Leku Posted July 15, 2016 Posted July 15, 2016 Well said in many aspects. It really comes down to the most experienced to share the experience and NOT force anyone to go through the ranks without learning basics. After facing rear admirals not using manual to full potential, or not at all, I wonder what kind of clans they are into. Don't they duel to learn ? Don't they skirmish together or against each other in Small/Large battles ? Guess ganking is more to the point and makes everyone feel efficient My clan dont do it sadly. But on the other hand i love to learn it hard way and dont mind if my ass is being whooped from time to time. I learn a lot from my mistakes and such "events" with me being the dish I`m hunting for a pray, and sometimes i try to bite too much and end on the other end of the food chain! And i love it
Mrdoomed Posted July 15, 2016 Posted July 15, 2016 well the full potential of the game will only be reached if you know the game well... i do see captains who are already in their fourth rank and do not even know how to build a ship or know how to make a knee or plank the biggest problem with them is also ,they dont care at all mostly they have no interest in a clan (for various reasons) cumming to ts is a problem for them because they think they can manage on their own (and when they end up in a fight, and get sunk ,they aint thinking "why do i get sunk" as well) the ignorance is huge for some player who are not willing to cooperate and at some point they will get bored and disappointed as well for me as a clan member i have time to short to do everything so i do believe that being a member of a clan is a must in this game ,and if you are without a clan you have to find one immediate,its a must other wise you get sunk every time you get out of the harbor. seeking for knowledge is better then to learn nothing , and to learn from someone else his mistakes give you a step a head all the time ,but you need contact for that with other players ,it does not come with the wind. I agree with what you say. Again though if someone stubbornly refuses or just isnt smart enough to play then they shouldnt demand that a game be changed to fit thier play rather than them doing what 90% of people can figure out. Ill still say solo play is not hard at all and that people keep making demands on the forum to make solo play easier and faster. Go play single player games if you dont want a community. 1
Mrdoomed Posted July 15, 2016 Posted July 15, 2016 (edited) What a typical response - why have a clan at all if you all play solo? This is more intended for the community player not soloists. You just refuse to listen lol. Youre bitching that your clan cant handle it withouy more spots for buildings and smart people are telling you ho to do it. Im telling you that if a solo player can donit then YOU CAN TOO.Stop making excuses and take others advice orask someone how they do it. Edit..we play solo because we are pirates who act like pirates and dont need to be in fleets. We are in a clan so we can share intel on targets and players. We also can share goods via clan warehouse that we have in abundance. We use mechanics given to us to play how we want and can manage everything we need without demands of game changes. Edited July 15, 2016 by Mrdoomed 1
Mrdoomed Posted July 15, 2016 Posted July 15, 2016 Well said in many aspects. It really comes down to the most experienced to share the experience and NOT force anyone to go through the ranks without learning basics. After facing rear admirals not using manual to full potential, or not at all, I wonder what kind of clans they are into. Don't they duel to learn ? Don't they skirmish together or against each other in Small/Large battles ? Guess ganking is more to the point and makes everyone feel efficient Most of the clans ive had dealings with just recruit a newb with promises of big ships and easy xp to join. Then ALL they do is quests and group quests all day till they are strong enough to do dailies ( port battles) and well most port battles ive been in are just a cluster fluck of people smashing into each other or swarming towers and ignring enemy. Very few clans acually teach but if you fine one that does stick with it.
Aus Robert Maynard Posted July 17, 2016 Posted July 17, 2016 You just refuse to listen lol. Youre bitching that your clan cant handle it withouy more spots for buildings and smart people are telling you ho to do it. Im telling you that if a solo player can donit then YOU CAN TOO. Stop making excuses and take others advice orask someone how they do it. Edit..we play solo because we are pirates who act like pirates and dont need to be in fleets. We are in a clan so we can share intel on targets and players. We also can share goods via clan warehouse that we have in abundance. We use mechanics given to us to play how we want and can manage everything we need without demands of game changes. I think it is you that doesn't listen - it was not a whine or complaint. It was simply a suggestion as to accommodate the extra crafting requirements - no-one has whined about it except you. Please try to be objective when replying to posts or you simply look unintelligent & childish. Appreciate that you play solo as pirates to keep with tradition - that is honorable.
Mrdoomed Posted July 18, 2016 Posted July 18, 2016 I think it is you that doesn't listen - it was not a whine or complaint. It was simply a suggestion as to accommodate the extra crafting requirements - no-one has whined about it except you. Please try to be objective when replying to posts or you simply look unintelligent & childish. Appreciate that you play solo as pirates to keep with tradition - that is honorable. Apologies for sounding rude. I think if everyone looks at it from the big picture 5 slots is more than enough if all players in a faction work as though they are in it together thats all. Example -youre clan has 10 members x 5 slots = 50 different resorces to collect. To me that seem like enough to keep a clans war efforts moving along at a decent pace. If more is needed i think thay is where clans in a faction start to speak to each other in order to start helping each other. 1
Aus Robert Maynard Posted July 18, 2016 Posted July 18, 2016 Appreciated mate. Yes by that calculation we do indeed have 50 slots but some items require multiple slots to accommodate the volume crafting needs - coal, iron ore, hemp etc. To facilitate the needs some of us have the same mines so we can fulfill the crafting needs. Some items may not be as necessary as others but to supply 10 clansmen with ships, medkits & upgrades, I think some additional spaces should be provided. We have a committee of sorts that identifies what each of us needs to bring to the table so we can be effective in our crafting needs. With our current supply/demand we still run low at times. The game started with 5 spaces & although crafting has increased the spaces haven't which leads me to SUGGEST it may be warranted. We all have our own style of play & no-one should belittle that - what works for some doesn't work for others - which is why we are provided with a forum for discussions of interest.
Hethwill, the Red Duke Posted July 18, 2016 Posted July 18, 2016 I personally support a system which doesn't enable any captain to be able to do everything on its own without reliance, at the very least, to the market or other players. 5
Mrdoomed Posted July 18, 2016 Posted July 18, 2016 I havr to agree with hethwill. I think wjat tje devs are shooting for is for each clan to not operate as its own nation completely independent from everyone else exept when it comes time for port battles. I think they are trying to do is get eveyone to work as a faction towards thier factions goals. Ithink if clans began to collaborate together on wht they can produce vs what they need then things will go smoothly and preform much like a real economy. This is how some factions operate now because they are small and forced to on our server. This could help you guysnout as well. 1
Aus Robert Maynard Posted July 19, 2016 Posted July 19, 2016 Agreed. Yes I think you are right in saying that the devs are trying to prevent the game becoming a soloist event which I would support wholeheartedly. This is not a COD style spray & pray game, it is in essence a Sim of sailing in the day. Pirates can & should still have solo efforts as this was the common effect of piracy in the day. We co-operate with any faction clan in events but is more organized by individuals than clans so your reference to collaboration would be a valuable asset. Unfortunately not everybody has the same ideals in this or any game so it can be difficult sometimes to get co-operation. Some sort of mechanic could be created to adapt faction co-operation into the mainstream of the game - War Room - for clans to discuss strategy for PB's etc with some form of reward/rep for participation in faction events? Trade Room - for clans to interact over the factions crafting requirements with some form of reward/rep for interaction. I believe this game is about teamwork & strategy to a common end - naturally some factions behave in different manners but a common goal should be established to keep it a team game.
Jesters-Ink Posted July 20, 2016 Posted July 20, 2016 By saying so, you are cutting out those players who prefer to play solo. Personally, I too would agree on the coop play style, but cutting out any percentage of the naval action community no matter how small is still a bad move. I move to "encourage", not discriminate. 2
Hethwill, the Red Duke Posted July 20, 2016 Posted July 20, 2016 By saying so, you are cutting out those players who prefer to play solo. Personally, I too would agree on the coop play style, but cutting out any percentage of the naval action community no matter how small is still a bad move. I move to "encourage", not discriminate. That is indeed the sorry truth of the "persistent multiplayer" bleak landscape of the last half decade in a nutshell. Let's encourage it even more yay ! 1
TheStarSlayer Posted July 20, 2016 Posted July 20, 2016 Might it be worth offering different grades of seamen when hiring crew? Able Ordinary Landsmen Able being the most expensive with an efficiency bonus, Ordinary at a middle price with no modifier while Landsmen being cheap with a negative efficiency modifier? The overall efficiency of the crew being an aggregate of the different ratios of ratings, a mostly veteran crew being of more worth than a bunch of pressed gallows bait. In addition Crew XP could be tracked similar to the new Officer mechanic and be used to up rate existing crew. A series of successful actions would eventually mold a green crew into veteran jacks. This would allow for the option to hire cheaper crew when necessary while also adding a little more depth and value to husbanding your sailors 2
Hethwill, the Red Duke Posted July 21, 2016 Posted July 21, 2016 Would rather see a definite Navy versus Maritime crews setup that a crew quality sterile from what background they are, war or merchants crews, both with very very different qualities and will to fight.
Luc Posted July 22, 2016 Posted July 22, 2016 Dont know if its already mentioned. But the ai fleet commands are not working. Espacially the hold Fire function.
Captain Boneboys Posted July 23, 2016 Posted July 23, 2016 Dont know if its already mentioned. But the ai fleet commands are not working. Espacially the hold Fire function. Retreat works, the rest remain a mystery.
Bramborough Posted July 23, 2016 Posted July 23, 2016 Dont know if its already mentioned. But the ai fleet commands are not working. Espacially the hold Fire function. The Demast command seems to work fine. Can't say I've seen my AI Rattler actually bring a mast down yet. But he fires high, avoids hitting hull, gets lots of sail hits, and I see his shot regularly hitting the mast....so at least he's doing what I tell him to do in that regard. 1
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