Vaan De Vries 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 fing 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 It is not that much an issue of building ships (which is quite easy these days when you can buy all materials for Victory with 500k gold after doing around 8 flagcapt missions) as it is an issue of SAILING these ships all the way to the needed ouposts AGAIN and AGAIN. Capping any ship to be able to send your main ship to remote outpost was a great and needed thing. 1
Roche Brasiliano Posted April 12, 2016 Posted April 12, 2016 Wow, this will change the game a bit! Hope to better... 1
admin Posted April 12, 2016 Author Posted April 12, 2016 This makes me sad. There are many, many situations where capturing an NPC ship makes for good, emergent gameplay. In battle you can capture and continue the fight in an NPC ship. After the battle it will be taken over by the god and the country 7
Babble Posted April 12, 2016 Posted April 12, 2016 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 cannot change the balance in battle for more 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. Boo. Yay on this patch on all fronts but this one. If people cant be situationaly aware enough to scan the horizon before entering a battle then they deserve their fate. Tagging and counter tagging take skill. Please do not remove them. 1
LeBoiteux Posted April 12, 2016 Posted April 12, 2016 Thats a good change - because it allows a lot more content for pve actually. for example 25 first rates pve fleets to fight Excuse me but I can't see the connection. 2
maturin Posted April 12, 2016 Posted April 12, 2016 In battle you can capture and continue the fight in an NPC ship. After the battle it will be taken over by the god and the country So what happens if your original ship sank while you were sailing the prize? The admiralty sends a helicopter out to your position, makes you walk the plank, and carries away its property? Excuse me but I can't see the connection. Simple. Currently a fleet of AI SoLs is just a buffet for the RvR people. They would capture them all and use them in port battles. Now these fleets can exist as targets for PvE players. 3
Svartschegg Posted April 12, 2016 Posted April 12, 2016 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 Agree. This change was not made with other servers than PVP1 in mind. 1
admin Posted April 12, 2016 Author Posted April 12, 2016 Boo. Yay on this patch on all fronts but this one. If people cant be situationaly aware enough to scan the horizon before entering a battle then they deserve their fate. Tagging and counter tagging take skill. Please do not remove them. You just don't see it yet. But you will see in game. Because reinforcement is positional people in battles can sail out in front of you (from behind the island). We believe that 1.5x is great anti-ganking balancer for cases when you DID NOT SEE the ships on the horizon (hiding in battles, ports etc). 6
mouse of war Posted April 12, 2016 Posted April 12, 2016 (edited) Tell my wife and kids that I love them but I won't be seeing them for a while Edited April 12, 2016 by mouse of war 26
Galbatorix Posted April 12, 2016 Posted April 12, 2016 (edited) Maybe ship deliveries in next patch? I dont want to move for hours to have my ships in a outpost far away from my shipyard. Edited April 12, 2016 by Galbatorix 1
Hethwill, the Red Duke Posted April 12, 2016 Posted April 12, 2016 So what happens if your original ship sank while you were sailing the prize? The admiralty sends a helicopter out to your position, makes you walk the plank, and carries away its property? You get to court marshal for losing your ship and your prize suddenly... disappears with all proof of your innocence in the case. xD 1
admin Posted April 12, 2016 Author Posted April 12, 2016 Agree. This change was not made with other servers than PVP1 in mind. Statistically people don't lose ships much on the pve servers. I am sure it is 10x easier to build ships on PVE1. We are ok with cutting something people like if it brings other things that are a lot better - which is much better variety of enemies on the OW. If we want to improve pve content the ability to capture must go - + its somewhat historical. Admiralty always took the captured ships away. 11
Enraged Ewok Posted April 12, 2016 Posted April 12, 2016 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. I hope I'm not the only one who noticed this gem. An achilles' heel for the Trincomalee? For the warship capping changes, my first impression is dislike but we'll see how this plays out. I found capping AI ships to be a great way to "Test Drive" and figure out which ships I liked and which I didn't. 5
Babble Posted April 12, 2016 Posted April 12, 2016 You just don't see it yet. But you will see in game. Because reinforcement is positional people in battles can sail out in front of you (from behind the island). We believe that 1.5x is great anti-ganking balancer for cases when you DID NOT SEE the ships on the horizon (hiding in battles, ports etc). Right i get that but with a 2 min battle timer limiting how far away people can sail i still think its silly. If a group of guys set up some prize sitting alone in the water and have 5 more guys hiding behind an island under 2 mins away, i think they deserve to smash whatever they catch. 5
charognard666 Posted April 12, 2016 Posted April 12, 2016 Maybe ship deliveries in next patch? I dont want to move for hours to have my ships in a outpost far away from my shipyard. In fact, moving 1 and 2d rak ship by sailing them, can be a good thing, we'll se convoy and escorted 1/2d ranks sailing to the fronts... Yes it need time, but i like it. Teleporting battle ship was to easy, even if i used this fonction too. There are a lots of changes, it's an Aplha, lets test it, and we'll can make our forum war after 7
admin Posted April 12, 2016 Author Posted April 12, 2016 Right i get that but with a 2 min battle timer limiting how far away people can sail i still think its silly. If a group of guys set up some prize sitting alone in the water and have 5 more guys hiding behind an island under 2 mins away, i think they deserve to smash whatever they catch. In early access is the best time to test things. We suggest to lessen doomsaying and experiment - together. 25
Bloody Hound Posted April 12, 2016 Posted April 12, 2016 (edited) We are ok with cutting something people like if it brings other things that are a lot better - which is much better variety of enemies on the OW. If we want to improve pve content the ability to capture must go - + its somewhat historical. Admiralty always took the captured ships away. Does that mean pirates can keep the ships if captured eh? seeing as we didn't have a admiralty as much as nationals. Edited April 12, 2016 by Bloody Hound 5
Grundal Posted April 12, 2016 Posted April 12, 2016 Patience is a virtue. All those that were patient were rewarded. Great work Devs! I can't wait to play.
Babble Posted April 12, 2016 Posted April 12, 2016 In early access is the best time to test things. We suggest to lessen doomsaying and experiment - together. Good point. You know i will be fully testing the hell out of land in battle. Thanks for the hardwork. 1
Long Beard Posted April 12, 2016 Posted April 12, 2016 MMh well this all looks good. Interested to see what the XP threshold reduction equates to. Will also be interesting to see how defensive tagging works under the new mechanic when I'm sailing solo in busy hostile waters. The dreaded AI is back New changes probably mean I can cap a trader before they become a problem but I'm still going to have to kill them before I can leave with me booty
Xander Tyrann Posted April 12, 2016 Posted April 12, 2016 I hope I'm not the only one who noticed this gem. An achilles' heel for the Trincomalee? I did! one of the ones i am looking forward to testing most! There are a few changes with implications hidden away in there. Lowering the XP thresholds Known blueprints no longer drop for the crafter - no more selling blueprints?
Fluffy Fishy Posted April 12, 2016 Posted April 12, 2016 Has AI been improved with this patch? I have noticed more and more strange actions from the AI, especially the AI constitutions and 3rd rates controlled by high rank NPCs, looking forwards to it dropping now, thanks for the work! 1
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