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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. SCharts doesn't reach logged in but showing offline accounts. And I am sure it doesn't touch GL servers directly. Been like that forever for many other games so give it 30% error margin please.
  2. True. That's why land in battles was the best upgrade to the game.
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  3. Enough said. Thank you Admin. The discussion stops here.
  4. Might go 1v1 on them and have a chat and try to guide them a bit before I steal their wares
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  5. Very tempted to erase character and start a fresh one from scratch to take advantage of all the novelties.
  6. Thanks for the clarification
  7. Bach, false expectations are given by vets to newcomers. Not by the game itself. We are human beings, we learn by discovery. It is no different in a game. Asking for help is not asking for a handout.
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  8. Group F had only 2 matches played. One has a stream available, the other one, not yet. Might be technical issues or human availability from the recorder at this moment.
  9. Right on capt. Jones. This is where nation level strategic decisions really matter. Impossible to do it all. Votes matter.
  10. There are many games out there but there is no other game like NA. It is not a first impressions game. It is a very open experience that can fit almost any playstyle you imagine in the historical age we are interpreting by playing. Veteran testers ( If you didn't notice the game is still in a very solid production alpha ) will tell you that everytime you play you will learn something new. Everytime you fight there's more to experience and try. All politics and conquest and trade are very solid as a support to the combat. Also do not shake fists to the nay-sayers, PvE is a part of the game even if it is on the PvP server, and having a PvE server is great for those of us NA player that enjoy simply to represent in a scenario, as a single player game with a multiplayer chat. Cancel your refund. You making a grave mistake.
  11. Veterans, do spend time with the newcomers and show them different playstyles, help them enjoy the game ( not help them rank like mad ). I like the whole idea to be honest. All ports are fairly close but still require the sailing bit, the assortment of different landscapes makes for a excellent sense of "good looking" and above all the limitation to shallow draft and RoE. All serves good purpose of a introduction to the game without being overwhelming. This being said, Traders have no rank.
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  12. Tested and appropriately shown how it can be exploited to the brink of mental breakdown for the "victims"...
  13. Count the amount of Rear Admirals in RL. Oh, and how many Captains sailed sloops and brigs their entire career.
  14. I'd say balance is not good for a game based on history BUT I agree with you. Credibility is what we aim for.
  15. 1 vs 20... that's immediate escape option due to BR. Are you sure your memory serves you right ?
  16. Best advice I can give is: - Plan, plan and plan more. Do not try to do everything in a rush and at once in PvP server. The Need for Greed is the biggest downfall especially for traders. As Jeheil well puts it, a full Indiaman cargo is not something to be taken lightly and is well worth "hiring" player escort. ( mark my words: the NPC fleet won't save you ever. ) Regarding pure combat, there is no better place to learn than PvP. Work with buddies that are also willing to learn. Get into harm's way, fight against odds, etc. If there's something PvP server has negative is the "aversion to loss". Do not, please do not, pay attention to nay-sayers. Everyone loses ships and cargo. It is how the game works. Tip: Do not partake on ganking squadrons. Ganking is the worst teacher. Little reward for the time lost. No space to fully develop combat use of different ships. Crisis and hairy fights bring out the best of you and your ships. Salute !
  17. Despite all the cool beans builds there are 3 golden rules: 1. Keep an open eye. A raider schooner ( or a couple ) can be ambushed "hidden in waves" and masked against the shore. 2. Weigh the travel distance, time and value of cargo. No ship is a safe ticket. All ships can fall prey to raiders. 3. Ask help from a buddy. Especially true when hauling huge amounts of cargo.
  18. Yes. Teams must get in contact and schedule matches asap.
  19. True that and uncontested. Still there might be something amiss in the Mediums or Longs comparison. At 200m versus LGV, taking normal turn and tumble positioning, there's a definite difference in results. Have plenty of YT videos to compare Last one is with mediums and it is really felt. Maybe it is the falloff curve ?
  20. http://forum.game-labs.net/index.php?/topic/16454-steam-authentication-issue/
  21. As I suggested, full battle timer open for ongoing battles with two fair rules: - Your ship must be in the OW and not at port screen. Meaning all battles already going when you leave port will be closed, end of. - Spawn at "true" horizon spotting distance.
  22. Human nature.... *sigh* The 2 minute timer were introduced for reasons that are intimately tied to combat and nothing to do with carebearing. I have no clue how you come to that conclusion but a hint is that you didn't have the opportunity to test, yes test, all the ganking strategies that Skully promptly posted. With a increased timer, as we had, we could do all of that with the power of being invisible. C'mon guys, you surely can think outside of your and my comfort zones. Let's start simple and think about a nice RoE. Rules to join any ongoing battle must be: - A ship MUST be out at sea aka. being actively patroling, searching, raiding, etc. Sitting at port means the ship and crew are not at the ready for sea. Sitting outside the port is perfect. The ship is at station. Keyword here is VISIBILITY, real presence in the OW and not on port screen. - Ships joining ongoing battle spawn at horizon aka. point where it would be credible to see the battle in the distance. Simple. Now, bring on your Socialize with those 2 rules in effect and it becomes a fair deal.
  23. There are two things that will be needed always in whatever RoE and this is where the two world collide. 1. A ship must be at sea for over two minutes. This is more important than most care to admit. Two minutes to join a battle. Two minutes blocked from joining battle after logging in, after leaving port, after leaving battle. Everything is tied together or else we return to the chain ganks and invisible ambushes. 2. Distance scale must be a compromise. This is where the BIG instance model would come handy. There's a battle going on the vicinity, do you wish to join ? Yes, No. Bam, immediately go into instance and navigate real time as in battle to the conflict area. If No, it is a forfeit. Social works both ways. One of the most interesting uses was to draw bigger prizes into battle and then release the true "gank" once SOLs and other interesting ships were commited. In the end it just worked, in a different way towards the gank or be ganked. Trade raiding only suffered IF the deed was commited near a port. And we come back to number 1. A ship must be at sea. We take timescale and a ship takes at least half a day to get ready to get to sea.
  24. ahaha yeah. I mean, being interdicted by them is one thing, lots of brave newcomers do it but actively seeking them is on the burnt side of things. Now traders, sweet sweet cargo, that's another thing.
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