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9.9 Patch  

403 members have voted

  1. 1. What do you think about AI fleets being added?

    • Love
      153
    • Mixed
      180
    • Hate
      70
  2. 2. What do you think about officers, officer ranking & perks being added?

    • Love
      300
    • Mixed
      87
    • Hate
      16
  3. 3. What do you think about fishing being added?

    • Love
      265
    • Mixed
      121
    • Hate
      17
  4. 4. What do you think about the new graphics & sound?

    • Love
      338
    • Mixed
      57
    • Hate
      2
  5. 5. What do you think about having to hire crew & rehire or heal crew after battle?

    • Love
      175
    • Mixed
      139
    • Hate
      81
  6. 6. What do you think about the new structures and crafting line?

    • Love
      194
    • Mixed
      186
    • Hate
      15


Recommended Posts

Posted

I gaurentee im not alone when i say this. We dont "all level up to play the biggest amd best ships in the game and go pew pew".

I can bet MANY MANY players have never tried to even level their account, it just happens over time. We play a game to have fun not to "win the game" and a great deal of us probably sail small ships. I myself can skipper any ship but have never sailed anything larger than a 4th rate and rarely sail that.

To many guys have the grind grind grind till the next level to the next update to the next ship to the next skill and never enjoy a game to its potential.

So while you and the very vocal minority usually get your wishes dont forget that more players probably dont have issues. Otherwise chat ingame would look more like the forums.

Mrdoomed is it fair to say you dont PvP or do port battles? You have not had someone with fireship fitting blow half your crew up when sailing a Victory 400+ crew + ship repairs over 200k. I havnt boarded towers but what about the guys who lose crew there. Maybe your a PvE player stuck in a PvP world who doesnt leave the capital green zone, thats why you dont PB or help the nation. 

 

I personally dont have the grind, grind mentality but I like sailing the ships of the line, I looked forward to it as many others do. Otherwise why have them in the game.

 

The cost of medkits and tobacco all adds up, to the point of it becoming a grind. 

 

People who dont have time to play much who work say 10 hours a day, come home, make dinner, shower, play for maybe 2-4 hours average and all they want to do is kill shit, they do a mission or PB and go ok guys I gotta go now and micro transaction the shit out of my account so I can play tomorrow sailing for hours to get tobacco, food supplies, salt, sugar etc. Then use labour hours to craft it. 

 

Oh snap now where do I find the time to make money. Thats right buy more game accounts and have alts, and more micro transaction my life. 

 

For some people its ok to have numerous alts, they love it. But I also speak for the humble gamer, my old clan left the game. I joined a new one and they said they will wait and see what happens if they come back, they know its alpha, but they dont have time to run around everywhere, they just want to kill shit and have fun.

 

If mission xp+gold out weighed the cost of crew so people made at least 25-45% profit it would not be a problem or crew cost at least 50gold.

  • Like 2
Posted

Determined Defender is the worst.     I cant use my beloved frigate with 320 crew ..I have to take a lot of damage just to later stop him but cant board because of the stupidity of 40% more.

Then I have to run as I am half dead just trying to board him.   Stupid stupid stupid.

  • Like 1
Posted

Determined Defender is the worst.     I cant use my beloved frigate with 320 crew ..I have to take a lot of damage just to later stop him but cant board because of the stupidity of 40% more.

Then I have to run as I am half dead just trying to board him.   Stupid stupid stupid.

I think lowering it to 10-20%, or if the defender is running marines he does not get the 40% perk it cancels out.

  • Like 2
Posted

...

3. Fishing. Mix.

I dont mind fishing. Its nice to have in game. But i hope for some tweaks soon.

First dont let people afk fish.

Second dont allow to fish @ safe zone.

Third ship should move to fish.

Fourth. I would like to see dedicated ships for that role. Or simply dont allow normal warships to fish. But if you insist to let them fishing, dont let them get bottles and let them fish less amount and with lesser frequency. They really wasnt dedicated to do that.

Idea about giving disadventages like -25% speed with 1 minute cd on seting on and off for fishing is nice too. That way this can create room for some nice action. Fishing fleets, escorts and hunters!

Fifth. Dunno how works the RNG for bottle drop, but it need some looking. Maybe if someone was fishing for long it gets more chance with time?

...

 

^^ this... having something you can do afk is completely stupid

Posted

Mrdoomed is it fair to say you dont PvP or do port battles? You have not had someone with fireship fitting blow half your crew up when sailing a Victory 400+ crew + ship repairs over 200k. I havnt boarded towers but what about the guys who lose crew there. Maybe your a PvE player stuck in a PvP world who doesnt leave the capital green zone, thats why you dont PB or help the nation.

I personally dont have the grind, grind mentality but I like sailing the ships of the line, I looked forward to it as many others do. Otherwise why have them in the game.

The cost of medkits and tobacco all adds up, to the point of it becoming a grind.

People who dont have time to play much who work say 10 hours a day, come home, make dinner, shower, play for maybe 2-4 hours average and all they want to do is kill shit, they do a mission or PB and go ok guys I gotta go now and micro transaction the shit out of my account so I can play tomorrow sailing for hours to get tobacco, food supplies, salt, sugar etc. Then use labour hours to craft it.

Oh snap now where do I find the time to make money. Thats right buy more game accounts and have alts, and more micro transaction my life.

For some people its ok to have numerous alts, they love it. But I also speak for the humble gamer, my old clan left the game. I joined a new one and they said they will wait and see what happens if they come back, they know its alpha, but they dont have time to run around everywhere, they just want to kill shit and have fun.

If mission xp+gold out weighed the cost of crew so people made at least 25-45% profit it would not be a problem or crew cost at least 50gold.

All i do is pvp.

  • Like 1
Posted

All i do is pvp.

I take it back then dude.

Maybe if they made ports consume more goods, people can make more money. The compass wood is filling up fast lol.

Posted

I absolutely hate it. And the major reason for that is because medkits don't work like the actual repair kits. It shouldn't be something you have to put in your cargo but it should be on the side like the repair kits.

The problem with having the medkits in the cargo hold is that you lose them if you ever get sunk or just surrender. It encourages again people to fight in gank fleets to preserve their ships.

Right now if you want to PvP, you either have to get back to port after every fight and rehire crew, which is frankly boring, or you take the risk of bringing with you 300K worth of crew in medkit that you might lose at the first fuck up.

 

The med kits also work inport; they don't really need to be in the ship, or even in the same port as your ship(s).  Their effect is applied to the overall crew pool.  So you can:

 

1. Fight battle.

2. Exit battle; replenish ship's crew from your crew pool immediately.  Now you can fight another battle if desired or necessary.

3. Return to outpost port.  If not same port where you're keeping your medkits in warehouse, then teleport to the one that does.

4. Use medkit to fill crew pool back up.  Get back to ship, sail again.

 

That's how I've been doing it anyway, works fine for me.  BUT...I do recognize this method only works if one is sailing ships which require less crew than the crewpool size.  If sailing a vessel with crew requirement matching (or exceeding, if undercrew) crew pool, yeah, it would be more challenging.

  • Like 1
Posted

I don't like those AI fleets, I think those should be limited somehow. I could imagine that you need officers to command those. Maybe for 7th rate no further qualification is required, for 6th rate an 3rd level officer, for 5th rate level 5, ... something like that. This would mean you have more than one officer. Maybe it could be one of the officers qualification to command a certain type of vessel.

 

For the crew management i like that if you suffer losses at sea those are lost until you hire more in a port. The crew price in port is somehow to high in my eyes. I would like to have a more detailed crew system. When in battle some are killed - so they are a total loss, some are badly wounded - they cannot fight on but can be healed after battle with medkits, some are lightly wounded - they fight on with less effectivity (maybe 2/3), but will heal autometically after battle.

But in port it should be cheaper to hire a new crew. Filling up crew on sea out of nothing even with medkits should not be possible.

 

For this double charging, I have searched the internet, but havn't found it. It does not make sense to me to have a gun and put only half of the permissible power in it for regular shots and for long range shots the double. There is a reason why the amount of power has to be reduced for double shots. So, if you have some link, where the double charging is said to be historical correct, please post it, if it is not, please remove this option from the game.

 

For not loosing to much crew, even the ai merchantman, should surrender at some point before niearly all crew is killed. This might be when their sails are below 50% and you are nearer than 100m. Historically they would have never fought that much, especially the small ones. To make it more challenging they shoud be able to sail with the same speed as player ships can. Then it might also be possible to press a certain amount of crew from these vessels, maybe shown as loot with cargo.

Posted

latest patch is a step in the wrong direction, period.

 

Crew is too expensive - do a PVE mission Flagcaptain or commodore in a Bellona - the crew loss and payment for replenishing crew, means you are getting like 30-35K gold when all expenses have been paid for, e.g. crew and ship repair....after such a PVE mission (Which was done previously as a way to "craft gold"...to pay for ships lost in PVP.

 

Then you have this silly implementation of AI fleets now when you are returning to harbor in your battered Bellona from the previous PVE, you get attacked by a player with an AI fleet. which means you are fucked!

 

And even trying to PVP means you'll have to fight more PVE than PVP, becausee those AI bots in these player fleets helps the player running away while you get hammered by the AI bots, instead of the player.

 

Sailing in hostile waters looking for PVP is a no go now, since after one good PVP in these hostile waters, your ship is lost, simply due to lack of crew and that nations ganking fleet waiting for you to show up again in OW - yes, you can carry medkits and risk loosing another 300K worth of gold meaning you have to play another 10 rounds of PVE......

 

 

RNG in regard to bottles, now means skill has been replaced with luck "RNG"....those who are lucky and find bottles also find exceptional upgrades, which results in even more unbalanced battles over those who doesn't have the luck to find any bottles.

 

all in all, this patch takes the price as the worst patch seen so far - yes the game is in testing, by why implement so many major changes in one patch? why not introduce them one by one, get a feeling how they works and influence the game, population feedback etc. before introducing more.

 

Thankfully Ive only paid a few bucks for this game, so it won't ruin anything to abandoning it again.

  • Like 1
Posted

latest patch is a step in the wrong direction, period.

Crew is too expensive - do a PVE mission Flagcaptain or commodore in a Bellona - the crew loss and payment for replenishing crew, means you are getting like 30-35K gold when all expenses have been paid for, e.g. crew and ship repair....after such a PVE mission (Which was done previously as a way to "craft gold"...to pay for ships lost in PVP.

Then you have this silly implementation of AI fleets now when you are returning to harbor in your battered Bellona from the previous PVE, you get attacked by a player with an AI fleet. which means you are fucked!

And even trying to PVP means you'll have to fight more PVE than PVP, becausee those AI bots in these player fleets helps the player running away while you get hammered by the AI bots, instead of the player.

Sailing in hostile waters looking for PVP is a no go now, since after one good PVP in these hostile waters, your ship is lost, simply due to lack of crew and that nations ganking fleet waiting for you to show up again in OW - yes, you can carry medkits and risk loosing another 300K worth of gold meaning you have to play another 10 rounds of PVE......

RNG in regard to bottles, now means skill has been replaced with luck "RNG"....those who are lucky and find bottles also find exceptional upgrades, which results in even more unbalanced battles over those who doesn't have the luck to find any bottles.

all in all, this patch takes the price as the worst patch seen so far - yes the game is in testing, by why implement so many major changes in one patch? why not introduce them one by one, get a feeling how they works and influence the game, population feedback etc. before introducing more.

Thankfully Ive only paid a few bucks for this game, so it won't ruin anything to abandoning it again.

So you make 35k per easy mindless AI quest ? Free 35k for doing quests seems pretty generous.

Posted (edited)

I am still amazed it's possible to join a battle late, yet end up much closer to the enemy than ships that were in the battle from the start.

 

 

So you make 35k per easy mindless AI quest ? Free 35k for doing quests seems pretty generous.

 

yay just 5 missions to offset a lost PVP fight.

 

Not grindy at all!

Edited by Quineloe
Posted (edited)

I am still amazed it's possible to join a battle late, yet end up much closer to the enemy than ships that were in the battle from the start.

yay just 5 missions to offset a lost PVP fight.

Not grindy at all!

A loss is supposed to hurt. Yay. Win more than you lose and everything is fine ! Yay. Lose more and this game wont let you fail your way to the top ! Yay !

Still not sure i see a problem. All the crew complaining is comming from only 2 kinds of players . The rest dont have a problem and ive yet to see any anger of it in global or national or clan chat.

Edited by Mrdoomed
Posted

yay just 5 missions to offset a lost PVP fight.

 

Not grindy at all!

 

Considering PVP is all I do and I haven't done a mission in months, nor have I needed to use a medkit or hire a single crewman, I think something else may be the issue here. Something specific to the player. Hmmm.

Posted (edited)

A loss is supposed to hurt.

 

I get it, you want this to be POTBS 2.0 and not an actual PVP game

 

"fail to the top", what utter nonsense.

Edited by Quineloe
Posted

Love (153 votes [75.74%]) “Democracy is a government of the fools, for the fools, by the fools.” ©

And I thought all other structures of government were for those too stupid to govern themselves... :D

Posted

I get it, you want this to be POTBS 2.0 and not an actual PVP game

"fail to the top", what utter nonsense.

You either cant read or cant comprehend what youre reading. Im beginning to see a pattern with you. I think i know the problem and its what ive said. Only 2 types of people cant deal with the crew cost and you are one.

Posted

The only thing I said hate on is officer perks. I like to know what I'm fighting against & modules already add uncertainty. I would think in the age of sail, ships knew what they were up against, they could see the ship, cannons, and estimate crew size. Now they would not know how efficient crew was, so that would be an unknown. But I may be wrong as history is not my forte.

 

I would like to suggest an officer perk called intelligence agent or something to that effect that would allow you to learn something of the enemy ship. Perhaps the build and trim of the ship? Or the cargo being carried. Or the perks of the enemy officer aboard? Or perhaps even a way to see if players are hiding inside nearby ports... discuss

Posted (edited)

AI fleets

I'm all for the ai fleets being added. A lot of ppl posting here don't remember when you used to able able to have up to snows as your fleet. It makes no sense ato have a high rank such as a rear admiral and not be able to command other ships. With that said i do wish we had either A) better control over said ships or ,B.  A smarter AI so it knows to fire chain at sails and not the hull. Also i would like to see something like a "defend at all costs" command so the AI would use itself like a shield around the targeted ship. But on the whole i've noticed a drop in seal clubbers that only gank traders or newbs so that's a plus.

 

new officers

Officers should have certain downsides to some, not all of the the perks. defender is great because i've noticed between that and the crew cost that poor pirates are actually forced to learn how to sail and fight not just rely on playing bumper boats and a mini game to make them a credible threat in pvp. pirate hunter/lover should be taken out, its way too op with no downside. I'm not saying every perk should have a downside but some of these are just foolish. Coward is another example, personally i think if there is coward then you should not be able to initiate a fight with a player, you can join another one, but not start one. i again see only PVPrs  preying on traders and new players using this perk to get away and start another fight . if they are cowards (which many of them are just by choice of targets and the fact they run from a fair or even challenging fight) then why would it make sense to let them attack? also i would like to see the ability to have multiple  first officers because a one size fits all build limits the overall usefulness of the whole mechanic. we don't have 1 ship so why only have 1 1st officer?

 

Fishing:

This one worries me. the devs have just introduced a whole mess of problems here

1) Free money for doing absolutely nothing

2) just lessened the importance of lvl 50 crafting

3) will push inflation to the point where the crew costs are a joke, OR will make it so new players will be hopelessly screwed to start off with

4) make this game farmville of the high seas

5) artificially inflate the numbers of players online because they are all macro fishing for bottles

 

now dont get me wrong its a cool idea, but if there was going to be fishing i think it should be only able to be done with the following:

 

NO combat vessels can fish

there needs to be a crew consumption across the board, (combat ships would have to dock up instead of just lying in wait forever)

trade ships need to have mods that allow them to fish

those mods need to have penalties to speed, turning, no guns etc

bgottles need to be extremely rare, please stop destroying the econ devs. zero sum games are retarded (if everybody has a million dollars, then a million dollars is worth nothing)

 

 

 

GFX and Sound:

meh, you guys have more important things to work on, stop wasting time on this for now

 

Hiring crew:

Good first steps into creating some money sinks in the game. The crew cost may seem steep now but thanks to an endless ATM of gold by virtue of just sailing i think the price should go up, not down because the inflation that's about to hit the game will be very stupid indeed. And the money sink they just added will not be enough. The pricing both in terms of labor and mats for the med kits is high enough that they actually have value and worth at the same time and therefore are good.

 

 

New crafting line

Honestly only time will tell if the cost of the things here will remain relevant to the inflation the devs just initiated. I can say this though. *ahem...* DEVS, WOULD YOU PLEASE CONSIDER THINKING BEFORE MAKING THIS MANY ECON I WIN BUTTONS......please? it really is kind of embarrassing . a completely new player can now make over 7 mil inside 4 hours of game play. (bottle drops of marines and boarding parties with 2 contracts) And while i understand the need to help new players get established, it lessens the worth overall of players who have dedicated a lot of time into making their fortunes and investment of resources into crafting all to be for not.

 

One way to fix this would be not to have tobacco be bought by NPCs, this does 2 things, first we avoid yet another compass wood econ "I WIN" button, and second you would establish a finished product that is actually worth something in the near and far term points of view. Salt should be rarer and not more plentiful, or if its to be more accessible then make food supplies also not tradable. again for the same reasons as before.  If the devs would try to add value toi the new products their worth would remain high instead the only moneysiink in this game that is not just a 1 time fee becomes useless and cant do it's function properly

Edited by cheatos503
Posted

Am I only one lonely hater of fishing? :D

Cmon, guys, don't be shy to tell what your real feeling is.

p.s. I can't even imagine how it possible to love that unbalanced officer perks? :D

Can you make that poll open for look on voters? It will be nice list of persons, who devs never should listen.

No your not the only one.

"fishing". click fish button, cargo hold slowly gets filled with different kinds of fish. What a cracking fun gaming mechanic.

Really ads to the game.

Meanwhile just ignore doing anything about the crappy boarding mechanic,  the ultimate stain on the game.

Posted

I think the fishing fills a gap, adds a little interest to those long sails between ports.

Its not fantastic, but it fills that gap.

 

Boarding is always going to boil down to rock paper scissors, I don't have any ideas on how they/Devs can do it better.

Maybe you could offer them some good alternatives.

Posted (edited)

I think it is time to erase that pleased smile out of trader face, making his cargo vessel slow in battle instance, when it loaded with goods. AI fleets and perks did terrible damage to pirate gameplay.

I completely agree that cargo on all ships should slow it in battle. However, how in the world can you type that second sentence without a JK or smiley??? rats have all the joys. They have plenty of things that good citizens don't. Namely, being able to jump into battle against each other to run and hide when people come to defend rat 5v1-newb-only gank squads. That alone makes rats completely op. End of story.

Edited by Cpt Blackthorne
Posted

rats have all the joys. They have plenty of things that good citizens don't. Namely, being able to jump into battle against each other to run and hide when people come to defend rat 5v1-newb-only gank squads. That alone makes rats completely op. End of story.

 

Nationals can attack each other with smuggler flags. Let's just continue...Rats are OP because.... ? Same ships, no admiralty, no national cohesions, cooperation is faulty at best, danger for a trader comes from pirates as well.

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