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Patch 9.8 - Damage model 5.0, Server merges, Bird is a word (19th may)


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Posted

Personally, it's just about to make me quit. Sailing traders from Belize to Jamaica IS time consuming, meaning I probably won't have time for even crafting anymore. Time and resources spent setting up shop across the map gone down the drain. Just spent two weeks working towards a trader hunting ship I now have no use for.

 

Yeah, hail devs !

Or you could use the delivery system to haul those things from Bensalem to Cayman Brac. I know its a shocking suggestion to use game mechanics that no one bothered using up till now, but it might just work.

Posted

Patch will be deployed tomorrow 19th May

 

What's new:     

Tunings:

  • I
  • Multiple headspinning bugs were introduced

Next content patch will be deployed in a month. Before that we plan to issue 1-2 hot fixed to finalize damage model and several other things.

 

What? Does I understand it right you implemented some new software bugs and report it to your customers as patch notes and not in the rubric known bugs? Does I understand something wrong?

Posted

What? Does I understand it right you implemented some new software bugs and report it to your customers as patch notes and not in the rubric known bugs? Does I understand something wrong?

Are you saying there are no new bugs in the new version?

Posted (edited)

Personally, it's just about to make me quit. Sailing traders from Belize to Jamaica IS time consuming, meaning I probably won't have time for even crafting anymore. Time and resources spent setting up shop across the map gone down the drain. Just spent two weeks working towards a trader hunting ship I now have no use for.

 

Yeah, hail devs !

 

 

Or you could use the delivery system to haul those things from Bensalem to Cayman Brac. I know its a shocking suggestion to use game mechanics that no one bothered using up till now, but it might just work.

 

 

Or you just do your trading,crafting or whatever, around Belize. Jamaica isn't the hub of the world. Crafted ships can still be teleported to PR

Edited by Cecil Selous
Posted

SMUGGLER CHECKBOX!!!! BEST unexpected update ever added! Now we can enter any port...albeit with a bit of trepidation, BUT AWESOME ADD!!!!!!!!!!

hmm where did it says we can enter any port?

Posted (edited)

Other changes

  • Spyglass added to open world
  • Clan warehouse added to the game
  • Clan tag is now showing on the open world
  • Ports will sometimes purchase ships from players on the auctions
  •  
  • Fleet orders will now scale based on your group size
  • All orders after their start will be open for your nation for 2 mins to allow bigger engagements 
  • We are doing certain experiments for xp for travel for future exploration and other features
  • System allowing a much stronger side to exit battle has been reworked. We now take into account only starting battle rating difference situation at the start of the battle (previously it was dynamic). The rest works as before. If you were attacked by a weaker force - stronger side could deny battle and exit during first 2 mins (this is a legacy feature somewhat reducing the effect of trolling by light ships).
  • Exit timer is now going to reset if you are taking water. This will help in group battles where you always had to keep destroyed enemy tagged.
  • Mortar brig hits will now generate leaks under waterline if it penetrates
  • Teleport between outposts(docks) is now without cooldown
  • Teleport to capital (unstuck) is now possible only with the empty cargo hold 

 

 

When I first saw the extra line (5th bullet point) I thought it was just a typo.  But now I wonder if that is someone with a fantastic sense of humor where that line represents the new smuggler feature.

Edited by Arsilon
  • Like 6
Posted

Personally, it's just about to make me quit. Sailing traders from Belize to Jamaica IS time consuming, meaning I probably won't have time for even crafting anymore. Time and resources spent setting up shop across the map gone down the drain. Just spent two weeks working towards a trader hunting ship I now have no use for.

 

Yeah, hail devs !

 

Or trade somewhere else?

  • Like 1
Posted

Can you explain the thinking behind teleport to capital having to have an empty hold?

 

trtc_sig.png

Because of all the whiners about YOU moving your cargo across map, so THEY cant "help" you unload it!  Its all about taking your stuff from you. Those players complained it just wasn't right that you could automatically take all that precious cargo, clear across the map, and they would never have a chance to take it from you.

 

Now, ... every body has to transit the oceans (no teleport with cargo) -- running the risk of losing that cargo to raiders. Plain and simple!

Posted

Or you could use the delivery system to haul those things from Bensalem to Cayman Brac. I know its a shocking suggestion to use game mechanics that no one bothered using up till now, but it might just work.

And little tip for reducing transports costs for those using this :

 

2 coal + 2 iron weights 4 ( or gold or copper ) , those 4 raw materials units can create 2 iron ingot that will weight 0.67 each , same for coins when it comes to gold or copper, weight is 0.67 for one coin.

 

And so on for many other materials that once crafter weight way less than raw materials used

 

 

If you want to reduce costs while using the deliveries system thing for personal use of materials into crafting, transform some of the raw stuff you have before sending them, the travel cost will be reduced by a good amount of cash ;)

 

 

PS : 

About the Smuggler checkbox, could it be moved to another part of the UI please ? it's easy to click on it by error where it is placed , thanks 

  • Like 1
Posted

Was very excited until "No TP to Capital with cargo hold full". That will effectively kill one of the only activities I have time for most days : Capping traders. The second is crafting ships with the ressources I capture, but that will die out too once my stockpiles have run out. Some players simply do NOT have time to sail several hours from port to port. I wish you'd listen to those guys once on a while...

 

And just when I finally build my perfect trader hunter as well...

Look on the bright side... those traders can't TP to capital anymore, either.

There's going to be a lot more traders in the OW as a result.

As someone who plays as a privateer all the time, this patch is like a godsend.

  • Like 1
Posted (edited)

Other changes

  • Spyglass added to open world
  • We are doing certain experiments for xp for travel for future exploration and other features

On the first, spyglass is nice in OW but realize that without nation flags or enemy name showing on ships thru the spyglass, it still requires us to click on them to know what they are. Sometimes we don't want to "tag" to find info because this alerts them of our presence. I can't wait for OW flags and names to simply auto show. When flags do get implemented, and we have our clan flags flying along with our nation flag, can it be set that players who are not in clan, also have a standard color flag based on nation, so we will know that it is a player and not a NPC?

On the second, with the totally and most welcomed unexpected change "Smuggler" checkbox, does this indeed mean we can sail into enemy ports to buy/sell resources and ships? And to the XP idea for travel, perhaps we could be rewarded with double or triple or more xp for sailing as a smuggler into enemy ports?

Edited by Cpt Blackthorne
Posted (edited)

i love to see the panic in the eyes of all the traders who can not teleport safely anymore :-)

 

would be great if captains in the open world could somehow see if a tradeship is full or empty :-)

 

good hunting everyone :-)

 

I think the good hunting days are effectively over

 

Traders harder to find because they'll be doing fewer trips - it'll be worth their while to travel full loaded with an escort

Or even using the risk-free delivery system

 

And even if you did find a trader you wouldn't be able to TP back to a port with the cargo

Edited by mouse of war
Posted

Except that you won't be finding many traders because:

1. They'll be doing less trips but be more loaded

2. They'll be getting deliveries

And if you do see them they'll be escorted

 

I think the good hunting days are effectively over

 

Before a normal trade route would be go through to the loading spot, BAM back to Capital.

 

Now it is the opposite. Teleport to Production Outpost, and then decide if you haul it or you contract delivery to Free Outpost and then haul it.

 

My understanding and advice is that instead of focusing on how it was until now it is better to rethink the outpost layout and trade routes. Not because of raiders, which seem to be the prime concern here, but because of how you traders and crafters can optimize your output of materials and ship building.

 

The raiding of trade lanes is a given, after all it was a primary war effort of all nations in the age of sail if not the most important actually.

  • Like 5
Posted

Before a normal trade route would be go through to the loading spot, BAM back to Capital.

 

Now it is the opposite. Teleport to Production Outpost, and then decide if you haul it or you contract delivery to Free Outpost and then haul it.

 

My understanding and advice is that instead of focusing on how it was until now it is better to rethink the outpost layout and trade routes. Not because of raiders, which seem to be the prime concern here, but because of how you traders and crafters can optimize your output of materials and ship building.

 

The raiding of trade lanes is a given, after all it was a primary war effort of all nations in the age of sail if not the most important actually.

Until they remove European traders im not rethinking shit ! :D Still gonna buy everything from PR,Carlisle, Morant and Pedro Cay :P 

  • Like 1
Posted

Until they remove European traders im not rethinking shit ! :D Still gonna buy everything from PR,Carlisle, Morant and Pedro Cay :P

 

Sure thing. Several nations have several resource layouts. And yes I agree with European trade to be revised soon.

 

It is also a good exercise, for those that like to go lonesome raider, to plan according to the trade lanes.

Posted

I think the good hunting days are effectively over

 

Traders harder to find because they'll be doing fewer trips - it'll be worth their while to travel full loaded with an escort

Or even using the risk-free delivery system

 

And even if you did find a trader you wouldn't be able to TP back to a port with the cargo

That's a very strange conclusion to make.

 

Before this patch I never carried goods. I would always teleport.

 

Hunting days have only just begun.

  • Like 6
Posted (edited)

I think the good hunting days are effectively over

 

Traders harder to find because they'll be doing fewer trips - it'll be worth their while to travel full loaded with an escort

Or even using the risk-free delivery system

 

And even if you did find a trader you wouldn't be able to TP back to a port with the cargo

 

Fewer trips? fewer than ZERO trips with cargo ...as many did with the teleport system?

 

Nor do traders travels need not be much longer  ...only to a free port to deliver . 

 

If they carry escorts you can bring friends to the party

 

Main two problems for privateers are carrying back loot (but hey if they must travel so we do ) and cargo dropping on OW.

Edited by Eishen
Posted

That's a very strange conclusion to make.

 

Before this patch I never carried goods. I would always teleport.

 

Hunting days have only just begun.

 

+ smugglers 

  • Like 6
Posted

I think the good hunting days are effectively over

 

Traders harder to find because they'll be doing fewer trips - it'll be worth their while to travel full loaded with an escort

Or even using the risk-free delivery system

 

And even if you did find a trader you wouldn't be able to TP back to a port with the cargo

 

I'm not sure I follow.... all of that sounds good to me? ;)

Posted

As someone who plays as a privateer all the time, this patch is like a godsend.

 

And that is exactly why I hate it. Another "godsend" to gankers. First they made huge chunks of the game unaccessible to players who did not belong to a clan, now they're taking away another part of it for those who can't spend 2hrs at a time sailing across the map and dodging organised gankers to move a simple heap of wood.  

 

"Oh but you'll get XP traveling". I'm a Commodore on a 3rd rate, I'd gladly sell XP if I could...

 

This is just terrible timing for me : work towards something for weeks and when you finally get it, here comes a big "F*ck You" patch that wipes everything out. A little forewarning would have been appreciated.

But yay ! birds !

Posted (edited)

And that is exactly why I hate it. Another "godsend" to gankers. First they made huge chunks of the game unaccessible to players who did not belong to a clan, now they're taking away another part of it for those who can't spend 2hrs at a time sailing across the map and dodging organised gankers to move a simple heap of wood.

"Oh but you'll get XP traveling". I'm a Commodore on a 3rd rate, I'd gladly sell XP if I could...

This is just terrible timing for me : work towards something for weeks and when you finally get it, here comes a big "F*ck You" patch that wipes everything out. A little forewarning would have been appreciated.But yay ! birds !

Well, if you want to trade without risk, go play PVE. You're on a PVP server. Of course trading is going to make you a target. That's a reasonable conclusion. Edited by Blackknight64
  • Like 3
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