Lannes Posted July 1, 2016 Posted July 1, 2016 (edited) Admin wrote: "we started with high prices because we wanted high level ships to be very expensive to maintain and losewe don't know if this stays in game or not as many other things could be fixed in no time" That's understandable. I agree with that objective to make ships-of-the-line more expensive, and I know you listen to the objections. But, you penalize smaller ships, too, as the crew price is the same for all. Generally, Rear Admirals in 1st and 2nd rates also have more money to spend, than Flag or Post Captains and lower ranks. Rear Admirals earn more per battle. Might it not be a good idea to have a sliding scale of crew prices? Edited July 1, 2016 by Lannes
DeRuyter Posted July 1, 2016 Posted July 1, 2016 Crew being expensive gives incentive to Surrender your ship instead of letting it sink. I think this is great! Crew being expensive also means that the game is less boarding focused. (Boarding is risky now as you might end up loosing alot of crew doing so.) But alas, you should NOT be able to surrender when your ship is sinking/taking on water. And, if you are allowed to surrender while sinking then the surrendered ship should stop taking on water. The reason why it should be like this is that people, atm, surrender while taking on water. Thereby denying the enemy the "kill" and reward for sinking you! (I've done it myself, guilty as charged! ) I usually don't disagree with you Tommy but here I do . Taking on water was one of the reasons a ship surrendered! As I noted in the other thread many sailors could not swim and surrendering was the preferred outcome (think sharks). You have provided the solutions - get kill for ship and crew goes into survival mode to save ship. 1
Lannes Posted July 1, 2016 Posted July 1, 2016 Maybe it is just the way I am playing but I have not spent any gold on crew yet. For example, I fought a solo mission with a BP vs. a Surprise and lost 120 men in the boarding action and battle, but didn't have to buy any crew. You do realize that crew regenerates over time once you go back to port right? In the post battle screen you can add crew from your available amount onto your ship to exit with a full crew - or use a medikit. I returned to port to repair and do some crafting and the next time I sailed out my crew was back to the max. Of course sailing out with an AI fleet maxing out your crew all the time could be costly. It is called crew management after all, manage wisely and you won't lose money. So far, my crew has not regenerated. At least, not since the last time I looked. I shall look again.
akd Posted July 1, 2016 Posted July 1, 2016 I usually don't disagree with you Tommy but here I do . Taking on water was one of the reasons a ship surrendered! As I noted in the other thread many sailors could not swim and surrendering was the preferred outcome (think sharks). You have provided the solutions - get kill for ship and crew goes into survival mode to save ship. Survival mode alone will not be enough. It is very easy to wait until you are past the point of no return to surrender, which in reality would mean many or all would die.
Pagan Pete Posted July 1, 2016 Posted July 1, 2016 I have absolutely no idea at all how it is now impossible....Please explain. As I always saw it, 5 rats would gangbang 1 low rank newb. And when this did not happen, they would resort to a spy method of joining USA chat and cry wolf for help. This would drag one or maybe two bigger ships out only to see that spy leading them into a wolfpack of rats in larger ships. At least now those gangbangs will slow down a bit. BTW, how many real rats sailed in fleets greater than about 2 ships? True pyracy happend one on one historically. Now Pyrates be forced to act in groups in order to take a trader. Why, becasue that trade lynx i saw was escorted by TWO niagaras! It be important to note that ships owners and navies were EXTREEMLY miserly! They bought the worst food possible, and didnt even pay the crews in full as often as not. Trade ships did NOT get escort except very, very rarely. Thats me gripe. (one of them anyhap) 1
akd Posted July 1, 2016 Posted July 1, 2016 just 1 thing i dont like about this patch is the GPS Yeah, I don't get it. Is it just a test to see if we can interpret a coordinate grid, or is there a plan to not provide GPS-level precision to position coordinates in future. If not, why not just show player ship position on map? 1
Prater Posted July 1, 2016 Posted July 1, 2016 I am still of the opinion that mapping should be left to the player base, but I might be biased. 1
Konali89 Posted July 1, 2016 Posted July 1, 2016 Maybe the coordinates system was introduced to save time on treasure hunting. When you found a bottle you are easily busy the next 1,5 hours to salvage it. Not everyone has that time offcourse. If you remove the current coordinates system from this scenario, you are easily looking for 3 hours? It is easy, yes but not that much of an annoyance. If it keeps more players here that are not that into navigating or not that hardcore i dont mind tbh.
Bramborough Posted July 1, 2016 Posted July 1, 2016 Tobacco, rum, fish and meat are resources which prices are set by the players Simply untrue. 1. Tobacco is produced in quite a few ports; it's not difficult to find in sufficient quantities at NPC price. Can also be grown on a Tobacco Plantation for cheaper (albeit with some LH extraction); even a level 1 plantation produces in 3 days enough for 20 Large Medkits. 2. Rum is likewise produced in many ports and is not difficult to find at NPC price. It can also be crafted using Barrels and Sugar (which in turn can be grown in Plantations as well). 3. Fish. This one is free. Just turn the Fishing button on in OW and leave it on. 4. "Meat". I assume you mean Fish Meat. See #3.
Jean LaPointe Posted July 2, 2016 Posted July 2, 2016 True pyracy happend one on one historically. Now Pyrates be forced to act in groups in order to take a trader. Why, becasue that trade lynx i saw was escorted by TWO niagaras! It be important to note that ships owners and navies were EXTREEMLY miserly! They bought the worst food possible, and didnt even pay the crews in full as often as not. Trade ships did NOT get escort except very, very rarely. Thats me gripe. (one of them anyhap) Well, as long as Pirates can sail in SOLs and conduct port battles then it would be reasonable to see a Trader Lynx protected by a couple of war ships. You are right about true piratecy being one on one. As long as the pirate nation can expand like any other then trade ships should be allowed any protection they can afford in the OW. Seem pretty fair to me
Lord Vicious Posted July 2, 2016 Posted July 2, 2016 Simple suggestion make crew replacement cost progressive 100g from 40 to 100 150 from 101 to 200 etc etc
Mrdoomed Posted July 2, 2016 Posted July 2, 2016 (edited) or leave the games like everyone So your answer to everything is give me what I want or i quit. Try doing what people are suggesting. Edited July 2, 2016 by Mrdoomed
Jean LaPointe Posted July 2, 2016 Posted July 2, 2016 I for one am enjoy the changes that have been made. The whole strategy has changed concerning battles. You now have to take into account your crew and the cost of replacement. I know you all know this by the griping that has been on every page in this thread. I like the change, it test ones ability to push the limit to when you either win or break away, like playing chicken. How far will you go before you decide to break off a fight, surrender or think you cannot sink, LOL. All those who think that having to play to the death are now see the reactions in a battle are different due to the cost of war. The pay-off is way different and unpredictable due to damage and crew lost, to surrender, sunk, or captured. You may not take a battle to a definitive win/lose completion. There are different decisions in play for both the attacker and the attacked, its time to change our approach to what was the way to "do" the game. The changes have elevated the strategy to a whole new level. Having the fleets back is a great support for the traders. I can sail with some comfort knowing I have an escort with me and its a ship much larger than a cutter for protection. The game is in an evolution and I think this is great. If this was nothing more that Port Battles only this it would have been lost a long time ago. We don't have the road map of the end game but the changes show, at least to me, we are heading into a direction that is expanding into a whole new conceptional strategy. The growing pains are here now as we are all shifting gears to incorporate the expansion of the last patch. The best responses here are one with thought out fixes that are reasonable and doable under the new patch. Do I think the cost of a crew rather expensive, yes. Have I used the medical "card" for healing, yep and it's cheaper that whole sale buying new crews. Does it work, yep. Do I carry extra fixes and medical, absolutely. Do I really have all this figured out, nope because it takes time to try all the different aspects of battle and trade to get the feel and find the advantages and disadvantages for the changes put into place. What is obvious is, you cannot play the game the same way anymore. Change has come, change will be in the future, change is the only constant. Learn to adapt. 2
CaptVonGunn Posted July 2, 2016 Posted July 2, 2016 Tobacco, rum, fish and meat are resources which prices are set by the players so you cant say medkits are 3x or 4x cheaper than the ones bought on ports. Sure you can..That is why there are clans and there are crafters in them
Quineloe Posted July 2, 2016 Posted July 2, 2016 so you are complaining for ages about pirates being easy mode, but as soon as they are clearly at a disadvantage, it is all fine. pathetic. Not sure what you're getting at. they were announced to be harder, so... yes? Pirates being supposed to be harder is not about some game mechanic making them considerable weaker than every other player but should be about the game mechanics playing as pirate. In battle itself, there shouldnt be some artificial advantages only available to some players. [ citation needed ]
Hethwill, the Red Duke Posted July 2, 2016 Posted July 2, 2016 Well, as long as Pirates can sail in SOLs and conduct port battles then it would be reasonable to see a Trader Lynx protected by a couple of war ships. You are right about true piratecy being one on one. As long as the pirate nation can expand like any other then trade ships should be allowed any protection they can afford in the OW. Seem pretty fair to me Yes, because SOLs and even frigates can actually catch up with traders right !?... *sigh* Does AI fleets even work as a measure versus "gankers" ?? Or is it only versus the lone ship ? What is the big benefit of fleets ? Still on the Sounds subject, there's a lot of voice commands tied to boarding preparation it kicks in when it reaches 50, full rudder and yard turns.
Sharden Posted July 2, 2016 Posted July 2, 2016 (edited) Not sure what you're getting at. they were announced to be harder, so... yes? [ citation needed ] I dont expect you to get it anyway, so we should just let it drop here. going by that argument, a lot of nations would have to be disadvantaged mechanic-wise as well,as they are stated as "hard" as well. Edited July 2, 2016 by Sharden
Jean LaPointe Posted July 2, 2016 Posted July 2, 2016 (edited) Yes, because SOLs and even frigates can actually catch up with traders right !?... *sigh* Does AI fleets even work as a measure versus "gankers" ?? Or is it only versus the lone ship ? What is the big benefit of fleets ? Still on the Sounds subject, there's a lot of voice commands tied to boarding preparation it kicks in when it reaches 50, full rudder and yard turns. Back when fleets were available all you could really get was lynx or cutter for protection. This helped the "new player" to gain experience playing the game. Then that was halted. The trade ships that came into the fold since then, while being armed also become desired targets.The new choise for transporting cargo was either several trips to be made in a small, undesireable trader or use a large trader with an escort. AS a SOLO player the Fleet option provides the escort when I need it at the times I can get in and play. It is the same thing with a small squadron. This allows for the solo play to battle that is something greater than a single ship mission. Not everyone has friends that can play at the same time everytime. Here is the new twist to Fleets, you are exposing more of your crew reserve to a battle. It is not free protection as in the first go around where the only expense was ship repairs. At my current rank I can field a frigate, with a fleet frigate and maybe a pickle and I have maxed out all my available crew units. I could use two Snows insted, or, or,or. The combination of choise make you really decide if you need a fleet or a fleet of one additional or two additional ships. You spend money to get a ship to be part of your fleet. You spend money on the repairs and you have to crew it the same as you do in your active ship you sail in the OW. It allows more opportunties for a single/solo play to get into a larger fight, it puts more at risk at the table. I personnally enjoy having one extra ship sailing with me, be it a friend or fleet ship. The extra provides as least a somewhat distraction that causes a shift in the battle progression. Its enough of a dynamic to cause a different set of decisions to be made during battle. An example for a Solo player in a Snow comes across a Snow with a Pickle (person or IA makes no difference). You can battle and if you are good, win the contest - it would be work but rewarding and take mental sweat and effort. But, by having just a Lynx as your fleet vessel it causes enough distraction on the part of the enemy to allow you as lease a tacticle edge you were missing prior. And it has been stated in these formum posts, by individuals who were surprised to find they were up agains a fleet and not against an easy to have target (my interpretation of what the message was and not any one person's words). In a nutshell, it allows the solo player a benifit a clan players has without having to deal with being in a clan to play the game. Edited July 2, 2016 by Jean LaPointe 1
Jean LaPointe Posted July 2, 2016 Posted July 2, 2016 Yes, because SOLs and even frigates can actually catch up with traders right !?... *sigh* The two having nothing to do with each. The individual that brought it up was all over how traders could not affort an escort and it was not historically correct for them to have them. So I decided splash a little sea water in our pond here and bring up the subject, reminding him historically, that pirates in SOLs aren't correct either. Nothing more than if someone wants to throw the historical stone then he better be able to catch it when it is tossed back at him.
Mrdoomed Posted July 2, 2016 Posted July 2, 2016 Back when fleets were available all you could really get was lynx or cutter for protection. This helped the "new player" to gain experience playing the game. Then that was halted. The trade ships that came into the fold since then, while being armed also become desired targets.The new choise for transporting cargo was either several trips to be made in a small, undesireable trader or use a large trader with an escort. AS a SOLO player the Fleet option provides the escort when I need it at the times I can get in and play. It is the same thing with a small squadron. This allows for the solo play to battle that is something greater than a single ship mission. Not everyone has friends that can play at the same time everytime. Here is the new twist to Fleets, you are exposing more of your crew reserve to a battle. It is not free protection as in the first go around where the only expense was ship repairs. At my current rank I can field a frigate, with a fleet frigate and maybe a pickle and I have maxed out all my available crew units. I could use two Snows insted, or, or,or. The combination of choise make you really decide if you need a fleet or a fleet of one additional or two additional ships. You spend money to get a ship to be part of your fleet. You spend money on the repairs and you have to crew it the same as you do in your active ship you sail in the OW. It allows more opportunties for a single/solo play to get into a larger fight, it puts more at risk at the table. I personnally enjoy having one extra ship sailing with me, be it a friend or fleet ship. The extra provides as least a somewhat distraction that causes a shift in the battle progression. Its enough of a dynamic to cause a different set of decisions to be made during battle. An example for a Solo player in a Snow comes across a Snow with a Pickle (person or IA makes no difference). You can battle and if you are good, win the contest - it would be work but rewarding and take mental sweat and effort. But, by having just a Lynx as your fleet vessel it causes enough distraction on the part of the enemy to allow you as lease a tacticle edge you were missing prior. And it has been stated in these formum posts, by individuals who were surprised to find they were up agains a fleet and not against an easy to have target (my interpretation of what the message was and not any one person's words). In a nutshell, it allows the solo player a benifit a clan players has without having to deal with being in a clan to play the game. The key word that sticks out is SOLO PLAYER. While that is your choice dont forget this was supposed to be a mmoRPG with pvp servers. While being more difficult alone that is the ROLE you chose to PLAY rather than asking for help or using a ship built for solo trade ( not much will catch then beat a speed built and rigged lgv). Now the game has taken away the ability for those player that chose to ROLE PLAY the corvette or pirate or even pirate hunter. Now just like another failed game swtor you can hire your own AI friends and play forever alone on a mmo. I think people forget that mmorpg used to mean " multiple people playing roles online in a game" not " alot people playing single player in a server together ".
Jean LaPointe Posted July 2, 2016 Posted July 2, 2016 The key word that sticks out is SOLO PLAYER. While that is your choice dont forget this was supposed to be a mmoRPG with pvp servers. While being more difficult alone that is the ROLE you chose to PLAY rather than asking for help or using a ship built for solo trade ( not much will catch then beat a speed built and rigged lgv). Now the game has taken away the ability for those player that chose to ROLE PLAY the corvette or pirate or even pirate hunter. Now just like another failed game swtor you can hire your own AI friends and play forever alone on a mmo. I think people forget that mmorpg used to mean " multiple people playing roles online in a game" not " alot people playing single player in a server together ". It is both sir, please check this out. http://www.navalaction.com/#open-world It is designed to be both and not exclusively PvP /or RvR
SeaMist Posted July 2, 2016 Posted July 2, 2016 Probably covered in the "somewhere" category but Officers: Older ships had the officers 'area' greyed out. Now officers are implemented ships our guild have built still have it greyed out. I am presuming the officer created just follows you around and is there invisible in the background but is this correct? Thanks.....
Pagan Pete Posted July 2, 2016 Posted July 2, 2016 Well, as long as Pirates can sail in SOLs and conduct port battles then it would be reasonable to see a Trader Lynx protected by a couple of war ships. You are right about true piratecy being one on one. As long as the pirate nation can expand like any other then trade ships should be allowed any protection they can afford in the OW. Seem pretty fair to me e've been working on getting rid of the Pyrates-of-the-line in the tester section
Bramborough Posted July 2, 2016 Posted July 2, 2016 Regarding the new Tobacco and Sugar Plantations: both currently offer no extraction discount. The resources are extracted at 500g-per-Tobacco and 400g-per-Sugar, which is the same price as sold by NPC. Meanwhile, the other production buildings have seen their costs decreased to well below previous half-price. Is this intended? Or simply flawed implementation of the new production buildings? (and yes, submitted in-game F11 report). 1
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