admin Posted October 21, 2016 Posted October 21, 2016 Hello captains. Hotfix was deployed today. Hostility generation reduced. Mission stocks adjusted (lowered) so ports don't generate missions that are impossible to deliver (getting 1000 parisian furniture was impossible but such missions were offered). Splinter damage reduced by 40%, Max possible damage from 1 round ball introduced to simulate the drop off from splinter energy (so they don't fly across the whole 65m decks). Bermuda missions fixed. Certain bugs with shop interface fixed. Hostility points currently set as the following Kill - 20 points Assist - 5 points Lineship modifier 2x PVE modifier = 0,05 (was 0.5 before) Total points required to generate hostility were kept the same - 10000 Parameters will be adjusted again next week because the war effort supplies prices, resources and labor hours need to be updated too, but it was too late to do yesterday. Next patch Standard resources weight changes will be brought back to normal, some might still be different but will be definitely lower than now. They were changed by mistake with trading resources weight changes. Trading resources weight will remain. They got changed because trading resources weights were adjusted to reduce the ability of 1 trader to clear out all resources in port. To clear all stock you will need 5-10 players or 5-10 trading runs. Weight increase was compensated by price hikes to provide same level of profit per run (but keep some stock left for others). Numbers updated Points will be changed to 200 per pvp kill and 100 per pve kill. Daily hostility drop will be reduced. 19
Kair Posted October 21, 2016 Posted October 21, 2016 Splinter reduction was indeed necessary I think ! Thanks for the hotfix ! 1
Lancella Dutch de Wildt Posted October 21, 2016 Posted October 21, 2016 Thank you very much for the quick and needed hotfix! 1
Konali89 Posted October 21, 2016 Posted October 21, 2016 Standard resources weight changes will be brought back to normal, some might still be different but will be definitely lower than now. They were changed by mistake with trading resources weight changes. ^ Thank you, 1
LeBoiteux Posted October 21, 2016 Posted October 21, 2016 Great hotfix : reduction of splinter damage was much needed. Kill - 20 points PVE modifier = 0,05 (was 0.5 before) Does it mean that any PvE fight adds 0,05 point to hostility.If so, that'd make a PvP kill 20/0,05 = 400 more important than a PvE kill in terms of war mechanics.Quite a harsh ratio ! 1
Eishen Posted October 21, 2016 Posted October 21, 2016 Great hotfix : reduction of splinter damage was much needed. Does it mean that any PvE fight adds 0,05 point to hostility. If so, that'd make a PvP kill 20/0,05 = 400 more important than a PvE kill in terms of war mechanics. Quite a harsh ratio ! reviewing maths.....its 20 times as important ... pvp kill = 20 points pve kill = 20 * 0.05 = 1 point
Augustus Charles Hobart H Posted October 21, 2016 Posted October 21, 2016 Thanks for the fast fix on Bermuda missions, we were sweating bullets in the British over that bug and you probably got about 50 F11's XD 1
admin Posted October 21, 2016 Author Posted October 21, 2016 Great hotfix : reduction of splinter damage was much needed. Does it mean that any PvE fight adds 0,05 point to hostility. If so, that'd make a PvP kill 20/0,05 = 400 more important than a PvE kill in terms of war mechanics. Quite a harsh ratio ! indeed. i think 0.25 will be more appropriate. 2
LeBoiteux Posted October 21, 2016 Posted October 21, 2016 reviewing maths.....its 20 times as important ... reviewing english and war mechanics for a non-English speaker like me. That's why I ask "Does it mean..." No need to review maths. Thx
admin Posted October 21, 2016 Author Posted October 21, 2016 No at all, cleaning pve missions is so easy that a 0.25 ratio is a mistake. still lower than 0.5 that was yesterday)) + points are 5 times lower (it was 100 for kill) the pve drop is significant. lets see how it goes. 1
Eishen Posted October 21, 2016 Posted October 21, 2016 still lower than 0.5 that was yesterday)) + points are 5 times lower (it was 100 for kill) the pve drop is significant. lets see how it goes. Personally I think that modifying brute points for each action (the 100 to 20 ) and total is the right way to balance the time to put a region in conquest . Modifying the ratio to such extent can have strange efects While PvP must be much more important than PvE a 20:1 ratio makes not being there the best defense for an area (If you can not totally assure a enemy is sunk for each of your ones). 0.25 ratio (4:1) should be more in line.
elite92 Posted October 21, 2016 Posted October 21, 2016 still lower than 0.5 that was yesterday)) + points are 5 times lower (it was 100 for kill) the pve drop is significant. lets see how it goes. what about indefatigable decks bug that are inverted?(reported)
admin Posted October 21, 2016 Author Posted October 21, 2016 what about indefatigable decks bug that are inverted?(reported) what about them?
LeBoiteux Posted October 21, 2016 Posted October 21, 2016 While PvP must be much more important than PvE Why ? - because PB are pvp ? Conquest is pvp ? - because PvP-ers protect PvE-ers from player enemies ? - because PvP is harder than PvE ? - because PvP-ers are more interested in Conquest/diplomacy... ? I think that it'd be better for the game to have all NA players, including PvE-ers, feel involved in War/Conquest/Diplomacy and weigh in on those decisions. So a balanced ratio is needed. (That doesn't mean I'm in favour of a 1/1 ratio though. ) 1
Twig Posted October 21, 2016 Posted October 21, 2016 Trading resources weight will remain. They got changed because trading resources weights were adjusted to reduce the ability of 1 trader to clear out all resources in port. To clear all stock you will need 5-10 players or 5-10 trading runs. Weight increase was compensated by price hikes to provide same level of profit per run (but keep some stock left for others). That can't be - Ive seen other tradable ressources which definitivly need more than 5-10 trading runs - more like 100 with the indiaman... Cause of the new weight system - will we get bigger trading ships?
MerimAh Posted October 21, 2016 Posted October 21, 2016 Kill - 20 points Assist - 5 points Lineship modifier 2x PVE modifier = 0,05 (was 0.5 before) Total points required to generate hostility were kept the same - 10000 kill -10 pve mod -0,25
Jeheil Posted October 21, 2016 Posted October 21, 2016 reviewing maths.....its 20 times as important ... pvp kill = 20 points pve kill = 20 * 0.05 = 1 point So a hostility mission at Admiral level will get what 16 points ? (kill 8 ships) !?!?
admin Posted October 21, 2016 Author Posted October 21, 2016 So a hostility mission at Admiral level will get what 16 points ? (kill 8 ships) !?!? there will be wide swings for a week until the system stabilizes, until monday (when this will be changed) it does not matter as all port battles are set.
Cmdr RideZ Posted October 21, 2016 Posted October 21, 2016 PvP 20 PvE 0.25 This is ok to test. Remember, bigger nation vs smaller nation. PvE kills are easy to produce when you are in a big nation. Smaller nation, may not have people on every timezone even. So the times that smaller nations are there, and actual PvP is happening -> It should matter more than 100 PvE player grindfest. PvP/PvE kill ratio is basically a protection vs bigger nations.
stormridersp Posted October 21, 2016 Posted October 21, 2016 My opinions on the new patch as a whole. PROS: -I liked the new resources distribution, it definitely puts an end to the golden age of surplus of everything. It was just too much and will make those rare stuff like silver ever more valuable, as they were back in time. -Damage became more realistic and, everything that makes sailing and combat more realistic, is a good thing, although I think the effect of splinters and crew related colateral damage seems to be a bit exaggerated at the moment. -Ship Upgrades: Yeah, I love the fact that now ship quality is more important than upgrades. Its more realistic in the end. For that matter, I would even get rid of upgrades completely and instead make modules become something like actual modifications to ships, for example, an upgrade that allows the use of a higher caliber gun in the ship (obviously with penalties applied to speed, stability and maneuverability). In fact, I would even go too far to say that the game could simulate this aspect of sailing combat physics, allowing the player to mount whatever calibre of gun as he wants, with penalties and benefits applied. For example, let´s say that a Surprise Optimum guns calibre is 9pd, the mount 6pds, the ship would be lighter, allowing for more cargo, or allowing for better sailing. On the other hand, mounting 12pds, would give it better firepower at the expense of a poored sailing, more heeling, less speed. Pirates: I like the fact that now, pirates must be pirates although the Push Circle and NPCs generation needs to be balanced and reviewed. (See below) -Trading and the new dynamic supply/demand system, although I´d like to see how this will work out later on. CONS: -As with the new resources distribution, crafting became ever more difficult, making for VERY boring hours of OW fruitless sailing. If only OW sailing had the same mechanics of Combat Sailing, with manual sails, but no, its just dull. -Too many NPC battle fleets and too few Traders now. I actually havent seen any lately. This + the new push circle, and PVP or even regular NPC raiding is killed. I haven´t seen lonely NPC ships either. Just way too many fleets! -Too many towers everywhere! -Pirates lost all their resources and our islands are shit. Look at the ports around Inagua Province. They dont consume ANYTHING! wtf? -Way too many new resources, I mean, Fine Oak, wtf, couldnt it just have been a crafted Oak turned into Fine Oak Material instead of a completely new thing? Slaves, drugs? really? How about prostitutes then? Conclusion: -The new changes concept is good, although imo, it wasnt well implemented. Instead of adding too much complexities to not so important aspects of game, how about improving the in-ship aspects, I mean, how about simulating individual crew, with training, fatigue, character, personality, morale, mood (This would even make prostitutes more useful than Fine Oak or all those new stuff!). That would make the game even more personal than this completely expendable dull crew system and NPC fleets and towers everywhere. -How about making a players ranking system where player, or the NPC world could put prices on individual´s heads? I mean, there could be rewards for sinking someone. -How about simulating resources convoys missions that really affect the resources distribution for the different nation, for example, every day, there could be a few resources convoys that depart from one port to another and the nations who have hostility points in that particular provinces, gets notified. Players would have to gather up and escort the convoy, while rivals would gather up to intercept it. Make the game events more connected and immersive. Cheers 1
CeltiberoCaesar Posted October 21, 2016 Posted October 21, 2016 I think it is being a misunderstanding between raw points and modifiers effect. What is clear is that a region shouldnt reach 100% in less than 24h or even 48 AT LEAST. Otherwise, asian/american players will dominate the whole maps since they will be alone in their timezones and can go region after region without resistance. 1
admin Posted October 21, 2016 Author Posted October 21, 2016 I think it is being a misunderstanding between raw points and modifiers effect. What is clear is that a region shouldnt reach 100% in less than 24h or even 48 AT LEAST. Otherwise, asian/american players will dominate the whole maps since they will be alone in their timezones and can go region after region without resistance. yes we are updating hostility points generation - they were high (because we needed to test them in shorter times)
CeltiberoCaesar Posted October 21, 2016 Posted October 21, 2016 yes we are updating hostility points generation - they were high (because we needed to test them in shorter times) I know, I know. I was just saying what I consider should be the minimum time needed to give the deffenders a chance to cool down the region. I guess you will try different modifiers until you get what you aim... But i think you should aim that, around 48H of active average activity in a region.
elite92 Posted October 21, 2016 Posted October 21, 2016 what about them? http://forum.game-labs.net/index.php?/topic/16953-indefatigable-decks-bug/
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