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Posted (edited)

So far I'm liking this new patch quite a bit.  Congratulations on another good one and for having the balls to put in stuff you knew would be controversial and asking us to test it anyway.

 

Playing around with the doctor perk really reduced crew losses considerably and combined with the admiralty perk really brought costs down to where a casual player combining these two perks can avoid the more hard core content that requires time in game they may not have.

 

Boarding changes surprised the heck out of me and cost me a ship at first. It will take some getting used to but with the ability to maintain a tactic it should liven up boarding a bit and in any case speed it up when its totally one sided.

 

Being a pirate I may never see any new blue prints as we rarely sail in groups large enough for special events. But to be honest most of those ship designs seem meant more for nationals anyway.

 

Paint scheme?  Interesting. I'm so hoping these will sway towards the nation we happen to be playing.

 

Broke out a few sealed bottles and hunted the treasure down. Much more reasonable now.  As a level 50 crafter I am glad you have taken out the gold mods. Now I can go back to actually being able to sell them again.

 

Cargo size changes may take some getting used to but I see it already changing dynamics. A Frigate is now a better treasure hunter than a trader lynx and that seems a bit better. Probably see the use of the Indiamen go up more now as well. 

 

Area Control needed the range increase. Still not convinced it is of much general value. Seems kind of a specific perk but I like that perks require the player to have a specialization in mind so thumbs up.

 

Ok now to Social Perk.  <cringes from the oncoming rush of drama queens>  I didn't experience any issues from this perk that stopped or helped our game play. As a hunting pirate I found it useless. We had a group of 6 and never had a problem getting all players into the battle so there was no great value to the perk that would be worth the 3pt cost. Probably would not take this perk but I think its more geared to coastal defense players.  While moving from capital zone to capital zone it had no real effect on the battles. Even when we called off the battle was open no one was willing to sail 15min from IA Vache for a chance at a battle that may be decided before they ever get there.  From the point of view of having it used against us it was a bit tricky but not unsurmountable. We concentrated on making sure we attacked first without the perk. Even when this would give us a less than ideal tag.  We spent 3hours real time off Port Royal and Port Morant and never fell victim. Even when we allowed a ship we knew had the perk tag us the delay for ships to respond from Port Royal and Morant was quite manageable. We simply rushed the first ship and sunk it when we could and then de-sailed the second closest ship as we extended away from the late comer fleet ships.  We did this procedure multiple times and could still stay on station near the enemy capital.  It did however, have the effect of limiting the time we could stay in the battle and resulted in a few rescues for ships we couldn't sink fast enough. I think this was a nice change. I think probably the greatest reason we didn't have much trouble with it is the simple fact most players aren't going to drop everything and respond.  I highly doubt we'll ever see a 25 man response that isn't preplanned. In which case we'll just extend from the fleet as best we can and teleport to a better hunting ground. There is no way the mass of players are going to sit in port waiting for the call with an assortment of ships on a regular basis to actually make this perk universally dangerous. If they did they wouldn't even be playing the game most of the time. To the forum "chicken littles" certain this perk would mean the sky was falling, maybe someone else will still find a reason it does.  I don't know for sure. All I can say is it didn't seem all that bad day one. You know what will happen if it gets tested and does become a problem?  The Devs will modify or hot patch it out in a day.  Its not really that hard and game world isn't going to come to an end if you have to try it for a day or two. 

Edited by Bach
  • Like 1
Posted (edited)

There is no difference between pre patch and post patch. All features I want including L'Ocean, other BP's, special events, paints and praying are all broken. 

Except the alliance UI. But then again, 1 month for that only ? Not good enough in my books. Devs didn't give us a time till 15 minutes when they felt like rolling it out, nor do they explain the new features adequately in the patch notes.

Edited by Juan Bautista de Anza
Posted

i like it so far also . i can't really say if it's broken and even if it is , who cares. the game is still fun. eveen though i'd like more speed on the development , hell i have no idea bout software development , so i have no idea how long ittakes to get things in game. the fact is it got me back into the game which is very cool . thumbs up from my side

  • Like 1
Posted

Well at least you had a group of six you regularly sail with so that probably insulates you quite a bit from revenge fleets since most want 2-1 or 3-1 odds to do anything. However, go sail around some by your self or with one other guy in a non-failboat ship and let me know how that goes? Do you go by the same ingame name as you do forum name out of curiosity?

Posted

Jeez some people, I think its a great patch and I don't think its a small patch either. Even if it would have been a small patch, are the dev's not allowed to take a bit of a summer break themselves? They're still people with families.

Posted (edited)

The Social perk came in to identify the real problem of coastal defense. ;)

Edited by Skully
  • Like 2
Posted

So far I'm liking this new patch quite a bit. Congratulations on another good one and for having the balls to put in stuff you knew would be controversial and asking us to test it anyway.

Playing around with the doctor perk really reduced crew losses considerably and combined with the admiralty perk really brought costs down to where a casual player combining these two perks can avoid the more hard core content that requires time in game they may not have.

Boarding changes surprised the heck out of me and cost me a ship at first. It will take some getting used to but with the ability to maintain a tactic it should liven up boarding a bit and in any case speed it up when its totally one sided.

Being a pirate I may never see any new blue prints as we rarely sail in groups large enough for special events. But to be honest most of those ship designs seem meant more for nationals anyway.

Paint scheme? Interesting. I'm so hoping these will sway towards the nation we happen to be playing.

Broke out a few sealed bottles and hunted the treasure down. Much more reasonable now. As a level 50 crafter I am glad you have taken out the gold mods. Now I can go back to actually being able to sell them again.

Cargo size changes may take some getting used to but I see it already changing dynamics. A Frigate is now a better treasure hunter than a trader lynx and that seems a bit better. Probably see the use of the Indiamen go up more now as well.

Area Control needed the range increase. Still not convinced it is of much general value. Seems kind of a specific perk but I like that perks require the player to have a specialization in mind so thumbs up.

Ok now to Social Perk. <cringes from the oncoming rush of drama queens> I didn't experience any issues from this perk that stopped or helped our game play. As a hunting pirate I found it useless. We had a group of 6 and never had a problem getting all players into the battle so there was no great value to the perk that would be worth the 3pt cost. Probably would not take this perk but I think its more geared to coastal defense players. While moving from capital zone to capital zone it had no real effect on the battles. Even when we called off the battle was open no one was willing to sail 15min from IA Vache for a chance at a battle that may be decided before they ever get there. From the point of view of having it used against us it was a bit tricky but not unsurmountable. We concentrated on making sure we attacked first without the perk. Even when this would give us a less than ideal tag. We spent 3hours real time off Port Royal and Port Morant and never fell victim. Even when we allowed a ship we knew had the perk tag us the delay for ships to respond from Port Royal and Morant was quite manageable. We simply rushed the first ship and sunk it when we could and then de-sailed the second closest ship as we extended away from the late comer fleet ships. We did this procedure multiple times and could still stay on station near the enemy capital. It did however, have the effect of limiting the time we could stay in the battle and resulted in a few rescues for ships we couldn't sink fast enough. I think this was a nice change. I think probably the greatest reason we didn't have much trouble with it is the simple fact most players aren't going to drop everything and respond. I highly doubt we'll ever see a 25 man response that isn't preplanned. In which case we'll just extend from the fleet as best we can and teleport to a better hunting ground. There is no way the mass of players are going to sit in port waiting for the call with an assortment of ships on a regular basis to actually make this perk universally dangerous. If they did they wouldn't even be playing the game most of the time. To the forum "chicken littles" certain this perk would mean the sky was falling, maybe someone else will still find a reason it does. I don't know for sure. All I can say is it didn't seem all that bad day one. You know what will happen if it gets tested and does become a problem? The Devs will modify or hot patch it out in a day. Its not really that hard and game world isn't going to come to an end if you have to try it for a day or two.

Thanks for the write up. Im still unclear on how the social skill works. Ive heard so many versions.

If it only works for the attacker then it will have little effect on a solo hunter since the revenge fleet is always waiting anyway but if what some say and its if anyone has it then battle stays open then i find that very not fun.

Posted

Well at least you had a group of six you regularly sail with so that probably insulates you quite a bit from revenge fleets since most want 2-1 or 3-1 odds to do anything. However, go sail around some by your self or with one other guy in a non-failboat ship and let me know how that goes? Do you go by the same ingame name as you do forum name out of curiosity?

This was the issue that originally brought in the 2min timers. Players wanted to be able to sail solo live oak fitted ships off enemy coasts. Even the 5min timer was making this difficult.

Yes, I also spend a fair amount of time doing this solo also. Usually in a speed rigged Surprise or boarding rigged LGV. If you want to go solo off the enemy coast you need some speed. Taking a slow dueling rigged frigate or 4th rate the solo blockade the enemy capital should end in a swimming lesson. Besides the perk will only effect my fast solo operations if I don't tag first. Which is a rare occurrence. Anyway, yes this perk could seriously hamper slow boat soloists bent on blockading home port areas.

Posted

Thanks for the write up. Im still unclear on how the social skill works. Ive heard so many versions.

If it only works for the attacker then it will have little effect on a solo hunter since the revenge fleet is always waiting anyway but if what some say and its if anyone has it then battle stays open then i find that very not fun.

The short version. If an enemy coastal patrol player tags you first and he has the Social perk the battle will stay open for 30min. In most scenarios the hunter is the tagger and as we have read the skill it's based on the attacker. Seems to work this way. It's a 3pt skill so don't expect non-dedicated coastal defenders to have it. So always tag them first even if it means a less than optimal tag. If they do tag you then don't fight the battle at the starting position. Move away from it so you have a head start on the reinforcements. Other than that they still have revenge fleets on the outside as much as before. Only the initial tag really changes anything. It'll probably result in more rescues of prey than deaths as far as hunter pirates are concerned. But others may find better ways to use it.

Consider it this way. In order to get the 30min timer to generate a kill on you the following hurdles must be overcome.

Enemy has to have spent 3pts to have the skill

Enemy has to tag you first

Enemy has to have willing reinforcements in range

Enemy has to have a way to hold you in battle and slow you down so reinforcements can catch you

Posted

The short version. If an enemy coastal patrol player tags you first and he has the Social perk the battle will stay open for 30min. In most scenarios the hunter is the tagger and as we have read the skill it's based on the attacker. Seems to work this way. It's a 3pt skill so don't expect non-dedicated coastal defenders to have it. So always tag them first even if it means a less than optimal tag. If they do tag you then don't fight the battle at the starting position. Move away from it so you have a head start on the reinforcements. Other than that they still have revenge fleets on the outside as much as before. Only the initial tag really changes anything. It'll probably result in more rescues of prey than deaths as far as hunter pirates are concerned. But others may find better ways to use it.

Consider it this way. In order to get the 30min timer to generate a kill on you the following hurdles must be overcome.

Enemy has to have spent 3pts to have the skill

Enemy has to tag you first

Enemy has to have willing reinforcements in range

Enemy has to have a way to hold you in battle and slow you down so reinforcements can catch you

Thanks for a definitive answer on this guys. Being at work i could only go by what people where saying at the time. Thi way there is at least a decent chance to pirate.

Ty.

Posted

you say the boarding updates surprised you?  what happened, i've boarded the living "heck" out of everything i could get near, i dint notice any differences.

Posted

you say the boarding updates surprised you?  what happened, i've boarded the living "heck" out of everything i could get near, i dint notice any differences.

Instead of reverting to brace between attacks it maintains your last attack stance into the next round. Not realizing this I left it on attack and ended up leaving myself open for two defends in a row when I wasn't paying close attention. You can now do sequential attacks though and that will be good.

Posted

Instead of reverting to brace between attacks it maintains your last attack stance into the next round. Not realizing this I left it on attack and ended up leaving myself open for two defends in a row when I wasn't paying close attention. You can now do sequential attacks though and that will be good.

 

Cool, so everything works like defend used to now. Noticed any changes regarding the usefulness of muskets?

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