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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

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.

Yes we can smuggle attack each other, but that has to be pre-chosen before we leave a port to go defend gankers. rats are freely able to do this and therefore don't have to change back and forth when going from a PB to OW and not being able to make it into port before rats are waiting outside to gank because they didn't feel like joining the PB where a real fight was.

But let's continue, same ships, no admiralty? None of that makes sense. No national cohesion, faulty cooperation? I call complete BS on that, emphatically! When the rats own half the map on one server and on the other coordinate multiple PBs (some with false flags that apparently rear admirals would never do, heh) all within the same time window, I respectfully disagree.

However, if there is some kind of national flaw in rats, then perhaps rats shouldn't even be a nation and shouldn't even own ports, especially ones that have 200 soldiers sitting in each tower.

Be honest, rats have absolutely no disadvantage, hence why 60% of new players are rats, hence why 98% of any national player  that leaves their nation chooses to go rat rather than any other nation. rat mechanics are a joke. 

 

PS The underlined red text is for the devs who consider screwing over lower ranks by preventing us from being able to buy flags....

  • Like 2
Posted

For crafting I would like to see the first 10 item crafted with single labour hours, the next 100 in 10 hour packages and for those who have a lot to craft the rest in 100 hour packages. This would enable us again to craft the last missing silver ingot instead of waiting fot more material to come, since the minimum is ten now, and when there is lot to craft, it is easily done.

  • Like 2
Posted

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.

And another thing, why are us pirates considered criminals and called names when every national player ive seen has a smuggler flag ? Isnt smuggling illegal and a crime punishable by imprisonment or death too ?

The nationals raid and kill as many or more trade ships than i ever can and they are all smugglers and im not ! Yet im the criminal!

I hope smuggler gets changed soon to being a crime just like piracy. We need to be on a level playing field after all.

  • Like 6
Posted

Pyrates are NOT Op… get over it. The reason Pyrates did so well is because we are composed, primarily, of veteran players from closed alpha. We guide and teach new pyrates and cooperate betwixt Pyrate clans...

 

Teamwork is OP! Nerf teamwork!

  • Like 2
Posted

Reason why Pirates work well together is we help each other, we bring out best boats to battle our first rates with exceptional mods, we support the nation by building boats and giving people boats and when we put boats on the trader to sell we don't over charge it's about making your nation strong.

I sailed into Charleston yesterday with a smuggler flag to see what the market is like with your boats and you guys have boats way overpriced that new players won't be able to afford. I even was chatting to a US player about it and he even thought it was a joke.

Point is you work together build your army and make it strong with the best boats best timbers and you will succeed. Inflate your market and no one can afford a first rate and no one will come to war.

  • Like 3
Posted (edited)

Pyrates are NOT Op… get over it. The reason Pyrates did so well is because we are composed, primarily, of veteran players from closed alpha. We guide and teach new pyrates and cooperate betwixt Pyrate clans...

 

Teamwork is OP! Nerf teamwork!

 

 

 no admiralty, no national cohesions, cooperation is faulty at best, danger for a trader comes from pirates as well.

two rather contradictory statements....beer spilt :D

I truly have no issue with rat mechanics, but to not call it OP when freely you can attack each other to run and hide from experienced players, is rather cheap. Yes we can do it also, but we have to make that choice before we leave port, we can't do it in OW. 

 

Has anyone compiled a list of players per nation?

Edited by Cpt Blackthorne
Posted

I cannot correlate with that mechanic. Don't use it.

 

We know of individual and clans of pirates that attack pirate traders and steal their stuff. That's how the beauty and the beast works.

 

I sarcastically think the ability to hide adds a lot to the individual skill of a captain in battle. I laugh at that... more weak than op IMO.

  • Like 2
Posted

Pirates are such a massive zerg at this point they don't need faction cohesion.

 

"Damn ye altogether: damn them for a pack of crafty rascals, and you, who serve them, for a parcel of hen-hearted numbskulls. They vilify us, the scoundrels do, when there is only this difference, they rob the poor under the cover of law, forsooth, and we plunder the rich under protection of our own courage; had you not better make one of us, than sneak after the asses of those villains for employment?"

  • Like 3
Posted

On the officer perks you should be able to delete them without dismissing your officer.

Crazy OP perks like Pirate / Pirate Hunter / Mortar Officer have no opportunity cost if you can "re-spec" your officer on the fly.

  • Like 1
Posted (edited)

As a rule, I dont want a lot of micromanaging. I liked the crafting and ship building allright and its nice to have officers now though they need some tweaks I think. Fishing? meh. I think the crew management is the most frustrating for me right now. I like being able to board and that seems to be something you are less likely to do now due to crew losses. It costs way too much to get crews back up to snuff. And it seems weird to have what seems to be one crew allotment following you around from outpost to outpost. I would like to assign an officer to a ship and leave him there. Lets not make the game too complicated. It will loose its appeal. there is enough depth to it now in my opinion.

Edited by racketyjack
  • Like 2
Posted

We are very far from playing out the Tobacco and Medkit story. http://forum.game-labs.net/index.php?/topic/15026-pvp1-july-tobbies-tobacco-imperium/

 

A big thing that is hindering the player market to do the actual catch up is the imposed contract cost. http://forum.game-labs.net/index.php?/topic/15088-no-more-taxes/

 

So unless a lot of players will start working together and we don't have to fight the contract cost, the medkits will remain fairly expensive.

Posted

Crazy OP perks like Pirate / Pirate Hunter / Mortar Officer have no opportunity cost if you can "re-spec" your officer on the fly.

 

As we are testing, I don't see this being a problem, the whole idea of beta is we "try" stuff out. 

For Alpha/Beta I don't have a problem being able to "test" things quickly.

  • Like 1
Posted

As a rule, I dont want a lot of micromanaging. I liked the crafting and ship building allright and its nice to have officers now though they need some tweaks I think. Fishing? meh. I think the crew management is the most frustrating for me right now. I like being able to board and that seems to be something you are less likely to do now due to crew losses. It costs way too much to get crews back up to snuff. And it seems weird to have what seems to be one crew allotment following you around from outpost to outpost. I would like to assign an officer to a ship and leave him there. Lets not make the game too complicated. It will loose its appeal. there is enough depth to it now in my opinion.

I board and capture almost everyone and havent seen a problem with cost or crew loss it could have to all do with ship types, preparing and upgrades. Not sure it needs adjustment.

Posted

worst patch ever for PVP.......you can change stuff to make it better but this makes battling a bad option.

Nonstop teleport was worst thing for pvp unless youre a port battle baby who doesn't know open world exists.

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.

that is what the officers do you wouldnt know in real life how well trained a crew was and the perks mostly are effects the crew could have as a result of the officers training and teaching and drilling their men in my opinon also i feel that the poll is kinda uneven for a real feel of how ppl feel cause pvp servers is going to be diffrent on some things then the pve server which i think it would be very nice for the patchs to be diffrent instead of pve having things taking away caue pvp doesnt like it or added that has nothing to do with the pve side of things if thats possiable to be done and then have the polls seperated by pve  and pvp to get a feed back thats fair  to each type of player 

Posted

 

What do you think about officers, officer ranking & perks being added?

Vast subject and hard to answer only by love hate or mixed ...

First problem i have with this is the insane endless grind feeling they bring to me in this game... I still miss data about how much xp is needed from lvl 1 to 2 , then from lvl 2 to 3, but without those levels the total amount of normal xp you need to make to get you officer to the highest level is already 34100 xp

34100 XP ! probably around 35k real xp needed to get it fully efficient with the 2 levels missing... 35k ... ding ding , rings a bell to anyone ? In comparison the Xp needed to pass from Master and Commander to Post Captain and then reach Flag captain is ... 35K, the xp needed to pass from flag captain to commodore is 40K ... Total xp in game needed to pass from the lowest captain level to the highest cpt rank is x4.6 time what an officer needs to be fully maxed out, loose 5 times your officer fully leveled up and you made the full captain xp progression again, but here the officer have only 10 lifes ... oh the joy ...

 

Now some will tell me 35K xp is quick to do ... yeah if you have max level and do fleets missions using Sol's maybe ...

Using a 4th rate you can get around 1000 xp per mission, makes 35 missions while already at this high level in game, almost twice this number of missions when you have only a nice 5th rate and even less xp made at lower levels ... Myself i prefer to sail frigates than Sol's and spend also lot of time in traders hauling my crafting materials, think about what it is for the other players not at max levels, there is some new comers i helped a bit at start who had only one life remaining when they arrived at officer lvl 4 ...

What does this means ? Simply that highest ranked players will profit of the officers perks fully when lowest ranked players that struggle already in smaller ships will get even more disadvantaged, creating a big imbalance and giving the most advantages to those who need them the less, how can such thing be in game seriously ?

 

Oh and you can surrender to spare his life ... another great stuff, most of the pvp engagements i was on lately ended in players surrendering beside some rare ones, sometimes really quickly when they see you are starting to hit sails, barely any xp made during the fight, no kills or assists done, not enough damages done on enemies before they surrender ... So is that how the game meta will be for pvp now ? There is no fun in this.

Surrender to spare officer life shouldn't be a thing, surrender to spare crew yes but you can replace easily those poor souls, my ship can explode and my captain will never get hurt but my officer have 10 life's ... worse than this is that now players leveling up are getting formated into the surrender thing, they cannot push them ships to the limits and see what is possible to be done with them while in bad shape, we introduce only the culture or surrendering from the start ...

I really don't like the eternal grind feeling the officers adds to the game, i know the final release game need some stuff like this to continue push us into playing but adding this into officers is really a bad thing and very bad idea, in fact i really hate the feeling the officer eternal grind and added changes it brings to the game overall pvp meta added, it gives the advantage to the highest ranked players and defavor a lot the new comers or those in the early progression stages or those who enjoy and focus on trading, it turn the game into surrendering matches where you get less xp and overall rewards ( making the officer progression worse at the same time when doing pvp ), it kills the fun of battles where both your opponent and you were in bad shape and you continued until one of the captains sunk, now you can spare crew's life but this is secondary compared to officers life and the insane perks advantages they give combined with the laborious grind they need to be fully efficient.

Please Dev's get rid of the officers lifes and insane grind, don't turn the game into some mechanics like the F2P crap games where you have to grind until the end of your life to get something decent.

- Then comes the number of officers, i sail warships and traders, obviously i won't use the same officer perks on my warships as i do on my traders, nor will i use the same officer perks while sailing light ships or frigates or Sol's or trader's, and can switch to one for another each 2 hours or play something different each day, more officers are needed ( seems like this is planned ) to fulfill multiples roles on different types of ships.

Also would like to have the possibility to leave officers docked in my outposts, there is some hopeless lost fights where i won't need my officer on board, nor will i need it when i fit a ship with fire-ship upgrade and set the crew numbers to the minimum and send them to a death ... Why should i be forced to keep my officer on board when i can select to add only the minimum crew on ship to sail it ? All This already have an impact on the game battles where players prefer to avoid a fight where they have small chances to win, they refuse to fight or go help while they have a small chance to win... simply to spare the officer life, despites the crew replacement cost loosing those don't hurt as much as loosing all perks you grinded for weeks to get, and in the current game what perks advantages!

- And to finish the perks themselves, some are just abused but i'm pretty confident the larges bonuses will be reviewed or for some simply removed, being able to escape a battle after one minute with the current broken defensive tag mechanic is just sick as advantage.

Will say it again, i don't want to grind eternally for something like officers, i don't want old players getting full advantages quickly when mid-low ranked ones or those not focusing exclusively on combat will get at disadvantages continuously, i don't want to play a game where i have a feeling like in a f2p eternal grinder, i don't want to play a game where the fun of fighting until the end is removed and surrender becomes the main ending of all pvp battles.

Thanks.

  • Like 1
Posted

Nonstop teleport was worst thing for pvp unless youre a port battle baby who doesn't know open world exists.

 

really? so how does a clan warehouse work if you cant get back to it regularly? or shipyards?   do you suggest everyone set their homes to capitals and thus PVP be isolated to 3 ports from home....ala Britain?

  • Like 1
Posted

Cost of crew is over the top, we level up our accounts because we want to play the biggest and best ships of the line and then when we do it costs to much to replace the crew. No one will want to use their big ships as much unless they are billionaires.

As for making medkits even they cost about to make. Setup tobacco farm, food supply's etc. the cost of pulling the mats and labor hours it all adds up and detracts more time away from playing the game. I don't mind micro managing things but where do you draw the line.

If the matts and hours to make medkits where cheaper people probably would be ok with the crew costs.

 

 thats only from looking at the economy as it is now, with the advent of ATM fishing so no matter what you are making money. This will translate into inflation ( keep in mind if everybody has a million dollars then that million dollars is worth nothing) the only thing that won't rise with the cost of everything else will be sailors and base buy/sell prices of mats. in a month the  "OMG this is too expensive" will be replaced with "heh remember when we thought this was too much?"

  • Like 1
Posted

 thats only from looking at the economy as it is now, with the advent of ATM fishing so no matter what you are making money. This will translate into inflation ( keep in mind if everybody has a million dollars then that million dollars is worth nothing) the only thing that won't rise with the cost of everything else will be sailors and base buy/sell prices of mats. in a month the  "OMG this is too expensive" will be replaced with "heh remember when we thought this was too much?"

Sorry but ATM fishing is gone already, you can make barely 30% of the meat you was able to do before last patch, less meat per fish, longer times intervals between 2 catches, less fish jumping into cargo, less rare fishes too now ... 

 

What you will make in money for one hour fishing can be done in 20 minutes mission using a 5th rate, you can however still do 1M with trading fish, but this is possible while trading some other stuff too.

 

 

This is for those who don't do afk fishing, those doing nothing at all staying AFK and getting 30K worth of fish each hour ... well i expect this to be fixed very soon too and afk fishing not possible anymore. As for the inflation i feel more like it's the opposite , i could find 5 gold upgrades in NPC shops in a single day, you can trade nice gold upgrade and get them 2 mid notes or very cheap price, i can find things like coal and some other materials at npc default prices or even lower priced than default prices in my capital as many don't focus anymore on speculating those materials and instead do afk fishing or craft med and repair kits that also saw them prices drops nicely.

Posted (edited)

I sailed from Tumbado to Port Royal with a shipment of material, stopping along the way at a shipwreck.

 

Apart from a lot of fish(meat) I also caught 4x Rays.

Standard market price for Fish Meat is 33 gold, in ports that consume the price is 99 gold.

Rays are 5000 gold a piece.

 

;)  buy medkits and crew prices are not so / overly expensive.

 

If you are sitting in PR (gone fishing) you are not doing it right and you will never get a good price for Fish meat, get out there and see the world, iirc I received 113 xp for that little voyage, so all is good  :D

Edited by Captain Boneboys
  • Like 2
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