angriff Posted June 29, 2016 Posted June 29, 2016 Ok I have a sealed bottle but if I use it I lose the position of the sunken ship forever,,, where do I find this information about a position of sunken ship? Is just a random thing that I can keep getting sealed bottles from the same area as long as I never open them?
Jan van Santen Posted June 29, 2016 Posted June 29, 2016 the text is misleading, if you already have 1 wreck location, opening the next bottle would overwrite that with the new wreck location. As long as you dont have a wreck location yet, just open the bottle. The location is marked with an icon like a sunken ship in a battle. You gotta zoom in and scan the map, the wreck might be in a remote place Also the name of the wreck seems to indicate loot quantity/quality.
Bleakbeard Posted June 29, 2016 Posted June 29, 2016 You really surprised? They had to do something to knock the pirate pop down without overtly forcing them to switch nation. This also makes it super risky to downright suicidal for pirates to engage in PBs. With the crew mechanics in place this buff AS IT STANDS CURRENTLY effectively eliminates any viability to pirates fielding 1st rate fleets against opponents fielding an equal amount of combat power. Adapt or go national. Thing is, I had the opportunity to switch to National but chose not to because of ship recipes already learned. Personally I lean towards isolated raiding and asymmetric warfare (something the Open World doesn't really deliver on). As it stands, I really do not see the point in fighting a futile and hopelessly skewed war. I'll just log off until the PvP2 server merges with PvP1. I am adapting. Just going to play games with competitive playing fields.
Hethwill, the Red Duke Posted June 29, 2016 Posted June 29, 2016 You really surprised? They had to do something to knock the pirate pop down without overtly forcing them to switch nation. This also makes it super risky to downright suicidal for pirates to engage in PBs. With the crew mechanics in place this buff AS IT STANDS CURRENTLY effectively eliminates any viability to pirates fielding 1st rate fleets against opponents fielding an equal amount of combat power. Adapt or go national. As it stands it only takes the trader to do a defensive tag and let the Skynet squadron do whatever they do, Forget the upgrades, that's not even the biggest quirk... fleets are... *yawn*
angriff Posted June 29, 2016 Posted June 29, 2016 (edited) the text is misleading, if you already have 1 wreck location, opening the next bottle would overwrite that with the new wreck location. As long as you dont have a wreck location yet, just open the bottle. The location is marked with an icon like a sunken ship in a battle. You gotta zoom in and scan the map, the wreck might be in a remote place Also the name of the wreck seems to indicate loot quantity/quality. Oh ok It is too far away to look for lynx .. not going to be much cargo to find there. Edited June 29, 2016 by angriff
Potemkin Posted June 29, 2016 Posted June 29, 2016 Thing is, I had the opportunity to switch to National but chose not to because of ship recipes already learned. Personally I lean towards isolated raiding and asymmetric warfare (something the Open World doesn't really deliver on). As it stands, I really do not see the point in fighting a futile and hopelessly skewed war. I'll just log off until the PvP2 server merges with PvP1. I am adapting. Just going to play games with competitive playing fields. I hear ya man, i was more or less talking about large scale rvr and PBs keeping in mind the rvr rebuild due in the fall.
Juan Alfonso Posted June 29, 2016 Posted June 29, 2016 I honestly do not believe many people will use the fleets. Last night I tried the mechanic out by making my rattlesnake into a fleet ship. All I found was an AI ship that had a tendency to sail into my Ingermanland.
tipsypo Posted June 30, 2016 Posted June 30, 2016 Someone mentioned in this thread and I would echo them in saying that the crafting numbers as well as these larger steps introduced require some smaller steps too. 1, 2, 5, 10 and then go into the larger steps. Hope that makes sense. Current system is wasteful but quick to craft large numbers, old system was not wasteful but was slow to craft large numbers. 1
Jan van Santen Posted June 30, 2016 Posted June 30, 2016 I honestly do not believe many people will use the fleets. Last night I tried the mechanic out by making my rattlesnake into a fleet ship. All I found was an AI ship that had a tendency to sail into my Ingermanland. I used my Ingermanland and a Bellona as fleet for a test vs an AI Surprise. The Bellona was set to demast but basically it was useless, I could just as well have sailed w/o it.
Destraex Posted June 30, 2016 Posted June 30, 2016 Anybody know why you would EVER set the fishing button to off? Also would it not have been better to have an actual fishing fleet working for you that brought back commercial quantities of fish? I know warships fished for food sometimes but I doubt fish could bring back crew to life or be caught in vast enough quantities to manufacture health kits back at port. Fish also have to be eaten straight away. I would have suggested fresh vegetables and a surgeon... and even then your not going to get the stone dead crew back.
Anne Wildcat Posted June 30, 2016 Posted June 30, 2016 Anybody know why you would EVER set the fishing button to off? Maybe you are traveling with full cargo needed for crafting? 1
NewClearPower Posted June 30, 2016 Posted June 30, 2016 Anyway to the answer. I have totaly oposite opinion about it. For me its gamebreaking that people can teleport ships and themselves arround world freely without any penatly. Thats sick and simply stupid. Option for teleporing yourself between outposts is already BIG help for traveling arround the world. If that is not enough for you then simply you should consider looking for game that is not: - sandbox - open world - mmo Or simply stay with small/large battles/duels. Moving ships between fronts should be an effort. Want some huge power on the front line? Prepare for it! Open opportunities for some player content! Convoys, escorting, hunting, making money for it! Are you afraid of loosing your precious ship? Dont take it. Take cheap one! You dont want to sail for 2hours for preparation? Take faster ship, cheaper one, or simply leave the game. Teleporting and durability is the worst thing in this game imo. About low amount of players. Yes thats the problem atm. But think about future. What if game will have 10k players? Or 20k? And they insta teleport arround map? Cheers First: You figured out the problem: They leave, that's a fact. Second: Why not make a penalty on teleporting ships? If you send goods from one freetown to another, it costs gold and a lot of time. Send a ship to an outpost shouldn't be instant. The game should measure the distance and if you need to sail 2 hours for that distance then send to outpost should deliver the ship in 4 or 6 hours. So you can't instant teleport ships and you've to plan things, but you don't need to sail hours on the open world map while you play another game and just look in every 15 minutes.
Kiithnaras Posted June 30, 2016 Posted June 30, 2016 Regarding the new resources and crafting - their production price at buildings (tobacco and sugar, specifically), appear to be identical to production port prices, and this is unlike any previous existing resource. If this is intentional, why? Production buildings were supposed to give the crafting individual a price break relative to market value, letting them run higher on the profit margins at the expense of crafting hours. It seems to me a waste if this is the case.
Destraex Posted June 30, 2016 Posted June 30, 2016 Maybe you are traveling with full cargo needed for crafting? Yes I guess so. I guess it might be annoying to keep filling it when you may need it for winnings. You can always destroy the fish at sea. Then it should start as on and need to be turned off perhaps.
Jeheil Posted June 30, 2016 Posted June 30, 2016 Determined defender – Officer knows how to prepare the organized defence on boarding. Your ship can only be boarded if the attacker has 40% higher crew. It also gives you the option to use the defend command for free (during boarding) Well no more first rate boarding. This perk will make first rates unboardable and at the same time PERFECT for boarding. Sounds about right to me. I am in the best possible ship, with the largest possible crew, it should be really difficult for anything other than another first or very well kitted out second to board me. So they will need to take my stern down and give my crew a shellacking before they can risk boarding. Rather than Gold Hammocks/Gold Marines 'auto' win. 2
CaptVonGunn Posted June 30, 2016 Posted June 30, 2016 World of Tanks had a great officer system probably one of the best I've seen in a game, why can't we have something similar? Different officers for different vessels? This is the first test of it... they have already said we will get other officer types.. My hope is that will mean hiring different first officers for each ship type.. ie 6th rate, 5th rate ect
Fastidius Posted June 30, 2016 Posted June 30, 2016 AND strategy. .......having a ship to sail into battle a sound strategy...here take 2 hours of peoples time avoiding combat to get a task done to can play the battle..
akd Posted June 30, 2016 Posted June 30, 2016 Fish prices and sizes are totally messed up. Dorado is weight 15 and converts into 30x fish meat. Marlin is weight 7.5 and converts to 15x fish meat. In reality Marlin (and Mako / Hammerhead / Bull sharks) are many times larger than Dorado (aka Mahi Mahi, Dolphin). Despite being the heaviest / "most convertible" fish, Dorado sells for 15 in shop. Meanwhile bull shark weighs less, converts to less meat, but sells for 7500 (!). What are people doing with these sharks that they are so much more valuable? I can sell 1 tuna for 7 gold. Or I can convert it to 10x fish meat for nothing and sell it for 990 gold in the same port. ???
Fastidius Posted June 30, 2016 Posted June 30, 2016 Preliminary Patch notes 9.9 What's new: Officers. Basic implementation of officers added to the game Player can now recruit a first lieutenant that will sail with him. Officer can level up with the player opening new possibilities and options Officer will be wounded when your ship is lost - implemented as lives Officer does not lose lives when you surrender in battle Total number of lives = 10 and if you lose all of them you will have to hire a new officer Starting set of perk is limited - a lot of things had to be reworked to support them. The set of perks will be drastically increased in the next patches adding open world perks, crafting perks and trading perks and of course more battle related perks. The main goal of officer perks is to provide unique and exciting bonuses without any useless options (so called filler). A lot of perks were proposed by players and as promised - captains whose ideas will get into the game eventually will receive rare ships as rewards. Starting perk set Double charge – officer knows how to efficiently use double charge powder allowing using this option in battle Double shot – Officer knows how to efficiently use double shotted guns (cannot be used on carronades) Determined defender – Officer knows how to prepare the organized defence on boarding. Your ship can only be boarded if the attacker has 40% higher crew. It also gives you the option to use the defend command for free (during boarding) Thrifty – Repair kit is not consumed if you use them in battle Prepared – Ship starts with loaded cannons Pirate Hunter – Officer hates pirates and is able to motivate his crew better, allowing faster reload if the enemy ship has a pirate flag. Reload bonus is 20%. In the future this perk will only be available to nationals Pirate – officer with the shady piracy past, allows to extract more sailing performance increasing battle speed by 1 knot if the enemy has a national ship on their side. In the future this perk will only be available to Pirates. Frigate Master/Lineship Master/Light ship Master: Basic implementation of class bonuses. Currently give +1 knot speed and +5% faster reload. These bonuses are temporary we have already found interesting ways to improve them to provide true class related improvements. Mortar Officer – officer knows how to use mortars better and gives great bonuses to mortar usage. Coward – Officer loves to run from battle and knows how to do it. Exit timer is 2x shorter Perk prices in points and their characteristics are not final. They will constantly be improved. In the next couple of patches 20-25 more unique perks are coming. Fishing sailor fishing on a Palas class frigate Basic fishing is added to the game, giving more options during travel and giving an income boost for new players who are just starting. We initially added 25 caribbean fishes with realistic fishing zones; reefs, shallows, deep water, coastal water all have unique fish distributions based on the real fishing maps Fish is used to make provisions that are needed for crew recovery. Depending on the popularity fishing will be improved in the future. Crew Management. Crew mechanics have been changed significantly for testing. Crew is no longer a free element and does not have auto-recovery from the air. Crew needs to be hired and recovered after losses Crew is lost on any ship loss Crew is not lost if you surrender in battle Every rank has its limit of free crew provided by the admiralty. For example a first ranked newbie has 40 free crew, so he does not have to pay for crew if he loses the ship. At higher levels the free limit will be enough to jump into a basic frigate. Lineships will be more expensive to maintain. Crew can be recovered by medkits in the open sea after battle In the future doctor can be added to recover parts of casualties slowly in battle. Basic medkits will be available in all ports, more advanced options have to be crafted by players. One of the purposes of the crew is to provide more options in fleet managements as fleets are back. This is a third attempt to bring player fleets back. Player can add any ship to their fleet provided he has enough crew to man those vessels. Fleets can now be repaired at sea by using consumable repair kits Other changes Npc Capture is back - players can capture ships from NPCs up to 4th rank. Captured ships will have to have crew assigned to them and they can be given a command to escape battle if you want to save that ship even if you have enemies present. New buildings added - Tobacco Plantation, Sugar Plantation, Farm New resources added - tobacco, sugar, salt New materials added - fish meat, food supplies New consumables added for crafting repair kits, medkits Chat security improved (problem was identified by the player qw569) Land added to minimap Coordinate grid has been added to open world map Home is disabled in Open world New sounds added Fixed bugs: Shadows bugs fixed Crew casualties caused by grapeshot were not counted - fixed Certain bugs with the single tracking shot from lower decks fixed Fixed bugs with boarding crew focus visualization after boarding Fixed bug of player teleport after port re-entry Fixed bug that was not dropping full loot on ship capture Fixed certain sound bugs Tunings: Number of regional centers increased to allow more ship of the line port battles for several nations (list here) Flag purchase cooldown increased to 2 days (48 hours). Initially we wanted to make it 7 days but based on player feedback it could create problems for several nations. Port battle rework is now set as high priority and they will be changed drastically by August. Battle relog after disconnect time increased to 40 mins to allow player to return to battle during longer time if internet went nuts. Certain blueprints have been changed to reduce redundant clicks Port battle win conditions changed - small port battles 1 tower is required for large port battles 3 towers are required Building productions increased Prices of production in buildings reduced Knee requirements increased - it was too low for many ships (18 knees for santisima). It is based on cannon count now. Rum prices increased 5 times. Rum requirements for certain blueprints reduced accordingly. Prices were changed to provide for medkit pricing. Reload times for 4lb guns increased Crew requirements for 4lb and 6lb cannons and 12lb carronades reduced by 1 gunner. Spawns in missions are now closer to each other Grapeshot damage curves changed to allow for more consistent kills at low planking integrity Mast thickness increased for all vessels Speed slightly reduced for Trincomalee and Rattlesnake Belle poule speed increased AI command fulfillment behavior improved Bots lost hammock bonuses to avoid certain bugs in crew transfers Boarding tuned slightly. Due to significant changes in crew - we expect that there might be some bugs we missed. I'd rather you just say no patch this month than install a heap of half finished things....this months content patch is basically a button that says officer, and fishing....
Jeheil Posted June 30, 2016 Posted June 30, 2016 Anybody know why you would EVER set the fishing button to off? You want to teleport home.
Jeheil Posted June 30, 2016 Posted June 30, 2016 Some unmentioned improvements I am grateful for : 1) The float over on ships is now far more informative 2) The Ctrl-L damage log is really nice now, penetration, angle, hit, bounce, miss A casualty of the patch The crafting selection panel (say I select All or Upgrades) there are now too many things in to easily find things without perhaps "Alphabetically" listing them or allowing more filters. For example, if I wish to craft Large Carriages to sell to market, its tricky scrolling and finding them, especially as the description popup occludes a much of a column. 3
Vernon Merrill Posted June 30, 2016 Posted June 30, 2016 Anybody know why you would EVER set the fishing button to off? Also would it not have been better to have an actual fishing fleet working for you that brought back commercial quantities of fish? I know warships fished for food sometimes but I doubt fish could bring back crew to life or be caught in vast enough quantities to manufacture health kits back at port. Fish also have to be eaten straight away. I would have suggested fresh vegetables and a surgeon... and even then your not going to get the stone dead crew back. I have no documentation on this, but my butt-dyno seems to tell me there is a slight sailing speed penalty. Seemed like a knot or so.
Loco Bandito Posted June 30, 2016 Posted June 30, 2016 Casualty of the patch is it hasnt stopped raining.
Konali89 Posted June 30, 2016 Posted June 30, 2016 Casualty of the patch is it hasnt stopped raining. True, it has been raining 5 days at sea non stop for me now:) didnt even think about it till you replied;)
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