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Posted

Situation as is:

People can stay/hide in the battle instance.

Some do it to get away, some do it for exploiting the system for ganking tactics.

 

So far there are several suggestions threads out there, one more complicated than the other (= opening ways for even more exploiting) and all require stuff to be recoded or new code to be introduced.

All sub-optimal in my opinion.

 

Here my simple approach, which mainly addresses the ganking issue (hiding in the instance).

 

What about adding a timer?

When the battle is officially done (no opposing forces left), a timer starts ticking.

This timer won't kick you out at any point, it simply notes how long you stayed in the instance after the battle was over.

Let's say you stayed 5min although there are no opposing forces left.

These 5 minutes will add onto your already implemented cooldown until you can actively engage into combat in the OW.

 

At the moment, when you are back in the open world, you have to wait 20s until you can engage another vessel or 2min until you can join a battle.

Just add 'my' example of 5min on top of these timers. And done.

 

Result: (I stick with the 5min example as an example)

You spent 5min longer than needed in the instance, then you go back to the OW.

Now you have to wait 5:20min until you can attack someone or 7min until you can join a battle.

But you still can be attacked by others like always after the regular cooldown.

 

-> Ambush&ganking tactics abusing the current system won't work anymore

-> No one can hide behind a long cooldown to avoid attacks

-> Close to the existing code with no need for artists or other devs than coders = still work to implement it but still less than a totally new system

 

"But but but the traders still can use it to hide and escape."

Sorry, but my sympathy is with the defensive players.

Especially newer players are usually victims for these kind of cheesy tactics, since they have a hard time getting into the game and some wealth (usually by early trading).

These players get harvested by veterans abusing the system. These players might just get another reason to not continue the game.

Therefor I am always in favour for protection of rookie captains.

If you harvest them all then you will starve yourself out in the long run.

 

Discuss or bash it.

  • Like 2
Posted

Didnt the 2 minute enter battle timer already fix supposed hidden gank fleets? How are they ganking now that they cant enter a battle for 2 minutes after poping into open world?

Posted

Didnt the 2 minute enter battle timer already fix supposed hidden gank fleets? How are they ganking now that they cant enter a battle for 2 minutes after poping into open world?

 

it did.

Posted (edited)

Didnt the 2 minute enter battle timer already fix supposed hidden gank fleets? How are they ganking now that they cant enter a battle for 2 minutes after poping into open world?

 

Then I wonder why several threads are up suggesting complex UI intensive systems to avoid these issues.

Edited by Ragor
Posted

Because some people can't stand that they actually lost a pixel ship and need to feel some sense of revenge. It's a personality flaw.

You got tagged and lost. Your friends weren't there to save you. Get over it and move on.

  • Like 2
Posted

Didnt the 2 minute enter battle timer already fix supposed hidden gank fleets? How are they ganking now that they cant enter a battle for 2 minutes after poping into open world?

 

it did partially

 

the problem lies with the pull.

Its very complex ))) 

 

a) a group of people comes out of the port (having 1.5 no join timer) - then you could attack one of them  and the rest could not join

thats why we allowed pulling of people who just changed state. 

 

b ) people leave a bait ship in the OW, log off, or sit in BR, once target is sailing nearby  they come out, bait attacks and they are pulled in (result of problem a)

 

The only solution to this is to have 2 min - Cant do anything/nothing can be done with me - timer on change of any state. (port, logoff, battle exit)

then most problems could be solved, and will create a new one - some routes will become safe - for example gustavia - marigot route. 

  • Like 1
Posted

The only solution to this is to have 2 min - Cant do anything/nothing can be done with me - timer on change of any state. (port, logoff, battle exit)

then most problems could be solved, and will create a new one - some routes will become safe - for example gustavia - marigot route.

If it needs to be done, it needs to be done.

But it would be a big bummer that short routes will go to zero risk. :(

Maybe we can think of another solution in the mean time...

Posted

 

 

The only solution to this is to have 2 min - Cant do anything/nothing can be done with me - timer on change of any state. (port, logoff, battle exit)

then most problems could be solved, and will create a new one - some routes will become safe - for example gustavia - marigot route. 

 

If the route is already that short, isn't it rather trivial to leave port, look for sails, and if any danger is seen just pop back in anyway?

 

Sure you couldn't blockade, but is there really that much hunting and or trade going on between those short trip ports as is?

 

Seems like a small price to pay to end the much larger problem.

Posted

I wait for the pirate scum to cry us a river, that if they gank enemy in front of a nation home capital thats so unfair when they leave the battle result screen there are some players waiting for them, so they prefer to log off. But social perk deactivation is necessary and crying a river that its unfair in enemy waters that they as ganker get attacked by the nation.

Posted

Didnt the 2 minute enter battle timer already fix supposed hidden gank fleets? How are they ganking now that they cant enter a battle for 2 minutes after poping into open world?

 

They have a tagger in OW that tags the victim then for 2 min they chase - still ends with a 4v1 :(

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