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z4ys

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Everything posted by z4ys

  1. Attack doesnt seem to win boarding when enemy is at 0 moral = bug??? Its still possible to predict what the enemy has chosen by prep usage and firepower/meele value change in the upper left = That makes it actual the same old boarding just 1000 harder for players who cant read and interpret the numbers.
  2. I would change the pic for bow and stern guns to something that shows the bow+ guns same with gunnery pic. Currently it looks like a dot. A pic of a gun crew would be better same with survival. A pic of fire + water woul be better otherwise misleading? [V] Firing: From bow to stern = thats so much to read during a battle "Rolling front" - "Rolling back" was better The symbols for "hull" "sail" "crew" etc dmg in the upper center are so small on 1920*1080 Concept is really really nice
  3. Then the attacker is outside of the circle and dies 😉
  4. Any infos about ... lets say 100 vs 50 BR what kind of BR can join the weaker side?
  5. so in case the ship of the defender is faster he can just sail away and circle of death does the job 😉
  6. Does that apply to the defender as well. Statistic might be blind to it because most people who are attacked just run and never fight. But in the end sink. If not it clearly favors the defending side. So equal grps will never attack each other becuase they want to get attacked while it will give them more options.
  7. what is a fake battle for you? A battle when the defender tries to run away? A battle when the attacker just starts the battle so his friends can assamble and retag can happen A battle when attacker noticed that he is not strong enough and disengages? Leaving defender with a tactical victory? or something else
  8. Not really I couldnt care less if he repairs his side. But structure and the weak structure slow down penalty is so stupid. Its always... go down to structure -> start sailing away (at almost full speed) -> angle your ship - bounce everything -> repair structure -> sail away slightly faster
  9. In most cases it is the defender who runs and tries to escape. Griefing/delaying is a thing because OW let us do so hostility mission Pb RvR even promote that. Teleport + fast OW travel let us do it too. on top of it the long join timers in patrol. It's the attacker who gets reinforced after the battle. Defender has the same chance to call in reinforcements but that rarely happens. Even with the changes I just pick a trollboat tag delay die to the circle or whatever and my buddies wait outside. And best would be to do so with an alt. What needs changing is spotting range. currently I can tell from trillion miles friend or foe and run away. Especially in regions with ports that are so close to each others that hopping from port to port is almost possible within can't be attacked timer. To judge friend or foe should only be possible within tagging range. That would bypass the need of ultra fast tagging ships. Then structure dmg slow down effect is so weak that some ships can still escape with 20-40 structure. Start making it a penalty. Repairs should only repair structure back to the point were it can't sink 15% or so. But never 100% that would make this fake looking circle of death so unnecessary. And I know it's skill but this I angle my ship and bounce broadside is stupid.
  10. new player dont even consider to be pvp rdy before they hit max rank. (in many games max rank is the lvl you can do max dmg and have all skills unlocked- NA is special here) what most think about is: how do i get xp fast? - Answer by vets: Do pve missions Whats the safest way to lvl up: Answer by vets: Do pve missions What ship should i use for pvp: Answer by vets: Herc/endy /bellona Minority wants to get into pvp right away. Even its fun new player dont seem to consider to be rdy nor equiuped well enough.
  11. Better idea would be to allow undocking only when in Grp with certain br. So all encounters are potential fights ...
  12. I was thinking of the same situation. Surprise and indef. The indef will never attack the surprise because it's open to reinforcement. The surprise will never attack because it might go wrong and there is no way of escaping. When attacking is a penalty why should anyone attack? How does it increase pvp? Why is a equal br fight considered fair when we still have player skill? So far I don't see any benefits. Only baiting exploits and port sitting. On top of that most pve dudes like to overpower their ai enemies. That mechanic will work against them as well.
  13. Br system has to get better and has to take player skill into account. And be closed for exploits by faking personal br rating (playing bad on purpose) Good gear only for high personal rating instead of dbs.
  14. How does that increase pvp? When attacking will become a penalty.
  15. What if 2 princes attack 1 bellona? Br wise princes can get reinforcement. But very often skill wise the bellona needs reinforcement. Br system is blind to player skill
  16. I agree when ports wouldn't be always a few min sail away but let's be honest everyone sails along coasts/islands. The time to get close and start the tags always end up withing town view range. Battles with just the blue sea around a rare. Especially scrap that around gustavia. The tag window is so short sailing and hunting there ain't fun.
  17. Is NAL still running? People rather played NA. Regarding new player retention. I recently helped a new guy. He ain't bad and is learning fast would say he's above average new player. But playing together is just pain. I am doomed to shoot sails and to cause minor dmg otherwise he just gets assists. When I would play like I would like (even using similar ships) I would cause frustration on his side because I decrease his progress making lvling ultra slow giving him the feeling that it will last forever even he learns a lot. When I let him secure the kill I have to sit on my hands causing frustration for me aka boredom. Game doesn't encourage teamplay as long you lvl only social aspect is in play here. It looks different endgame wise when xp and dbs are not necessary anymore. Because of no need for xp or endless piles of dbs.
  18. Automatic anti gank tool
  19. That sounds like fun ogog I wanna see a war.
  20. Currently yardmovement is linear always at the same turnspeed. It should be like that the force required to turn the yards should increase the more they get turned. Turning yards with the wind is easier than against. Crew and sailarea should correlate with the force requirement and therefore with yard turnspeed. long story short - a more dynamic sailing model regarding yard movement.
  21. Windforce on certain sails is too good. Its not a rudder "problem"
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