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Everything posted by Hethwill, the Red Duke
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A REAL Navy has a REAL Navy yard!
Hethwill, the Red Duke replied to Magnum's topic in Current Feature Improvement Suggestions
From 46 up to 230 if you think about it.- 10 replies
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- 2
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- whosnavyisit
- whereintheheckdoyouparkthem
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(and 1 more)
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the 10 min rule
Hethwill, the Red Duke replied to fox2run's topic in Patch Feedback and General discussions
You have absolutely no idea what I said and why I said it. In two phrases you mix four different things but at least you finally get it - spawning in battle from distance related to time. You join a battle ongoing for 10 minutes. You spawn at 1/75th timescale from the OW. I'm fine with that, now make your math. -
the 10 min rule
Hethwill, the Red Duke replied to fox2run's topic in Patch Feedback and General discussions
Sadly the amount of timer exploit was absurd. Skully posted a thread with all the things, invisibility tags for example, invisible frog leaps, and a dozen more others, that could be done with timers above 2 minutes. Most of us did face them for far too long and due to us players being a-holes and destroying good ideas with vicious exploits we have to player with - what you see is what you get. It is a good compromise. Maybe you didn't have to endure those exploits. Good for you -
Map Tools
Hethwill, the Red Duke replied to hoarmurath's topic in Current Feature Improvement Suggestions
Indeed. I linked them so the old ideas can be refurbished alongside new ones -
Map Tools
Hethwill, the Red Duke replied to hoarmurath's topic in Current Feature Improvement Suggestions
You might want to refer to other topics in the same subject http://forum.game-labs.net/index.php?/topic/6402-open-world-map-and-exploration http://forum.game-labs.net/index.php?/topic/14618-world-map-with-map-tools http://forum.game-labs.net/index.php?/topic/15240-map-pegs http://forum.game-labs.net/index.php?/topic/4552-interactive-travel-map -
What is the relation between France and Britain ? Britan and Pirates ? It Works three ways. Regarding the Signaling I am certain it is open until balance is met. A group cannot hope to join a ongoing battle if the balance is broken so it comes down to individual players order of entry in the battle.
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From what I tested with Alliance while being Pirate and trying to join alongside swedish: - normally nationals cannot join Pirate side, this is the rule -but- - If Nation is at WAR with pirate adversary, it may join pirate side -if- - Pirate nation is not at WAR with the nation of the player that wants to join The opposite is also true. Pirate can join national IF both are at WAR with adversary and not at WAR with each other. It is imperative to look to the status, Enemy is not WAR. Pirates could vote for this reason, simply to change the stats from Enemy to War. This being said i've came across some odd situations
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Patch 9.97 - Events, minor crafting changes and other things
Hethwill, the Red Duke replied to admin's topic in Patch notes
Oh you mean a game that simulates, to a point, the age of sail in the west indies and that also has awesome combat ? We have the best combat mechanics, let's do the rest -
PvP Event Feedback
Hethwill, the Red Duke replied to Corona Lisa's topic in Patch Feedback and General discussions
similar to Elite conflict zones. At the very least it would please both greeks and trojans... sigh -
Patch 9.97 - Events, minor crafting changes and other things
Hethwill, the Red Duke replied to admin's topic in Patch notes
It is all fine and dandy to hear from the dedicated war captains, that due to their choice are more interested in investing time in battle. What about the peers interested in trading, crafting and smuggling ? They are being left on a corner because of war captains. Other systems provide a lively environment where to proceed with trading and other similar economic activities with a good rhythm and as engaging as combat. We miss a strong economic layer that can be a choice on itself and also support the war game. At the same time I firmly believe there can be no evolution of economics without decisive loss. A outpost has, effectively, 25 ships. We have 8 outposts. That's 200 ships. That's 200 days with a 5th rate choice and supposing I lose or surrender everyday. Tell me that economy in game can stand 200 days without the bubble bursting... -
Transform the entire area into a PvP "event". Make a Enter Port trigger inside the event. For game balance purposes Lock entrance or exit from Port. After all the port is under siege by a enemy fleet. So the Defenders that are already there are already there, if reinforcement are needed they will have to sail to the event and then battle through and make your way into Port. Same with attacker fleet.
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Patch 9.97 - Events, minor crafting changes and other things
Hethwill, the Red Duke replied to admin's topic in Patch notes
I am not visualizing it. The ambush, the forcing the prey into onshore wind, the trap against the land, ritual is the same regardless of trade raid or squadron trafalgars... unless the system immediately transfers the players into battle instance as they come close to each other, that's what I was saying when refering the "bubble" effect. -
Patch 9.97 - Events, minor crafting changes and other things
Hethwill, the Red Duke replied to admin's topic in Patch notes
Given your Fast Forward winds idea, how would a hostile intercept you ? Our instances start with a Attack action and a timer running out. It won't work with your system. -
Patch 9.97 - Events, minor crafting changes and other things
Hethwill, the Red Duke replied to admin's topic in Patch notes
So you 'd go back to real time if a potential hostile player woud enter the "bubble" ? ( bubble being the equivalente to battle area we have now, the 2 circles ) -
Patch 9.97 - Events, minor crafting changes and other things
Hethwill, the Red Duke replied to admin's topic in Patch notes
Two different things I'd say. What you say regarding the gates is similar to what some pirates-of-the-line did in Jamaica. Blocking transit and interdicting any ships coming through or from. What we have to struggle with is spacetime scale which doesn't correlate at both OW and battle level. Find a way for both to be the equal, exactly the same and we can have it always open. -
Boarding prototyping
Hethwill, the Red Duke replied to admin's topic in Current Feature Improvement Suggestions
Thank you for sharing. Intriguing to say the least but anything, ANYTHING, is better than the simplistic system we have now. Now the major major MAJOR interrogation remains regarding boarding - relative ships positions Thank you, just saw your post. Simply because boarding is a bloody business if done wrong and in that there's no grey area. Eager, oh so eager, to test this. -
I like the wargame sandbox experience in the age of sail so I am totally sympathetic with some of the voices pointing out "arena-zation" as a negative. I also could see the logistics needed were too excessive. Given the resources are still localized let's see how it works now with less strain. Chosen good because of what affects my playstyle directly, mainly the removal of the Coward perk. Suddenly it gets counter balance with OW speed increase with the same 20 secs tag timer... okay... it is a test, fine, all good. Truth is naked though. It is impossible, nigh impossible, for a player with a full score of ships with 5 durabilities to ever need another ship. Pronto. Crafting isn't the hard part when there's no loss involved.
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Patch 9.97 - Events, minor crafting changes and other things
Hethwill, the Red Duke replied to admin's topic in Patch notes
I might be delusional but the game is Conquest Open World ( RvR ) with the option of arenas ( Mission Battles ). -
Patch 9.97 - Events, minor crafting changes and other things
Hethwill, the Red Duke replied to admin's topic in Patch notes
I like the compromise, in the RoE, between removal of Coward and review of Social. -
Ah okay. Obviously hardcore means a lot of different things. I'd say a player spending 8 hours per session in a ego shooter is more hardcore than a 2 hour session sitting on a study air digital combat sim. What differentiates them is the level of challenge and learning curve needed for their games of choice.