Popular Post admin Posted April 12, 2016 Popular Post Posted April 12, 2016 Monthly content patch will be deployed tomorrow 13th of April. What's new: Main and the most exciting feature: Land in battles We developed an amazing tech fully replicating open world land in battle instances. This will bring an extra dimension to combat visually and in gameplay (especially when fighting close to land). Expect multiple bugs with this feature including performance related issues. Very large battles close to land will most likely lower your FPS. To minimize the problem we suggest tweaking the settings. Rules of engagement changes Land in battles changed Rules of Engagement. Players who are pulled into instance will spawn in exact positions form the open world. If you have enemies ahead of you they will be ahead of you in battle. Please be more careful when engaging enemies and avoid situation where you can spawn surrounded. Lag compensation visual circle is added. When you select a ship you will see a small circle around it. If you attack the enemy within that small circle your spawn positions are not guaranteed. If you want to guarantee exact position for spawns attack outside of that small circle. The land in battles spawning has not been tested in large player base environment and we will need your feedback. Reinforcements changes. Reinforcements are now positional, but they always come a good distance away from the main engagement. Because spawns are now fully positional and you can place yourself very close to the enemy – ships now start the battles with guns unloaded (as it was some time before in early testing) Important: Port battles will continue to be played in separate instances (old system) until their full rework in the next content patches. Soften the ganking. Ganking is considered a main problem by a large portion of the community and needs to be lessened a bit. We are bringing back an old feature FOR TESTING that was in game before the release. Initial attack does not have any limitations as before. But entering the battle is only possible if there is less than 1.5x BR difference. In this case if you got yourself into an even fight enemies close by will not be able to unbalance the battle. Of course if you see a large fleet on the horizon its still better to run. Attacks in the protected areas are now prohibited by design (even on NPCs) to avoid pulling your fleets into battles by hidden alts or by mistakes We are aware of the counter-tag issues and ROE will be addressed eventually. Mortar brig added Historically accurate mortar vessel has been added to the game. Its main purpose is to destroy land fortifications and stationary ships. It is not fully tuned gameplay wise and we expect you to provide a lot of feedback on the mortar brig gameplay and potential improvements. Mortars are switched on by pressing K. Min fire distance is 1.5 km. Ball takes 30 seconds on average to reach the target. Duel room added If you enter the duel room the combat will automatically start with another player waiting in the lobby if he has the same ship as you. In the future the threshold might be increased. Please provide feedback on the battle timers and exit timers in duels. PvE content Large NPC fleets added to open world Generated Epic events adjusted to your group size have been added to the open world (randomly placed) Fleet orders added to mission list – allowing players to participate in group NPC battles Fleet orders can be entered as a group You can now take missions of every level (both fleet and single ship missions) Important: Combat NPC ships are now transferred to the admiralty after capture – admiralty immediately provides the compensation for the captured ship durability. But you cannot capture NPC ships any more. Trading ships can be captured. Other changes You can now disable reload (by keeping the ability to fire) for the whole broadside by pressing F5 - this will free up men if you don't plan to use that side of the ship in combat Leak system reworked. If you shoot at the right places when ship or waves are in the right heel or position you can sink the ship by just generating enough leaks. Group size has been increased to 12 people for the open world combat and events. Small and large battle events only accept groups up to 6 men to avoid un-balanced fights in the events. All ships up to heavy frigates have been added to NPC stores. Extra notifications added for creating new characters and for deleting the outposts. Hopefully this will reduce the accidental deletion of outposts Clan officers can change the clan descriptions and kick members from the clan. When installing cannons you will see their effect on speed in the port ship description. Known blueprints no longer drop for the crafter Enable/Disable enemy communications option now works in instances Ignore list now does not allow trade invite spam Extra graphical options are added for land visual settings (to lessen the land effect in large battles close to the shores) Disengage command now cost 45 preparation (works both ways) Unprepared ships start with 25 preparation when boarding begins (you are in battle and are somewhat prepared to boarding fight anyway) Price movements are disabled for NPCs - producing ports make and sell goods at one price, purchasing ports buy goods at one price to fix several minor bugs allowing random high income in several cases. NPC resource consumption increased for several goods NPC purchase price bonuses removed Bot behavior bugs fixed before major overhaul in the future - no work on bots will be done for 1-2 months Penetration systems slightly improved Hammocks bonuses increased Grind has been somewhat addressed by lowering the XP thresholds Fixed bugs: Several redundant messages removed Battle circle of death synchronization bug fixed Ingermanland is now a proper 4th rate Steel tool box now gives absolute bonus not % bonus Several bugs for NPC behavior fixed Several boarding visualization bugs fixed Several repair time bugs fixed Several graphical bugs fixed on Le Gros Ventre FXAA can now be switched off forever (it was enabled every time you launched a client) Several minor bugs with crew management fixed Bot reload bugs fixed Cutter positioning on water in the OW somewhat improved Multiple bugs and problems probably introduced. Expect the patch tomorrow. Steam announcement will come out tomorrow as well. Next content patch will focus on issues mentioned in the development priorities poll 74
charognard666 Posted April 12, 2016 Posted April 12, 2016 THXXXXXXXXXXXXXXXXXXXXXXXXXXXX ! Can't wait and tomorrow i don't work i hope the patching process will not be too long
Hethwill, the Red Duke Posted April 12, 2016 Posted April 12, 2016 * gasp....* out...of...air....must breathe.... (( spawns are now fully positional .... absolutely great guys, absolutely awesome )) 3
OlavDeng2 Posted April 12, 2016 Posted April 12, 2016 AAAAAW YEAH! im really excited for this! edit: i am assuming Mortar brigs drops from the regular brig... time to start crafting exceptional brigs 2
Quineloe Posted April 12, 2016 Posted April 12, 2016 No more free third rates?That'll change the game. 17
Bommel Posted April 12, 2016 Posted April 12, 2016 Awesome!! One Question though: Important: Combat NPC ships are now transferred to the admiralty after capture – admiralty immediately provides the compensation for the captured ship durability. But you cannot capture NPC ships any more. Does that mean no NPC ships at all, not even traders? 1
Atomic Moose Posted April 12, 2016 Posted April 12, 2016 (edited) so if understand this correctly the only way to get ships now is by having them made as it says all captured ships are sent to admiralty, well it says combat ships so i guess traders are ok to capture so the only way to get connie and 3rd rates now are to have them built for you, doesnt that kind of hurt the small clans who dont have the crafters the large clans do this might not be a good change Edited April 12, 2016 by Atomic Moose 1
Nash Posted April 12, 2016 Posted April 12, 2016 just play dark souls 3 for 15 hours, I cant keep up.Send help please! 1
Hethwill, the Red Duke Posted April 12, 2016 Posted April 12, 2016 A lot of good changes! Yes skipper. Many we been wishing for and talking a lot about how cool they would be huh !?
admin Posted April 12, 2016 Author Posted April 12, 2016 Awesome!! One Question though: Important: Combat NPC ships are now transferred to the admiralty after capture – admiralty immediately provides the compensation for the captured ship durability. But you cannot capture NPC ships any more. Does that mean no NPC ships at all, not even traders? you can capture traders 1
Jack Frost Posted April 12, 2016 Posted April 12, 2016 Awesome!! One Question though: Important: Combat NPC ships are now transferred to the admiralty after capture – admiralty immediately provides the compensation for the captured ship durability. But you cannot capture NPC ships any more. Does that mean no NPC ships at all, not even traders? it says combat npc ships. Trader ships are still up for grabs most likely
Hethwill, the Red Duke Posted April 12, 2016 Posted April 12, 2016 you can capture traders Just a suggestion then Admin, change from ships to warships. Would clear it out. 1
Vaan De Vries Posted April 12, 2016 Posted April 12, 2016 (edited) Important: Combat NPC ships are now transferred to the admiralty after capture – admiralty immediately provides the compensation for the captured ship durability. But you cannot capture NPC ships any more. Trading ships can be captured. So we now completely lost the ability to: cap NPC ship and sent her to remote outpost for later use cap NPC ship and sent current ship to remote outpost for later use Maybe great historically, but really not good gameplay wise (when a LOT of players complain about sailing distances and the ability to send ship to a remote outpost was really a great help). At the same time when far less people complained about "ganking" you are artificially tweaking historical accuracy for gameplay adjustments. Also risking a lot of hostile fleets sailing in foreign waters without risking much (because no reinforcements above 1.5BR can come to help even when you attacked someone in direct view of their capital). VERY arguable changes. Edited April 12, 2016 by Vaan De Vries 7
LeBoiteux Posted April 12, 2016 Posted April 12, 2016 All those features are really, really great ! I'm impressed. Except for one thing : "you cannot capture NPC warships any more". Another PvE feature removed... 3
Atomic Moose Posted April 12, 2016 Posted April 12, 2016 well with this no capture ship change it will make moving the few ships you have around even more stupid, dear dev do you not understand that not all clans can make 3rd rates and coonnies to have everywhere on the map, we are lucky to have 1 crafted of each so how do you think we can move those 2 ships all over the map to do battles this change is not a good one but the dev dont care they will do what they want reguardless of the players this hurts small clans the most who cant build multiples of big ships so now let me get this straight if i want a ship in tordo from charlestown i now have to sale the ship all the way there again, not going to happen by me i will just quit, i am not going to sail 2-3 hrs moving ships around end of story and this change wont be changed if we dont like for at least 2 months so more useless time in game now Edit: Removed the profanity usage - Moderator Team 4
Xander Tyrann Posted April 12, 2016 Posted April 12, 2016 (edited) Reinforcements are now positional, but they always come a good distance away from the main engagement. Does this mean [as a reinforcement] you can choose the side in the OW so you appear right in the enemies escape path/best point of sail? Edited April 12, 2016 by Xander Tyrann 1
Bloody Hound Posted April 12, 2016 Posted April 12, 2016 (edited) Ingermanland is now a proper 4th rate does that mean if i have one with 3 durabilty it'll go to 4 now? Edited April 12, 2016 by Bloody Hound
admin Posted April 12, 2016 Author Posted April 12, 2016 Except for one thing : "you cannot capture NPC warships any more". Another PvE feature removed... Thats a good change - because it allows a lot more content for pve actually. for example 25 first rates pve fleets to fight 14
maturin Posted April 12, 2016 Posted April 12, 2016 Important: Combat NPC ships are now transferred to the admiralty after capture – admiralty immediately provides the compensation for the captured ship durability. But you cannot capture NPC ships any more. This makes me sad. There are many, many situations where capturing an NPC ship makes for good, emergent gameplay. So what if we can capture NPC warships, but they are confiscated by the prize court immediately upon entering port? You still won't see captured 3rd Rates in PB's, unless someone is desperate enough to use one that is damaged and undercrewed, Also, let the record show that 'pirates' have officially been removed from the game.
randommexi Posted April 12, 2016 Posted April 12, 2016 Reinforcements changes. Reinforcements are now positional, but they always come a good distance away from the main engagement. Because spawns are now fully positional and you can place yourself very close to the enemy – ships now start the battles with guns unloaded (as it was some time before in early testing) Important: Port battles will continue to be played in separate instances (old system) until their full rework in the next content patches. good idea, lets remove pvp from the server...gg clearly not a good idea if you are trying to promote pvp.
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