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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Like reaching Berlin and London overnight. so much alpha that H&G died on me.
  2. Right, correct and overall affirmative until proven otherwise. And mind that you keep pointing out one single player, one single citizen, in a National News. NATION. That's a lot of players which have nothing nor want to be associated nor have any interest in your private agenda sir. Better to step down honorably than degrade yourself to level. Salute.
  3. If the population in the nations sticks to one single prime time for sure... but taking from pvp1 somehow, all the nations now start to get populated with players from all timezones. Anyway, proposed something different somewhere else. Tie the defense timer with attack timer. A flag can only be crafted in port during that same port timer.
  4. It is also a good suggestion. I like the way of looking from the other side of the issue, the attacker timer versus the defender timer, which sparked the following. What if a flag could only be crafted in a port during that port timer ? Port timer at 20 - 22. Sure, you can craft a flag on that port in the 20 - 22 interval. Planning ahead would become easier for nations at war at all times.
  5. Allow multiple flags for the same target. Gets the defender guessing which direction the fleet will come from. First flag planted nulls all others immediatelly. Bypasses flag blocking exploit.
  6. I am all up to a more in depth mechanic of course. The opening post suggestion was in regards of the present mechanics only as a buffer until we get better systems. Regarding the Loyalty system, by all means, include the Port Consumption values into that. Basically ports must be "fed" with their requirements, by direct trade or production buildings output, or else they also fall into disarray and loyalty drops. Rebel ports would go neutral with timer resets. Another entire system would be to rotate timers. Open for two hours, battle happens. Window closes for 4 hours then opens again. And so on. Limitation to 1/12th of the playable time worldwide is cruel.
  7. Thank you for calling us back into common sense sir. Sometimes we get carried away by events
  8. Many thanks for your work. Salute.
  9. Clear. Mechanics are defective BUT there is too much resistance to change - seeing from the suggestions - because it will spoil a lot of playgrounds. *shrugs*
  10. Sorry to interfere admin, but if they exit together there will be no possibility of jumping into another battle during the invisibility/invulnerability period - basically keeping a number of ships unseen in the OW during extended periods of time and thus unable to be tagged by enemy forces. IIRC this situation the "trolling" was specifically aimed at disrupting the mechanic exploit. Hard to screenshot/capture video though but I guess you might check the logs on your side. - 1 scout gets out of the battle, starts a new one. - group jumps out and joins the group battle. - rinse and repeat and only 1 player is visible. I codemn both parties actions, the trolling and the exploit. Hope the issue is fixed soon as it was reported before at different levels - player/group/fleet.
  11. Exploiting a bug/unintended mechanic is not allowed. I sincerely hope that all those speaking ill of someone are not within the herd of those that consistently abuse some of the bugs... And I hope that the same treatment as was delivered to the XP Farming players is delivered to ALL exploiters. Keep the game evolving. Report bugs the best way you can, repeatedly if necessary and test the bug in different ways in locations/time that affects the enjoyment of anyone else. Salute.
  12. I think we are standing at different points looking at the issue. I am looking at the players and making it possible for the entire community to play the full spectrum whenever it is their prime time. You are simply looking at the ports being bounced back and forth which in my POV is no problem at all. It is actually a good thing and given that losses will mount it will becoming mingled with crafting necessities ( economy ) and frigate level action, but I am already moving away to other suggestions... Given we are testing mechanics it would be worth a shot and see how it goes. If not this exact system something in between that given ALL players, from Europe, Americas and Oceania, a go at the game in the same server and playing for the same nation and with the same chances. Limiting conquest to fixed timers kills the conquest game and the port battles to, at least, two thirds of the player base.
  13. It is a game. One of many for many of us. It is a hobby. One of many for many of us. It is something to look to after the work at the office is done and family is happy. It is the last thing to worry about on the grand scheme of things. Comparisons between students and mature audience are not allowed at any rate. Given the average age of the players of NA is within the -- working force with family and bills and mortgages -- expecting someone or ANYONE to sit tight is simply DISRESPECTFUL to the person behind the character. When we are in game we play. If we are not we don't. Expectations will burn your braincells. Furthermore - Alpha Build Revision - it is expected of us to report bugs and inconsistencies and NOT exploit them - such as invisibility/invulnerability jump from a battle into another battle into another battle, and so on, like we know it happens especially due to the blue and yellow corsairs abusing it while others from the same nation condone it, but it is another matter entirely and devs are surely looking into it as it is a known bug. Again, both the nations, United Provinces and Sweden, are not represented by one single clan so stop looking only to the same tag over and over again. The players that really love the game for what it is - a game based in history age of sail conflict with extremely rewarding combat simulation and visuals - are playing the game as it is. Other junkies are simply gaming the game without even caring to suggest strong changes to the system that allows them to game the game. Those contribute nothing to the development. They do not care about the history behind the game. They do not care about anything but their own iEgo and have fun spoiling everyone else fun especially anyone crossing their paths.
  14. and what if... ... no one is able to see you while you jump from door to door ? * wink * Indeed sirs, indeed. Something that works may not be intended to be used. *shrugs*
  15. Hmmm... the man cave is needing a new motif...
  16. Apart from the exploit abusers, which shall be dealt with soon enough, and they know that they are doing it, the entire PvP deal has been most excelent especially in the open sea. There will always be doomsayers and people that simply played too much and snap, so let's keep it healthy and clean. A good start is to separate ourselves from our in-game characters and everything becomes simplier to deal with. A sidenote, Still amused of how close it was to plant the flag if it wasn't for a Surprise showing up late
  17. I am all for a system that actual mimics a national war effort but I think that requires further development in a big scale. IIRC we will have 3 tiers of battles and Naval Bases added alongside with the Land Ahoy! update. That will change the tactical scenario and the strategy layer but concerning the play times it will remain the same. The timers are simply a way to open ports for conquest and defense to all timezones. *shrugs* At least is better than the cage we have now. The ports can be and will be always caged behind bars in timezones when threats are minimal. With 3 windows the threat is always there. Your idea of a threshold of capture is also interesting and could actually be more meaningful in simulation an entire militar operation. So victories&defeats would keep the port window open and eventually close it. Sounds also nice.
  18. Having three different ports with their own different timezones, for example sake, port 1 at gmt hour, port 2 at gmt-6, port 3 at gmt-12 is not the same as having any port with all three windows open and give everyone the chance to fight over it. In a war between two nations, let's say US and France, you could indeed have a prolonged Louisiana campaign where in a weekend ports would change hands several times. On top of that everyone has a go at the war. More ships get used. More crafting has to be done. And even PvE'rs can actually become more useful capturing ships to give away and hijack resources from trader AI. I simply suggest a way to include everyone into the PvP conquest game.
  19. http://forum.game-labs.net/index.php?/topic/12211-suggestion-port-timers-global-balance-for-present-mechanics/
  20. Problem was not the the trader but the others. *shrugs*
  21. Actually your randomization add on can be used with ports that do not have a Lord Protector.
  22. The 12 hour looks nice at 1st but will limit both +6/-6 timezones, therefore I suggest 3. Also I am sure it would inadvertedly help to balance the Nations populations for the simple reason one player can come online at their prime and always have action.
  23. Yes yes, oh look another port timer suggestion...blah blah blah Well, taking off the fact that we still miss management mechanics specific for conquest, we have to live in the world of fantasy where admirals build force fields around the ports. It has been working okay and can be improved for the sake of three players. Me, You and that other one over there. I live in Europe. You live in New Zealand and that other guy lives atop the Blue Mountains ridge and we all play on PvP1. Well... only one of us will be able to play with the fleet, given only 1 timer is on and can only be open to one of us... Now onto the real deal of the port timer suggestion and how to ensure all three of us can access the war. Three timers must be set upon conquest. None of the timers can be less than 4 hours difference from the other and must end 1 hour before maintenance starts and start 1 hour after maintenance ends. As an example, Oranjestad gets conquered. The Lord Protector sets 3 timers according to the rules, with varied intervals: - 1st timer is set to 12 - 14 - 2nd timer is set to 19 - 21 - 3rd timer is set to 03 - 05 The port will be open for attack during all those 3 timers as normal. It also enables the opportunity for a retake of a port during the same cycle. I get to play, You will play and that player over there will also have the chance to play. Have fun.
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