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Posted (edited)

There must be compromise in all things. After reading all of your posts I think the true challenge to the development of the game is to find compromise.

Many of the hard core "realism" players like myself want little or no change to the speed or teleports. As for me I would love the teleports to disappear all together. I mean really teleporting age of sail ships???

I can compromise to that, even if i think its silly.

I think Devs should focus (when time permits as IMO it not critical) on content that is aimed at alleviating the long sea voyages.

This content should be random and not user initiated to escape chase. It could be scaled IE:

 

1. Single ship gets attacked by small pirate group or single ship

2. A huge Brit armada/clan could encounter a large enemy fleet while it's traveling to capture an enemy port.

3. As stated before add whales and dolphin, whaling ships, whale oil, add random find able treasure.

 

I know a lot of this possibly is in the long term plans, let's not ruin the game while they work on it.

 

The game simply can not support faster speeds in open world as it allows little time to prepare and gather forces for an incoming assault to ports. As it is we get little warning.

Teleports must be limited to capitals only.. if the enemy can have a huge raid party pop to a port 2 minutes away from your home port what chance do you have to gather defenders?

 

I know this is just a game but immersion is everything. I want to hear the crack as my balls penetrate the ship I'm attacking. I want to smell the smoke as it washes over my deck!

For gods sake lets not turn this thing into an arcade game...

Edited by William Ladd
Posted

I guess I'm a minority casual player. I  only play 1-2 hrs  day if I'm lucky

 

I LOVE THE SIZE of the open world

 

Don't change it and turn this into an arcade game 

 

Mission distance are perfect, makes it feel like I'm on a real adventure you throw in PVP and now it has real risk and excitement 

+1 I am as well. But I came here for the whole MMO experience of an age of sail game. Not just getting set down in an area and fighting until the last of your 14 random team mates are killed.

 

I do find it ironic that someone actually suggested removing wind from a sailing game - WTF!?!  Wind and weather played a role in both the strategy - RvR and in the tactical aspect of combat.

 

As many people have said if you want an area battle you have it at every port. But the real issue is that a historically modeled age of sail MMO is not for everyone and it sounds like that includes the OP. It is not whether you are hardcore or causal so much as whether this is a subject that truly interests you in the long term. I am a RL sailor and study 18-19th century naval history so for me the answer is yes.

 

My 2c.

  • Like 3
Posted (edited)

I actually wonder if the game would be better if we got rid of teleports and kept speed as-is.

 

WITH TELEPORTS:

You probably have 1 warfront and 1 back-line area where you do PvE and econ.

Sometimes the warzone is dead because there is nobody there doing anything. They all teleported home. This happens a lot outside of the port battle windows. Port battle window is 00-02 and PvP action is generally around that time +/- an hour. The rest of the time literally nobody is there and no action is to be found. (We might also fix this problem by rethinking port battle mechanics...)

 

WITHOUT TELEPORTS:

Now going home is not feasible.

You will have your warfront and when you need more money, you will try to slip away, perhaps a port or two back, and do your PvE and econ there. People will always be at or near the warfronts because it's just too inconvenient to keep sailing to "the safe zone".

 

If we removed teleports, I see no reason we shouldn't let people have as many outposts as they want. Maybe cap the new outpost slot cost at 100,000. The only reason to limit them that I can think of is to reduce people's ability to teleport all over the place. Without teleports, there's no worry. Have 50 outposts if you want. Keep opening them as you need to move forward.

 

 

We would have to rethink some econ concepts (and we might need bigger cargo ships to facilitate moving your stuff around) but I think a game without teleportation could actually be a better game.

Edited by Slamz
  • Like 1
Posted (edited)

If you remove teleports then the courier contracts will be highly needed. Simply paying other players to haul stuff for you. It could be nice source of income for younger players and you can also make profit out of unused ship cargo hold. 

Edited by Porpoise
  • Like 2
Posted

If you remove teleports then the courier contracts will be highly needed. Simply paying other players to haul stuff for you. It could be nice source of income for younger players and you can also make profit out of unused ship cargo hold. 

Players doing this by contract are really only need to look at the current "purchasing" posts on each port. 

 

UI interface improvements to allow a player to quickly peruse through all the player requested purchases orders would probably be enough. 

 

(Like the box on each product, but a full list of all player orders at the port in one screen)

 

If supply is cut down, and it would be dramatically without teleport,  then the market will not be about who can sell their goods at the cheapest price, but who can order at a high enough price to guarantee delivery.

 

That can only be a good thing for dedicated traders.

  • Like 1
Posted

If you remove teleports then the courier contracts will be highly needed. Simply paying other players to haul stuff for you. It could be nice source of income for younger players and you can also make profit out of unused ship cargo hold.

And, even more importantly, if they actually do phase out NPC production of goods plus remove teleports, then transporting goods between ports becomes a tremendously important activity - perhaps as important, if not moreso, than port conquest & defense.

This would create a whole new gameplay alternative for those who prefer the smaller, faster ships and piracy/privateering options. It would introduce a real and meaningful brake on huge empires - they would be subject to being picked apart by guerrilla actions within their porous borders, because it would be very hard to have big enough fleets to suppress raiders, capture & defend ports AND ensure plentiful trade ships in constant operation. Focus too much on any one area and get picked apart in others.

I think it's what the OW is currently missing and am hopeful the devs have something like this in mind for the future.

  • Like 3
Posted

Honestly I think what we need is not a teleport shortening is that we need another type of teleport.

We need a 'get into the action' teleport that teleports you to a random 'frontline' port, so anyone can log in and then sail from their home port press the button and arrive near a random front line then with 10-15 minutes sailing go and hunt an enemy. Would also get more people PVP'ing as the biggest issue with PVP at the moment is that it requires a few hours RL time available to do due to the sailing time. If the game is to have more PVP we need to have a way so that anyone with just 1 hour can go and do PVP, which is almost impossible with the current system.

I may be wrong as I do not participate in the small/big battles that you can join from port... But isn't t that exactly why that is there?

  • Like 1
Posted

And, even more importantly, if they actually do phase out NPC production of goods plus remove teleports, then transporting goods between ports becomes a tremendously important activity - perhaps as important, if not moreso, than port conquest & defense.This would create a whole new gameplay alternative for those who prefer the smaller, faster ships and piracy/privateering options. It would introduce a real and meaningful brake on huge empires - they would be subject to being picked apart by guerrilla actions within their porous borders, because it would be very hard to have big enough fleets to suppress raiders, capture & defend ports AND ensure plentiful trade ships in constant operation. Focus too much on any one area and get picked apart in others.I think it's what the OW is currently missing and am hopeful the devs have something like this in mind for the future.

This idea right here is what we need.

  • Like 2
Posted (edited)

Yea, I've said this a bunch of times before, the driving force of the economy in the game needs to be ships moving around and doing stuff in the overworld more than anything that happens in ports, and disrupting those activities needs to be the most basic form of attacking a nation.

Edited by Aetrion
  • Like 2
Posted

This idea right here is what we need.

 

 

I actually wonder if the game would be better if we got rid of teleports and kept speed as-is.

 

WITH TELEPORTS:

You probably have 1 warfront and 1 back-line area where you do PvE and econ.

Sometimes the warzone is dead because there is nobody there doing anything. They all teleported home. This happens a lot outside of the port battle windows. Port battle window is 00-02 and PvP action is generally around that time +/- an hour. The rest of the time literally nobody is there and no action is to be found. (We might also fix this problem by rethinking port battle mechanics...)

 

WITHOUT TELEPORTS:

Now going home is not feasible.

You will have your warfront and when you need more money, you will try to slip away, perhaps a port or two back, and do your PvE and econ there. People will always be at or near the warfronts because it's just too inconvenient to keep sailing to "the safe zone".

 

If we removed teleports, I see no reason we shouldn't let people have as many outposts as they want. Maybe cap the new outpost slot cost at 100,000. The only reason to limit them that I can think of is to reduce people's ability to teleport all over the place. Without teleports, there's no worry. Have 50 outposts if you want. Keep opening them as you need to move forward.

 

 

We would have to rethink some econ concepts (and we might need bigger cargo ships to facilitate moving your stuff around) but I think a game without teleportation could actually be a better game

 

This ^ and Surfimp's idea of player based economy only would improve this game quite well. it would keep people on the frontlines apart from the traders running to supply them, which would leave room for smaller enemy vessels to slip through the lines and harass the traders etc, should be both more "realism" and increase PvP (hopefully)

Posted

This thread got big since I posted last. Lots o good ideas and comments, some bad too.

 

As for econ voyages, escorts would be interesting. If you read nautical fiction, the dreaded escort duties could suck or be exiting. Same could happed in game.

I hate the wind, always foul. I wouldn't remove from the OW for anything. As stated elsewhere AGE OF SAIL GAME.

Something to see on the OW would be good.

Do not remove TP. Not realistic at all but a time saver which allows for more playing options. If you don't feel like PvP or whatever, port to an econ outpost.

My suggestion on TP, less reset time for outpost porting, maybe an hour. Just a better opportunity to vary in game activities. You do have to have an outpost and a ship there to start with.

I will cap traders for a while at an outpost for a few days, fill a ship with contraband goods and use teleport to capital and then sail around there for a while.

This may be an exploit but I can stay amused in game. Making in game money makes me happy.

I play maybe an hour a day on the days I work and longer on my weekend days. I haven't played any other games for several weeks, so I am apparently happy so far. I also sail on the EVIL PVE server mostly so my opinions are based mostly on that.  

That being said, long sailing times may be a detriment for casual players so something should be presented to alleviate this a bit. Having a base in enemy waters that one can TP to is an easy solution, which already exists. Don't know much about port battles, but planning needs to go in to a PB and sailing time is planning time. 

As for gank squads, from what I see in the forum posts, gankers gonna gank. They will exploit any game mechanic they can. Probably why I don't PvP much. Twood be nice if this kind of thing didn't happen but that is a prevalent symptom of most MMO's, or so it seems to me. Player honor in game would be a great thing to see. Tis but a dream. Sorry if I offend the PvP/mmo'ers out there. 

The main reason players quit playing is boredom.

 

That's my opinion, I could be wrong.

Posted

1st. It's a minor gripe, but can you please keep to existing threads if you want to complain about the same old thing rather than making new ones?

2nd. As I've said on another thread about this why a lot of ppl seem to think they're forced to stare at the game while sailing?

3rd. Adding random stuff on your path could just make the trip longer. It would just distract me from the destination.

4th. Reducing the effect of wind would remove the need to plan your trip which would make it even more boring.

Posted

I understand the OP, but to shrink the map or add teleports would be game-breaking and changing. For me it is also boring at times, but the way to fix it not to remove or fasten stuff on OS. Add tnings.

 

In my opinion it would be great to develop some weather, wind elements.

Add variety to wind force. Sometimes when the wind is weak, you sail slower.. when its stronger - you go faster.

I would go even farther... why not implement even a weather map ?

Also .. storms should make sailing a lot harder! Many ships crashed in storms. 

Vortex .. pulling you in.. etc..

Obviously, for me the right way is not to simplify OS travel, but to complicate it more.

Posted

After reading all of the great comments from you guys I keep changing my opinion of Teleport. I personally, only really use it to manage outposts and that's why I prefer the shorter countdown for crafting/trading purposes. I do hate the departure from realism but there have to be compromises to keep favorable gameplay mechanics. One thing that might help could be remote tasking of outposts. Simulating orders sent via messenger to attend to operations of an outpost. Sending orders to buy or sell or produce certain things without actually traveling there to do it in person. Also hiring an AI crew to transfer ships between outposts would be a great addition.

 

Just some ideas.

  • Like 2
Posted (edited)

Why the hell do people want whales and dolphins in this game? What would they contribute to game-play?

 

It's  about immersion i guess... like having some decoration in your bedroom... cause basically you just need a bed in this room... ;)

Edited by charognard666
  • Like 1
Posted

Why the hell do people want whales and dolphins in this game? What would they contribute to game-play?

I think most agree it would help in the immersion department. While it might not help you sink a ship it may assist in making the world more "Habitable" and enjoyable outside of combat.

 

Personally I would hate to see it overdone... but a few random occurrences would go a long way. Again, not the most important part of the game but something to enhance the environment. Obviously, some people appreciate these things and some do not.

  • Like 3
Posted

No unlimited teleporting right now we can have 2-5 port battles for each faction imagine if we can teleport anywhere we wanted to in a instant? we would have more like 10-20 port battles.  Not to mention ganking would increase again.  No changes to how wind behaves (except maybe more randomness) no map shrinking no speed boost.  

 

This is a age of sail game meant to be realistic as possible, this is what the devs dreamed about making a more realistic age of sail than Potbs or the few that are out there.  As stated before this game is not for everyone.  And as the devs have stated this is EA.

  • Like 1
Posted (edited)

I suppose, but it wouldn't make sense in this game.  ;) 

Mom always makes me proud, taking on a big fish like that. 

 

Go Mom Go!

 

Sad ending.  Poor Mom.

Edited by KrakkenSmacken
  • Like 1
Posted (edited)

I've played games where they think like OP. The time to complete a journey from London to Japan is an hour or less.

Personally, the speed is nice when you're in the mood for instant gratification. But I and many others much prefer the realism that game labs has been (mostly) sticking to. I like the scenery. I like the weather. I don't mind sailing for an hour to get across the Caribbean -- I know it was much longer in those days, and I get to look at my beautiful ships and the wonderful world around me. The wind effects are spot on -- a square-rigged ship should not sail into the wind under any circumstances, unless she wants to back up. The only thing that OP and I agree should be changed is the wind...more importantly, its direction...the constant rotation is highly unrealistic -- there were prevailing winds and sailing east to west wasn't enjoyed for a reason. The distance to missions is small at first, but the radius gradually expands based off of mission rank. Which only makes sense anyway; the idea I'm getting is you should feel safer venturing further from port since you have a sturdier ship.

Long story short, the speeds are already unrealistically high, and if you're taking an hour to sail to your missions, you probably should have tact.

Edited by poison
  • Like 3
Posted

Sure lets speed up the movement of people in the OW so that zergs can wipe out all small nations fast and keep easy tabs on them to ensure they don't go to far from there cap port.

 

Great idea

Posted

If I had a dolphin swimming in the bow wave of my ship, I would name him Bruce. If there were two, I would name the one that I had not previously names Bruce, Teddy.

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