Jump to content
Naval Games Community

Recommended Posts

Posted

While the first couple of week have been enjoyable in receiving "gold" mods it does interfere with crafting these mods on the market.

I can see where these can be useful for the purchased of a basic vessels where a person can greatly modify their ship without the cost of purchasing the greater mods as they are handed out through the wrecks.

I would rather see these gold mods be 10% of the mods found and maybe the most to be @60% of them being "blue" with the other 20-30% being "purple".

Without this time of accomidation, crafting these notes will not mean a thing. It is more than having a plethoria gold mods out there, it affects the crafting of these mods.

Why buy a blue rated mod when there is a good chance with a little patience you can get a gold one through a wreck.

Posted

I tihnk all NON personnel and non instruction book mods should be craftable, but now things like Studding sails etc aren't, and i think they really should be, as they sound eminently craftable.

  • Like 1
Posted

All mods without exceptions should be crafteable. That way all we have the same chances to get them. It is more fair for all of us.

I dont know you but my gold mods from shipwrecks are quite bad while others have yellow marines or pellow sights.

Last I checked everybody had the same chance to get something from the RNG god. :P

Has anybody started destroying Gold mods yet, because of running out of warehouse space? :D

  • Like 1
Posted

Books should be removed and given as officer perks.....we will get more officers at some stage

 

Marines don't work right now but i think they should be splitinto categories somehow...see my better boarding game plan

Posted (edited)

yes overkill to have 5 sets of mortar handbooks and fireship fittings. most of the mods obtained are the equivalent to toilet paper. 

 

 

Sounds like you are unlucky or have only pulled a few bottle. Marines, Powder Monkeys, Rudders, they are saturated.

Edited by Captain Lord Cochrane
Posted (edited)

I'd argue for all mods to be craftable, and shipwrecks drop 1-4 crafting notes of _____ quality.

 

Definitely. You could leave in a very slight chance of shipwrecks offering mods of any quality, but I would not make the chance any higher than it is to obtain them through missions. I also saw it coming that eventually everyone would be getting exceptional mods and reducing their value over time.

 

Also what is needed is a weighted crafting system for upgrades. The vast majority of mid grade notes go into shipbuilding. They're also required for crafting upgrades, which means that very few people are actually making the upgrades. Meanwhile low grade notes and high grade notes just aren't as demanded. It's pretty funny when silver sells for more than gold. We need to balance it out a bit.

 

I suggest for the purpose of crafting upgrades:

 

1 low grade note to make a green (common) upgrade

2 low grades and 1 mid grade to make a blue (fine) upgrade.

3 low grades and 2 mid grade notes to make a purple (mastercraft) upgrade.

4 low grades, 3 mids, and one or two high grade notes to make a gold (exceptional) upgrade.

 

(maybe not those exact numbers but you get the idea)

 

This will spread the demand for notes across all three types of notes. Also I'd introduce a durability system for upgrades as well (I'm sure it has been suggested before), so that once you have them, you aren't set for life. That will also keep upgrade crafters in business.

 

I like your suggestion to replace the guaranteed gold upgrade drop with notes so that people could actually craft their own upgrades. Right now there is too wide of a gap between basic upgrades and gold upgrades.

 

I know at least one USA player who has an army of gold charismatic boatswains, lol. I know they aren't craftable, but yeah, what are you going to do with that? He has so many that they are worthless to him, and I think that is not the only exceptional upgrade to suffer that fate.

Edited by ajffighter86
Posted

I don't think gold mods should drop from wrecks - but it would be nice if you received components to make some of the ones you cannot craft directly from purchased or farmed materials.  

 

For example:

receive 1 x Marine officer saved from wreck, and you can upgrade a blue Marine Mod 1 notch.  But you need to be level 50 to craft gold, 40 for purple, etc.

  • Like 1
Posted

Come on it is ALPHA. The Devs want to see what work and what doesn't.  What people will use and what they won't.  STOP THINKING EVERYTHING IS ABOUT YOUR GAME.

Posted

Come on it is ALPHA. The Devs want to see what work and what doesn't.  What people will use and what they won't.  STOP THINKING EVERYTHING IS ABOUT YOUR GAME.

 

only sorta alpha mostly beta and feedback is necessary.

 

Everything is about my game and his game and that other guys game.....thats how you find balance...

 

Gold mods raining from the sky isn't informing them of anything only that maybe the max values are incorrector that the mods suck in their current form........i don't see any hot fix adjustments to mods in the last couple of patches and there has been no request for feedback on specific mods so we are advising them that there are too many gold mods dropping and it isn't helping anything

Posted (edited)

only sorta alpha mostly beta and feedback is necessary.

 

Everything is about my game and his game and that other guys game.....thats how you find balance...

 

Gold mods raining from the sky isn't informing them of anything only that maybe the max values are incorrector that the mods suck in their current form........i don't see any hot fix adjustments to mods in the last couple of patches and there has been no request for feedback on specific mods so we are advising them that there are too many gold mods dropping and it isn't helping anything

 

I've been saying the grenade and musket upgrades are so underpowered that basically all they do is take up an upgrade slot. No grenades upgrade? Kill 2 crew. Exceptional grenades? Kill 4 crew, lol.

Edited by ajffighter86
  • Like 1
Posted

agree

 

I've been saying the grenade and musket upgrades are so underpowered that basically all they do is take up an upgrade slot. No grenades? Kill 2 crew. Exceptional grenades? Kill 4 crew, lol.

 

gunnery builds were useful once..

Posted (edited)

The super gold mod pump by way of shipwrecks is to give the best mods to as many people as possible to test different fit outs for players. I have done things differently for the simple fact that gold mods are easy. Stacking reinforced sails, light canvas and reinforced masts on a speed fit trade lynx with copper plating and speed trim... vroom.

Test things, we are the researchers, we give feedback, aND the devs fine tune things for us to further test and give more feedback. The devs depend on our input and experience in combat and open world to make this game ready for prime time.

/edit... stupid phone

Edited by Atreides
Posted

The super gold mod pump by way of shipwrecks is to give the best mods to as many people as possible to test different fit outs for players. I have done things differently for the simple fact that gold mods are easy. Stacking reinforced sails, light canvas and reinforced masts on a speed fit trade lynx with copper plating and speed trim... vroom.

Test things, we are the researchers, we give feedback, aND the devs fine tune things for us to further test and give more feedback. The devs depend on our input and experience in combat and open world to make this game ready for prime time.

/edit... stupid phone

agree, however the math says it is going to be vroom....some of us theorycraft this stuff already.  The UI doesn't handle a lot of the mods either so really it isn't like they are really trying to test mod balance or anything at the moment.

 

If you devalue everything to the point it is free then theres no reason to make things....crafters at 50 make what?  ships have duros which kills crafting.....the whole premise of having things to be tested is that there is some reason they exist.  Fishing seems to exist to kill crafting mods and supply fish meat.

 

Crew mechanics are not being hotfixed (pressgang) which is clearly broken.   If skully wasn't making medikits I could just give people 400 crew anytime i wanted and recap it in 5 minutes later.

 

If you test something and feed it back it should be patched or disabled for rework not just left to screw up the stuff that does work

Posted (edited)

only sorta alpha mostly beta and feedback is necessary.

 

Everything is about my game and his game and that other guys game.....thats how you find balance...

 

Gold mods raining from the sky isn't informing them of anything only that maybe the max values are incorrector that the mods suck in their current form........i don't see any hot fix adjustments to mods in the last couple of patches and there has been no request for feedback on specific mods so we are advising them that there are too many gold mods dropping and it isn't helping anything

The Golden Shower has prematurely shot us in this apparently non-gratifying position.

So the good thing is, there is now the opportunity to deal with the inevitable arise of this ... ehr ... situation.

Edited by Skully
  • Like 1
Posted (edited)

add duros to mods, take duros off ships. let crafters craft and traders trade (no town production and set consumptions/aitraders like discussed) and set prices of ships and turn up and down gold for damage.....This is what will be an improvement without recoding the universe

Edited by Fastidius
  • Like 1
Posted

add duros to mods, take duros off ships. let crafters craft and traders trade (no town production and set consumptions/aitraders like discussed) and set prices of ships and turn up and down gold for damage.....This is what will be an improvement without recoding the universe

Duros on ships are there to bring people back into combat faster. This needs more analysis.

Town production is there to boot up the economy when and where player activity is low. It also ensures production from the ground up can not become a closed loop, but always have an open market.

Apart from those two, I agree.

Posted

When gold mods become too common they suddenly become mandatory since "everyone" is using them.

The consequence is that ALL non-gold mods become 100% redundant and useless.

This ruins the economy as anything not gold is left to rot, and crafters won't be able to earn money in game until they are rich enough to craft gold mods and gold ships.

This in turn caters to an elitist gameplay were only a few will accumulate the wealth since they have the levels and money to craft them.

It is like World of Warcraft when everyone and their mother could get what became known as welfare-epics from just grinding quests. Epic loot was completely devalued in itself, became mandatory and an expectation (good luck joining a raid without full sets of epics) and all other items became worthless.

Shame to see this game spiral down into a similar trap with the gold upgrades and ships as WoW did with epics.

  • Like 2
Posted

The change from a perpetual to an ephemeral game is however very drastic. Is this a trial or is this to be final?

The answer to whether we go perpetual or ephemeral is very important to this issue.

If we lose Gold mods after each season, then this topic is no longer relevant.

  • Like 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...