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Hotfix 9.95 - Social perk and other important changes


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Posted (edited)

Experimental hot fix deployed today
 
1) Instance loading systems rework. Players will experience a lot less crashes on instance start.
2) Special event changes deployed - more information here: http://forum.game-labs.net/index.php?/topic/16206-test-event-changes/
3) Regional changes implemented for vessels as an experiment that will spread to other high ranked vessels

  • Victory - requires british national good to construct - removed until regions are introduced
  • Santisima - requires spanish national goods to construct - removed until regions are introduced
  • Ocean - requires french national goods to construct
  • When introduced - Christian first rate will require Danish/Swedish national goods to construct
  • When introduced - Dutch first rate will require Dutch national resources
  • Second rates are under consideration

This is done as an experiment to see if regional changes will create more variety in large scale port battles, making national choices more interesting. 
 
4) Tournament room now requires a password. Password can be received from organizers
5) Social perk disabled
 
UPDATE (H. Darby): The Regional Changes for vessels will be rolled back in a hotfix tomorrow only for existing first rates (L'Ocean will still require national resources).  Bear in mind that this change will be made in the future when trade routes are more correctly established/balanced and more ships are in the game.  In the future, Exceptional ships will be rare, first rates will be rare and hard to build. Many vessels will require you to conduct economic warfare to be able to build them. 
 
Exact post from Admin later in this thread: 
 

we have reconsidered the position. the change was given too early. 
we will hot fix this tomorrow
Only newly ships (like Le Ocean) will require national resources until the regions are deployed and trade routes change. Before that - this change is sort of unfair to 3 nations and unfortunately due to programming issues we cannot add the the required resource to them easily.
 
But prepare..
In the future (after regions are deployed). Exceptional ships will be rare, first rates will be rare and hard to build. Many vessels will require you to conduct economic warfare to be able to build them.

Edited by admin
Added additional info from later in thread.
  • Like 30
Posted

I like regional goods Having an effect. The least it will do is make smuggling and trade a more viable thing.

Makes it kind of important though to balance ships out. If their is a ship that is plain better then others it will give nations an advantage.

For instance right now victory is the ships of choice for a lot of players in port battles and I can see the "shit storm" rolling already for you guys allegedly favoring Brits. Which I find sad personally but I would be pleasantly surprised if it wouldn't happen.

Like the way this is going :-)

  • Like 1
Posted

3) Regional changes implemented for vessels as an experiment that will spread to other high ranked vessels

  • Victory - requires british national good to construct
  • Santisima - requires spanish national goods to construct
  • Ocean - requires french national goods to construct
  • When introduced - Christian first rate will require Danish/Swedish national goods to construct
  • When introduced - Dutch first rate will require Dutch national resources

Do not capture ports that produce national goods.

===rus===

Для производства Сантисимы требуется Iberian Meat.

Iberian Meat производится только в 4 испанских портах Bahía Honda, La Habana, Matanzas, Remedios.

Если враг захватывает порт, который производит Iberian Meat, то порт перестает его производить.

Таким образом захватив 3 испанских порта стоимость Iberian Meat вырастит многокртно, а следовательно и стоимость крафта корабля.

Отсюда вывод, что не следует захватывать порты, которые производят национальные товары.

Posted

Ну почему же? Как раз это и надо делать. Тогда страна лишится возможности строить рейты) Соответственно, если 3/4 захвачено одной страной, то она сможет строить чужие корабли по более или менее приемлемой цене. А у страны-производителя производство упадет. Звучит реалистично, но мне уже жалко маленькие нации)

Не внимательно читал. После захвата, порт перестает производит национальный ресурс бывшего владельца.

Лишив Испанию трех портов (Bahía Honda, Matanzas, Remedios) весь сервер будет плавать в La Habana чтобы купить Iberian Meat.

Posted

Regional Capitals produce National goods, or capping AI traders that drop some from times to times... Let's empty all Brits shops from Indian tea quickly , and same for the Iberian meat that is produced only in 4 cities if i make no errors.

 

 

Not really happy about Social perk, this was a good thing added to prevent eternal camping and easy targets picking in front of the Captials made by groups seeking only for easy pvp mode engaging ships only when outnumbering them and sure of a win, or like seen recently in the Spanish or Jamaican waters a very nice help to defend attacked cities in heavy populated waters ... Timer had to be decreased surely but now you simply remove it ...  yeah ...

 

Disappointing to see that you listened those who come attack in heavy populated waters seeking for easy pvp and targets and cry about it when they got the opposition they should encounter when coming in such heavy populated waters ... Let's bring back ganking 3mn away from a capital for all players that know nothing more than "fighting" at 5vs1 and then hiding for 2 hours in the lame end screen result ... all this while others cannot help if they are barely 2mn away from there and all this in front of a capital ... sick game stuff ...

  • Like 17
Posted

Regional Capitals produce National goods, or capping AI traders that drop some from times to times... Let's empty all Brits shops from Indian tea quickly , and same for the Iberian meat that is produced only in 4 cities if i make no errors.

 

 

Not really happy about Social perk, this was a good thing added to prevent eternal camping and easy targets picking in front of the Captials made by groups seeking only for easy pvp mode engaging ships only when outnumbering them and sure of a win, or like seen recently in the Spanish or Jamaican waters a very nice help to defend attacked cities in heavy populated waters ... Timer had to be decreased surely but now you simply remove it ...  yeah ...

 

Disappointing to see that you listened those who come attack in heavy populated waters seeking for easy pvp and targets and cry about it when they got the opposition they should encounter when coming in such heavy populated waters ... Let's bring back ganking 3mn away from a capital for all players that know nothing more than "fighting" at 5vs1 and then hiding for 2 hours in the lame end screen result ... all this while others cannot help if they are barely 2mn away from there and all this in front of a capital ... sick game stuff ...

now they can finish driving away any new players that try Naval Action, they will go around calling it Ganking Action.

  • Like 5
Posted

Regional Capitals produce National goods, or capping AI traders that drop some from times to times... Let's empty all Brits shops from Indian tea quickly , and same for the Iberian meat that is produced only in 4 cities if i make no errors.

 

It's true. If spanish lost Bahía Honda, Matanzas, Remedios then only capital will produce Iberian Meat.

That's why do not capture ports that produce national goods

Posted

Experimental hot fix deployed today

 

1) Instance loading systems rework. Players will experience a lot less crashes on instance start.

2) Special event changes deployed - more information here: http://forum.game-labs.net/index.php?/topic/16206-test-event-changes/

3) Regional changes implemented for vessels as an experiment that will spread to other high ranked vessels

  • Victory - requires british national good to construct
  • Santisima - requires spanish national goods to construct
  • Ocean - requires french national goods to construct
  • When introduced - Christian first rate will require Danish/Swedish national goods to construct
  • When introduced - Dutch first rate will require Dutch national resources
  • Second rates are under consideration

This is done as an experiment to see if regional changes will create more variety in large scale port battles, making national choices more interesting. 

 

4) Tournament room now requires a password. Password can be received from organizers

5) Social perk disabled

good if the was 1 rates of all nation ingame. but the balance is off the chart.

´giving Brits/spans and France upper hand when ocean get more in game but now it will never get balance again do to Sweden and Danish will have really problem to even get santis or victorys. us will have same problem with victory and ocean will not even be on the map any more do to the limited ports that we can have

Posted (edited)

...So why didn't you wait with adding the extra 1st rate crafting ingredients until you actually had the ships in the game?

The only regional variation you will see is that the east side of the map has its 1st rate production completely slashed for the next month or two for some more wishy-washy test results, unless L'Ocean bp drop rate has just quadrupled.

Edited by Guest
Posted

qw569, само наличие в чертежах крафта кораблей продуктов питания попахивает феерическим бредом.

Posted

 

Not really happy about Social perk, this was a good thing added to prevent eternal camping and easy targets picking in front of the Captials made by groups seeking only for easy pvp mode engaging ships only when outnumbering them and sure of a win, or like seen recently in the Spanish or Jamaican waters a very nice help to defend attacked cities in heavy populated waters ... Timer had to be decreased surely but now you simply remove it ...  yeah ...

 

 

Social perk will return back in another form. yeah

  • Like 8
Posted

That issue with ganking should be solve by a game mechanic, not with a perk.

That one was tried with the BR limit. And we all know that wasn't a success....

Posted

qw569, само наличие в чертежах крафта кораблей продуктов питания попахивает феерическим бредом.

не махайте ерундой сэр

корабли когда запускали туда еще свиней клали и куриц и овец. крысы сами заходили

Posted

but 1000 of Indian tea or iberian meet is a little be to much, or?

If this is the amount, it will make first rates a lot rarer though, making them somewhat more special to see. Sounds very interesting!

  • Like 1
Posted

Social perk will return back in another form. yeah

Hope so, it was a nice addition Admin, needed polishing but was really a good thing despites what some said about it, thanks

 

 

It's true. If spanish lost Bahía Honda, Matanzas, Remedios then only capital will produce Iberian Meat.

That's why do not capture ports that produce national goods

at contrary this will be a reason to target regional capitals first, i am not speaking for Spain and her current situation, i don't want to see them loose last ports they have but such element added to the game is a call to capture regional capitals first and prevent one type of ships to be built when another Nation can still produce them own regional products.

 

 

If the Ocean Bp was released for all, and France lost most ports producing wine and got only one port producing 10k wine, same for Spain and Iberian Meat, and if they can't put them hands on indian tea this means that those both Nations will be at best be able to produce 10x 1st rate ships  per day, + maybe a few more with the goods collected by AI traders attacks, this turns into a real economical warfare ... 

 

 

Right now it's just a test but with next deployment of patch it might end up in very limited 1st rates productions. 

 

Also if Dev's want to push this logic to the end they should make a system that prevent smugglers to buy National goods .. they could buy all stuff but not the national goods, those could be acquired only by trading with other Nations players, especially between allied Nations, raiding traders and such ( of course alt accounts will focus on this )  ... but this if it was pushing the system to the end logic, right now it's just a test but economical warfare started already.

Posted

so basicly you took away 1st rates from the Danish Swedish and US nation? once those we have are gone, we wont have time for anything else than to sail with smuggler flags......... trying to get to a port that allready are out of stock in said items

  • Like 2
Posted (edited)

I don't like the idea of restricting ships to certain nations for now at least, maybe if each nation had more of and its own line of unique ships. Also I'm not someone who plays USA but what do they get out of it, currently it looks like they need their own first rate too otherwise its just unfair on them. The whole idea seems a bit wildly unbalanced for now.

While I admire the dev team for trying to promote more diversity in ships I think the answer for now is to focus on making the ships feel much more different in combat in terms of play styles rather than soft national restrictions.

Edited by Fluffy Fishy
  • Like 3
Posted

While I admire the dev team for trying to promote more diversity in ships I think the answer for now is to focus on making the ships feel much more different in combat rather than soft national restrictions.

 

its like balancing head shots from AK74 vs M4

If your game is somewhat historical their headshot value will be the same. 

 

Can you provide specifics on how you make santisima feel MUCH MORE different from le Ocean?

  • Like 3
Posted

Please fix boarding morale issue.

NO KIDDING

 

 

As for the OP notes I was expecting this to happen, but a heads up would of been nice as a lot of folks lost a lot of rates the last two weeks (Sorry Brits) and this is going to hurt any future production of them more.   I guess my stockpile of those National Mates just got a lot more better on the market.  Oh and when are we Pirates going to get a craft-able Pirate Frigate?

  • Like 1
Posted

 

  • When introduced - Christian first rate will require Danish/Swedish national goods to construct

This i am very intrigued about, Christian VII was a 98 gun ship of the line (or somewhere around that), if it's the one i think it is we are talking about.  How will it be balanced against the other first rates, which carry a lot more guns than it does?

Posted

Oh and when are we Pirates going to get a craft-able Pirate Frigate?

 

Most likely when pirate nation/faction is reworked

  • Like 2
Posted

Hope so, it was a nice addition Admin, needed polishing but was really a good thing despites what some said about it, thanks

 

 

at contrary this will be a reason to target regional capitals first, i am not speaking for Spain and her current situation, i don't want to see them loose last ports they have but such element added to the game is a call to capture regional capitals first and prevent one type of ships to be built when another Nation can still produce them own regional products.

 

 

If the Ocean Bp was released for all, and France lost most ports producing wine and got only one port producing 10k wine, same for Spain and Iberian Meat, and if they can't put them hands on indian tea this means that those both Nations will be at best able to produce 10x 1st rate ships  per day, + maybe a few more with the goods collected by AI traders attacks, this turns into a real economical warfare ... 

 

Great Britain have 36 ports with Indian Tea that produce 245400 per day.

España have 4 ports with Iberian Meat that produce 42192 per day.

France have 11 ports with French Wine that  produce 139656 per day.

I'm pirate and i will build only Victory

  • Like 2
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