maturin Posted April 26, 2017 Posted April 26, 2017 13 minutes ago, Siegfried said: I understand the "gameplay" reason in this decision, but... like Maturin has said. People forget that a warships is in reallity a sort of cargo ship, only that that cargo is the reinforced hull, guns, munitions, gunpowder and the crew of that guns plus the provisions. If you make the traders speed dependable of the cargo, the warships too, not only their guns. More if that warships are operating long distances from their national bases. To properly game-ify reality, warships should face performance penalties for even small amounts of cargo, if they have full armament. Merchantmen should be unaffected until they are 30-50% full. Then we can strip guns from warships to improve hold, or add some guns to traders if we are running with light cargoes. 12
Corona Lisa Posted April 26, 2017 Posted April 26, 2017 (edited) Ships have still the same crafting costs as if they were multi-dura. I hope thats not intended, otherwise people will shit their pants again and dont fight at all because its too expensive if they lose (like fine wood patch). Edited April 26, 2017 by Jon Snow lets go 7
JobaSet Posted April 26, 2017 Posted April 26, 2017 Capturing Ships No Xp No Marks No Money (Cost way more than any combat., got to replace more crew) Captured Ship always Sucks. Can't sell it for anything Ships Never have cargo. Looks like about 3% of cargo hold is max From PM's nothing has changed. /wave until next update 2
JobaSet Posted April 26, 2017 Posted April 26, 2017 (edited) 6 minutes ago, Intrepido said: The problem is with mining the ressources, it costs a lot. Today I mined coal, iron ore and spent about 320k. And Im not talking about labour hours. Liquicity did a PVP fight and only earned 196k of gold. As we can see the rewards and the costs are absolutely imbalanced. From what I can tell only way to make money is to PVE solo so you make sure you get kills because assist or worthless also. And that may not be enough Edited April 26, 2017 by JobaSet 2
Ned Low Posted April 26, 2017 Posted April 26, 2017 (edited) 2 hours ago, admin said: PVPers will have to craft best ships with best cannons or buy them from you. Thus some will have to haul for them and they will help to protect those people and that is why you need to think about nice and clean Market tool similar to Potbs. All listings from any region should be available. Like I said before, not many will haul unless you show them prices and listing with demand and history. With no hauling there will be no life in NA. You are restricted many things and you are now forcing players to sail. The thing is this will only work 50/50. 50% will be forced by your new mechanics and 50% will simply leave. Now to make all 100% stay and sail introduce advanced market shop and let Econ boom. Edited April 26, 2017 by Ned Low 2
Ned Low Posted April 26, 2017 Posted April 26, 2017 (edited) 5 minutes ago, Intrepido said: @admin Could you post all the ports which produce rum now? The trader tool say that no one produce it and I have visited several ports with no luck. Thanks in advance. ^This is your problem @admin Fix it first and then you will see 100s of traders on OS. Edited April 26, 2017 by Ned Low
MasterChief Posted April 26, 2017 Posted April 26, 2017 rum will be mostly produced by players, not many produce it on testbed right now, so u cant find on market right now, i bet.
Styrofoam Snark Posted April 26, 2017 Posted April 26, 2017 Can cannons be sent to the clan warehouse now?
Daguse Posted April 26, 2017 Posted April 26, 2017 4 hours ago, admin said: Hotfix will be deployed today (26th of April) to testbed. Hold load now affects speed and acceleration. Cannons affect hold. (Hold numbers and weights are not final and will be updated more this week). Cannons now can be crafted (workshop required). Longs and carronades can only be crafted by players and are not available from NPCs. Contracts on cannons can be placed now. Military NPCs now sometimes drop repairs as loot Medkit was replaced by RUM (why did not we think of it the first time). Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated Sugar added to all regions as resource. Other details will follow (will update the post in a bit) Pickle and Privateer now require basic cutter to unlock 3rd slot (not lynx and not cutter as before) Updated Boarding preparation growth increased Perk points are given to player faster - you will get 10 perk points 2x earlier. Crew requirement lowered on 4lb,6lb and 12lb carronades Tow to nearest deep water port do not check the hold weight any more 4th rate ports and shallow water regional (county) capitals now spawn national NPCs Redwood logs and forests abandoned; blueprints using redwood now use lignum Pine is merged with Fir and is now Fir from today. Pine logs and forests abandoned, blueprints have changed Fire damage is increased by 25% Split function somewhat improved Several bugs fixed More bugs probably added Discuss. Some good stuff in here, keep it coming. 2
admin Posted April 26, 2017 Author Posted April 26, 2017 22 minutes ago, Intrepido said: @admin Could you post all the ports which produce sugar now? The trader tool say that no one produce it and I have visited several ports with no luck. Thanks in advance. nothing is produced by NPCs now guys.. i think we said it some time ago. only some ships and med cannons all materials all resources have to be crafted by players 6
Daguse Posted April 26, 2017 Posted April 26, 2017 (edited) 11 minutes ago, admin said: nothing is produced by NPCs now guys.. i think we said it some time ago. only some ships and med cannons all materials all resources have to be crafted by players Wow, I totally missed that one, it completely changes the econ. Traders and producers now can make money and PVPers will have something to hunt! Awesome work. @admin, got to say the new direction is a very fresh change of pace. Edited April 26, 2017 by Daguse 4
shaeberle84 Posted April 26, 2017 Posted April 26, 2017 2 hours ago, admin said: nothing is produced by NPCs now guys.. i think we said it some time ago. only some ships and med cannons all materials all resources have to be crafted by players What you could do is that if a player has buildings and he does not harvest them, then the goods produced above maximum hold go to the port! This way the more players use a port, the more it also becomes interesting to visit as a trader as well....!? 2 hours ago, Jon Snow lets go said: Ships have still the same crafting costs as if they were multi-dura. I hope thats not intended, otherwise people will shit their pants again and dont fight at all because its too expensive if they lose (like fine wood patch). This needs to go! It is not possible to harvest enough compass wood to build more than one or two frigates a day! (Even if you do only wood buildings, which you cant, since you have to build cannons and repairs and rum ...) So the amount of (rare) materials available in the market will be way too low if fighting intensifies! 4
Suppenkelle Posted April 26, 2017 Posted April 26, 2017 3 hours ago, Lokyi said: Crafting cannons great... but what about newbie low levels? I've been trying to play a literal newbie character with absolutely nothing to start with... Playing on and off for 3 days has got me pretty much nowhere, as you get bugger all XP from OW kills or caps, there are bugger all AI traders getting about, and the ones that are, are carrying bugger all. Well, I tried every nation from scratch on testbed server and had no problems with the money at all. It was prior to the patch, though, and most of the time I was completely alone on the server. But still: money is the easiest part so far. At least as long as the population is that low. I'd propose the following procedure for a newbie: - get fleet perk - go out in basic cutter, cap a trader's brig - sell loot, or, if there is nothing in it: go out and do some lowest rank missions. Earn money, because you have no costs. even if you get sunk several times before you succeed for the first time: no cost. (forgot: sailors brig needs 42 minimum crew, so you HAVE to do some missions first) - identify goods that can be traded with profit around your capital. - do a bit of trading, start with small quantities and commute between the two or three harbours. (can be a bit boring, but sailing traders gives xp for skills on these ships.) As the gains in trade are still quite high, it probably would not take more than 4 or 5 round-trips to get the hold fully loaded with cargo. - once you can fully load the brig, you can either build a first outpost to store the trading goods (so you don't have to commute that often, because you just buy, store, and sail whenever it is most convenient) and concentrate on doing missions, or you can go capping a second trader's brig (or snow) to further speed up your earnings. - If you don't go about in the biggest available ship crew costs are almost irrelevant. For 1. rank 40 crew is free, 2. rank 60 crew is free, 3. rank 100 crew is free, 4. rank 130 crew is free and so on. meaning: if you are 4th rank and using a Mercury you will have an almost fully crewed ship for nothing. - if you go for lower ranked missions your progress is slower but you will almost always be able to repair after the mission in the harbour. this only costs gold (which you now have in abundance), no ressources. I'd been playing like this after the patch 9.99 and had a million after the first day. And additionally some vessels, and more slots in docks, and 5 buildings, and 4 outposts. as you will probably need the basic cutter forever as long as you are playing the game, it's no waste of time to level it up to all 5 skill-slots. This additionally helps to make money because you cut your costs. 8
Powderhorn Posted April 26, 2017 Posted April 26, 2017 22 minutes ago, shaeberle84 said: What you could do is that if a player has buildings and he does not harvest them, then the goods produced above maximum hold go to the port! This way the more players use a port, the more it also becomes interesting to visit as a trader as well....!? This would actually be awesome for the raid mechanic. 3
admin Posted April 26, 2017 Author Posted April 26, 2017 20 minutes ago, shaeberle84 said: It is not possible to harvest enough compass wood to build more than one or two frigates a day! (Even if you do only wood buildings, which you cant, since you have to build cannons and repairs and rum ...) Let this sink in. Its not possible to build more than one or two frigates a day. What if this is actually the right way to go? 11
Fenris Posted April 26, 2017 Posted April 26, 2017 26 minutes ago, shaeberle84 said: What you could do is that if a player has buildings and he does not harvest them, then the goods produced above maximum hold go to the port! This way the more players use a port, the more it also becomes interesting to visit as a trader as well....!? ??? What is the point of having buildings and not harvesting goods? (Confused)
Ned Low Posted April 26, 2017 Posted April 26, 2017 30 minutes ago, shaeberle84 said: What you could do is that if a player has buildings and he does not harvest them, then the goods produced above maximum hold go to the port! This way the more players use a port, the more it also becomes interesting to visit as a trader as well....!? They only way my goods would go to Port is when I leave them untouched for 2 weeks. System will tell me - Your unused items were given to the poor.
Fenris Posted April 26, 2017 Posted April 26, 2017 5 hours ago, admin said: Hotfix will be deployed today (26th of April) to testbed. Hold load now affects speed and acceleration. Cannons affect hold. (Hold numbers and weights are not final and will be updated more this week). Cannons now can be crafted (workshop required). Longs and carronades can only be crafted by players and are not available from NPCs. Contracts on cannons can be placed now. Military NPCs now sometimes drop repairs as loot Medkit was replaced by RUM (why did not we think of it the first time). Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated Sugar added to all regions as resource. Other details will follow (will update the post in a bit) Pickle and Privateer now require basic cutter to unlock 3rd slot (not lynx and not cutter as before) Updated Boarding preparation growth increased Perk points are given to player faster - you will get 10 perk points 2x earlier. Crew requirement lowered on 4lb,6lb and 12lb carronades Tow to nearest deep water port do not check the hold weight any more 4th rate ports and shallow water regional (county) capitals now spawn national NPCs Redwood logs and forests abandoned; blueprints using redwood now use lignum Pine is merged with Fir and is now Fir from today. Pine logs and forests abandoned, blueprints have changed Fire damage is increased by 25% Split function somewhat improved Several bugs fixed More bugs probably added Discuss. If Sugar is now available for anyone, i hope you will remove it from Sealed Bottles.
DekomoriDesu Posted April 26, 2017 Posted April 26, 2017 37 minutes ago, admin said: nothing is produced by NPCs now guys.. i think we said it some time ago. only some ships and med cannons all materials all resources have to be crafted by players If all materials and resources have to product by player, how about all players could build their national capital by materials and also clan could set a port which is their home base and build the port by clan members? This could slove the problem which when most of players level up to the top and nothing to do, and there could be a list of contribution degree of the port, and the top player could be the port protector, and the protector could get income form the players who using the equipments in this port.
admin Posted April 26, 2017 Author Posted April 26, 2017 2 minutes ago, DekomoriDesu said: If all materials and resources have to product by player, how about all players could build their national capital by materials and also clan could set a port which is their home base and build the port by clan members? This could slove the problem which when most of players level up to the top and nothing to do, and there could be a list of contribution degree of the port, and the top player could be the port protector, and the protector could get income form the players who using the equipments in this port. we are not saying NO to this. port investment and port development and port karma might be done some day. 8
Ned Low Posted April 26, 2017 Posted April 26, 2017 (edited) 6 minutes ago, admin said: we are not saying NO to this. port investment and port development and port karma might be done some day. May I ask if you plan to update current Market (Shop) or are we stuck with these 1st grade trading tools forever? Why I am asking is because of numerous questions from players who are waiting to purchase NA and only interested in Econ. Thanks. Edited April 26, 2017 by Ned Low
Kiithnaras Posted April 26, 2017 Posted April 26, 2017 (edited) The decision to require ship knowledge unlocks on different classes of ship has always puzzled me. Why? Why should a captain be forced to learn and study really small fore-and-aft riggers to effectively sail huge, hulking lineships (due to nested dependencies)? Why not just spend a lot of time on lineships and learn their ins and outs? My proposition is this: Get rid of that nonsense. Have a heavily-scaling curve for later knowledge slots (each successive slot should take about 5x the XP of the previous slot, e.g. 100, 500, 2500, 12500, 62500). In this way, the first two slots come fairly easy, the third slot comes with a solid bit of effort, and the last two represent a significant investment without having to jump around to a ton of ships. With a cap of 21 ship slots (even after dumping piles of gold, much more commonly 3-6 ship slots), a captain will have to craft/find and scrap a lot of them to fully unlock everything with the current system, hidden costs involved and all. As a small consolation to this heavy curve, if I, say, fully unlock all slots on a Trincomalee, then the first slot on -all- 5th-rates should be unlocked for free (Mastery on one specific ship class should unlock first-slot knowledge for all ships of that rate). Edit: If you -really- love those similar-ship skill thingos, don't nest them so strongly. Set a base ship in each Rate that doesn't require unlocks from ships of smaller rates, but is comfortably resting at the bottom of that Rate class (e.g. Cutter, Brig, Cerberus, 3rd-rate, St. Pavel, and Victory), and not require someone to go all the way up the tree from Basic Cutter for a Santisma's knowledge. Edited April 26, 2017 by Kiithnaras 3
DekomoriDesu Posted April 26, 2017 Posted April 26, 2017 3 minutes ago, Ned Low said: because of numerous questions from players who are waiting to purchase NA and only interested in Econ. Thanks. Yeah!!! Trade war is more interesting than action
Fenris Posted April 26, 2017 Posted April 26, 2017 Just now, DekomoriDesu said: Yeah!!! Trade war is more interesting than action Trade War is not possible in the game. Because players do not trade and the game doesnt provide a mechanic where you would be able to trade with someone else than AI. 1
DekomoriDesu Posted April 26, 2017 Posted April 26, 2017 Just now, Fenris said: Trade War is not possible in the game. Because players do not trade and the game doesnt provide a mechanic where you would be able to trade with someone else than AI. if the Econ system could be more perfective oneday
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