admin Posted May 8, 2017 Posted May 8, 2017 Captains Patch is being deployed to testbed. Here are the contents Fixed bug that did not allow you to craft even if you had a free slot in the port Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings Fix bug that made captured derelict dissapear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances) Fix bug that allowed ships added to fleets without the perk in outlaw battles Fixed several bugs with hold informational updates Fixed bug that allowed bots to repair guns indefinitely Fixed bug that increased deceleration on the Cutters Fixed resource mix up when crafting the following wood types – Caguarian, Sabicu, White oak. Changed NPC production limits on certain resources Invisibility is now 1 min for both sides (on battle exit) Port battles now properly allow PB battle points for recently killed captains (including pvp marks) Port battle capture of zones can only begin 10 mins after start of the battle Discuss 19
VirtuallyIdiotic Posted May 8, 2017 Posted May 8, 2017 (edited) 4 minutes ago, admin said: Captains Patch is being deployed to testbed. Here are the contents Fixed bug that did not allow you to craft even if you had a free slot in the port Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings Fix bug that made captured derelict dissapear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances) Fix bug that allowed ships added to fleets without the perk in outlaw battles Fixed several bugs with hold informational updates Fixed bug that allowed bots to repair guns indefinitely Fixed bug that increased deceleration on the Cutters Fixed resource mix up when crafting the following wood types – Caguarian, Sabicu, White oak. Changed NPC production limits on certain resources Invisibility is now 1 min for both sides (on battle exit) Port battles now properly allow PB battle points for recently killed captains (including pvp marks) Port battle capture of zones can only begin 10 mins after start of the battle Discuss Good hotfix. Disappointed nothing has changed the difficulty of setting up a port battle though. Edited May 8, 2017 by Davos Seasworth
Liq Posted May 8, 2017 Posted May 8, 2017 Did you also fix the bug where upgrades on a ship are shown in the stats list, but not equipment screen? e.g. trade someone a ship who's got all slots unlocked on it, he then chooses the upgrades for you and gives you the ship back. It would then list the upgrades in teh stats list but not in the equipment screen as the slots are not unlocked. 1
CatSwift Posted May 8, 2017 Posted May 8, 2017 so i've been able to capture player NPC ships (i captured 3 LGVs the past 2 days or so). was this fixed silently?
SneakyTurtle Posted May 8, 2017 Posted May 8, 2017 it still sounds like: if you want to save your area of control, all you have to do is not show up there when the players trying to concur that land are there....Not being able to use the missions or NPC to raise the hostilities means very few Port Battles in our future. 1
admin Posted May 8, 2017 Author Posted May 8, 2017 6 minutes ago, SneakyTurtle said: it still sounds like: if you want to save your area of control, all you have to do is not show up there when the players trying to concur that land are there....Not being able to use the missions or NPC to raise the hostilities means very few Port Battles in our future. Assuming you are a defender. If you want a PB you don't show up If you don't a PB you must show up and get the hostility down using OW bots or PVP. Hostility from missions will be removed soon (in one of the next hot fixes). The only way to get hostility down will be luck (if some enemy fleet sails into that port) or PVP. War supplies as a defensive measure are under consideration as they still allow alts to do things with them. 1
Anolytic Posted May 8, 2017 Posted May 8, 2017 It all looks very nice, but do you have any plans to switch out the hostility system with something like initiating PBs through successful raids, or "flags" that you buy for conquest marks+gold? 14 minutes ago, admin said: Invisibility is now 1 min for both sides (on battle exit) Won't this just bring back the invisibility ganks that we had before? Where people used their invisibility to position themselves on top of unsuspecting players before initiating their tag. 3
shaeberle84 Posted May 8, 2017 Posted May 8, 2017 2 minutes ago, admin said: If you want a PB you don't show up If you don't a PB you must show up and get the hostility down using OW bots or PVP. Hostility from missions will be removed soon (in one of the next hot fixes). The only way to get hostility down will be luck (if some enemy fleet sails into that port) or PVP. War supplies are under consideration as they still allow alts to do things with them. How to generate hostility then? (Please say raids!) 1
fremen Posted May 8, 2017 Posted May 8, 2017 18 minutes ago, admin said: Fixed resource mix up when crafting the following wood types – Caguarian, Sabicu, White oak. Will affect this already built boats?
Anolytic Posted May 8, 2017 Posted May 8, 2017 3 minutes ago, admin said: If you want a PB you don't show up If you don't a PB you must show up and get the hostility down using OW bots or PVP. But how do the attackers raise hostility if there's nothing in the area to attack? 10
shaeberle84 Posted May 8, 2017 Posted May 8, 2017 Just now, Anolytic said: It all looks very nice, but do you have any plans to switch out the hostility system with something like initiating PBs through successful raids, or "flags" that you buy for conquest marks+gold? Won't this just bring back the invisibility ganks that we had before? Where people used their invisibility to position themselves on top of unsuspecting players before initiating their tag. I think the invisibility change is just to keep the system simple. Conditioning invisibility on something like BR is complicated and still leaves room for the weaker side actually not to benefit (e.g 1st rate tagged by small frigates). In effect, ganking per se is not a problem, or it is wanted by the devs. What needs a fix is getting away at all.
admin Posted May 8, 2017 Author Posted May 8, 2017 3 minutes ago, Anolytic said: Won't this just bring back the invisibility ganks that we had before? Where people used their invisibility to position themselves on top of unsuspecting players before initiating their tag. This will be a much lesser problem because you can't sit in BRS anymore and if you login you don't have invisibility 4
PIerrick de Badas Posted May 8, 2017 Posted May 8, 2017 The conquest problem desserve a thread. This patch is not concerning the conquest. It's true that putting away offending missions seems weird without putting away defending ones... And i agree PB will be rare or almost never happening exepct in nightflip on global server. Anway to be back on subject, tis hotfix is just a correction of bugs. Nothing new added. 2
CatSwift Posted May 8, 2017 Posted May 8, 2017 4 minutes ago, Anolytic said: Won't this just bring back the invisibility ganks that we had before? Where people used their invisibility to position themselves on top of unsuspecting players before initiating their tag. this should be somewhat limited since you can no longer camp inside of a battle for longer than 15 minutes.
admin Posted May 8, 2017 Author Posted May 8, 2017 9 minutes ago, Anolytic said: But how do the attackers raise hostility if there's nothing in the area to attack? pve. every county capital has 6 fleets assigned to them sailing to 4 nearest ports. war supplies as well - but it can be exploited by alts (war supplies still work up to 50% of hostility) raids (in the future) What's changed is that defenders Must PVP or be lucky to get hostility down. 4 minutes ago, PIerrick de Badas said: The conquest problem desserve a thread. This patch is not concerning the conquest. It's true that putting away offending missions seems weird without putting away defending ones... There will be no hostility missions for defenders soon they will be just fleet/group missions for pve. not for hostility. For conquest you should be on OW searching for NPC fleets or players to get hostility up. 4 minutes ago, PIerrick de Badas said: Anway to be back on subject, tis hotfix is just a correction of bugs. Nothing new added. I wonder what your recommendation means? Should we ignore bugs? 6
PIerrick de Badas Posted May 8, 2017 Posted May 8, 2017 Just now, admin said: There will be no hostility missions for defenders soon they will be just fleet/group missions for pve. not for hostility. For conquest you should be on OW searching for NPC fleets or players to get hostility up. I'm happy with that if you supplie the server with enough npc to make it works but i think the server would collapse if you put many npc in. Plus, we are on pvp server, hostility should be raised up by others mecanism that killing npc like blockading a port (like potbs). Players blocakde port by sitting in front of it. Each time they past in fornt of regional cpiatal they gain x% hostiliy. Of noone come the port is flip, is someone come to fight and succes to kill them, hostility decrease. You play potbs ou know how it works and it was far more pvp in conquest in potbs than on NA... Tbh, far more pvp in potbs that have large pve area than on na tbh... 2
Teutonic Posted May 8, 2017 Posted May 8, 2017 2 minutes ago, admin said: pve. every county capital has 6 fleets assigned to them sailing to 4 nearest ports. war supplies as well - but it can be exploited by alts (war supplies still work up to 50% of hostility) raids (in the future) What's changed is that defenders Must PVP or be lucky to get hostility down. Sounds good but I would ask for just some extra clarification for the Attacking Force 1. PvE - Will the County Capital's and nearest ports have the Fleets assigned to their owning Nation? Or still be the random nations? So example: Windward Islands is owned my Britain, will all 6 fleets from the Capital, plus 4 fleets per port in the county be British fleets? Or will they be British, Dutch, French, Spanish? 2. War Supplies - Do we need to get into an enemy port in order to use war supplies? 3. Raids - Good! Glad to see this Will Hostility "degrade" at every downtime still? I would prefer if it didn't. Right now it's 12% Hostility loss after every downtime (unless I am mistaken?).
Anolytic Posted May 8, 2017 Posted May 8, 2017 1 minute ago, admin said: pve. every county capital has 6 fleets assigned to them sailing to 4 nearest ports. How much hostility do you generate by killing each of these 6 fleets approximately? And in larger regions, won't they be quite hard to come by. Especially since currently, you usually end up with several fleets sailing in a column rather than spread out. Will their routes be made so that they will almost always spread out throughout the regions? And in the case of Bermuda for instance. If the fleets are sailing between Bermuda and the nearest ports 80% of the time any one of the fleets will not be inside the region of Bermuda, but sailing between Bermuda and Kidd's Island. Or will the Bermuda fleets have routes that keep them most of the time inside Bermuda waters? 1
Kiithnaras Posted May 8, 2017 Posted May 8, 2017 I am also hesitant about Invisibility timers, but I'm willing to see how they play out. It's something that won't really cripple gameplay if it's found to be a problem at large and subsequently removed. What troubles me more is the present state of the testbed where Player-crafted goods are (mostly) not produced at all by NPCs (e.g. Logs, Iron, and Coal). On servers with low player population, this could be a rather serious problem. Maybe, @admin, instead of having these resources never appear in ports on their own, set up some sort of inverse-exponential curve mechanism whereby the more buildings there are in a port for a particular good, the lower the cap is for AI production of that good. An inverse exponential model would ensure that a certain minimum would be maintained with a hypothetically-infinite number of production buildings (including 0, if you wish), while giving low-pop nations a means of collecting resources without having to scrape, scrounge, juggle outposts and production buildings all of the time.
Anolytic Posted May 8, 2017 Posted May 8, 2017 8 minutes ago, PIerrick de Badas said: The conquest problem desserve a thread. 9 minutes ago, PIerrick de Badas said: Anway to be back on subject, tis hotfix is just a correction of bugs. Nothing new added. That's the nature of a hotfix though.
Bach Posted May 8, 2017 Posted May 8, 2017 (edited) OW Battle ROE Got a chance to play around with this one the test bed thanks to some helpful players teaming up. We had a situation of an enemy attacking the capital home waters. talked about a bit in the last patch 6 thread. First, without the teleport to capital responders were limited to those that happened to be in the area already. Some players could teleport nation to nation back to the capital but due to new dock space rules they didn't have ships there. So I think this works better as responders are essentially just players already in that area of the map. More realistic and less magic. Second was the BR restriction. I don't think this works any longer. The responding players are now players in the area that are already in ships since they are not teleporting to capital. This results in a big mix of ships and fleets. We found all responders locked out of the initial attack on the cargo ship due to BR restrictions. So instead of reinforcing the existing battle this forced us into an unintended revenge fleet role as we were all just stuck outside the battle. I think the current BR restriction for reinforcement are to low to account for players not being able to teleport to port and chose a smaller ship than whatever they were grinding NPCs in. I also think the current BR restrictions may actually be creating or at least promoting revenge fleets. I like that we can't teleport to capital and grab the exact ships we want to respond. I don't like that the system is forcing us into revenge fleet scenarios. I think we would be better off relaxing the BR restrictions and just letting whom ever arrives get into the in progress battle rather than players just building up outside and becoming an ambush. I think the 1min invis will be good but it may just cause unrealistic splits due to the small size of the circles combined with BR restriction magic. Edited May 8, 2017 by Bach 2
admin Posted May 8, 2017 Author Posted May 8, 2017 2 minutes ago, Teutonic said: Will Hostility "degrade" at every downtime still? I would prefer if it didn't. Right now it's 12% Hostility loss after every downtime (unless I am mistaken?). it would be better to reduce time to gain hostility but increase degradation to 100% this will force attackers to finish hostility set up during one evening. AND also force defenders to come protect the port NOW because if they don't come PB is guaranteed to happen and they won't be able to grind it down later. 6
Kiithnaras Posted May 8, 2017 Posted May 8, 2017 10 minutes ago, PIerrick de Badas said: The conquest problem desserve a thread. *points to Signature*
balticsailor Posted May 8, 2017 Posted May 8, 2017 What is with the pirate regions, they seemed to have allmost no npc in them are they intended to be "save"? 2
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