EL LOCO Posted August 10, 2016 Posted August 10, 2016 Neutral towns have a protection zone which makes sense as if you provoke a fight , regardless of nationality, one would not be allowed back in to port. That is how it worked back then. Now..however. We have freetowns. Are they not neutral too? Should they too have protection zones. This would eliminate the stupid teleport to freetown...wait at docks for incoming traders ships and tag. Stupid. With a protection zone...that hunter would have to sail outside of protection zone to attack traders which makes total sense in regards to history and gameplay. Please..enough of this .....everyone waits at freetown ports and tags sitting at docks with no risk involved. Please Please. A simple code as it is already in place. 4
Tief N Tote Posted August 10, 2016 Posted August 10, 2016 i think the issue it some people want to play on the pvp server but want to play it pve style and i don't think their is a way to fix that with out going pvp everywhere no exceptions
Hethwill, the Red Duke Posted August 10, 2016 Posted August 10, 2016 No attacks FROM that zone should be okay. Attacks INTO anyone in the zone should be okay. Would do the trick without compromising the gameplay. 2
Skully Posted August 11, 2016 Posted August 11, 2016 Capitals already have green zones, luckily we don't see any ganking there.
TheAmerican Posted August 12, 2016 Posted August 12, 2016 Please..enough of this .....everyone waits at freetown ports and tags sitting at docks with no risk involved. And with the wonderful no-cooldown teleports in the game, it's compounded. But oh no, we can't take that away! Then we'd have to SPEND TIME in the game!!!
Mrdoomed Posted August 12, 2016 Posted August 12, 2016 And with the wonderful no-cooldown teleports in the game, it's compounded. But oh no, we can't take that away! Then we'd have to SPEND TIME in the game!!! While i dont agree about not being able to teleport to freeports i back you 100% on the carebear braindead no thought required system of no cooldown teleports. Since they were started the amount of gank and reveng gank and zerg rush post have skyrocketed. No cooldown teleports only supports zerg port captures by mega clans and ganking. I mean why sail in a game about sailing for Gods sake.
Bach Posted August 12, 2016 Posted August 12, 2016 A few things on this. Even if a player teleports too and hunts at a free town you still get to see him anchored in front of the port at range. You don't have to sail into it. You can call for help to teleport in and escort you or run him off. There is nothing a player does in the situation that he can't do at non-free ports in many cases. The logic isn't there. These aren't free towns because they are so powerful no nation dares touch them. They don't have ships patrolling the zone around them. They are free because they don't ever take sides in national conflicts. Everyone can dock and trade there regardless of what dastardly deeds they may have done or do on the seas. I don't understand what you are trying to fix? It seems to be some sort of hunting tactic you wish to remove. I can not support that at all. Hunting style pvp players need to be able to play the game and hunting commerce ports is pretty much how they have to do it.
TheAmerican Posted August 12, 2016 Posted August 12, 2016 A few things on this. Even if a player teleports too and hunts at a free town you still get to see him anchored in front of the port at range. You don't have to sail into it. You can call for help to teleport in and escort you or run him off. There is nothing a player does in the situation that he can't do at non-free ports in many cases. The logic isn't there. These aren't free towns because they are so powerful no nation dares touch them. They don't have ships patrolling the zone around them. They are free because they don't ever take sides in national conflicts. Everyone can dock and trade there regardless of what dastardly deeds they may have done or do on the seas. I don't understand what you are trying to fix? It seems to be some sort of hunting tactic you wish to remove. I can not support that at all. Hunting style pvp players need to be able to play the game and hunting commerce ports is pretty much how they have to do it. I guess it could be called a hunting tactic. The only problem I have with free ports is they act as a station that anyone can instantly send a ship to, then instantly teleport there from across the entire map. A freeport in the middle of a Nations waters where an entire fleet of SOLS can magically appear from in an instant without having g to actually sail there? THAT, is my problem with free ports. I do like their use, especially with pirates, maybe some smugglers. And they are good for trade. It's just the combination of the free ports WITH teleports that bothers me. Kind of a huge loss of immersion, but that's just opinion. I just think they should be tweaked a little bit.
Mrdoomed Posted August 12, 2016 Posted August 12, 2016 I guess it could be called a hunting tactic. The only problem I have with free ports is they act as a station that anyone can instantly send a ship to, then instantly teleport there from across the entire map. A freeport in the middle of a Nations waters where an entire fleet of SOLS can magically appear from in an instant without having g to actually sail there? THAT, is my problem with free ports. I do like their use, especially with pirates, maybe some smugglers. And they are good for trade. It's just the combination of the free ports WITH teleports that bothers me. Kind of a huge loss of immersion, but that's just opinion. I just think they should be tweaked a little bit. Back when the teleport had a cooldown this wasnt a huge problem. When guys did this it left thier nation open to attack with them stuck hours away since they refuse to sail....such a shame larg clans can just teleport at will ruining gameplay for so many. Ih well .
TheAmerican Posted August 12, 2016 Posted August 12, 2016 Back when the teleport had a cooldown this wasnt a huge problem. When guys did this it left thier nation open to attack with them stuck hours away since they refuse to sail....such a shame larg clans can just teleport at will ruining gameplay for so many. Ih well . Yeah... How I miss the good old days.
Hethwill, the Red Duke Posted August 12, 2016 Posted August 12, 2016 Both situation have their merits. To me it never bothered me much, just had to plan in advance the area of operations. For a Nation, well, everything would be happening around the Capital because of the Teleport back. Truth be told we had flags which will cease so the entire scenario might change a lot IF teleport of ships would be removed and naval bases had to be planned by the nation's admirals and councils
Mrdoomed Posted August 12, 2016 Posted August 12, 2016 Both situation have their merits. To me it never bothered me much, just had to plan in advance the area of operations. For a Nation, well, everything would be happening around the Capital because of the Teleport back. Truth be told we had flags which will cease so the entire scenario might change a lot IF teleport of ships would be removed and naval bases had to be planned by the nation's admirals and councils I know. Just imagine a world where a group of players or clans called " this port and these territories our waters" and set up camp there. Acually did thier pve against ow ships while simultaneously patrolling the waters for enemies. They would set up ports and shipyards have commerce going in and out ! Wow almost like a real working world. Imagine all the pvp to be had if everyone did that and imagine all the protection noo s and traders would have wow . It would suc to be a pirate in that game. Thank God selfishness and zerg is the game i play lol. 1
Ser_Slack Posted August 12, 2016 Posted August 12, 2016 Both situation have their merits. To me it never bothered me much, just had to plan in advance the area of operations. For a Nation, well, everything would be happening around the Capital because of the Teleport back. Truth be told we had flags which will cease so the entire scenario might change a lot IF teleport of ships would be removed and naval bases had to be planned by the nation's admirals and councils I didn't mind the teleport Cool down either when there was significantly more people playing. Taint the case anymore. Before the no cool down I advocated for a 1 hour cool down and like most thing the devs do its extreme or not at all. 1
Mrdoomed Posted August 12, 2016 Posted August 12, 2016 I didn't mind the teleport Cool down either when there was significantly more people playing. Taint the case anymore. Before the no cool down I advocated for a 1 hour cool down and like most thing the devs do its extreme or not at all. You make a great point on the extreme thing. Maybe there is a method to it but ffs they do a complete 180 on everything and then leave it....still brokeen but in the opposite way lol. 1
Bach Posted August 12, 2016 Posted August 12, 2016 I certainly wouldn't be opposed to bring some form of teleport timers back. Though the new conquest system with required military build up prior to an attack may make instant 25ship Zerg ports pointless. Still I wouldn't mind teleport restrictions that promoted the use of smaller boats. Let's say you timer is reset at teleport based on the size of ship you teleported. Example: a 6th rate might be one hour, a 4th rate 3hours and a 1st rate being 6 hours.
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