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Everything posted by Hethwill, the Red Duke
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Next patch?
Hethwill, the Red Duke replied to Licinio Chiavari's topic in Patch Feedback and General discussions
Still the S&D and Hunt missions can be done together and everyone plows through the AI and completes several ones at once. -
Total BR in Portbattle
Hethwill, the Red Duke replied to HamBlower's topic in Patch Feedback and General discussions
Yep, regarding PBs. -
Total BR in Portbattle
Hethwill, the Red Duke replied to HamBlower's topic in Patch Feedback and General discussions
Was done way before clan wars stuff and yes, freeing up the slot during that time interval ( with no damage registered ) is perfectly normal. -
Next patch?
Hethwill, the Red Duke replied to Licinio Chiavari's topic in Patch Feedback and General discussions
Alone... in a multiplayer game... Sure! -
Total BR in Portbattle
Hethwill, the Red Duke replied to HamBlower's topic in Patch Feedback and General discussions
Correct. The slot gets freed up. This was one of the best game design changes done to Port battles. Was introduced long ago exactly to fight alt-exploitation used to block slots. -
Total BR in Portbattle
Hethwill, the Red Duke replied to HamBlower's topic in Patch Feedback and General discussions
Rediii is correct in his approach, in my opinion. He looks to the game design, not to the event in itself. We don't know what design changes are coming to Conquest. There's even a thread to interact with the game designers about it here Also this thread is in the wrong place, hence it will be relocated to the correct board. -
in "Wargame Experimentation and Analysis: Re-Examining Executed Computer Assisted Wargames" we read... Game theory suffices if all the possible results of an engagement are known, and payoff values can be calculated for each one. However, this is highly unlikely in combat operations. In short, it is often impossible or impractical to attempt to solve many large-scale, real-world game situations, as the potential number of outcomes quickly overwhelms the participants. And this is the simple truth that we, as players, in a large majority wish to know and control all possible venues of approach, resolution and outcome. Be it at logistics, defining engagement or combat itself. We risk less when we deal with unknown quantities, no matter how much info we get - and the great unknown quantity is the battle itself as it is the major uncontrollable beast. For NA this means - having resources and consumables always available at all times, even if Conquest would deny it, rules of engagement to deny opponents opportunities to score on our mistakes, and finally the combat meta. At the level of logistics and Conquest "end game" ( let's not fool ourselves, game design is based around combat and everything leading to combat, being the end combat mode the major battles for a port ) any multiplayer group can more or less control what to do and what to achieve. Once combat is joined, no matter the quality of ships - blue standard or exceptional gold - the incentive to take the risks is exponentially worsened in the mind of the wargame players. As stated, multiplayer NA should not try to assess all details as the best laid out ships and laid out conquest operations - or patrol zone operations - will collapse when in contact with the enemy. My own personal quirk with the "road to combat" is exactly this. Too many information makes "combatants" less willing to risk, as they "compute" too much of it and, in the majority of engagements will determine - without any certainty - that they will lose and therefore wish to deny or simply evade the combat resolution. RNG in crafting ships is simply one abstract mechanic to simulate disparities - many for unknown reasons - between sister ships in the age of sail. It wasn't the wind, the captain or the trimming. Fact is, some ships built in the same yards, by the same architects and teams did behave different. Alas, in the real world they had to work with it. Here in game we have the option to simply destroy the ship and try again. In a RL that was no option. The ship would be given command and would sail to fight enemies. And in this last bit a Blue standard quality ship can perform admirably, as Gold exceptional ship is no guarantee of success.
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- crafting rng gods
- lat & log grid lines on the map
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Rename Ship
Hethwill, the Red Duke replied to abo998's topic in Current Feature Improvement Suggestions
Interesting option would be to have a naming system for the ships, similar to NPC commander names. So every single ship in the world would have a singular unique name, not selected by the player but by the "Admiralty". So instead of having only captain name and rank, an additional column would state the vessel name. -
Battle chat
Hethwill, the Red Duke replied to PG Monkey's topic in Current Feature Improvement Suggestions
Leave name and shame to reddit. -
Battle chat
Hethwill, the Red Duke replied to PG Monkey's topic in Current Feature Improvement Suggestions
Sir Francis Drake for sure. -
PvP rewards
Hethwill, the Red Duke replied to traitorous mctraitoro's topic in Current Feature Improvement Suggestions
Seriously, use the search function. It works. -
Whaling in NA
Hethwill, the Red Duke replied to Njord's topic in Current Feature Improvement Suggestions
Please use search function -
Yer ship must be full of...
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Let me believe it does... please! Don't spoil my game
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Yep. Important is to look to the average fellow, 2 hours a day, day in day out. And that balance is getting okay.
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You know you can say the same exact things without resorting to vulgarity... It may actually pass the idea better than using such adjective... but ok. One thing... Port Battle is a important part of Conquest, this is undeniable. Someone suggested a mini-campaign running up to the final battle. How would this prevent a defender sitting and just waiting - not proactive - and at the same time have the attacker commit to activities that can promote both sides to meet ? ( mind you that timezones populations are all time extreme polarized at the moment - clans are usually of the same zone, and rarely meet others outside theirs. Whereas during full nation conquest there was a unreasonable spread between nation but was definitely not so bad ).
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Just a sidenote for thought give your nice exchange ( this last posts ). You thinking of RvR as simple PB arenas or RvR as Conquest mode ? With the arenas, the point is simply to have trafalgars, no consequence. With Conquest, the stronger will conquer. One cannot coexist with the other. Good discussion, carry on.
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Someone did not receive those in their contracts well done sir, that's how it's done. +1