Bramborough Posted July 7, 2016 Posted July 7, 2016 Good fixes mostly. Somewhat perplexed at the rudder thing...seemed fragile enough already to me. Oh well. Now that Tobacco/Sugar production building prices are corrected, don't be surprised if/when they become "the New Compass Wood" for money-making. That said...it probably should be that way. Are these not the appropriate cash crops for 17th-18th century Caribbean economy?
Capitan Camuñas Posted July 7, 2016 Posted July 7, 2016 Either for me. On my alt it does. crew still does not regenerate for me... http://imgur.com/UiBgsGSthats my crew minutes ago , the same i have last night 12 hours or more later the same any dev can tell me if the crew must be filled every day or not i think is easy to answer a yes or not and try to find a solution faster as we can
Arctander Posted July 7, 2016 Posted July 7, 2016 Anyone used a small medkit since the patch? I used two and it didn't add crew.
Eishen Posted July 7, 2016 Posted July 7, 2016 http://imgur.com/UiBgsGSthats my crew minutes ago , the same i have last night 12 hours or more later the same any dev can tell me if the crew must be filled every day or not i think is easy to answer a yes or not and try to find a solution faster as we can from your own screenshot you can see you have 373 FREE crewmen, thats the regeneration. it would not go up from there
Tief N Tote Posted July 7, 2016 Posted July 7, 2016 these are some good patches but what i would like to see addressed in the next patch is; something done with bottle drops maybe increase the drop rate and have the loot more varied, not all top tier. maybe medic perk added for officer to learn to get a percentage of crew back after battle. escorted merchant fleets, maybe there their and I'm just missing them. other wise as always i love the direction the game is going both pvp and pve
SeaMist Posted July 7, 2016 Posted July 7, 2016 The rudder should not have been touched its always copping a beating especially when the AI tower hits your boat full armor and the rudder goes. Agreed. Why mess with the rudder? Why? It's vulnerable enough at the moment. 2
Hethwill, the Red Duke Posted July 7, 2016 Posted July 7, 2016 I undestand about prep, while you use defend, but didn't get about 170 morale which is prep bonus? Is it not different things? Morale level adds a X to turn preparation total if you pay attention.
Cmdr RideZ Posted July 7, 2016 Posted July 7, 2016 Rudder is weaker -> So that the Reinforced rudder would be more useful. I have never used one, so probably the rudder has been too strong to even consider. I believe the crew is not regenerating for me either. Actually, the crew system could make sense if the crew would be slowly regenerating. Maybe the 500g/man would not be total over shoot if this would actually work. I believe that crafting med kits should be less expensive still. Providing better income source for the med kit crafters.
Pagan Pete Posted July 7, 2016 Posted July 7, 2016 What's new: Small repair kit and small medical kit is added to loot tables Sealed bottles can now be stacked Fixed bugs: Mixed decks (carronades + cannons) bug, causing guns shooting ball even if it had double shot loaded - fixed NPC fleets did not lose durability when sank – fixed Repair kits sometimes did not fix the NPC fleet ships – fixed Mixed deck bug causing shorter distance on long guns fixed Tunings: 5X min BR difference for attack added back Double shot penetration penalty removed Double charge damage penalty removed Carronade penetration drop reduced slightly Cannons will be destroyed more often with raking fire Fire chance lowered HP for all rudders lowered by 20% Determined defender lost free defend command No! No! No! That is backwards! It should get the free defense and lose the "can't be boarded" BS. No amount of skill prevents the enemy from throwing grappling hooks… Salt requirement in food supplies lowered Fish meat consumption in ports increased Tobacco and sugar production prices lowered Salt production increased 7
Iluadra Posted July 7, 2016 Posted July 7, 2016 Not sure what you're on about. The good part about determined defender is denying boarding unless you have significantly less crew than your enemy. The one thing I finally want to see fixed is late joiners to a battle not arriving right next to enemies because they positioned themselves well on the open world before joining. It's pretty absurd how close late joiners can spawn to enemies. or Oh I get it now, you people are salty because you can't kill fully crewed ships in 45 seconds anymore with your 50% marine builds So to speak honestly, hunting is 80% of my times on Naval action. So let's speak frankly if you want, i'm chasing with a surprise, always with a friends who has a renommée. With that two ships we manage to capture bellona, santissima and st pavel, plus other stuff. Did we sucess coz we have OP boarding shit ? NO. Did we succeed coz we were patient, taking the good opportunity to strike ? yes. Chasing people with two "small ships" were a real challenge. Not a rage boarding thing like you're imagine. I guess you did never pvp one surprise vs one indiaman or this kind of this. Boarding with a smaller ship is difficult iif your adversaire is smart. All my ship are in fir for the sake of hunting, plus I don't have the famous marine 50% marine build. 80% of people borded don't know how to react or the basic of boarding stuff. I think you never try to go one Santissima with one surprise and one renommée or other small ships. Boarding is just secondary after all the time needed to damage sails, rake and other stuff. And during all this time, you can't do a single mistake until you want the santi sink you. So a fight during 1 hours ending by " Cannot board" is just RIDICOULOUS coz the santi has 300 crew less and with your surprise you have 250 crew if you're lucky. And like rakking by the stern is now pretty hard, imagine... So stop think that pvp is just rushing boarding and the fight is over in 5 minutes. Go true pvp, 1vs1, 2vs1, oh shit, you cannot do it anymore... I'm agree with boarding is op when your opponents have 0 stuffs for boarding. But it's not logical, with all the debuff that a boarding stuff give ? ( 30% accuracy loss, decrease of guns loading, less crew etc... ) and a lot of people don't know how to react to boarding, even with marines and stuff.. So determining defender is killing that. Yea and i'm pretty salty about that shitty perks. 4
admin Posted July 7, 2016 Author Posted July 7, 2016 What's new: Leander (350) did not let all boarding attempts from Generoux (650) Redoutable (650) fought off all boarding attempts from HMS Victory (850) we still believe that the perk could be logically defended based on historical cases. 3
Cpt Blackthorne Posted July 7, 2016 Posted July 7, 2016 Sealed bottles can now be stacked ----NICE, altho I've rarely found any bottles, let alone enough to have to stack them. heh. Determined defender lost free defend command ----Not totally sure what this means? I am sad to see that buying conquest flags still requires the top rank. I have no idea why at least Commodore cannot? I suggest giving this to Flag Captains and up at least,... until the "Such is Lord" patch.
Pelennor Posted July 7, 2016 Posted July 7, 2016 (edited) Determined defender lost free defend command No! No! No! That is backwards! It should get the free defense and lose the "can't be boarded" BS. No amount of skill prevents the enemy from throwing grappling hooks… I can't agree more. Edited July 7, 2016 by Pelennor 9
Iluadra Posted July 7, 2016 Posted July 7, 2016 (edited) Leander (350) did not let all boarding attempts from Generoux (650) Redoutable (650) fought off all boarding attempts from HMS Victory (850) we still believe that the perk could be logically defended based on historical cases. Surcouf , Confiance, 190 mens, succeed to capture the Kent, 437 mens. 31/08/1800 So this perks is still totally NOT defendable with historical cases ( guess the kent didn't have Determined Defender ... ) Edited July 7, 2016 by Iluadra
Quineloe Posted July 7, 2016 Posted July 7, 2016 (edited) I guess you did never pvp one surprise vs one indiaman or this kind of this. I guess you never fought with a pickle against a belle poule either! And you call yourself a PVP player! Surcouf , Confiance, 190 mens, succeed to capture the Kent, 437 mens. 31/08/1800 So this perks is still totally NOT defendable with historical cases ( guess the kent didn't have Determined Defender ... ) And how many of those 190 men were trained and armed soldiers, and how many of those 437 men were just armed with whatever tool they found? and how many were actually killed or gravely wounded? Boarding right now is completely ahistorical and needs to be redone from scratch at some point. Edited July 7, 2016 by Quineloe 2
Iluadra Posted July 7, 2016 Posted July 7, 2016 (edited) the Kent did have 200 marines/soldiers onboard, please read the storys ( + generals and officre ) I guess you never fought with a pickle against a belle poule either! And you call yourself a PVP player! I tooked the times to answer you properly and you're trolling me. I think my post was serious, more or less. Edited July 7, 2016 by Iluadra 1
Sire Trinkof Posted July 7, 2016 Posted July 7, 2016 I guess you never fought with a pickle against a belle poule either! And you call yourself a PVP player! And how many of those 190 men were trained and armed soldiers, and how many of those 437 men were just armed with whatever tool they found? and how many were actually killed or gravely wounded? Boarding right now is completely ahistorical and needs to be redone from scratch at some point. For the Kent, the heroical part of the event is that Kent crew was actually including a good numbers of marines
Cpt Blackthorne Posted July 7, 2016 Posted July 7, 2016 (edited) Surcouf , Confiance, 190 mens, succeed to capture the Kent, 437 mens. 31/08/1800 So this perks is still totally NOT defendable with historical cases ( guess the kent didn't have Determined Defender ... ) Eeeehhh the Kent was full of passengers picked up from a ship caught fire. It had only 200ish actual crew. I also would have surrendered just so those I rescued did not have to endure yet another battle after having their lives saved. Edited July 7, 2016 by Cpt Blackthorne
Quineloe Posted July 7, 2016 Posted July 7, 2016 (edited) I tooked the times to answer you properly and you're trolling me. I think my post was serious, more or less. No, you tried to discredit my opinion with a statement like "you never fought an indiaman with a surprise before!!" I merely turned that argument around on you. But I see you're a 1 week old troll account anyways, so meh. Edited July 7, 2016 by Quineloe
Skully Posted July 7, 2016 Posted July 7, 2016 (edited) Salt requirement in food supplies lowered Fish meat consumption in ports increased Tobacco and sugar production prices lowered Salt production increased Apart from the sugar production, which I hadn't really checked. IMO this is all premature. Salt has, so far, not been an issue to produce food supplies. Fish meat price was just starting to come down a bit (plus folks where getting back to PvP instead of fishing). Tobacco has become the ultimate cookie clicker cash cow. I'll update http://forum.game-labs.net/index.php?/topic/15026-pvp1-july-tobbies-tobacco-imperium/ And again Salt isn't an issue. Still no crew cost change? None are needed. You can buy medkits for cheap and we still haven't gone through the entire mechanic. What about iron ore? All ports are full. Don't produce or transport iron then... What is your argument that Iron Ore can always be sold, apart from the "I want to get rich easily"? PS. Captains who have a need to stack bottles, should simply be flogged. Edited July 7, 2016 by Skully 1
akd Posted July 7, 2016 Posted July 7, 2016 Nice quick fix for some big problems, but... Double shot penetration penalty removedPlease explain. How can shot fired at lower velocity penetrate the same? Or did it have some penalty applied on top of increased fall off with range?In reality, double shot started at a velocity deficit due to increased weight of shot, and was made even slower because the charge had to be reduced to control recoil. Zero penetration difference just removes any tactical decision making about when to use double shot. The only decision then is divorced from player skill in battle (the choice to take perk or not). Hopefully this is just temporary while penetration model is reviewed, because if penetration penalty for double shot was realistic (proportional to reduction in velocity at a given range) and was making it useless in all circumstances, this suggests something more fundamentally wrong with the model (probably over sensitivity to complete failure [bounce] close to vertical and / or lack of partial penetration HP damage). double charge damage penalty removedWill you also remove damage penalty from long guns? All other things equal, either higher velocity shots do less damage or they don't. That said, the more realistic penalty here would be small % chance of gun loss when using "double" charge (should be "over charge", as an actual "double" charge would result in very high chance of gun loss and casualties).Instead of making these choices without real trade-offs in battle, why not remove or rework the consumable aspect (fixed number per gun), which actually creates a reload management nightmare? (If you don't use all guns aboard at same rate, you will have your broadsides attempt to reload with small number of remaining double / charge shots from chasers.) Major problems from patch still remaining: -surrender while sinking / burning needs to be stopped or limited. -major bug causing sold prizes to restore lost crew. Please be careful on moderating crew loss costs. Due to bug above and other factors, crew loss is really mostly meaningless as is. 4
Hethwill, the Red Duke Posted July 7, 2016 Posted July 7, 2016 Speedy and Gamo. Fifty something versus three hundred and nineteen which included a company of marines. Damn Cochrane, rage boarder dastard !!! 1
Quineloe Posted July 7, 2016 Posted July 7, 2016 (edited) The penetration penalty to double shot may have made the thing completely useless, given we barely penetrate most of the time as it is. Did anyone post feedback on that? Edited July 7, 2016 by Quineloe
Pelennor Posted July 7, 2016 Posted July 7, 2016 Redoutable (650) fought off all boarding attempts from HMS Victory (850) we still believe that the perk could be logically defended based on historical cases. Well... no, bad example. Lots of factors lead this attempt to a failure, including swell and Victory's higher deck. French preparation was very good (deck was clear due to musket volleys from sails). In no circonstance you can impute that to the british preparation, and no officer in the world can just stand up on a deck and deny a boarding by rule. This perk is arbitrary.
Teamski Posted July 7, 2016 Posted July 7, 2016 (edited) Agreed. Why mess with the rudder? Why? It's vulnerable enough at the moment Great patch......BR is finally fixed and.....wha? How could you make the rudder even more likely to get knocked out? I swear the designers do this just to piss people off. As repeatedly mentioned above, the rudder already takes a thrashing and now you guys reduce it another 20%? Absolute sadists I tell you..... This is going to suck..... -Ski Edited July 7, 2016 by Teamski
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