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Posted

Thank you for the update Dev's!  Everything looks great.   Especially like the low level AI nerf to help newer players.

 

A few thoughts:

 

 

Could you, the Devs, please provide an official Cannon Breakdown graph of some sort?

 

Would love to be able to compare all the cannons against each other.

 

Damage / Reload / Penetration / DPS etc...  :huh:

 

I like there being a certain amount of 'fog of war' around damage/pen.  But with the news that the Ctrl-L combat log is mostly worthless, we don't have any ability to really grade weapon performances as a player.

 

At a minimum I think we do need an updated table that shows official cannon statistics by weight / type for damage / penetration ratings (even if the penetration rating is generalized some).  Helps us make better decisions on our loadouts

 

 

Seriously.

 

Even as an undercrewed SoL I have enough time to reload everything by the time the ships are a mile apart.

 

+1000000.  I don't see what purpose this mechanic serves except to frustrate.   Can we at least cut this distance by half into something more rational?

Posted

 

 

Tunings:

 

Minor changes for guns and carronades. Reload slightly increased for lower class guns, damage reduced. 6 lb guns are most affected.

 

Question, Can you post the actual changes? 

 

and did you know a 50% increase is hardly considered "slightly".  massive increase would have been more accurate.

  • Like 1
Posted

Thanks devs for hearing the community and addressing our concerns.

Looking forward to testing the changes tonight after work!

Posted

Nice to hear the changes.

I can not, test it in the moment.

 

Sry for the Offtopic that i say now.

 

When i hear that complaining about Pvp/PvE i get angry, where do the guys wo say only PvP, get there Ships?

 

I know you can cap one. But for what did this game has Crafting and Trading. When it is not needed for the Hardcorefaction that complaining about PvE.

Because someone must Cratf and Trade, to get higher Rated Ships, or we say all we need is WoWS with Sails.

 

MY 2 Cents .

 

I hope, it is understandable what i mean, English is not my nativ language.

  • Like 2
Posted

PLEASE remove the slow-boating at the beginning of missions... Adds ZERO gameplay and just costs you 5min of your time... Infuriating without A. SINGLE. BENEFIT.

 

 

Actually there is.  If you drop into a mission where you are out matched, you can simply split.

 

-Ski

  • Like 1
Posted

Actually there is.  If you drop into a mission where you are out matched, you can simply split.

 

-Ski

You can escape AI no matter what the distance or position. They don't know how to chase, even though they use chase guns now.

  • Like 2
Posted

It has been posted before, but please please pretty please reduce the distance to AI when battle starts. It's just really annoying and completely waste of time!

 

Start closer, with cannons loaded, like earlier, that was perfect!

  • Like 2
Posted

Trader density seems very low again or is it just so on "my" piece of the map ?

 

Probably your piece of the map. I logged on briefly this morning and found plenty of traders in the gulf. Not sure the hotfix had anything to do with traders though.

Posted
Fixed bugs:

 

Prices fixed for several resource production buildings

 

Okay, so what the Devs did here is lower the gold price for extraction from resource buildings.

 

What did the lowering of prices for resource extration do? It has made earning Gold (already in a state of MASSIVE inflation right now) even easier. So now you can make a profit of 1000 per unit of compass wood if you run a compass wood production. Great. So what has this change fixed? Nothing, it has added to the inflation and devaluation of Gold as ingame currency even more, while not touching the scarcity of the currency LABOUR HOUR (which is at even higher demand after the patch because of the disabled NPC captures).

 

What you should have done, in my humble opinion, is increase the resource output per labour invested of production buildings or increase the labour hour discount for level 2 or level 3 buildings or ANYTHING that improves the labour hour efficiency of production buildings instead of tweaking the gold value.

 

Maybe I have overlooked an aspect in my argument, but I am pretty sure I haven't. I look forward to your feedback on this matter.

  • Like 5
Posted

Yeah I'm not sure why the supply and demand model was completely thrown out, the only thing I can think of that makes sense. Is that for testing they disabled it, and plan to bring it back at some point in the future. That being said, I'm not above spamming compass wood from PR to Pedro cay until it's changed lol!

Posted

Well, I will have to demand that my customers for ships bring all materials themselves and pay me in crafting notes given that money is useless - welcome to the stone age trade system :D

  • Like 2
Posted

Orders and Fleet orders now give XP to the whole group.


 


This seems to not work. No notice of gained xp anywhere and no mission completion. We also made so that we both have the same missions, no deal.

Posted

Yes, I noticed the 6lb cannon change. Makes you pay attention to aiming. Can you bring more adverse weather? Higher waves, I have never seem such calm seas in reality. Love the game! - 7

 

Sunset Sail

  • Like 1
Posted (edited)

No changes with br or pirates exploits.... sadly :(

Pirates are being smart about the BR system, is not an exploit, they use lower BR ships in more numbers against higher Br ships with less numbers! I'm a Britsh player and i never got ganked for the guys in Carlisle! But i also never go sailing around my SOL thinking that i'm invincible! Dont get me wrong, i dont like the 1.5BR system, but people beig smarter then us, is not an exploit!

Edited by ArmoredKorps
  • Like 6
Posted

Okay, so what the Devs did here is lower the gold price for extraction from resource buildings.

 

To me it looks like they intended these price changes to be in Patch 9.7 as part of disabling NPC price movements, and they were missed.  Now they have been "corrected".  The adjustments were, in general, very small and only affected 11 resources (Coal 39->33, Copper 44->42, etc.  the biggest move was Compass Wood 528->500).  Percentage-wise the biggest change was for Stone Block 20->10 but that is clearly a bug fix, if you look at other prices it's pretty clear that it was always intended to be around 10.

 

The price to collect from resource buildings has always been related to NPC shop prices.  Before Patch 9.7 it approximately matched the minimum NPC shop buy price (exactly the same when "MaxQuantity" was an exactly multiple of "PriceTierQuantity" values in the API, slightly different otherwise but still predictable/calculable).  Now they match the maximum non-consuming NPC sell price, which I think is what was originally intended for 9.7.

 

And in general, minimum buy and maximum sell price have been pretty close together so switching from one to the other isn't a very big shift.  For Compass Wood, they were both 500 so nothing has changed.  Coal went from 13 before 9.7 to 11 now, Pine changed from a number that rounds to 11, to a different number calculated a different way that still rounds to 11 so the end result is the same.

 

TL;DR - The gold cost for resource production from buildings hasn't changed very much from what it was just before Patch 9.7 came out.

 

The removal of NPC price movement has done *far* more damage to the economy than these minor adjustments to resource production costs.  The problem is not that Compass Wood now costs 500 to make, it's that infinite amounts of it can be sold for 1500 and the price will never drop no matter how much you sell.  It doesn't matter whether you get it by paying 500 gold and 1 labor hour using a building, or by paying 1000 gold to buy it from a shop NPC.  Before 9.7 NPC shops would eventually 'fill up' and only pay 600 (200 in non-consuming ports).  This wasn't a very high profit and it was actually possible to lose money trading.  Now the NPC shops never fill up and will pay 1500 no matter how much you bring them.

 

What this patch *has* done is adjust the value of 1 labor hour from 972 gold each to an even 1000 gold each.  Since you can earn 1000 gold using 1 labor hour (produce 1 Compass Wood using a building for 500 gold, then sell it at a consuming port for 1500), players have a disincentive to sell their labor for any less.  Perhaps after they have completely emptied 5 Level 3 Compass Wood buildings they might agree to sell any excess labor they still have for a lower amount.

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