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Posted

Yeah but this morning hostility went down to 0%..

Posted

I'm not sure how much it drops, but it is frustrating to see 12% disappear overnight from Dominica - I logged off around 10pm eastern time - it was around 12%, and when I logged in this morning at 7am the aggression was zero. 

 

How much should it drop over 24 hours?  From my observations, it looks like it is dropping at a daily rate of over 25%.  A couple of days back, the Dominica aggression was 18% at 10pm, and down to under 6% at 7am the next day. 

Posted

DK/NG had 48% at Savannah and it dropped to 0%..

Posted (edited)

So for some magic reason the hostility drops in the morning. Soooo all the hard work you do in the evening is gone in the morning.

Can we remove this random magic. Instead make it a little harder to gain 100% but not this please.

 

 

Are you sure that hostility dropped and it wasn't the nation defending its ports?  I know the US had a region that several nations had hostility by other nations but we reduced the hostility to 0 before the reset.

Edited by Salty Dog PVP1
Posted

Do we know the new maths for hostility, they did say it was dropping from 20% but not to what ?

 

I noted a couple of 11% dissapear after reset. I will take a screenie before reset and measure.

Posted

I wrote down two ports last night an 8 and 11.2% both were 0'd. Also I note if a port hits zero your personal hostility points disappear, however when new hostility is generated they come back. So that's good. I think.

  • Like 1
Posted

The problem is getting that happy middle.  You make it drop to much or to little it helps the big nations or little nations but it hurts them too.  To be honest I think it shouldn't be a set time.   There is 24 hours in a day and it should be worked so that it looses 1% per hour, but we should be able to create more than that and keep it unless your just one solo player doing the agro.  I think one of the issues is on PvP2 the lower population.  To be hones the only ports getting flipped right now more than say 20-40% mark in one day are prots folks go out and GRIND FLEETS.  A lot of the hard core PvP players don't want to grind fleets even though that is where you find other players.  They really need to have a red light around the port the missions is close to know where the hostility is.  We spent a good time just trying to hunt for these guys doing missions in other zones.  Not even our own nations regions just so we can get PvP.

 

Any one know exactly how much war supplies adds or lowers on the agro yet?

Posted

It would be nice to have a log to track aggression for each port/county.

Aggression data is in the Map function.

It seems to change in real time with player actions, so you may want to keep a log personally, 

rather than suggesting waiting for (or worse, 'badgering') the coding team to get to it.

 

~ HK ~

Posted (edited)

The problem is getting that happy middle.  You make it drop to much or to little it helps the big nations or little nations but it hurts them too.  To be honest I think it shouldn't be a set time.   There is 24 hours in a day and it should be worked so that it looses 1% per hour, but we should be able to create more than that and keep it unless your just one solo player doing the agro.  I think one of the issues is on PvP2 the lower population.  To be hones the only ports getting flipped right now more than say 20-40% mark in one day are prots folks go out and GRIND FLEETS.  A lot of the hard core PvP players don't want to grind fleets even though that is where you find other players.  They really need to have a red light around the port the missions is close to know where the hostility is.  We spent a good time just trying to hunt for these guys doing missions in other zones.  Not even our own nations regions just so we can get PvP.

 

Any one know exactly how much war supplies adds or lowers on the agro yet?

My bold emphasis above.

 

Yes, I understand that some hard core PvP players don't like grinding against AI, but by doing some AI fleet grinding, you drive up hostility, which in turn will draw players from the opposing nation to come out and try to mitigate that hostility.  Enemy players in the region now=PvP opportunity.

 

The War Combat Orders (hostility/anti-hostility) missions stay open for 30 minutes with the combat swords remaining visible on OW. So finding and joining them is not exactly impossible.  

 

In addition, the statistics in the Conquest pulldown in the map now tells you where hostility is and at what levels.  If you see the hostility level fluctuating it is because opposition players are there in warships.   So even if you are a hardcore PvP'er who doesn't like grinding, you can now see where opposition players are at.  PvP opportunity without having to AI grind.

 

In the past, the hardcore PvP'ers had to TP across the map and then sail around looking for PvP (sometimes with little to no success). 

 

Now there is not only a game mechanic to help generate PvP but also another tool that will tell you where you have a good chance of finding it (without having to TP/sail all over the map).  So the devs have made it even easier for you to find PvP.

 

And if that is still too much effort  then you always have the Ship Duels, Small Battles, and Large Battles rooms where you can simply drop into a room without having to TP or sail anywhere.  

 

I am not trying to be a smart-ass here, but merely trying to post an opposing viewpoint.

Sometimes the answer is right in front of us without realizing it. 

Edited by Chijohnaok
  • Like 1
Posted

Maybe this should go in the It Makes No Sense thread, but how in the world does defending a region reduce hostility?  In other words, if I come up to you and punch you in the face to antagonize you and raise hostility, that clearly does just that, but if you go and punch me back in my face, now we are all copacetic?  That makes no sense at all.  The only factor to reduce hostility should be time passed, and/or political negotiation.

Posted

You clearly haven't been punched in the face very many times.   :)  You get punched once, maybe you get riled and are ready for more, but after the third or fourth time it's probably not a place where you want to be.  A better metaphor is probably a tug-of-war where the general support of the non-navy populace in a region is the flag in the middle.  I think of raising hostility in a region as a measure of the region's willingness to accept your nation as regent.  Once you've raised it enough then a port battle for control makes sense. Otherwise the populace would rise up and you'd have no way to control the ports in a region even if you won a decisive battle.

 

Defending a region reduces the antagonism the populace feels and increases their support for your regency, ostensibly due to increased stability in their current situation.

 

 

I see your point, re-directing the hostility to the enemy in lieu of the regent, or vice versa.  Does make sense that way, but not the way I had interpreted it.  Ambiguous maybe, then.

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