logistics there ? Where are the trade lanes used to transport the goods ? With what transport ships ? Where are the sailing venues to and from the frontlines and outposts ? How many ships positioned ? Do they arrived at the destination unchecked ? How much weight on hold ? I read only crafting comparisons, which is the least of the worries. Yes, quality of crafting is a plus. Same as zero cost throw away . On a side note, I do not grind missions and all my ships are crafted from materials/resources captured from enemy. Let's see where this goes anyway. I like the principle > entry level easy of access. I dislike the potential for ... future threads asking for removal. Seen it. Overall very positive changes lately. Just some details fall short
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I am talking about economy and logistics and you are talking about combat. The zero cost raider WILL capture your 1st rate yet unborn being hauled by your overloaded traders. You risked a bet into the OW by having your materials on the line. I risked zero, just a simple 1 wood 5 knowledge ship. I always win. Not against the change. Just not happy with the change. I like the challenge. The logistics were a nice distracting and having to plan campaigns was a great feeling. Now, well... no more need
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You have fair points. The prolonged stay on a spot without any real necessity to provide for the campaign has merit as entry level. Although I would discuss that the OW logistics is exactly one of the strongest points of the game, IMO, especially coming from a raider - denying opponents their logistics while assuring my own. Let's say three "zero" cost raiders grab your "pimped" crafted ship. Now let's repeat this hour after hour, day after day. The raider players are themselves "out of the game" given they are only causing the logistics of the enemy to be broken while themselves are not part of their own nation choice logistical needs - NPC free grabs do not affect Nation production at any level, while your ships of choice that you'd have to risk are themselves part of the economical cycle. They were crafted for the purpose meaning they are part of the economy. NPCs are not. Feels odd when looking at the grand scheme and natural cycle. Not against as entry level and basic support for struggling players, it is intended as a measure of ensuring players always have a way out, but on the other hand open up immense gaps. Example, medium cannons. Just grab them from captured NPC. No point in buying unless to save 15 minutes ( =one arena combat game time ). Let's see how it goes Many players did expect such a feature to come back so their gameplay ( less involved style ) was once more equivalent to the sun burnt crews ( so called hardcore ).
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Fixing the Pirate "nation"
Hethwill, the Red Duke replied to James Bennett's topic in Current Feature Improvement Suggestions
Best experience as Pirate was having only MT and not giving a rat. Living off the land maximizing loot winnings and limiting losses. Crew was ( at a later stage ) 500 per head. -
Fixing the Pirate "nation"
Hethwill, the Red Duke replied to James Bennett's topic in Current Feature Improvement Suggestions
Majority of pirate refits were to actually carry more crew. Full flush from bow to stern. They had immense difficulties with cannon as they fitted what they could salvage and given the bore measurements were not unified getting proper shot for each gun. Swivels were way easier to get and more useful for capture ( main pyracy activity ). As a compromise they get the "boarding" bonuses given main occupation is to capture or else no shares for the crew and crew walks away at port and crew number decreases... -
Fixing the Pirate "nation"
Hethwill, the Red Duke replied to James Bennett's topic in Current Feature Improvement Suggestions
It was like that, mostly in seond half of the 17th C. Let's completely forget of the "war on the world" anglo saxon era of "last of the free republics", it is a decade only when compared to centuries of "sea rover" culture. Plus with dynamic crew affiliation by success Pirates wouldn't have to pay for crew like navy does. All pirates would have to do is to have success. No ranks, no maximum. -
Fixing the Pirate "nation"
Hethwill, the Red Duke replied to James Bennett's topic in Current Feature Improvement Suggestions
Pirate crews flock to successful pirate captains. The higher the share per crewman, the more want to sign-up for a cruise.