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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. If i'm not mistaken... - regular nations have Kill missions for 7th rates at Capitals. ( exception is the Hardcore nations have no Capitals, start at Shroud Cay, and have whatever spawns. ) - Kill missions can be done solo or in group to help mission taker. - Hunt and Search&Destroy missions are just generated, no fixed anywhere. Can be fullfiled by PvE or PvP kills. Can anyone confirm this is the case ?
  2. In Market players can buy and sell dubloons, theoretically exchanging them. I understand the want of a fixed mechanic, but i do not dislike the player made exchange market for War server.
  3. In this case will be a fine chest to keep the dubloons. -.-
  4. It is the same scheme for ALL of us. There's no segregation of playstyle or choice of targets, place, whatever. All targets may have coin. PvP will definitely have coin. Missions can be done in all types of combat and rewards are at homefor you to collect. You may well hit a "well geared fellows with lots of loot" and it is your shiny 30 minutes kill of the week, as well as you may get dropped yourself and someone jackpot day. That's how I am processing it to be. The rewards are everywhere but not huge all the time nor guaranteed high all the time. Some days will be okay, other days will be huge. Other days will be on the down side and losing gear myself. Given we all can use the market to buy and sell Dubloons i will expect the market to be established soon and traders to be able to also have a say on the Dubloon business. Same with Conquest. That his the high stakes poker table as Intrepido puts it.
  5. Hunt and Search&Destroy missions only state models to kill, not how you get them ( pve/pvp ); so you can effectively do everything in PvP only. Also, 1000 dubloons for a 1st rate is the flat "crew pay" only... in a stroke of luck hitting a simple frigate returning to port after a good cruise you can make way way way more than that. In one simple frigate enemy player kill. So, we have flat rate + whatever enemy may be carrying - his loot he took from others flat rates + their loot. So you can hit a jackpot somewhere.
  6. Also a good lead and my be tied to ports consuming, makes sense. Just tagged a US trader that left a US port, followed it to St. Augustin, still at large, seems he was going more south bound though, and tagged it. Had no dubloons but 572 mahogany logs. ( captured the ship, sold it for 1300 reals or so, and kept the logs for crafting )
  7. Also, missions state sink X model. You will fill the quotas with sinking X model, be it AI or players. So... can go full pvp mode and fill in hunt/search and destroy missions and get the drops. No need to PvE.
  8. No idea, i'm testing that theory. But i'd imagine a trader going out with wares to sell, and coming back with money in its purse.
  9. Loot feels tarkovian, no matter if PvE/PvP. Loot is only yours if you reach the "escape" point - reach port and pass it to your chests ( stash ).
  10. Not directly related to loot mechanics, but... with big tag circle immediate close, no "vultures" can join the battle to steal stuff. There's no beauty without a monster.
  11. The rewards are the same through PvE and PvP. Reals, Dubloons are rewarded, at various levels to ALL open world actions. In addition to that, missions ( atm we have vs AI only but PvP specific ones are coming ) also reward chests with very niceties. This is fact. There's no segregation of playstyle anymore. It all comes down to player choice of what type of activity to engage in, conscious that ALL other players also do sail the open world. Dilemma - Taking a Trincomalee to a Search & destroy mission, 3x Ingermalands, or taking a Bucentaure, can be a "choice" issue. With the Trinc you have to fight better vs the AI but if you come upon enemy players the loss isn't major. If you take the Bucentaure, you will have an esasy time versus the AI but, if you lose ship versus players it might hurt more. Make your choice.
  12. Do a try out to test if anything changes. Hit inboud NPC traders ( same as port nation ) instead of the outbound ones. ( keep your lookout on station due to enemy players though, there's enemy player everywhere now ).
  13. Crafting ships using only stolen resources is a playstyle. The hidden dubloons is supposed to be the "crew allowance" or something like that. But the big jackpot is indeed coming upon a ship returning to base after a cruise.
  14. One of the best movies in history inspired meme. +1
  15. Regarding monetary compensation for activities in the OW - with a brand new character - 2 gameplay sessions ( total of 6 hours combined ) I managed to: > buy all outpost slots but one and open 4 outposts ( all of this costs Reals ) > expand docks once (Reals) > Admiralty books costing about 1200 dubloons combined This was made with 3 PvP battles ( were ganks ); 1 kill mission using a 6th rate to kill a 5th rate and half a dozen attacks on AI traders in the Bahamas. While I cannot simulate the lack of combat dynamics knowledge of a newcomer I did gimp myself by not using any repairs except the ones i'd loot from enemies. The three PvP encounters did help much. Not sure how it feels overall as I don't have yet the sense of worth of everything and I do not correlate anymore to "old gold" but it kind of feels nice that everyone, without exception, can and will have access to everything if they participate in the OW actions, whatever they are. The access to 5th rates via Admiralty seems very easy, with the 4th rates and more powerful ships to have a distinct value versus lethality. But, being built by Admiralty they aren't covered by insurance, so will have to test ( for my own good perspective ) what is worth more - to go the lengths build a ship and have the insurance return in the case of failure, or to just use the admiralty exchange and forfeit the Insurance. All in all still learning the new system. Suggestion - One thing that would tremendously help everyone - in port screen add OW compass with wind indicator.
  16. That's a good point if the group is a lose gang indeed. Being a tight knit group i think they will work together as always. But the proposal for Assists is nice and should be taken into account in missions - Sink or Assist in sinking, for example. I also feel that some of the missions should include - Seek and Destroy OR Capture enemy ship.
  17. The kill might but the Mission specific reward - dubloons and chest - must be claimed at port. What makes the new wave of missions interesting ( and i know there's Conquest and PvP missions to come, as per admin post somewhere ) is that I can take a few of them and do them in my own time as i travel the OW. So, grab a dozen of them. Don't try to rush mission per mission. Also, and I think this is the best of the system is that ALL missions are solo/group with no disctinction. The only difference is between Kill missions and the rest. In kill missions, entering as a group, the mission reward belongs to the mission taker, the rest of the group only gets the kills/assists.
  18. Sure. Was just correcting the rule posting, not whatever design decision.
  19. Green on Green, is two way consensus. Not one way warning.
  20. question: Insurance is automatic if the ship is crafted by players, correct ?
  21. feels like pre-marks era. empty ship is empty ship.
  22. if Total and Online correlates is the amount of captains in listed clan at least makes sense to me as i read the table
  23. No idea. Was the advice i was given.
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