Sir Texas Sir Posted July 29, 2016 Posted July 29, 2016 Surrender often meant that crew and officers were exchanged when possible. But as you say other times crews spent time in prison hulks. Abandon ship I think is a little far fetched when the enemy is winning. You would get picked up by them not friendlies. This is why I like press gang perk. Many times you might just become part of there crew too. Some times it was a better deal than the ship you where on before that you might of got pressed gang in the first place in some port to join.
Fastidius Posted July 29, 2016 Posted July 29, 2016 To clarify - Santa Cecilia BP was removed until further notice. it should not have got in this patch any reason? it seems to sail OK against AI.
Guest Posted July 29, 2016 Posted July 29, 2016 (edited) Press gang makes mission-running and money-making at at the upper end even easier without having to pay for crew or returning to port after each mission. I just did 3x Rear Admiral fleet missions solo in a single go for 3 mil in total, and having to replace 13 crew. Inflation will be bananas. Edited July 29, 2016 by Guest
Jan van Santen Posted July 29, 2016 Posted July 29, 2016 on a different topic: this patch introduced the "convert similar items" option to convert fish to fishmeat.... Unfortunatedly that includes the "goldfish" (those fetching 5K or 7.5K) Personaly i dont consider smthg worth 5K similar to smthg worth 99 gold coins 1
Wilson09 Posted July 29, 2016 Posted July 29, 2016 (edited) my comment on the perks: I am so confused. So, I have an officer on my ship. He maybe fighting all day and sinking / boarding 100 ships, right ? Wow, he might be a good admiral then. In the end of the day I "skill" him to be a master crafter or a super fisherman!???? What kind of "skilling" a skill tree is this"? This cannot be the right way for any game...we are not supposed to play Pokemon. Any "skilling" should be linked to the actions....if I fish 100h = fishermen perk, if I craft 100h = craft perk and so on... Edited July 29, 2016 by Wilson09 6
Powderhorn Posted July 29, 2016 Posted July 29, 2016 my comment on the perks: I am so confused. So, I have an officer on my ship. He maybe fighting all day and sinking / boarding 100 ships, right ? Wow, he might be a good admiral then. In the end of the day I "skill" him to be a master crafter or a super fisherman!???? What kind of "skilling at at skill tree is this"? This cannot be the right way for any game...we are not supposed to play Pokemon. Some people level up their officers without ever firing a gun in anger, by doing econ between ports. Econ perks are quite appropriate for these players. 1
Paulus de Boskabouter Posted July 29, 2016 Posted July 29, 2016 Can we make the maximum officer level lvl 13? And the max amount of officer points 10. So after lvl 10 you can save up 3 points for a reset. Make it very hard to reach lvl 13 if you want. 2
Jean LaPointe Posted July 29, 2016 Posted July 29, 2016 To clarify - Santa Cecilia BP was removed until further notice. it should not have got in this patchThank you for the notification. I was wondering what had happened.I can wait for when the time is correct for the release. She looks like she'd be a fun sail.
Cmdr RideZ Posted July 29, 2016 Posted July 29, 2016 Press gang probably should give men back in the BR Screen. And maybe max number of crew should be a percentage from your casualties.
Pagan Pete Posted July 29, 2016 Posted July 29, 2016 I am Pagan Pete, and I approve this patch. Yarrr. [_]P 5
Sir Cloudsley-Shovell Posted July 29, 2016 Posted July 29, 2016 Love the patch,only one small thing,it would be great if we could have more than one Officer,we have the slots for it. To all the haters..........we are SUPPOSED to be Testing the game,NOTHING is final,so give the Devs a break! 2
Prater Posted July 29, 2016 Posted July 29, 2016 The new sail animations are awesome. Do more if you are able to. Thank you for removing the green zone fishing. Need more time to test the perks, but I think I like the direction. I think we need to be able to leave officers in port and switch them out and level up new ones, so that we can easier test the perks. The new white/gray gunsight/aimer for NON Color blind is very hard to see. Please change it back to red. This is the biggest problem in this patch, I believe, and I know a lot of people I have talked to say the same. The Santa Cecilia seems to sail very well at every wind direction. I'm not sure about this. Can one of the experts speak on this? I wonder though if the shipwreck distribution was better how it was before, where the shipwrecks were mostly located in similar areas for everyone. It introduced Lynx Raiders who hunted for shipwreck explorers. +1 to customization. Can we get the caribbean-map file moved from resources.assets to a sharedassets file so I can distribute my map mod? 4
SeaMist Posted July 29, 2016 Posted July 29, 2016 RE Acceleration model: I did a small PVE battle today just to test it out. I couldn't see any major issues. In fact I'm pretty sure (but it could always be my imagination lol) that when not having enough speed up to tack I could bear away, gain the speed more easily than before, then tack successfully. Thanks for the extra bottles too.
Enraged Ewok Posted July 29, 2016 Posted July 29, 2016 The new white/gray gunsight/aimer for NON Color blind is very hard to see. Please change it back to red. This is the biggest problem in this patch, I believe, and I know a lot of people I have talked to say the same. Wholeheartedly agreed, seconding this. The Santa Cecilia seems to sail very well at every wind direction. I'm not sure about this. Can one of the experts speak on this? From the one battle I had with it last night, she seemed to sail well everywhere above 60* off the wind. Below that she started losing speed quickly, and I was doing about 3.2 knts 45* off the wind. Haven't sailed any other square rigger close hauled yet, so I don't know how the 45* speeds listed for other square riggers stack up. Going by Jodgi's test values she's about 1-2 knts slower than most other square riggers at 45* (and about half as fast as the Surprise), but these values may have changed with the patch. A Surprise did blow past me on the same tack though, doing what felt like double my speed as he passed.
Domox Posted July 29, 2016 Posted July 29, 2016 I'm enjoying the handling, the ships feel very much like actual sailing now and reading the sails is now possible rather than watching the compass. Huzzah to that! re: Customization: Something as simple as changing the trim color would go a long way. Also different flags would be nice, imagine a national ensign, and a battle ensign, based on approved symbology/color selection? Pirates could just fly the battle ensign. (Personally I'd like to see all ensigns capturable and false flags become a thing but...) 2
Jean LaPointe Posted July 29, 2016 Posted July 29, 2016 I am Pagan Pete, and I approve this patch. Yarrr. [_]P ROFLMAO
Woody051 Posted July 29, 2016 Posted July 29, 2016 (edited) Love the patch,only one small thing,it would be great if we could have more than one Officer,we have the slots for it. To all the haters..........we are SUPPOSED to be Testing the game,NOTHING is final,so give the Devs a break! Or even the ability to have multiple officers but only a limited number equipped so that we can put the inactive ones in the outpost say on "Shore leave" or whatever. Maybe the total number of officers we have could be effected by player rank such as max rank can have 5 officers (or whatever number they see fit) the interim ranks would be limited Rank - Nation Rank Name - Officer Limit 1 - Midshipman 2 - Ensign 3 - Second Lieutenant - 1 Officer 4 - First Lieutenant 5 - Lieutenant Commander - 2 Officers 6 - Master and Commander 7 - Post Captain - 3 Officers 8 - Flag Captain 9 - Commodore - 4 Officers 10 - Rear Admiral - 5 Officers So say maybe we can only have 1 or perhaps 2 maximum equipped to our ship at any given time. It would still be a pleasant option to have an ability to train/level up other additional officers with other perks that i can switch out. Shore Leave - This could be a game mechanic that would essentially be like an item warehouse but for officer personnel. The only difference is perhaps maybe a gold price could/should be paid to approve shore leave every time you take the officer off shore leave (i think putting them in storage should be free, but withdrawing should have a cost). This way there is a monetary penalty so players have to choose wisely about their officers. If you're a wealthy captain then great!, perhaps you can enjoy additional benefits as in rotating out officers depending on your wants/needs/situation. If were something to be done for free then i feel it would be too unfair to other players who have invested in certain perks. An alternative balance instead of pay to withdraw from shore leave is a time cooldown. An officer once placed on shore leave could then only be available again after X hours/mins. Edit: made a thread: http://forum.game-labs.net/index.php?/topic/15518-suggestion-placing-officers-on-shore-leave/ Edited July 29, 2016 by Woody051 1
Nash Posted July 29, 2016 Posted July 29, 2016 the problem with multiple officers is that you will have all the perk you want. 1 for crafting, 1 for capping, 1 for fighting with lineship, 1 for frigate and 1 for small ship. 6
akd Posted July 29, 2016 Posted July 29, 2016 the problem with multiple officers is that you will have all the perk you want. 1 for crafting, 1 for capping, 1 for fighting with lineship, 1 for frigate and 1 for small ship. Yes, we would need to have different officers drawing from different perk pools, with fewer perks per officer. All would remain part of your permanent retinue, not be upgrades for particular ships. 2
Edward Hammond Posted July 29, 2016 Posted July 29, 2016 Having blue spots on stay sails after patch. Anyone else experience this?
Neverdead Ned Posted July 29, 2016 Posted July 29, 2016 Personally, I like the limitation on officer's and officer perks. This means we have more individuality and uniqueness to our perks which have been tailored to our preferred gaming style. It is in fact a form of personalization. If we were to have more officers and more perks available, it would lead to cookie cutter perk builds that everyone would be using. just as in real life, you can't have everything...ship bulders/crafters will not be as strong in fights and visa versa. I can see a whole specialization of perks that would just benefit an enterprizing Pirate. It's great! 1
Cpt Blackthorne Posted July 29, 2016 Posted July 29, 2016 (edited) Everyone needs to remember we are simply testing these officer perks. There are 5 slots for officers, all of these perks can be divided into which officer they would apply to. Each officer could have maybe only 2-3 perks to specialize them in. Not only that, each perk could have levels like say a level one perk provides its bonus at only 5%, level 2 of that perk at 7%, etc, etc. I can envision such officers related to actual deck officers with related names who have to level up: Allow a Quartermaster only certain perks, such as Press Gang and Area Control and Admiralty Connection, and any old/furture perks related only to a qmaster Allow the Boatswain only certain perks, such as Pump Inventor and Storage Master, and any old/furture perks related only to a boatswain Allow the Master Gunner only certain perks, such as Carronade Master, and any other old/future perks related only to gunnery Allow a Carpenter only certain perks, such as the Expert Carpenter and Emergency Master, and any other old/future perks related only to carpentry Allow a Rigger only certain perks, such as Trimming Expert and Rigging Specialist, and any other old/future perks related only to rigging etc, etc, etc And of course....all the econ perks should be available to a land-based officer, as econ perks have nothing to do with the sea. And as I said, each of these perks would have levels for each percentage range of XP gained for them. If you need a simply visual of each officers duties, this explains very clearly and simply each officer on a ship (of course there are other sites that explain in more detail) http://www.thepirateking.com/historical/ship_roles.htm Edited July 29, 2016 by Cpt Blackthorne 2
Cragger Posted July 29, 2016 Posted July 29, 2016 Personally, I like the limitation on officer's and officer perks. This means we have more individuality and uniqueness to our perks which have been tailored to our preferred gaming style. It is in fact a form of personalization. If we were to have more officers and more perks available, it would lead to cookie cutter perk builds that everyone would be using. just as in real life, you can't have everything...ship bulders/crafters will not be as strong in fights and visa versa. I can see a whole specialization of perks that would just benefit an enterprizing Pirate. It's great! We need more officers really. Things like shipwright shouldn't be attacked to a first officer that would be more appropriate for tradesman executor/director of estate (I can't remember their titles but captains used them to manage their money while they were at sea) or perhaps a Purser. There are a lot of warrant officers that could have abilities tied exclusively to them and yet retain the effect of choice and diversity by giving them far less 'slots' say 1-2. 1
Loco Bandito Posted July 29, 2016 Posted July 29, 2016 It should be one officer per boat once assigned he cannot leave and if you remove him from that boat he loses a level. I would like to build an officer for frigate class and line ship. As for economy I would put him on my trade ship.
Jack MacNeill Posted July 29, 2016 Posted July 29, 2016 I never expected to see sails moving on the OW in a game like this. That is amazing. Great work.
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