Captain Kibble Posted August 4, 2016 Posted August 4, 2016 Ahoy, I had a few things I was wondering if anyone would know the answers to. - Will we ever get the ability to give our fleet ships some more instruction in battle, especially regarding the type of shot they are using? -Why can we not pay a fee to move ships between outposts, similar to goods? -Why is there not a timer on teleports? If we're going to have them, it seems to me it should function similar to goods, it should have some sort of timer to simulate you hopping on a ship and being taken to your port of choice..... Maybe not an in-process timer, but at least a cooldown after you reach your destination. -Why can we only move goods between freeports? -Will we see (or is it even needed? Maybe I don't fully understand it) a rework of the current supply/demand system. It seems to me the way it is now that it's a matter of who can be online when the server resets for the day to as quick as you can buy/sell your goods before the AI demand is exhausted by someone else.... Is this accurate or am I lost at sea? -What (in your opinions) would be the best buildings for a non-crafter/non-trader to invest in? Either for small profits from directly selling the goods, or for producing basic items like repair/med kits that would benefit raiding of traders and Pvp? Sorry for all the questions, and thanks in advance to anyone that can answer.
312_JS Posted August 4, 2016 Posted August 4, 2016 I've built 5 Coal mines in KPR when they were introduced (I thought I can have 5 buildings at each Outpost) and I'm making tons of money. Never tried anything else though.
Konali89 Posted August 4, 2016 Posted August 4, 2016 Ahoy, I had a few things I was wondering if anyone would know the answers to. - Will we ever get the ability to give our fleet ships some more instruction in battle, especially regarding the type of shot they are using? They where suggested long ago, but fleets have been taken out of the game 2 times before and i am not sure whether more additions to their controls will be made. However you can always suggest them offcourse:) -Why can we not pay a fee to move ships between outposts, similar to goods? Not sure, the main reason i think is because other players like to pshycically hunt down other players. -Why is there not a timer on teleports? If we're going to have them, it seems to me it should function similar to goods, it should have some sort of timer to simulate you hopping on a ship and being taken to your port of choice..... Maybe not an in-process timer, but at least a cooldown after you reach your destination. We used to have a timer on teleports. It was removed to see what for outcome it would have on the tedious and repetitive sailing if i recall. Also by removing the cooldowns, players could get easier into the action by going to outposts. But teleports and cooldowns are still as of today a hot item in many discussion topics. -Why can we only move goods between freeports? We used to be able to deliver goods from all towns/ ports. I believe it was reduced because it was to simple, and by only having freeports it did increase the amount of risk and physicall trade ships being sailed on the OW, that in return can be hunted down by other players again. -Will we see (or is it even needed? Maybe I don't fully understand it) a rework of the current supply/demand system. It seems to me the way it is now that it's a matter of who can be online when the server resets for the day to as quick as you can buy/sell your goods before the AI demand is exhausted by someone else.... Is this accurate or am I lost at sea? Who knows, i believe somewhere it was said in some roadmap, that the economy would get some love from the devs after certain other main content patches. You do not really need to be online directly after a server restart if i am correct. Simply because the production and consumption numbers in ports are daily numbers but will be divided into hourly rates. So if a port is consuming 2400 something, it consumes 240 items per hour, which makes sure you could come back after an hour or 2 if lucky and get max profit. -What (in your opinions) would be the best buildings for a non-crafter/non-trader to invest in? Either for small profits from directly selling the goods, or for producing basic items like repair/med kits that would benefit raiding of traders and Pvp? I'll leave this for the cratferts and eco experts. Sorry for all the questions, and thanks in advance to anyone that can answer. 1
Mrdoomed Posted August 4, 2016 Posted August 4, 2016 Teleport cooldowns were removed so try hards could just sit in the capital until someone foolish enough to acually sail in a sailing game was spotted then they could all teleport to the victim and have a super fun 23 vs 1 battle. Good times for all.
admin Posted August 4, 2016 Posted August 4, 2016 -Will we see (or is it even needed? Maybe I don't fully understand it) a rework of the current supply/demand system. Yes 2
Pugwis Posted August 4, 2016 Posted August 4, 2016 - Will we ever get the ability to give our fleet ships some more instruction in battle, especially regarding the type of shot they are using? Konali omit to say that, you can give your fleet ships some order, press "M" or ",", or whatever key you use to open the map during a battle, then you select one of your follower (in the list or map) + one target (red on the map) + one order in the list. Since the last update this doesn't seem to work, so let your fleet ships in "Free Mode" or they won't fire their gun, but i think it will be fixed soon. 1
Bramborough Posted August 4, 2016 Posted August 4, 2016 (edited) I agree with Konali99 above, just adding my two cents of commentary. Fleets: Haven't used them often. From what little I have used them, it seems to me that there's enough commands (perhaps Board could be added)...but the challenge is programming the AI to reliably follow them. Have no idea where such an effort resides on the devs' priority list right now. Teleport/Cooldown/etc. During the time I've played, the gradual trend has been to make it easier to teleport yourself, but harder to teleport cargo, around the map. I believe the intent of both is to facilitate OW PVP action. Economy. Current economic structure is distorted by fixed NPC prices, deliberately set in place in order to facilitate devs' alpha testing goals. I do not believe it remotely resembles future "release version" economy. Expect significant changes in future patches. Buildings. All buildings can be made to generate significant profits. My general recommendation would be to invest in buildings which meet at least two of the following criteria: a) high-price, b ) relatively scarce, and/or c) used in large quantities in shipbuilding/crafting. Most (not all) of the game Resources qualify. Edited August 4, 2016 by Bramborough
Sir Texas Sir Posted August 4, 2016 Posted August 4, 2016 I agree with Konali99 above, just adding my two cents of commentary. Fleets: Haven't used them often. From what little I have used them, it seems to me that there's enough commands (perhaps Board could be added)...but the challenge is programming the AI to reliably follow them. Have no idea where such an effort resides on the devs' priority list right now. Teleport/Cooldown/etc. During the time I've played, the gradual trend has been to make it easier to teleport yourself, but harder to teleport cargo, around the map. I believe the intent of both is to facilitate OW PVP action. Economy. Current economic structure is distorted by fixed NPC prices, deliberately set in place in order to facilitate devs' alpha testing goals. I do not believe it remotely resembles future "release version" economy. Expect significant changes in future patches. Buildings. All buildings can be made to generate significant profits. My general recommendation would be to invest in buildings which meet at least two of the following criteria: a) high-price, b ) relatively scarce, and/or c) used in large quantities in shipbuilding/crafting. Most (not all) of the game Resources qualify. I'm fine with the current fleet commands for now, what I would like is the idiot AI ships that aren't your fleet to stop fireing on your and the ship while YOU ARE IN A BOARD. You don't want to know how many times they killed my crew and to many of the AI's when I was wining the Moral kill of a board and than get out to find that the crew I put on it are gone cause of the ship sinking or I wasted more crew than I should of cause every one and there mother was shooting at us. Also AI tends to sit there like retards some times at start of fleets even if you didn't bring any of your own ships in there.
Skully Posted August 4, 2016 Posted August 4, 2016 A player waiting on a timer, is a player not providing content.
Captain Kibble Posted August 4, 2016 Author Posted August 4, 2016 A player waiting on a timer, is a player not providing content. Disagree. It's a player forced to go do something else, or sail the distance manually - actually think about the decision to teleport. If you're going to teleport, you should be planning on staying in your destination for at least a little while. It shouldn't be unlimited, imo. It's an unrealistic shortcut as it is now, that can be exploited by griefers in addition.
Mrdoomed Posted August 4, 2016 Posted August 4, 2016 A player waiting on a timer, is a player not providing content. Then i guess waiting for labor hours is bad for game. We should get 100% free labor. 1
Skully Posted August 5, 2016 Posted August 5, 2016 Disagree. It's a player forced to go do something else, or sail the distance manually - actually think about the decision to teleport. If you're going to teleport, you should be planning on staying in your destination for at least a little while. It shouldn't be unlimited, imo. It's an unrealistic shortcut as it is now, that can be exploited by griefers in addition.Think about it, what options do you have? You TP-ed to the action, the fight is over and you are stuck. Your only option is to Cutter away. Are you then providing content to your fellow players? So how is this exploited in your opinion? Then i guess waiting for labor hours is bad for game. We should get 100% free labor.Were it not that labor hours are the reverse. Instead of waiting for some crafting bar to fill up, you can decide there and then what you need. It also ensures powergamers can not overpower casual players as both have an equal amount of hours. And in the end hours are the ultimate commodity. (Time is money. Sort of. ) How much do you pay a new player for his hours? And if nothing, are you saying a new player doesn't deserve anything?
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