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Everything posted by Hethwill, the Red Duke
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Again, sorry for any misunderstanding. Was not my intention to provoke erroneous interpretation but can't control our minds... yet Only Dev posts count or any information posted that is sanctioned by the Devs ( i.e.e like I did with the BP questions some days ago but pasted the private convo ) Indeed a suggestion. But I will refrain from doing more in here until we have a full clarification or the patch hits testbed, then we can test and see what's happening.
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We had that setup when there was no teleports. While there was less "comfort" of access to areas fast there was more whole nation involved. "Big fleet of enemy in X point. Everyone teleport!" as opposed to "Big fleet of enemy in X point. Anyone around ? Assemble at Y!" Ah, not trouble, sorry for the confusion.
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"Exit to nearest Outpost" & "Exit to nearest friendly/free port" after LOSS in a battle. Also players, and this is a old suggestion, should be able to change their "capital" naval base ( the teleport to capital ) trom time to time, like once every 60 days. So fleets can organize themselves in areas of influence and establish their "capital" for a while.
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OP has a point. Nothing stopping a newcomer to learn the ropes or a veteran to welcome a newcomer and play along teaching him/her the combat controls. While some see no risk/reward gameplay until the wipe and see a good healthy break others stop and spend time whining because they always want to prove the entire West Indies they are the best...at something, dunno. Sorry for the sarcasm OP, not entirely uncalled for. I know a couple fellows, gaming buddies from other landscapes, that bought the game yesterday or so, they had it in the wishlist for a while. I did direct them to the testbed for better experience given the changes will be decided there, given controls will be fairly equal but they decided to go play as a pair into pvp production. As one of them said after a while - 64 players in Chernarus is empty, really a empty place, I already found half a dozen players in here - They want to learn and use the game as many of us do. For the immersion and experience and not as a gladiator arena.
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Damn, was long swim to the beach. Glad the fellows managed to escape and made their way through the jungle to the next settlement
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If all good nature people click ignore, close chat, turn off functions only the toxic crap will remain there. Hence chats ceases to have a purpose. You are looking at it from the totally wrong perspective. Think it the other way around, If good natured people actually do their best to root out the gutter talk then the ones left will be the ones that actually make good use of the Chat.
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Re-thinking demasting
Hethwill, the Red Duke replied to Koltes's topic in Current Feature Improvement Suggestions
We all love the age of sail combat that NA provides What I want to pass is - knowing that there's always a best move (as it true of puzzles) is quite different than having to decide among uncertain alternatives, as in a typical war game; combat dynamics should be problem-solving far more than puzzle-solving ( always a linear best move). There should exist rarely an always-correct solution in combat therefore multiple valid and equivalent solutions to the same problem - sinking/capturing. Focus on mast damage is puzzle solving, sorry to say. -
Re-thinking demasting
Hethwill, the Red Duke replied to Koltes's topic in Current Feature Improvement Suggestions
One Ship of the line will keep a frigate in constant reload and crew shock in testbed IF the frigate makes too many mistakes. On the legcay live ? Nope. Not even a schooner feels it. A Lynx bounces 24 pounders... c'mon -
Re-thinking demasting
Hethwill, the Red Duke replied to Koltes's topic in Current Feature Improvement Suggestions
I will be wearing my eye patch and refuse to see it that way, one eye open, one eye blind , simply because even without penetration the planks do shatter under the weight of shot, is not a did pen = dmg hp / not pen = no dmg. Rigging damage, as a sterile change, will do nothing to benefit combat as a whole. We will return to the 4 pounder machine guns. Precision in aiming, speed on training the guns and wind. This affect all and not give any specific venues of "new metas". Let a 42 pounder be a 42 pounder. Let a 6 pounder act like it should. -
Re-thinking demasting
Hethwill, the Red Duke replied to Koltes's topic in Current Feature Improvement Suggestions
Neither. You can sense the broadsides project power. They carry the shot weight energy. They will shatter the weak planks of light ships. It is not just a matter of 1 or 0 binary penetration. It surely feels way more complete in the outcome. -
Re-thinking demasting
Hethwill, the Red Duke replied to Koltes's topic in Current Feature Improvement Suggestions
If you talk about the present, new, in the live servers...Going for masts pays off for the time invested in learning it. The accuracy of the black gunpowder weaponry we use in game attests to that particular skill usage. I would say a 1v1, same ships in the testbed feels totally different as going for masts and going for planks are both totally same level risk/reward. Does not happen at the moment in the Live server BUT the live is not the mainstay for updates. -
Sorry to step in Aventador. But as a player tester I know the teleport was introduced to free players from being stuck in the world due to bugs and without having to wait for support. Eventually turned to become a comfort rather than a permanent technical necessity. Personally I think it is still useful but, as per rulebook of late, no cargo in the hold and no fleet attached if wanting to teleport. I don't see any reason not to dismiss it unless all sticky spots where we can get stuck have been eliminated. ( most have ) Now regarding a lot of the things that we did playtest and do not work in the last 8 months, mechanics and so forth - our memory is really short. We did push for those changes, we the playerbase. And the developers put it all the effort for them to be in the game. From their data they see it is not working as they intend - they being the developers with their vision of the game. We managed to corrupt a lot of mechanics with unintended misusage and loopholing and transformed the OW into something we wanted to shape into and not what was intended. So good ideas, good development, trial and error testing opened way for odd ends to be explored by us. It is good alpha testing. We did show that despite the ideas looking great on paper when we throw in the multiplayer element they don't work. The truth is, for me, with the mindset and playstyle of exploring, sailing, expecting the unexpected encounter in the high seas, planning my sailing and raids, the game will not feel any different. I simply have to go back in time to the no teleport time and have a couple more days of planning outpost and sail there; absolutely nothing else changes, so game still remains grand. Many of the mechanics we see removed were totally subversed by the players themselves to create a lot of discomfort to opponents and loopholes to create comfort for themselves, hence those same mechanics serve no purpose anymore... Isn't hard to understand if, as Jeheil well puts, we step outside our own bubble and look to the whole picture. - Regarding Global Chat - "By God Sir, this is the Navy. Not some tavern brawl ! You shall act according to your station and grant your defeated enemy no reason to feel ashamed." I would keep it as it is essential for the social part and I believe the community can present itself with good examples. Roll back trade with foreign power to the Free Ports ( as it was 1 year ago ) and that's it.
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Historical Newspaper Resources
Hethwill, the Red Duke replied to Powderhorn's topic in National news
This is absolutely great. Pretty sure I've seen very similar ones being used in TV series and docs. -
RvR Balancing
Hethwill, the Red Duke replied to Taranis's topic in Current Feature Improvement Suggestions
Indeed. We can have credible scaling based on realism though and more important given the scalability of amount of captains in the west indies we have at the moment.