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Posted
1 minute ago, Liquicity said:

so have a 10 min 'you cannot attack others or join battles' for 10 min timer when logging back in

Yes, but I would say more like 30 minutes, similar to the inability to log on at sea and enter port battles, without first entering port. It will let people log off after a battle and not have to deal with revenge fleets, but at the same time simulate that word has gone round that a raider is attacking ships in those waters and they have been chased off.

The attacker can log off safely and the defenders know that he cannot come back straight away and resume attacking. Anyone wishing to continue attacking can just return to OW and face the possible revenge fleets.

  • Like 3
Posted
9 hours ago, EliteDelta said:

I want to preface this by stating clearly that I am not upset or angry with any of the players or clans in the following screenshots, I am merely concerned about the current mechanics. This is not an attack on anyone involved, so please don't take it that way. 

Okay, so here's the situation. I had an initial battle outside Mortimer Town, and after it ended, I got hit 6 times in a row by revenge fleets. I was able to escape in the end, but only because I happened to have a large supply of rig repairs, and also because the chase lasted almost 5 hours, and people eventually gave up to go to bed. A few clan mates also showed up to distract some of the waiting captains, which finally ended this mess. I linked screenshots of the 6 fleets here - http://imgur.com/a/GmOsI

 

Here's my take on the current mechanics. Yes, I was directly outside an enemy capital, and there should be extreme risks for sailing into enemy waters. I completely agree with that. However, It is frustrating that there is no way to end the cycle of these revenge fleets. I am lucky that I had the 5 hours necessary to keep trying to escape, because otherwise I would have been forced to give up and surrender. This is not the first time I have encountered persistent revenge fleets, but up until now I could typically escape in 1-2 hours. This time, the enemy had enough captains to create a complete ring around the battle, meaning I would never be able to get away with only 30 seconds of invisibility, no matter how many times I manage to escape in battle. 

 

This strikes me as huge problem, and I know other captains have posted on the forums voicing their concerns on this issue. We need some sort of solution, that actually rewards escaping from battle.  

I have seen lots of suggestions on a possible solution, and in my opinion some of the best are:

  • Increase invisibility slightly - We should try 1 min.
  • Some sort of temporary OW speed buff - Also lasting around 1 min.
  • Keep or increase the inability to attack or be attacked - 2 min or maybe a slight increase.

 

Anyway, my main point is to show @admin that this desperately needs some sort of fix. Most people don't have 5 hours to spend getting attacked again and again. Normally I want to hunt for 2-3 hours in my spare time, but with the current mechanics, that would be completely impossible. 

 

Lastly, to those that say "don't go to capitals", I have two responses. 

  1.  It is extremely hard to find PvP away from capitals, and in many parts of the map, it is completely impossible.
  2. I have been revenge fleeted by 11 players in the gulf of mexico, far away from any capital port. They pulled me into 4 different battles before I was finally able to escape, and that took at least 3 hours. This can happen anywhere if there are enough players around. 

 

I would love it if people would post their suggestions on how to fix this problem, because I believe this issue is seriously disabling PvP for everyone right now. 

 

 

 

This issue was made 100x worse with unlimited teleports and is the sole reason for everyone that i know of quiting. 

 

Posted
1 hour ago, Mrdoomed said:

This issue was made 100x worse with unlimited teleports and is the sole reason for everyone that i know of quiting. 

 

Another great demonstration why teleports of all varieties have got to go. I get it that people want fast travel and convenience, but the downsides to the larger gameplay experience ALWAYS outweigh whatever positives are claimed.

It's a game about OW sailing. Teleports break that fundamental mechanic and imbalance everything else in the process. They gotta go.

  • Like 2
Posted
7 hours ago, Zoky said:

As a late joiner to that party I completely agree that revenge fleets are out of control. But I don't support logging off or teleport to friendly port. Instead devs could tweak invisibility little more. And no I'm not saying that OW should be fair place, i'm actually die hard supporter of free OW! And while we at it devs should also look at uber accuracy of stern chasers compered to bow chasers, especially with chains. In that last battle would have caught you if not for that utterly stupid decision form devs to make stern chasers laser accurate with chains.

P.S. How many rig repairs do you carry, and how do they not slow you down? :blink:

Haha yeah, stern chasers are silly. I think the intention was actually to give someone more of a chance vs big groups, but I don't like it. If revenge fleets are fixed then stern chasers should be reset in my opinion.

I can carry 130 repairs and go 15kn, I got lucky and started that series of fun with 105 rig repairs and 60 hull (I destroyed some of the hull to go faster after the 2nd battle). I don't normally carry so many but a bunch were generously donated by some other captains ;)

Posted (edited)
1 hour ago, Benedict Ahhnold said:

Another great demonstration why teleports of all varieties have got to go. I get it that people want fast travel and convenience, but the downsides to the larger gameplay experience ALWAYS outweigh whatever positives are claimed.

It's a game about OW sailing. Teleports break that fundamental mechanic and imbalance everything else in the process. They gotta go.

Preaching to the choir brother.  I told them day one all the problems instant no cooldown travel would cause and was told to shut , that idont know anything.

 

Edit- i think its to late now even if they went back to original NA ow . Every review on steam is shit  so they wont get any fresh blood and the odds many old gamers return is low. I wont say I told you so but ........

Edited by Mrdoomed
Posted
1 hour ago, Benedict Ahhnold said:
2 hours ago, Mrdoomed said:

 

Another great demonstration why teleports of all varieties have got to go. I get it that people want fast travel and convenience, but the downsides to the larger gameplay experience ALWAYS outweigh whatever positives are claimed.

It's a game about OW sailing. Teleports break that fundamental mechanic and imbalance everything else in the process. They gotta go.

Me and some other sailed from mt to kpr then to belize then N to la habana and then on our way back  from 5+ hours scenic tour we joined chasing party B)

  • Like 1
Posted (edited)

I can tell you guys one thing, if teleports between ports are eliminated entirely, I'm done and so are a lot of others. I don't have three hours to sail between ports every night. I want to log in, get my nearest ship to the action and get into the battle. I'm not interested in a 3 hour boring sail and I don't have the real life time to waste with that bullshit. Unless they make open sea speed so fast that it takes 10 minutes to cross the map... that would work.

Edited by Malachy
Posted (edited)
16 minutes ago, Malachy said:

I can tell you guys one thing, if teleports between ports are eliminated entirely, I'm done and so are a lot of others. I don't have three hours to sail between ports every night. I want to log in, get my nearest ship to the action and get into the battle. I'm not interested in a 3 hour boring sail and I don't have the real life time to waste with that bullshit. Unless they make open sea speed so fast that it takes 10 minutes to cross the map... that would work.

Don't worry too much. I have explained in the past that Mrdoomed's suggestion is based on a false assumption, nullifying his arguments.

I think there are a lot of folks who simply need the fast travel to enjoy the game and don't like to be stuck in some backwater for 1+ hours after somebody does a bit of monkeying around there.

Edited by Skully
Posted
9 minutes ago, Skully said:

Don't worry too much. I have explained in the past that Mrdoomed's suggestion is based on a false assumption, nullifying his arguments.

I think there are a lot of folks who simply need the fast travel to enjoy the game and don't like to be stuck in some backwater for 1+ hours after somebody does a bit of monkeying around there.

I'm not too worried, but the lack of teleport between free ports has kinda killed a lot of my pvp options. I like to pvp in different regions but I don't want to be stuck using the same ship all the time or sailing back to a national port 3 hours just to be able to play somewhere else. So I kinda just stay in my neck of the woods these days.

Posted
24 minutes ago, Skully said:

Don't worry too much. I have explained in the past that Mrdoomed's suggestion is based on a false assumption, nullifying his arguments.

I think there are a lot of folks who simply need the fast travel to enjoy the game and don't like to be stuck in some backwater for 1+ hours after somebody does a bit of monkeying around there.

Don't worry Skully and the remaining 7 people who still play believe they are right. 

Thank God they don't remove teleport without cooldown because so many  (all 7 players left ) will quit.

But hey yeah skully is right  (hahahahshsha) look how successful NA is now.

Posted
7 minutes ago, Mrdoomed said:

Don't worry Skully and the remaining 7 people who still play believe they are right. 

Thank God they don't remove teleport without cooldown because so many  (all 7 players left ) will quit.

But hey yeah skully is right  (hahahahshsha) look how successful NA is now.

Thank you for re-affirming that all remaining players will quit if the cooldown is reinstated.

You should have no more reason to bring it up then. (But I'm almost positive you will not have the self-constraint to hold back. You can prove me wrong in that regard.)

Posted
7 minutes ago, Skully said:

Thank you for re-affirming that all remaining players will quit if the cooldown is reinstated.

You should have no more reason to bring it up then. (But I'm almost positive you will not have the self-constraint to hold back. You can prove me wrong in that regard.)

Youre welcome,  the reviews and numbers back you up. Everyone who can type gives a negitive review and the server numbers are a joke and getting worse.

Im sure you will continue to play the violin for your masters as your ship sinks below the water but hey good call boss and your 6 friends lol. What a joke.

Posted

I will suggest a variation to an old idea I posted last year..

  Once a battle you get the ability to leave a battle(the leave timer) you have 120 seconds more to leave and appear in open world at the spot you are in battle instance... You waste time chasing someone you really can't catch or just hiding past that time you appear where the battle started. This would I think fix the issue that was brought up last year about using the battle instance to by pass open world threats. You just don't cover that much water in 2 min. 

  This way if you actually escape you do.. Granted with ts ect. The other side can estimate your pop out point. But they will not have a GPS for it. This combined with the in is might be all we need. 

Food for thought anyway

Posted
49 minutes ago, Malachy said:

I'm not too worried, but the lack of teleport between free ports has kinda killed a lot of my pvp options. I like to pvp in different regions but I don't want to be stuck using the same ship all the time or sailing back to a national port 3 hours just to be able to play somewhere else. So I kinda just stay in my neck of the woods these days.

 I have a suggestion for the teleport issue. Allow unlimited outpost to outpost like we had...BUT.. If you  undocknin a ship you get a 60 minute teleport cool down. This will let you get to a ship to go play..or move around doing your econ housekeeping...

Not perfect but (shrug)

  

  • Like 1
Posted

ROE are the cause of the problem. When it would be harder to start a battle, but inside the battle a fight would happen/escaping would be more difficult, we could allow teleport to friendly/neutral port after the fight. Obviously this would be a bad idea while people can attack, just to escape (defensive tag). 

 

I think the only thing we could do now is an intelligent system that gives you different options, based on your role in the battle. Only when an enemy sank, allow teleport. Also when you attack, no ship sinks, and you escape, the enemy would be able to teleport.

This cant fix defensive tagging, but it allows you to get away after a fight, or lets you avoid a revenge gank after you got tagged defensively. Teleport should be possible within a short timer after spawning in the ow, so you could see if its necessary or not.

Posted
28 minutes ago, CaptVonGunn said:

 I have a suggestion for the teleport issue. Allow unlimited outpost to outpost like we had...BUT.. If you  undocknin a ship you get a 60 minute teleport cool down. This will let you get to a ship to go play..or move around doing your econ housekeeping...

Not perfect but (shrug)

  

I could deal with this, 30 min would be more appropriate tho

  • Like 1
Posted
8 hours ago, Malachy said:

I'm not too worried, but the lack of teleport between free ports has kinda killed a lot of my pvp options. I like to pvp in different regions but I don't want to be stuck using the same ship all the time or sailing back to a national port 3 hours just to be able to play somewhere else. So I kinda just stay in my neck of the woods these days.

The problem with the teleport to free ports is that a lot of players just camped directly outside free ports waiting for arrival of traders. This could be done deep in opposing nations territory and when they got bored they could easily head of elsewhere and do other things by teleporting. Now if you want to hunt deep in enemy territory you have to be committed to remaining in that area for a while and actively go out hunting. This is why I thing the lack of teleport to free ports is a good thing.

Posted (edited)

The main problem when Devs doing any changes in their game they never ever think about  conseqvences.I think we have 3 options to solve this problem.

A.:You  put back teleport but lot of players against this so this is not really an option.

B.:You leave it like as its now.Well this way you generate lot of empty gameplay hours what its not really a good options.

C.:They are decreasing map size by 50% or x%.i think most of the players can agree with this.

Edited by Cimbi
mistake
Posted
16 minutes ago, Cimbi said:

The main problem when Devs doing any changes in their game they never ever think about  conseqvences.I think we have 3 options to solve this problem.

A.:You  put back teleport but lot of players against this so this is not really an option.

B.:You leave it like as its now.Well this way you generate lot of empty gameplay hours what its not really a good options.

C.:They are decreasing map size by 50% or x%.i think most of the players can agree with this.

I fail to see how any of your proposals solves the problem.

A: if you bring back teleports after battle that gives too much freedom for people to raid traders outside their capital port and teleport home without repercussion after the battle.

B: leave it as is means the problem has not been solved.

C: I dont see how this helps as even with a smaller map you could still be tagged several times after a battle till you reach a friendly or free port. 

Posted
7 minutes ago, Archaos said:

I fail to see how any of your proposals solves the problem.

A: if you bring back teleports after battle that gives too much freedom for people to raid traders outside their capital port and teleport home without repercussion after the battle.

B: leave it as is means the problem has not been solved.

C: I dont see how this helps as even with a smaller map you could still be tagged several times after a battle till you reach a friendly or free port. 

Sorry, i tried to answer to Malachy.My mistake.It was about lack of teleport and sailing time.

I don't have any good idea to solve your revenge fleet problem. People don't like battle screen + signal perk but you will just create "ghost fleets" with more invisibility and speed buffs.

Posted
39 minutes ago, Cimbi said:

Sorry, i tried to answer to Malachy.My mistake.It was about lack of teleport and sailing time.

I don't have any good idea to solve your revenge fleet problem. People don't like battle screen + signal perk but you will just create "ghost fleets" with more invisibility and speed buffs.

Okay that makes your statements clearer. But I do think that the Devs have got it right with the teleports. You can teleport to any of your nation outposts but cannot teleport to free towns.

Posted (edited)
7 hours ago, Archaos said:

The problem with the teleport to free ports is that a lot of players just camped directly outside free ports waiting for arrival of traders. This could be done deep in opposing nations territory and when they got bored they could easily head of elsewhere and do other things by teleporting. Now if you want to hunt deep in enemy territory you have to be committed to remaining in that area for a while and actively go out hunting. This is why I thing the lack of teleport to free ports is a good thing.

We play on a pvp server. If that bothers people they are probably playing on the wrong server. I've lost ships and cargo to gank squads, it sometimes pisses me off, but in the end, I chose to play in a pvp environment. And, teleport after battle solved the revenge fleet issue. One opportunity to catch a trader or anyone else is plenty. If you screw up your tag or aren't good enough to seal the deal, it's on you. You should not get a free second chance wth ten of your closest friends to help.

An elegant solution for capital hunting repercussions is extend a yellow zone that starts where the green zone ends and extends 4 or 5 times the distance. In this yellow zone the battle stays open for the aggressor for 3 minutes, for the defender, until completed. This will create a risk vs reward scenario for the baby seal clubbers.

Edited by Malachy
Posted
1 minute ago, Malachy said:

We play on a pvp server. If that bothers people they are probably playing on the wrong server. I've lost ships and cargo to gank squads, it sometimes pisses me off, but in the end, I chose to play in a pvp environment. And, teleport after battle solved the revenge fleet issue. One opportunity to catch a trader or anyone else is plenty. If you screw up your tag or aren't good enough to seal the deal, it's on you.

I dont think you understand what I mean by them camping outside free ports. They literally just come out of the port and sit there without moving. You cannot counter them because if you try and attack them with a suitable ship they just jump back into port. If there is too many people waiting for them they just teleport off to do something else and come back later when things are quiet and try again to tag traders coming into port. If that is what you call PvP then there is something seriously wrong.

With the current mechanics if they wish to do this then they must commit to being in that port for a while as they can only sail in and out of the free port and not teleport.

  • Like 2
Posted
1 minute ago, Archaos said:

I dont think you understand what I mean by them camping outside free ports. They literally just come out of the port and sit there without moving. You cannot counter them because if you try and attack them with a suitable ship they just jump back into port. If there is too many people waiting for them they just teleport off to do something else and come back later when things are quiet and try again to tag traders coming into port. If that is what you call PvP then there is something seriously wrong.

With the current mechanics if they wish to do this then they must commit to being in that port for a while as they can only sail in and out of the free port and not teleport.

Its called a blockade. The British and the French did that for thirty years. If you want to play that game, you can, or you could go to a port that didn't have an enemy at it. I actually never got tagged by those guys cause if you timed your run with the wind, the 14 second timer allowed you to get into port without getting tagged. It was never a serious problem except for noobs who tried to go in close hauled. 

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