Lucas Corso Posted August 4, 2016 Posted August 4, 2016 (edited) I read a post in this page saying asset wipes upon full release, I'm just wondering if that's player ranks, holdings and stuff like the previous wipe because if it is I'm out, I refuse to keep on grinding levels in this game then getting wiped back to 0 to just start all over Experience points Experience points are safe, everything else may be wiped. As this is an Alpha test, wipes are to be expected. Edited August 4, 2016 by Lucien Delmonte
mikawa Posted August 4, 2016 Posted August 4, 2016 Did anyone exept me encounter a problem with coward perk? I got the feeling that something might not be working properly. In an AI battle the battle timer ran three times to zero, after that it switched to "cannot escape" (I wasn't tagged at all), the fourth time it allowed me finally to escape. Also yesterday I could escape a PVP battle being tagged by a whole broadside two seconds ago ... First I thought I may be wrong, but after yesterday I think it is a kind of bug, or is that the planned behaviour?
Cmdr RideZ Posted August 4, 2016 Posted August 4, 2016 Steam is updating the game, but I cannot see any patch notes for those. Not here, nor in the steam. Just interested to know that where those are? Or could be just me with a blind eye.
Kanay Posted August 4, 2016 Posted August 4, 2016 Determined defender is now 20% instead of 40%, what's the point of this perk costing 2 officer points now ? Crew space + extra hammocks adds a total of 17.5% more crew on a ship , 2 same ships, let's say Essex's, one having those upgrades gets 370 crew total, the other not having it gets 315 crew, one single broadside on the stern using balls will kill the 8 crew needed to get at 20% difference ... 30% maybe had made sense , here it is better to simply remove this perk that became useless and still cost 2 officer points when something like Rigging Specialist costing also 2 points will help way more to avoid being slowed down and boarded ... 1
Daliscar Posted August 4, 2016 Posted August 4, 2016 Determined defender is now 20% instead of 40%, what's the point of this perk costing 2 officer points now ? Crew space + extra hammocks adds a total of 17.5% more crew on a ship , 2 same ships, let's say Essex's, one having those upgrades gets 370 crew total, the other not having it gets 315 crew, one single broadside on the stern using balls will kill the 8 crew needed to get at 20% difference ... 30% maybe had made sense , here it is better to simply remove this perk that became useless and still cost 2 officer points when something like Rigging Specialist costing also 2 points will help way more to avoid being slowed down and boarded ... You're forgetting situations in a gank where a surprise with 240 crew manned with blue or purple marines jumps on your ship with 300 crew and no marines. Or people jumping on board just so they can get their buddy to rake you with grape through the stern while you're in boarding screen Those can still be prevented. There are still are situations where the perk is still useful.
Enraged Ewok Posted August 4, 2016 Posted August 4, 2016 I put in a bug report for this, but wanted to see if anybody else has had something weird with their officers. My officer hit max rank last night, but I only have 9 points allocated to perks. The 10th point is not there to be spent on a perk.
Cpt Blackthorne Posted August 4, 2016 Posted August 4, 2016 Honest questions to all those ppl who complained and are now rejoicing about Determined Defender: do you run with fleet ships? do you run in a gank group? do you run gold boarding perks? do you cap traders? about how long did it seriously take you to gank a newb's ship before DD was nerfed? 5 minutes? 7 minutes? and what now can a player do when facing a gank fleet alone? or even facing one enemy alone who runs fleet ships and gold boarding upgrades? They cannot sail away to escape, because sails always get wrecked within 1 minute of facing 3+ enemy, and then the Area Control kicks in. Now, why would devs listen to a select few wwwwaaayyyyy OP gankers crying about this perk who ruin this game for newbs? Please, for the love of God, stop catering this game to these 1 shot 1 kill wot lovers. Kanay had it right...30% is the least you should've lowered it to. 3
Mrdoomed Posted August 4, 2016 Posted August 4, 2016 Honest questions to all those ppl who complained and are now rejoicing about Determined Defender: do you run with fleet ships? do you run in a gank group? do you run gold boarding perks? do you cap traders? about how long did it seriously take you to gank a newb's ship before DD was nerfed? 5 minutes? 7 minutes? and what now can a player do when facing a gank fleet alone? or even facing one enemy alone who runs fleet ships and gold boarding upgrades? They cannot sail away to escape, because sails always get wrecked within 1 minute of facing 3+ enemy, and then the Area Control kicks in. Now, why would devs listen to a select few wwwwaaayyyyy OP gankers crying about this perk who ruin this game for newbs? Please, for the love of God, stop catering this game to these 1 shot 1 kill wot lovers. Kanay had it right...30% is the least you should've lowered it to. Ive never delt with DD that i know of so i cant comment on that but you are spot on when you say it sure feels like the dev team change everything to cater to the 1% of very vocal try hards. Everything from moving to combat seem to get changed to sooth the handful of same players who complain about everything. The way it seems to me at times is the game is being designed for about 7 people to play and be happy. 2
Enraged Ewok Posted August 4, 2016 Posted August 4, 2016 (edited) and what now can a player do when facing a gank fleet alone? or even facing one enemy alone who runs fleet ships and gold boarding upgrades? They cannot sail away to escape, because sails always get wrecked within 1 minute of facing 3+ enemy, and then the Area Control kicks in. Nothing has changed in this regard. If you got tagged alone by an enemy fleet, your chances of surviving were already close to nil. Determined defender means nothing in this scenario. Now, why would devs listen to a select few wwwwaaayyyyy OP gankers crying about this perk who ruin this game for newbs? Please, for the love of God, stop catering this game to these 1 shot 1 kill wot lovers. Kanay had it right...30% is the least you should've lowered it to. Why should there be a magical force field preventing a player from boarding someone else in nearly any situation? The root problem is broken boarding upgrades, with gold marines being the most egregious offender. Bring the bonuses in line so that they give an advantage but are no longer a gear check. Determined defender allows players to go full gunnery/repair builds with absolutely no fear of being countered by boarding from a similar sized ship. I've seen so many players with such builds drop to under 3 knots speed, and even get themselves stuck in the wind trying to keep guns on me, and they can do this with no fear of counterplay from a player with a balanced or boarding focused upgrade build unless that player already has them beat to begin with. And if a boarding focus build beats a gunnery/repair build with determined defender in a one on one situation, the player skill was so lopsided in favor of the boarding build to begin with that determined defender only prolonged the inevitable. Edited August 4, 2016 by Enraged Ewok 5
Hethwill, the Red Duke Posted August 4, 2016 Posted August 4, 2016 like they did with pirate hunter? but still pirates have magical 1 knott speed advantage...... I must agree. Albeit the fact that a pirate ship would be rigged without any concerns versus the navy ones having to follow regulations the difference should not be in play when pirate versus warship but definitely when pirate versus trader model.
Cpt Blackthorne Posted August 4, 2016 Posted August 4, 2016 Nothing has changed in this regard. If you got tagged alone by an enemy fleet, your chances of surviving were already close to nil. Determined defender means nothing in this scenario. Yes, things have changed dramatically. With this change, the gankee now cannot survive long enough to prevent boarding. Before the change, I was ganked by a rat Trinc who had 2 Trinc escorts. I, in a Trinc with no escorts, was able to sink one of his escorts. Then after using my final sail repair, I was able to prevent him from boarding me with DD long enough to almost kill his crew and kill him. I had a chance. It was indeed close. All I needed to do was kill him. But now, there is no chance in hell. They slow you by having their fleet ships demast you. Then with gold hammocks and other gold boarding upgrades and the officer perks, they need only take your stern to nothing with one broadside and voila, you're boarded and killing in one click. Why should there be a magical force field preventing a player from boarding someone else in nearly any situation? Why do ppl call this magic? What is so magical about telling your crew to cut the damn boarding ropes and hooks? 1
Richart Sievers Posted August 4, 2016 Posted August 4, 2016 like they did with pirate hunter? but still pirates have magical 1 knott speed advantage...... ^wooow what is the i knot worth when everybody else has 10% more firepower ... in port battles ... nothing .... in other big battles ... well you get the chance to get away from the guys with the 10% more firepower.....
Prater Posted August 4, 2016 Posted August 4, 2016 Pirate hunter needs to be nerfed (I thought it already was) to 5% max reload (if even that). Pirate should be nerfed to 0.5 knots. Master perks should be nerfed to 0.3 knots. 3
Bach Posted August 4, 2016 Posted August 4, 2016 we REALLY do want to ask players to take a philosophical approach to sudden abundance due to a new feature. Bottle drops will change, public shipwrecks evens will also come. Trading ships cargo holds will be adjusted. We not sure about their severe penalties to speed (will make trading very hard) but a combat vessel can and should be able to catch a trader in battle. Countertag is only solveable by limiting max possible distance in instance. Please be careful about any changes that make trader too difficult. I'm playing a pirate and not a trader so this isn't a fluff post just trying to make things easier on myself. Consider this: As I pirate I might chase x6 traders and only succeed x2. The x4 times the trader escaped I lost nothing and still got an exhilarating chase be it OW or instances. The x2 I caught the trader I gain rewards and the trader loses rewards. To play this way as a pirate just took me the time to get to the hunting grounds and the waiting. The waiting being the worst part. Now the traders lose days of production, time to get to the hunting grounds and future profit. In short, they gave more to lose. So the percentage of my success should be lower for a healthy game as traders still escape more to me than they lose. If they ever start losing more times then some will quit and others will switch to more 100% guaranteed shipment methods that also stifle play. My suggestions: Leave trader speeds fast but adjust cargo capacities. Drop the cargo space in Trader cuter and Lynx. They are more guaranteed but lower capacities. In the future add more specialized cargo ships. For example, you may wish to add a predecessor to the clipper ships. Very fast, no guns and cargo space specific to spices or such or perhaps an OW speed bonus. Dress it up a bit. Trader hauling can by fun and profitable if we approach it as part of the game rather than an annoyance. Add NPC cargo contracts for profit that detail the destination and pay out bonuses for quicker times to market. 6
Prater Posted August 4, 2016 Posted August 4, 2016 The Topsail schooners we have are the predecessors to clippers. 1
DeRuyter Posted August 4, 2016 Posted August 4, 2016 My suggestions: Leave trader speeds fast but adjust cargo capacities. Drop the cargo space in Trader cuter and Lynx. They are more guaranteed but lower capacities. In the future add more specialized cargo ships. For example, you may wish to add a predecessor to the clipper ships. Very fast, no guns and cargo space specific to spices or such or perhaps an OW speed bonus. Dress it up a bit. Trader hauling can by fun and profitable if we approach it as part of the game rather than an annoyance. Add NPC cargo contracts for profit that detail the destination and pay out bonuses for quicker times to market. Already in game = Trader Lynx. Sharp lined Baltimore schooners were predecessors of clippers and in period were blockade runners and smugglers. I agree though that cargo capacities need to be adjusted. Prater = !
GrapeShot Posted August 4, 2016 Posted August 4, 2016 (edited) To add to Bach's suggestions, I think small playertraders should carry a few small guns. A couple of 4-6 lbers for example. At least they could get a couple of shots off at pirates attacking them, as well as passing the time on long ship wreck expeditions attacking small AI traders Edited August 4, 2016 by GrapeShot
Wilson09 Posted August 4, 2016 Posted August 4, 2016 as well as passing the time on long ship wreck expeditions attacking small AI traders NO! Honestly, you want the pain of a long trip be extended by attacking another small AI trader? You already can, try to board one...easy !!!
Woody051 Posted August 4, 2016 Posted August 4, 2016 Second time this week my steam is downloading updates to the game. I wonder what new unannounced fun things await this time. Some quick "hotfix notes" would be nice. Nothing is more annoying that logging in to find something changed without a record or an announcement of it. It feels the same as like if you were to show up to work one day and your boss was like "oh hey, why are you here? you don't work today?" because they silently changed the schedule without you knowing. Then after that frustratingly driving back home again.
Lord Heyford Posted August 5, 2016 Posted August 5, 2016 Admin, since the release of 9.93, you've released 2 patches without any word about what they did. At least one of them took away a BP. What is going on? 2
maturin Posted August 5, 2016 Posted August 5, 2016 Cool your jets, guys. I can't remember the devs ever adding or changing something of importance without patch notes. It's probably just hotfixes and internal stuff.
VonVolks Posted August 5, 2016 Posted August 5, 2016 Did the officers get pacthed too? Mine is suddenly max level.....
Enraged Ewok Posted August 5, 2016 Posted August 5, 2016 Did the officers get pacthed too? Mine is suddenly max level..... Yes, officers were patched. Determined defender percentage dropped from 40% more crew to 20% more, and a bug was fixed where officers had less available perk points than they should (my max level officer had 9 points before the patch, 10 points after).
Lord Heyford Posted August 6, 2016 Posted August 6, 2016 Cool your jets, guys. I can't remember the devs ever adding or changing something of importance without patch notes. It's probably just hotfixes and internal stuff. Well, losing a BP and nerfing specific officer skills is significant. 2
Sea Archer Posted August 7, 2016 Posted August 7, 2016 I just found out that the double shot perk is limited to a certain number of balls. I want to propose that it shall be unlimited like the other shots. I guess the limit was set to balance the possible damage that can be inflicted. Therefore my suggestion is to limit the range of double shot to 100m, which is somehow historical, I always wondered in the game why the range is so big, so that double shot can only be used when you are broadside to broadside with your enemy. That is how it was historically used and how it should be used in the game.
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