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Testbed: Content patch - 9.98 deployed


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Posted

Hello Captains

Patch have been deployed to testbed. Here is a brief description.

  • Challenges: PVE challenges now provide the ship for you. No need to purchase the ship anymore to participate in challenges. 
  • 1 durability for ships of the line did not achieve its required goal and is removed. It did not have any effect on rich veterans and was just punishing casuals who left the game instead of converting into pvp/conquest players because they lost the ships they worked so hard on. All linesips now have 3 durabilities with the corresponding increase of required resources.
  • You can now use the hold of your fleet ships. 
  • Admiralty store has been added for testing. The content is not final, prices are not final and what is sold in stores is mostly for testing the systems. The following rewards were added (names are temporary and might not survive)
    • City Key - for raids or port attacks or defences
    • Battle Ensign - PVP reward
    • Short Pennant - PVE reward
    • Trading Manifest - reward for trader ships or trading missions etc. 
    • Each reward can be used for exclusive content in admiralty stores (test content to test systems provided in testbed).
    • All rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists. 
  • Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. The system is not final and will continue development. Officers in their traditional sense might come back in the future. 
  • Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. 
  • Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves huge number of problems for a minor price.
  • Ship paints can now be stored in clan warehouses. 
  • Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles. 
  • Chain shot damage fall off from distance implemented and added to game. 
  • All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment

Discuss.

Please avoid off topic in this thread and discuss the substance matter after you have tested the content and if you really have something constructive to say. 

N.B.:  You can find directions to join the test bed server here.

  • Like 35
Posted
11 minutes ago, admin said:

 

  • Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves huge number of problems for a minor price.

Can you explain what this means. Is this for all the time or just for events?

Posted

I would imagine things like alt farming.

Quote

 

  • Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. The system is not final and will continue development. Officers in their traditional sense might come back in the future. 

 

For this, I'd recommend 2 points for the first five levels, so it doesn't force people into feeling like they need to grind to Rear Admiral.  (Even I'm still not Rear Admiral yet, as I loathe grinding.)

  • Like 3
Posted
26 minutes ago, Axel said:

Can you explain what this means. Is this for all the time or just for events?

battle rewards will be valuable and no-one will want you farm them nonstop by sinking your friend or your alts

 

  • Like 5
Posted
Just now, admin said:

battle rewards will be valuable and no-one will want you farm them nonstop by sinking your friend or your alts

 

Do you mean the rewards for buying admiralty shop or do you mean XP and Money as well? thats what im wondering

Posted
31 minutes ago, SteelSandwich said:

Which problems specifically was it aimed to solve?

I'm guessing the alt farming

Posted
49 minutes ago, admin said:
  • Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters.

When will we see the outlaw faction implemented?

Posted (edited)
  • Quote

    1 durability for ships of the line did not achieve its required goal and is removed. It did not have any effect on rich veterans and was just punishing casuals who left the game instead of converting into pvp/conquest players because they lost the ships they worked so hard on. All linesips now have 3 durabilities with the corresponding increase of required resources.

     

Great, now expect people using gold marines and best boardng / repair upgrades on 1st rates. Just like Expert Carpenters, Swordfighting Handbooks, Gunnery Handbooks, Powder Monkeys and stuff like that. Also There will be a bunch of people on 1st rates. Remember also that because of that 1st rate can be split into 3x 1st rate 1 dura. This also means that Fireship Fitting 1st rate will have 3 lives.

Quote
  • All rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists. 

Very good

Quote
  • Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. The system is not final and will continue development. Officers in their traditional sense might come back in the future. 

Good choice, consider, but as someone said before, rather give 2 points per rank to avoid stupid farming and grinding exp. Also give option to easly replace single perks, no need to reset full officer and give separated perks.

Quote
  • Ship paints can now be stored in clan warehouses. 

Perfect

Quote
  • Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles. 

Increase Forts accuracy and make them smarter, avoid friendly fire. If enemy is smart, he uses forts to kill his enemies. This is the biggest issue.

Quote
  • All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment

Make it so we can see when a player leaves battle. Last time we saw 7 Brits vs 20 Spanish in PvP Zone. We had a fleet of 12 ships and wanted to aid. We joined, but 6 Brits already escaped battle... We could be hello kittyed up because of it. Also AI fleets are not showing in that, but they calculate AI. Very annoying and misinforming...

Edited by sruPL
Posted
53 minutes ago, admin said:

Forts and towers were significantly buffed

Not too sure this is a good idea, forts are pretty strong right now already, if the attacker side fail to get their mortar brig(s) in place, the damage taken in the circles is devastating and makes it impossible to win

Posted
14 minutes ago, Aventador said:

When will we see the outlaw faction implemented?

we never said outlaw faction is guaranteed to be implemented.
we said we are considering splitting pirates in two factions. but thats just an idea.

  • Like 1
Posted
26 minutes ago, Axel said:

Do you mean the rewards for buying admiralty shop or do you mean XP and Money as well? thats what im wondering

all rewards

 

Posted
31 minutes ago, sruPL said:

Good choice, consider, but as someone said before, rather give 2 points per rank to avoid stupid farming and grinding exp. Also give option to easly replace single perks, no need to reset full officer and give separated perks.

Agree with both of these suggestions.

  • Like 2
Posted (edited)
1 hour ago, admin said:

Hello Captains

Patch have been deployed to testbed. Here is a brief description.

  • Challenges: PVE challenges now provide the ship for you. No need to purchase the ship anymore to participate in challenges. so a challenge where you not risk anything, i fail to see where is the challenge
  • 1 durability for ships of the line did not achieve its required goal and is removed. It did not have any effect on rich veterans and was just punishing casuals who left the game instead of converting into pvp/conquest players because they lost the ships they worked so hard on. All linesips now have 3 durabilities with the corresponding increase of required resources.    Really? another soften up for casuals, yay all with 3 dur first and gold modules so sink 25 first will matter even less since you need to sink x3 fleet just for remove 1 first! also never heard  the community asking for this.. we tryed multiple dur first many patch ago and was a proliferation even worst then now. (same mistakes over and over 1 step forward 2 backward)
  • You can now use the hold of your fleet ships. 
  • Admiralty store has been added for testing. The content is not final, prices are not final and what is sold in stores is mostly for testing the systems. The following rewards were added (names are temporary and might not survive)
    • City Key - for raids or port attacks or defences
    • Battle Ensign - PVP reward
    • Short Pennant - PVE reward
    • Trading Manifest - reward for trader ships or trading missions etc. 
    • Each reward can be used for exclusive content in admiralty stores (test content to test systems provided in testbed).
    • All rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists. 
  • Officers. Officers had one problem, they punished you if you played actively (and sank a lot). No shit, if you play you can lose stuff, who would have think about that? another soften up for casuals so a dumbed down feature... As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. The system is not final and will continue development. Officers in their traditional sense might come back in the future. 
  • Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters.  , really? always open so you engage pirates vs pirates and suddently 20 min later 20 national join in killing both pirate sides LOL , a good way for introduce a mechanic and hello kitty it up since start, why not apply it to all battles? like pirates fighting the entire server is not enought, now if they tag each other they risk to get ganked by any national fleet coming up around.
  • Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves huge number of problems for a minor price.  So i undock in a cutter, kill myself by surrendering and then for 1h with my other ships i give nothing Cool.
  • Ship paints can now be stored in clan warehouses. add  a clan shipyard?  and clan taxes? doubt anyone gonna store skins in clan warehouse tbh
  • Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles.  (dunno where you come up with this: but mortar brig is mandatory in all pb and tbh forts are already annoyng  as they are and they really didnt add anything to pb for not talk about the fact that already win  a pb in attack is very hard  less then 15% of total, add into that this new superforts...)so a boost nobody called for based on a false premise, did you play your own game?
  • Chain shot damage fall off from distance implemented and added to game.  (so more chance for ppl to run, so more time spent for chase ppl, like removing demast and reduce how much sails % influence speed not where enought for help casuals and unskilled players unwill to learn how to shoot,)
  • All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment

Discuss.

Please avoid off topic in this thread and discuss the substance matter after you have tested the content and if you really have something constructive to say. 

some stuff are ok some other really need more think thrue.. and when i say more i mean really a lot more.

Edited by Lord Vicious
  • Like 11
Posted (edited)

You can make 1 durability work, all you need to do is divide the material and labor hour costs to build the ships by the durabilitys the ship comes with now.

C = total material labor hour cost and ship construction cost

5th rate and below.  1/5 * C

4th rate:  1/4 * C

3rd rate:  1/3 * C

2nd rate:  1/2 * C

1st rate:  1 * C

All notes cost 1/4 the labor hour and resources to cost, low med and high grade.  

and then 1 durability will work just fine.  

Edited by Yar Matey
  • Like 1
Posted
1 minute ago, Yar Matey said:

You can make 1 durability work, all you need to do is divide the material and labor hour costs to build the ships by the durabilitys the ship comes with now.

C = total material labor hour cost and ship construction cost

5th rate and below.  1/5 x C

4th rate:  1/4 * C

3rd rate:  1/3 * C

2nd rate:  1/2 * C

1st rate:  1 * C

All notes cost 1/4 the labor hour and resources to cost, low med and high grade.  

and then 1 durability will work just fine.  

So a first will cost less then a 3rd?, dunno but 90% of game pop have multiple first, many 5+ some 10+ and many literally dozens.  Firstrates are cheap already. with  3 dur ppl gonna use them for fish afk in ow

  • Like 4
Posted
4 minutes ago, dumpert said:

cant believe i agree with LV

LV is wrong just like you. 

A lot of veterans want us to solve problems of those who played 2000 hours - or maybe even add 1000 of additional things to do. 
Our goal right now is to help the player who left after 10 hours to stay for a 100. If they can stay for a hundred the result will be more pvp for everyone. 

Starting with the first comment

He is against providing the challenge ship for pve challenges. With that he just lacks understanding of what the normal average player needs. For example he does not understand that the normal player does not have enough slots or outposts to even participate in a challenge because he only has 5 spaces for ships due to server example. If the challenge is for unpopular ship the player cannot do it just because he does not want to sell his current ship just to do a challenge.

 

  • Like 13
Posted (edited)
2 minutes ago, Lord Vicious said:

So a first will cost less then a 3rd?, dunno but 90% of game pop have multiple first, many 5+ some 10+ and many literally dozens.  Firstrates are cheap already. with  3 dur ppl gonna use them for fish afk in ow

A first would cost WAY more to cost than a 3rd..........  its divided by......  

Victory would stay at ~7400 total LH

A bellona would be 5600/3 or ~1870 total LH to craft but it would have 1 durability instead of 3.

 

This includes notes carriages ect.... then the actual assembly button to build the ship.  

Edited by Yar Matey
Posted
12 minutes ago, Yar Matey said:

You can make 1 durability work, all you need to do is divide the material and labor hour costs to build the ships by the durabilitys the ship comes with now.

C = total material labor hour cost and ship construction cost

5th rate and below.  1/5 * C

4th rate:  1/4 * C

3rd rate:  1/3 * C

2nd rate:  1/2 * C

1st rate:  1 * C

All notes cost 1/4 the labor hour and resources to cost, low med and high grade.  

and then 1 durability will work just fine.  

you cant make 1 durability work for an average player in a MMO environment. Its against our design goal
Ship must provide opportunity to have at least 3 non stop battles even if you lose every time. 

We listened to hardcore players before caved to 1 durability that brought nothing to the game - It did not reduce number or popularity of first rates for veterans, but it made life harder for average player who left instead of converting. If veterans want number of players stay or grow they must accept that the customer funnel must lose less players than it is losing now. 

Thus we bring the durabilities to our original vision.. and we would like to remind you that we had 5 dura ships before and no-one complained. 
And we have a firm position on this.. its either all ships have 1 durability or all ships have several. no middle ground.

  • Like 6
Posted (edited)
13 minutes ago, admin said:

LV is wrong just like you. 

A lot of veterans want us to solve problems of those who played 2000 hours - or maybe even add 1000 of additional things to do. 
Our goal right now is to help the player who left after 10 hours to stay for a 100. If they can stay for a hundred the result will be more pvp for everyone. 

Starting with the first comment

He is against providing the challenge ship for pve challenges. With that he just lacks understanding of what the normal average player needs. For example he does not understand that the normal player does not have enough slots or outposts to even participate in a challenge because he only has 5 spaces for ships due to server example. If the challenge is for unpopular ship the player cannot do it just because he does not want to sell his current ship just to do a challenge.

 

The player who left after 10h, will not come back for a free ship in a "challenge"  meanwhile the  players that are on are the ones with 2k wich are "wrong"      funny how a possible new customer have more importance than the veterans who supported you for years..

 

for not talk about the fact that if he playd 10h he max got himself in a brig? so i cant see how 1dur first or challenge would have an impact on him 

Edited by Lord Vicious
Posted (edited)
3 minutes ago, admin said:

you cant make 1 durability work for an average player. Its against our design goal      (wich is the opposite of what you told us when you made firsts losing dur from 5 to 1, make up your mind)
Ship must provide opportunity to have at least 3 non stop battles even if you lose every time. 

We listened to hardcore players before caved to 1 durability that brought nothing to the game - It did not reduce number or popularity of first rates for veterans, but it made life harder for average player who left instead of converting. If veterans want number of players stay or grow they must accept that the customer funnel must lose less players than it is losing now. 

We lack players not becouse we have 1 dur first but becouse   you made patches that killed the ow, stagnate the game, based on unknown demands nobody ever seen in the forums,  All thread made by veterans largerly supported by the community got ignored

 

like the boost of forts you intend to do, mortar brig are used in every pb, so your premise of boosting it for make brig getting used is false, and everyone in the community wich does pb know that. that means you detached from your own game reality.

Edited by Lord Vicious
  • Like 5
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