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Everything posted by Hethwill, the Red Duke
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Repairs on freetowns
Hethwill, the Red Duke replied to Cabral's question in Feature proposals and Gameplay Help Q&A
If no players want to make business there - hear that traders ? kits needed in free towns. - you can resort to attacking NPCs warships and loot them. -
Speed limit
Hethwill, the Red Duke replied to Captain Lust's topic in Patch Feedback and General discussions
Isn't there a refit for a stronger rigging equipment ? -
We need better look outs!
Hethwill, the Red Duke replied to Magnum's topic in Current Feature Improvement Suggestions
Reported, in a clear day, 16 miles with the sun in the back. Would be the same as 20/20 eyesight correlation. -
Thank you for sharing Borentos and for keeping up. Reading your account of the Pickle makes way to a new thing you must learn, cool huh - how ships act on the wind. The Pickle, for example, can sail very close to the incoming wind, also at beam reach and surprisingly as well downwind. This gives you options how to disengage ( or what to engage ).
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Ship Durability suggestion
Hethwill, the Red Duke replied to Yngvarr's topic in Current Feature Improvement Suggestions
For me, 1-durability is one of the most important and best game-changer tests. Second only to the inclusion of land in battles.- 43 replies
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- ship durabilty
- grind
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I get you Zoidberg. But how do you plan to become yourself part of content not only when you want ? Unless it is only player versus environment, but then it is even more obvious that you can logoff in the middle of the ocean and continue the travel the next day. I don't trade but do plan the Outposts I will need and the ships I will be using. Effectively where before you could expect to do in couple of days now you have to plan for a week or more, depending on time played. I measure all gaming, NA and other games I play, in 2 hours session per day with 15 min break in between. Long sail might do in two sessions, but so far could reach anywhere I planned in one session ( pickle is the best OW traveler ). I hope you guys reach a plan of operations. Trying to do everything at once like before will burn you out.
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A 4 hour long sail can be done in 2 sessions ? Logoff in the middle of the sea ?... Long hauls provide more profit margin, usually, but consume time. Very short hauls provide less profit margin, usually. Choice, choices, choices.
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Demasting too easy?
Hethwill, the Red Duke replied to Kloothommel's question in Feature proposals and Gameplay Help Q&A
For the roots it seems always under 250m needed - in some situations 50m for best results. For the top sections, for sure the 500m range can do depending on the weight of shot. -
Resource Imbalance
Hethwill, the Red Duke replied to Yngvarr's topic in Patch Feedback and General discussions
I stand corrected indeed. -
2) Chat Insults - Report ingame (right click name and select report) 3) Toxic behavior - Report ingame (right click name and select report)
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Resource Imbalance
Hethwill, the Red Duke replied to Yngvarr's topic in Patch Feedback and General discussions
There are 3 types of Port Battles. Shallow Ports - Mercury may enter Up to 4th rate - Mercury may enter Up to 1st rate - Cerberus and up. -
Snow HP
Hethwill, the Red Duke replied to Captain Lust's question in Feature proposals and Gameplay Help Q&A
OT- on your observation of that battle - My Brig was faster than the Trinc by a fair margin. On the Snow. Snow masts are very sturdy. More so than the Brig which is the counterpart at 6th rate. Brig has a larger canvas area. I hope they are modeled and values are up to the ships schemes. The same comparison can be made of Privateer vs Pickle, with pickle being volumes more sturdy than the Privateer. Why oh why... -
Thoughts of a Transylvanian
Hethwill, the Red Duke replied to Iroquois Confederacy's topic in Caribbean News
Damn sir. There are great reads, especially this last one. -
I am slightly confused at the post. I count 7 ships, not less than 5. The amount of total ship slots, post Patch 10.0 and wipe, is 5 as baseline. Please refer to Patch notes and follow up updates and hotfixes linked below
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You cannot move yourself. If you didn't expand your ship slots you can only have 5 ( expansion is +3 ). I count 7 from your description. Do you have the baseline 5 slots or the upgraded +3 ? You only teleport between outpost in your nation ports. Also, you can only capture a ship if it is a player ship and the player fleet. NPC ships cannot be captured. Hope it helps.
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Free Town limitations
Hethwill, the Red Duke replied to Yngvarr's topic in Current Feature Improvement Suggestions
OP, same situation happens with nationals in traders with smuggler. Enter ANY port, peek, enter, peek, enter, until they resume their journey. -
Yes. I see the planning and logistics spiral. Hence it is indeed a nation/clan/council effort.
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Yes. But it is no different from plenty other games. Hence why I usually claim that a newcomer will adapt and will learn as much as he does in any other game. You have a point on the training, but this is where the clan/community/group enters I guess. A group of 2 can attack a NPC trader and train manual sailing for example.
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- player attrition
- crafting balance
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Working as intended then
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Ah ! That is good breakdown. Having a thread on the cargo weight speeds would be excellent.
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Ain't 3 hours to any of those places unless you sail battle/slow. But in any case they might be seen, reported and intercepted.
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For sure the arguments brought are valid. But, why invest everything you own into one ship that you can lose to a elite pvp clan that can send you back to Basic Cutter ? Why not give small steps, learn all the ships, keep a stash of money on the side and not rush up the biggest thing ? When two schooners can bring down a surprise then that imaginary castle of cards crumbles. It is not about ease of access. It is about learning the strengths and defects of each ship along the way. That's what a newcomer should concentrate on while he battles AI and the PvP battle now and then being guided by the veterans.
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