Danishviking Posted October 21, 2016 Posted October 21, 2016 We are making the game. Making the game involves adding things and testing them. Some things that are added are new and will feel uncomfortable or wrong (like beer). Some will never feel right. We have no desire to waste time and test them twice somewhere. EA is a testing build. Claiming something about pvp experience disqualifies all your comments as it seems you are just making up things about others instead of focusing on the features.. Splinter damage warning was given like in June or July. Pepperidge farm remembers For more infromation please check this warning by Valve http://store.steampowered.com/earlyaccessfaq Here is the main statement by Valve We like to think of games and game development as services that grow and evolve with the involvement of customers and the community. There have been a number of prominent titles that have embraced this model of development recently and found a lot of value in the process. We like to support and encourage developers who want to ship early, involve customers, and build lasting relationships that help everyone make better games. I don't see that you are trying to support and encourage developers and trying to build a lasting relationships with us here by making statement like i quoted. To me it sounds like you love all the people that just eats what ever you put in the game, most of them praise you guys even before they have downloaded the upgrade. But Lord V made a long post after testing (I agree on alot of what he is saying) about what he likes and dont like, and that is what you get out of it ? So please listen to the players or tell us to stfu and play, so you can get some data and then you will make the game as you like. Both ways are fine with me put please dont be insulted on a player that put alot of time in to a test even tho it dosent come out just as you had hoped for. I can understand that release day is getting near fast, and i just cant find the red string in what you want with this game, and you guys shooting all over the place looks to me like you have the same problem and are panicking abit. To me battel mechanic was better then good, you changed it big time when your biggest problems right now really is in open world and trade. To me the single one biggest problem you have in the game is the engaging problem(attacking), Before the patch it was bad now its even worse. I know you guys look at what other games do and i have played alot of games where this was a problem, but i have found that a system where battels are BR regulated and some kind of timer is to me what gives the best fights. I dont know how many +20 ship battels there was back in the days but to me it feels like you want huge fights in every battel there is. 1
admin Posted October 21, 2016 Author Posted October 21, 2016 If not youre screwed and need to look elsewhere for fun. This game becomes more carebear every patch. Trade ships travel in trade routs thats why they are called trade routs. If ship is going from point A to point B he doesn't do it by traveling to point 8 to get there so sitting in the ocean praying don't work. Please don't ignore statements that say that the game is getting more and more hardcore every patch and we only help pvpers and gankers.
Augustus Charles Hobart H Posted October 21, 2016 Posted October 21, 2016 Willing to wait and see for a bit but i am very worried abut the resource distribution on this map in regards to balance, and a few other things. Cannonade nerf - leaning towards the nerf being too much but I'm not sure yet, i personally never liked the carronade meta but I'm not sure they needed to be hit that hard. Ship cost - i don't really agree with how hard it is to make ships now, I am worried that this will hurt PvP and RvR play due to ye olde ship loss fear Resource balance - I'm very worried about the resource spread this map. Live oak is a good example, made in only 2 ports and both are on the USA east coast. This has the potential to have a huge impact on fleets once existing stocks are used up, If one nation can show up with all live oak ships and another with only oak its going to be a very one sided fight with current PB mechanics I'm up in the air on forts, but there dose seem to be a ton of them, but it has not affected me at all so i cant comment yet. Worried that current costs for gold mods don't reflect their value (now too expensive especially given silvers new availability), also why do some gold mods take 5 notes but most take 4? I would like to avoid a future of rival fleets doing PvE to try and flip a province rater then fighting each other directly, but at the moment i thing many will choose the safe rout of fighting the AI rather then spending time sailing all over looking for an enemy fleet they might not find I will say thanks for addressing the rake dmg, silly hostility generation levels, and the Bermuda mission bug in a timely manner What i do want to see in the future... - really want to see that new port battle mechanics with land and other stuff, bored to death with the current PB meta of kiting all 1st rate fleets and 2/1 BR - i would love more positive incentives for open Water PvP, as an example making paint skins drop in PvP - as always more ships for me to own and sail - and certain currently unavailable BP's making their way in the the general population
Vernon Merrill Posted October 21, 2016 Posted October 21, 2016 I don't know Doomed. I usually think your observations are pretty spot on, but I had different results yesterday. I caught two traders within 45 mins yesterday between Tortue and Mortimer. Yes, fort huggers will now be a nuisance. But they gotta come from somewhere first. I know a good amount of US traders got scooped up between the Bahamas and Florida. You may just have to explore new hunting grounds for a few days.
admin Posted October 21, 2016 Author Posted October 21, 2016 To me it sounds like you love all the people that just eats what ever you put in the game, most of them praise you guys even before they have downloaded the upgrade. But Lord V made a long post after testing (I agree on alot of what he is saying) about what he likes and dont like, and that is what you get out of it ? Heh no. You can check all the threads where we collect hate, annoyances, not fun features both on steam and here. We proactively search for criticism. But in that particular case the author decided to mix his feedback with something else. I will remind you the Einstein's lesser known law of manure increase in the universe. Which is: If you add 100 grams of manure to 1kg of honey you will get 1.1kg of manure. So if someone posts a very constructive post and then add a spoon of manure by claiming some about devs (for example that they don't pvp) he just ruins his well constructed post. Same of course applies to us. We try very hard to control emotions . And that law applies to patches as well. We are trying to minimize manure in patches. 6
Mrdoomed Posted October 21, 2016 Posted October 21, 2016 (edited) Please don't ignore statements that say that the game is getting more and more hardcore every patch and we only help pvpers and gankers.I didnt ignore anything. In fsct i read it clear as day. This game is trending towards a RTS mmo were gatherers safely bring in harvested resources so you can build warriors to attack ports. You are making a port battle simulator not a carrebean naval simulator and thats ok. I just have no desire to play a port battle only game. You are not interested in solo pvp players or " gankers" as you have called them on many occasions. How you call 1 person sailing a suprise a ganker i have no clue but whatever. You have stated multiple time that larg scall battle are the real fun and you like large scale battles. Well its your game so of course youre gonna play to that crowd and protect the solo pve players who supply that port battle. EDIT. For all those saying to sail into the blue for hours in hopes of finding a,solo player (who will probably have a fleet of ai bellona under his ctrl) is no better then telling all the other people who hated sailing to port battles and can now teleport all day. They were right its not worth it. Edited October 21, 2016 by Mrdoomed 2
admin Posted October 21, 2016 Author Posted October 21, 2016 You are not interested in solo pvp players or " gankers" as you have called them on many occasions. How you call 1 person sailing a suprise a ganker i have no clue but whatever. You have stated multiple time that larg scall battle are the real fun and you like large scale battles. Well its your game so of course youre gonna play to that crowd and protect the solo pve players who supply that port battle. There are 20 fleets per every region.. They sail on certain routes, people can use those routes to help to protect themselves Towers across coast is a first iteration. But it is historical - nations built towers across coasts for protection https://commons.wikimedia.org/wiki/File:Portsmouth_MMB_89_Martello_Towers.jpg martello towers chains in portsmouth So if you are saying that trying to make the game historical and more immersive can change gameplay for some - yes. But the goal was never to make it an RTS or something. Historical changes might change things for certain groups of players. fortifications must be in game and they will change the game for those who love them and for those who don't. Larger pull circle was also welcomed by the community and pvpers. some of them actually requested it most. Open development you know. We warned in advance that 3 types of roe will be tested.. Your feedback is negative.. we don't yet have enough data to make decisions. ps We never said we only like large scale battles. Rookie zone with 300 br limit is a proof 1
Celioth Posted October 21, 2016 Posted October 21, 2016 (edited) JollyRoger1516, on 20 Oct 2016 - 8:35 PM, said: Two seperate points my apologies for not being clear enough. Trading: the current weight would require hours and hours of moving stuff - I have 47k live oak in Carlisle - how shall I move that while still living a real life..., 2. example: I picked up a trade quest - 1500 historical artifacts to KPR --> they weigh 250 per unit = 375000tons / by an average of 5500 for an Indiaman = roughly 68 trips - it according to the map tool sold at tumbado which would be at the min a 1 hour sail that has to be done 136 times - 136hours at perfect conditions is something that I can not afford First rates: 1. Trying to limit their amounts will lose you a lot of palyers who consider them their favourite ships! 2. Without a teleport we need players to escort us to missions far away for teleports (lets say SLM - 20mins-30mins). More and more time involved just to get to places we want to actually be. While I udnerstand this that sailing includes a lot of looking at the blue I see no point in wasting hour over hour gettin to points with nothing happening when I could jsut as well jsut sit on my real life boat to do that (I'd even have to manage her ergo not boring). In addition the current rate at which regions are changed I'd probably not be in the region in time to partake in anything especially if I end up having to work logner one day and not be around to keep up with the main fleet. Additional: Money: I personally ahve no problem with that and I'm not entirely sure where you took that from but I believe the current wieght of trading goods will render certain cargo jsut impractical and cause money problems for small scale traders - I have for example absolutely no clue what a starter on a trader lynx would load up right now - def no wood types and we need those. Also the current redistribution of resources will cause massive money differences and balance problems on the map and in fights. I all guys, im new of this forum and i play naval action only by 1 month but i know and follow it by several time. For my first post i would like to give my contribution to this game and the latest patch. Sorry for my english ^^ When i decided, finally, to join the beta test of naval action, i said to myself: "finally a NEW game with the same concept of Age of Pirates 2: city of abandoned ship" ... do you remember that game? The latest in a long series of indie game that started a long time ago with the "famous" ... "Sea Dogs". For me, the "father" of all this game. JollyRoger, I agree on almost everything you said. With this patch, from the point of view of the fight i accepted with pleasure the new two circle sistem and the battle that close istantly at the start: this avoids the "ganking" and the fleet are forced to fight only with other fleets because they have to stay united (in order to stay near the little tag circle): if you want to capture a little single ship, for example, You have to organize an expedition with a ship that can be used for this purposes. Although I find useful to shrink the large circle. But i have to test better this feature in game. From the point of view of the commerce ... nice idea to redistribute the resources around the maps but resource as the silver, or the live oak, are very rare on the map and very very important. I think that this action was made to: - create crucial points in the map that give meaning to the wars and alliances - making playable the "gray" ships and very rare the "gold" ship or the big ship as 3d rate, bellona, victory or santissima -> for me and the old player is hard to accept that we cant have a lot of "perfect" ship but we must understand that we can also play with the less strong ships and we must understand that we are all in the same condition. But ... the big problem now is the distance, the time wasted to go from port to port (with the risk of being sunk by a pirate and lose everything: lose life hours and NOT labours hours) ... and the weight of resources that forces you to make too many travels by islands. And for me there is a LOT of resources: are too many and not allow new players to learn easily. Simplify this thing (as before the last patch release) makes the game less dispersive. I think that we can ALL try to accept this new resource disposition but a good change to make more playable the game is: 1- reduce the weigh of ALL the resources (as before the patch) that now is impossible to tranport with a brig or a indiaman. 2- for the Economy Mission: is useless to do this mission for the economy game, missions involve unnecessary resources for the ingame economy. If the missions had a real purpose to redistribuite the resource around the map a good change is to provide transportation of more usefull resource. For example: if at mortimer town i don't have gold, in the docks appear economy mission where i have to transport gold to mortimer (obviously with a generous compensation) ... This would also lead players to intercept the trade routes between cities. 3- Actually the distance between the islands is many and it takes a long time for go from port to port, This is especially a problem for trade or for transfer a ship from a dock to another (i want to play, i cant wait 2 hours of travel for go to port royal to Playmouth any times that i have to transfer a ship, yes is less realistic but this is a game). A good compromise is to delegate the transfer of the resource to AI. We pay a symbolic sum and i can plan the AI to send resources PHYSICALLY from a Dock around the map to another: i can set the fleet (with my ship), the crew, and the route and i have only wait that the resource PHYSICALLY reach their destination. Meanwhile I can do anything else, if I want to. Yes, with this solution there is the risk that if a pirates encounter my AI he try to aboard it for take resource but this is a risk you may run if you dont want to waste you "life hours". You can set a little busy route to limit the risk or fill with less resources the ships to limit any losses. You can also decide what time to start the transport. For me this compromise would add one more sense to the game: the pirates or the nation in game have to defend the trade route. A player can defend another player "AI trade ship" if attacked by pirates (and earn a % of money) or can go to enemy commercial route to make pirates/corsair action. Sorry again for my english. I Hope that my tips are useful. Celioth Edited October 21, 2016 by Henry d'Esterre Darby Added quote tags.
Twig Posted October 21, 2016 Posted October 21, 2016 3- Actually the distance between the islands is many and it takes a long time for go from port to port, This is especially a problem for trade or for transfer a ship from a dock to another (i want to play, i cant wait 2 hours of travel for go to port royal to Playmouth any times that i have to transfer a ship, yes is less realistic but this is a game). A good compromise is to delegate the transfer of the resource to AI. We pay a symbolic sum and i can plan the AI to send resources PHYSICALLY from a Dock around the map to another: i can set the fleet (with my ship), the crew, and the route and i have only wait that the resource PHYSICALLY reach their destination. Meanwhile I can do anything else, if I want to. Yes, with this solution there is the risk that if a pirates encounter my AI he try to aboard it for take resource but this is a risk you may run if you dont want to waste you "life hours". You can set a little busy route to limit the risk or fill with less resources the ships to limit any losses. You can also decide what time to start the transport. For me this compromise would add one more sense to the game: the pirates or the nation in game have to defend the trade route. A player can defend another player "AI trade ship" if attacked by pirates (and earn a % of money) or can go to enemy commercial route to make pirates/corsair action. Makes sense, it happened that a wholesaler had a fleet sailing for him. He wasn't physically on the ship but he had his man sailing for himself to sell stuff. At least it should be possible to sent those goods as you like (with route). I dont think it would be a good idea to sent those ships to sell the goods but transport would be fine!
Mrdoomed Posted October 21, 2016 Posted October 21, 2016 I don't know Doomed. I usually think your observations are pretty spot on, but I had different results yesterday. I caught two traders within 45 mins yesterday between Tortue and Mortimer. Yes, fort huggers will now be a nuisance. But they gotta come from somewhere first. I know a good amount of US traders got scooped up between the Bahamas and Florida. You may just have to explore new hunting grounds for a few days. You could be right. I played all day long and the only successful capture i got was in between florida and cuba. I played from 8am till around 4pm and that was only successful one so maybe i should just play in prime time when more players are on. My concern is that now im able to play all day because im on medical leave and once im back to being casual im not gonna have that kinda,time to invest on sailing way out to isolated areas . Ill try again when server is full and see if its better. 2
Enraged Ewok Posted October 21, 2016 Posted October 21, 2016 (edited) You could be right. I played all day long and the only successful capture i got was in between florida and cuba. I played from 8am till around 4pm and that was only successful one so maybe i should just play in prime time when more players are on. My concern is that now im able to play all day because im on medical leave and once im back to being casual im not gonna have that kinda,time to invest on sailing way out to isolated areas . Ill try again when server is full and see if its better. Personally, I saw plenty of player traders in open water near the Danish capital last night.Didn't take any though, as I was sailing my Constitution to hunt for an Indefatigable/Endymion. So far, my only big issue with the new patch is the crew damage from lengthwise ball hits being far too punishing. I lost about 400 men in two AI fights attempting to capture one from under the nose of a fleet. Nearly got one on the first attempt despite pulling a 1st rate fleet with the 3rd/Trinc/Indefatigable fleet. Despite messing up the one stern rake I did get, I killed 150 crew with ball and crew shocked the Indefatigable. Wasn't able to capitalize on it though, didn't have the room to board and then had to turn and kite out the rest of the AI again. Despite tagging relatively close to shore off San Juan, I was either never in range of the fort and tower guns or they never cared to shoot at me. Inclined to think the former rather than the latter.. Carronades are still in need of tuning, as I thought it was somewhat surprising that my Constitution's 42pders were bouncing off the Indefatigable at 250m when my ship was parallel to it. It is very nice that they are no longer the default demasting and frigate armament choice however. Regarding the other controversial changes (item weights changed, crafting changes, mission changes, PB changes), no opinion on these yet. Never looked at the crafting screen last night, and was never carrying anything heavier than some salt and a few fish while sailing. I considered jumping into a hostility mission near Danish waters, but the call of the new ships was too enticing. I saw several though, ranging from 600BR to 2k BR on each side. From what I've been told hostility is generating far too quickly for starting PBs, but that seems like a matter of gathering data and tweaking numbers, not a huge issue. One of the most noticeable and appreciated changes for me so far was the new map. It looks great and provides a much better idea of what's happening where in the grand scheme of RVR. I don't participate in PBs much, but for someone who does a lot of solo hunting it gives a great idea of where players are in the game world. Looking forward to playing more over the weekend. EDIT: Other Musings: Chasers seem to be far more accurate now. At first I thought it was just a graphical change on the aiming lines, but the chain and ball fired from my chasers seemed pinpoint accurate. Before the patch, chain especially would often go wild off to one side or the other when firing on targets at extreme range with the chasers. Edited October 21, 2016 by Enraged Ewok 1
MisterDe Posted October 21, 2016 Posted October 21, 2016 Shipyards removed from game for rebalancing, to allow players to build ships in multiple regions with regional bonuses. Do we know what these regional bonuses are yet?
Billy Budd Posted October 21, 2016 Posted October 21, 2016 As a PVE player and prefer playing solo, and doing my own thing without interference from other players, I welcome some of the changes made with the new patch, but there are one or two things that have forced me to change my style of trading game play. I like the new map covering the different regions and I welcome the trading tools, but where is Kids Island out in the Atlantic area of the map? It is not showing! I discovered these islands by accident whilst travelling to Bermuda before this new patch was added, and Kids Island wasn't shown on the map. It is still missing from the new map. Is there any reason for this? Although I welcome a lot of the new resources, I think there are too many and some that don't seem related to the game. Why to we need several different types of tobacco? A lot of new resources, don't actually come into game play, from what I can see atm. Historical Artifacts, what are these supposed to be used for? The weights for most of the resources are way over scaled and why do fish, now weigh much more than converted fish meat, which doesn't make sense. Fish when gutted should weigh less when converted to fish meat. I do a lot of trading and have made a lot of Gold out of Sugar & Tobacco, by buying and selling at many different ports, but the price changes, give very little profit now. I know that these two commodities where a big money earner, and was really easy to get rich quick. I have made millions out of Sugar, Tobacco and Fishing, which has paid for all the ships I own, as well as having a 34 million bank balance to date. I just hope that from the trading aspect of the game, that the weights issue will get sorted out, as many items are way over the top. I haven't had much time to thoroughly try out other changes to the game yet, such as challenging other AI ships in the game, so I can't comment on any of the new action changes that have been made. I do like the new forts and martello towers that have been added to the ports, but I am not sure if these will come into play with PVE or not, but they have given the ports a nicer look. As for the PRAY button, still no mention of what this id for and what it is supposed to do? I was hoping that this would be part of this new patch, but it just doesn't seem to serve any purpose at all. So why is this? Can the devs, at least please explain what the hell this PRAY button is for? 1
Skippy Posted October 21, 2016 Posted October 21, 2016 (edited) Excellent patch in general. Good work I would like to know about the BP for the Heavy Rattle and the Santa Cecillia.... when do you expect to have them release for everyone to be able to get the drop?? Edited October 21, 2016 by Skippy
KrakkenSmacken Posted October 21, 2016 Posted October 21, 2016 You could be right. I played all day long and the only successful capture i got was in between florida and cuba. I played from 8am till around 4pm and that was only successful one so maybe i should just play in prime time when more players are on. My concern is that now im able to play all day because im on medical leave and once im back to being casual im not gonna have that kinda,time to invest on sailing way out to isolated areas . Ill try again when server is full and see if its better. Now that your hunting is a bit harder due to the mechanics changes, maybe you can now understand what everyone was complaining about with the TP cool downs. Your favored style of play is not the only style of play that needs to be considered, needs of the many and all that. In fact the complaint that they all have fleets would seem to indicate that your only real targets are the solo players who can't/won't bring friends along, or those stupid/brave enough to take the chance of running into you. That seems like a vanishingly small group of players to rely on. That said, maybe AI numbers are a bit too high. I mean fleets of fleets is what I am seeing around pretty much every Free port I launched from last night. Ironic that many of those I saw were pirate. I had to sail 30 min away from that port into hostile waters before I managed to track down a lonely trader.
Teutonic Posted October 21, 2016 Posted October 21, 2016 If we want to talk about a vanishing player base and how they don't mean much. I find it hard to say "who cares about them, they are only a small group" when I remember both server numbers being a good 1,000 players. Now? Maybe 1000 on PvP1 and maybe 150 on PvP2 on a good day. That small group who we can "ignore" used to be a big group. 1
Prorok Posted October 21, 2016 Posted October 21, 2016 As for the PRAY button, still no mention of what this id for and what it is supposed to do? I was hoping that this would be part of this new patch, but it just doesn't seem to serve any purpose at all. So why is this? Can the devs, at least please explain what the hell this PRAY button is for? This is a Cossack fantasy. Nobody knows what's going on, and so it has to be.
Henry d'Esterre Darby Posted October 21, 2016 Posted October 21, 2016 If we want to talk about a vanishing player base and how they don't mean much. I find it hard to say "who cares about them, they are only a small group" when I remember both server numbers being a good 1,000 players. Now? Maybe 1000 on PvP1 and maybe 150 on PvP2 on a good day. That small group who we can "ignore" used to be a big group. At the same time, a game can't be all things to all people all the time. The normal cycle of a game involves a large number of people who buy it, and decide it's not for them, or get distracted by a newer shiny, or put in their 400, 500 or what have you hours, and then go on to a new game. Claiming that there were 2000 people playing the game and they all left due to subsequent changes and patches is disingenuous. Additionally, this is an Early Access game. It will change. Features will be added/removed/heavily tweaked. The goal isn't to keep everyone who has bought already (though obviously Game Labs would like to keep as many as possible), the goal is to use our feedback to create a game that can be released and then enjoyed by the largest number of people, but still be true to the developer's vision. Any time you change the game, someone is going to be upset. Sometimes its more someones, sometimes its less. But being upset isn't enough. The burden is on us, as testers, to demonstrate why the change is bad for the game and the gameplay, not bad for us personally. "I lost a ship yesterday because of this new feature. The feature sucks!" This is the most common feedback. But the real question is - Why did you lose the ship in the first place? Was it bad tactics, a failure to adapt to the changes or to change your approach to account for them? Or was it really that the feature itself is bad for everyone's gameplay and fun? Think through the feedback you're providing and how you're approaching the game. In short - any time you make a change that makes something harder to obtain (such as the change to resources for ships), you're going to get hate mail. The trick is separating the wheat from the chaff to figure out if the change was needed for the game's health and wellbeing. 4
Edward Canaday Posted October 21, 2016 Posted October 21, 2016 I will say this for the loss of enemy (or 'smuggler') AI. I for one prefer not to go on missions. I liked going out and finding either a lone (or small fleet) enemy or trader, and taking it, or at the very least sinking it. To me, that's my money maker. It never produced large amounts of profit, but that was just fine with me, so long as I was able to play out the naval combat. I'm sure it's not as good as PVP (I haven't yet had the pleasure on PVP2), but it's certainly better than what I had to do yesterday. I sailed my 5th rate for about two hours until I got to a location that had enemy ports within a reasonable range, and then had to sail past three large fleets that I had no hope of tackling by myself (15+ ships, many of them SOLs). I understand this is a MMO, and fleet actions are a big part of it, but I won't be in a fleet every time I play. Sometimes I just want to get a quick action in before dinner or bed or whatnot. For my part (so far), that hasn't happened since the patch. I don't have all day to play, I'm a career-focused husband and father of three, I can maybe get an hour a day (really it's usually less) on weekdays, with a little more time on weekends (At best 3-4 hours). I'm all for making the game better for the majority, but I certainly don't want to feel forced to play socially. When I'm in that mood, great. When I'm not, I want to just hunt solo and take, burn, or destroy my enemy. Can that still be possible, please?
Neverdead Ned Posted October 21, 2016 Posted October 21, 2016 It seems that limiting fine live oak and fine mahogany to three nations is unfair to the others. As a Dutch player, we already start with a significant deficit of ports plus resources and I'm sure it is similar for the other small nations. How are we supposed to retain people in the smaller nations when you have made things so unbalanced? I'm not asking for super ships or the same number of ports as some of the other nations but come on, throw us a bone here. First we get ripped off because of the event locations, now this unfair patch...just what have you got against the Dutch?....everything else about the patch seems ok so far btw.
Bubba Smith Posted October 21, 2016 Posted October 21, 2016 (edited) So far I'm impressed with this update! I have noticed a few area that require your attention: 1) the labor office contract production costs as much as the contract itself 500 hrs to produce and it's worth 500 hours. 2) the weight of some of the resources/materials is too high, for example fine live oak is over 14.4 units/each at 175 units[req'd for a Vic build] = (2520) for a Vic; which is more then the capacity of our traders that can opperate in the shallow water area that makes fine Live Oak. 3) the replenishment of fine materials is too slow to allow for good trading esp is we have taken on a trading mission (which is a really cool addition btw!). 4) the lines connecting towns in the OW map confuses me, what is it for. 5) I find the hover menus a little too big, jmho. *6) the trader missions aren't updating when loads are brought in to port for example 0/1500 hasn't changed after over a 1000 units of that good have been delivered.* I figured it out, the deliveries have to be in the trade contract area NOT the shop resources. There are so many good things about this new map I can't even begin to list them. I appreciate the amout of effort this new system has taken and thank those involved, Bravo Zulu. Edited October 21, 2016 by Buba Smith
maturin Posted October 21, 2016 Posted October 21, 2016 It seems that limiting fine live oak and fine mahogany to three nations is unfair to the others. As a Dutch player, we already start with a significant deficit of ports plus resources and I'm sure it is similar for the other small nations. How are we supposed to retain people in the smaller nations when you have made things so unbalanced? I'm not asking for super ships or the same number of ports as some of the other nations but come on, throw us a bone here. First we get ripped off because of the event locations, now this unfair patch...just what have you got against the Dutch?....everything else about the patch seems ok so far btw. So the Swedes have one port, but the devs hate the Dutch? Please leave the persecution complex at home. Resource locations are now rooted in reality. And the Dutch will have zero trouble taking over remote Spanish territory with ample resources. You already have two port battles scheduled, FFS. 1
Hethwill, the Red Duke Posted October 21, 2016 Posted October 21, 2016 Let the trade wars begin. Set forth the corsairs, now they can really affect the flow. More playstyles working towards the common good of the nation
Mrdoomed Posted October 21, 2016 Posted October 21, 2016 I will say this for the loss of enemy (or 'smuggler') AI. I for one prefer not to go on missions. I liked going out and finding either a lone (or small fleet) enemy or trader, and taking it, or at the very least sinking it. To me, that's my money maker. It never produced large amounts of profit, but that was just fine with me, so long as I was able to play out the naval combat. I'm sure it's not as good as PVP (I haven't yet had the pleasure on PVP2), but it's certainly better than what I had to do yesterday. I sailed my 5th rate for about two hours until I got to a location that had enemy ports within a reasonable range, and then had to sail past three large fleets that I had no hope of tackling by myself (15+ ships, many of them SOLs). I understand this is a MMO, and fleet actions are a big part of it, but I won't be in a fleet every time I play. Sometimes I just want to get a quick action in before dinner or bed or whatnot. For my part (so far), that hasn't happened since the patch. I don't have all day to play, I'm a career-focused husband and father of three, I can maybe get an hour a day (really it's usually less) on weekdays, with a little more time on weekends (At best 3-4 hours). I'm all for making the game better for the majority, but I certainly don't want to feel forced to play socially. When I'm in that mood, great. When I'm not, I want to just hunt solo and take, burn, or destroy my enemy. Can that still be possible, please? There are almost no single ships now they are all in huge fleets sailing one after anther everywhere there is a port within sight or along every trade trout. The ai massive fleets need to be broken up and spread out. Gonna try today but im not holding my breath.
Neverdead Ned Posted October 21, 2016 Posted October 21, 2016 So the Swedes have one port, but the devs hate the Dutch? Please leave the persecution complex at home. Resource locations are now rooted in reality. And the Dutch will have zero trouble taking over remote Spanish territory with ample resources. You already have two port battles scheduled, FFS. Just how is mahogany production coming from just one port in all of South America historically accurate? Secondly, it has already been stated that the aggression gain is broken right now so the number of ports battles we may or may not have scheduled is irrelevant. Thirdly, if you had bothered to read my post, I did refer to the other small nations which include Sweden. Before getting flippant, with your responses, I suggest you read more carefully.
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