mikawa Posted August 23, 2017 Posted August 23, 2017 47 minutes ago, admin said: before - sink pve victory - money reward 50k (ship cost 400k/cannon cost 300k) after - sink pve victory - money reward 400k (ship cost 400k/cannon cost 200k) Hmmm, maybe think about adjusting it more slighty rather than turning all downside up? after - sink pve victory - money reward 150k; do it 3 times and you can afford a new one. Sounds not that bad, isn't it?
Quineloe Posted August 23, 2017 Posted August 23, 2017 Instead of restrictios, why not talk benefits? Have a shipyard only use 50% labor hours if it's located in the hot zone. 2
Captain Lust Posted August 23, 2017 Posted August 23, 2017 15 minutes ago, Liquicity said: Hello inflation my old friend... Ive come to talk with you again.. :o) True but i think this is happening already... just slower than with the suggested changes. People generating large amounts of gold out of thin air... clans being able to buy forts for their ports and pay their upkeep would help taking some gold out of the system at least...
Duncan McFail Posted August 23, 2017 Posted August 23, 2017 1 minute ago, Quineloe said: Instead of restrictios, why not talk benefits? Have a shipyard only use 50% labor hours if it's located in the hot zone. Although i agree with the benefits vs restrictions I do not see the value on forcing players to the "hot zone". Find a way to bring the fighters to the "hot zone" and fight each other and problem is solved.
Quineloe Posted August 23, 2017 Posted August 23, 2017 You cannot force players somewhere. The only thing you can force is the "exit game" button.
Skully Posted August 23, 2017 Posted August 23, 2017 14 minutes ago, Quineloe said: it can't be a zero sum game. Ships are cheap to repair, if all you got for damaging a surprise close to sinking was 2500g, it might as well be nothing again. We are not talking cost to repair, but cost to build. Victory Blueprint Total Gold: 949985 Victory Blueprint \ XP: 4100 \ Labor: 1708 \ Blocks: 920 | \ Gold: 46920 \ Cables And Hawsers: 85 | \ Gold: 5185 \ Canvas Rolls: 255 | \ Gold: 27030 \ Cordage And Oakum: 516 | \ Gold: 24252 \ Furnishings: 5 | \ Gold: 4010 \ Iron Fittings: 96 | \ Gold: 12192 \ Knees: 106 | \ Gold: 26500 \ Large Carriage: 62 | \ Gold: 14446 \ Medium Carriage: 50 | \ Gold: 7750 \ Provisions: 850 | \ Gold: 31450 \ Rigging Parts: 255 | \ Gold: 39525 \ Rudder Parts: 318 | \ Gold: 14628 \ Tar: 89 | \ Gold: 2759 \ Teak Frame Parts: 2328 | \ Gold: 339888 \ Victory Permit: 1 | \ Gold: 350000 \ Wooden Fittings: 230 | \ Gold: 3450 === Total Gold: 949985 Total Labor: 1708 Surprise Blueprint Total Gold: 50618 Surprise Blueprint \ XP: 1404 \ Labor: 589 \ Blocks: 64 | \ Gold: 3264 \ Cables And Hawsers: 6 | \ Gold: 366 \ Canvas Rolls: 18 | \ Gold: 1908 \ Cordage And Oakum: 36 | \ Gold: 1692 \ Iron Fittings: 7 | \ Gold: 889 \ Medium Carriage: 24 | \ Gold: 3720 \ Provisions: 240 | \ Gold: 8880 \ Rigging Parts: 18 | \ Gold: 2790 \ Rudder Parts: 22 | \ Gold: 1012 \ Small Carriage: 20 | \ Gold: 2280 \ Tar: 7 | \ Gold: 217 \ Teak Frame Parts: 160 | \ Gold: 23360 \ Wooden Fittings: 16 | \ Gold: 240 === Total Gold: 50618 Total Labor: 589 Yes, only damaging a Surprise might net you just 2500g, because you did not do your job properly (go in full guns blazing).
RaimundoJoe Posted August 23, 2017 Posted August 23, 2017 (edited) Once again, we are at a crossroad, a new iterration of the game. I am happy with the way devs are planning to acomodate new palyers and make some sort of a safeheaven for them. This is good! Few things i want to suggest: You have to reward the ACTION in this game, its called Naval Action so reward the action. For ex. make it so that the player that starts a BattleGroup gets 1,5 rewards this will increase the activity and the willingnes to start/create action in this game. Make that "Battle Reward No Rewards" message go away, nobody likes that! Make us, players as independent as possible but reward collaboration much more.(no point of makeing it imposible for a single player to build a certain ship) The random uppgrade module reward is not right. Have us do something special for this kind of rewards. Like: coordonate a blockade on Port au Prince 28.8 between 17.00 and 18.00 server. Or something else. Thank you! P.S. Does anyone know if we lose our materials when the reset comes? Edited August 23, 2017 by AxIslander 1
Skully Posted August 23, 2017 Posted August 23, 2017 (edited) 25 minutes ago, Liquicity said: Hello inflation my old friend... Ive come to talk with you again.. :o) In admin's example more than half of it went to Davy Jones' Locker. We still need to get a good picture of the economy. Edited August 23, 2017 by Skully
Thonys Posted August 23, 2017 Posted August 23, 2017 (edited) 12 minutes ago, Quineloe said: Instead of restrictios, why not talk benefits? Have a shipyard only use 50% labor hours if it's located in the hot zone. i would rather see i can build more buildings in any port it cost money and you have to visit them once in a while and only destructible when visiting port so just a suggestion 6 standard buildings, and 10 in enemy ports as restricted dependance buildings, only destructible when visiting Edited August 23, 2017 by Thonys
Jean Pual Vilvenue Posted August 23, 2017 Posted August 23, 2017 No warning or reply post, just completely removed. Just wrote a review that they cannot censor though, thank you steam.
z4ys Posted August 23, 2017 Posted August 23, 2017 7 minutes ago, Jean Pual Vilvenue said: I got censored for saying this patch is boring. LMFAO nice work devs... You should tell us why the patch is boring. Then it is feedback.
Quineloe Posted August 23, 2017 Posted August 23, 2017 11 minutes ago, Skully said: We are not talking cost to repair, but cost to build. Reveal hidden contents Victory Blueprint \ XP: 4100 \ Labor: 1708 \ Blocks: 920 | \ Gold: 46920 \ Cables And Hawsers: 85 | \ Gold: 5185 \ Canvas Rolls: 255 | \ Gold: 27030 \ Cordage And Oakum: 516 | \ Gold: 24252 \ Furnishings: 5 | \ Gold: 4010 \ Iron Fittings: 96 | \ Gold: 12192 \ Knees: 106 | \ Gold: 26500 \ Large Carriage: 62 | \ Gold: 14446 \ Medium Carriage: 50 | \ Gold: 7750 \ Provisions: 850 | \ Gold: 31450 \ Rigging Parts: 255 | \ Gold: 39525 \ Rudder Parts: 318 | \ Gold: 14628 \ Tar: 89 | \ Gold: 2759 \ Teak Frame Parts: 2328 | \ Gold: 339888 \ Victory Permit: 1 | \ Gold: 350000 \ Wooden Fittings: 230 | \ Gold: 3450 === Total Gold: 949985 Total Labor: 1708 Reveal hidden contents Surprise Blueprint \ XP: 1404 \ Labor: 589 \ Blocks: 64 | \ Gold: 3264 \ Cables And Hawsers: 6 | \ Gold: 366 \ Canvas Rolls: 18 | \ Gold: 1908 \ Cordage And Oakum: 36 | \ Gold: 1692 \ Iron Fittings: 7 | \ Gold: 889 \ Medium Carriage: 24 | \ Gold: 3720 \ Provisions: 240 | \ Gold: 8880 \ Rigging Parts: 18 | \ Gold: 2790 \ Rudder Parts: 22 | \ Gold: 1012 \ Small Carriage: 20 | \ Gold: 2280 \ Tar: 7 | \ Gold: 217 \ Teak Frame Parts: 160 | \ Gold: 23360 \ Wooden Fittings: 16 | \ Gold: 240 === Total Gold: 50618 Total Labor: 589 Yes, only damaging a Surprise might net you just 2500g, because you did not do your job properly (go in full guns blazing). Anyone who damage farms by sinking ships is broadcast to the entire server on combat news. Not viable.
Skully Posted August 23, 2017 Posted August 23, 2017 (edited) 5 minutes ago, z4ys said: You should tell us why the patch is boring. Then it is feedback. It's an opinion he is entitled to hold. If he wanted to elaborate he would already have done so. Edited August 23, 2017 by Skully do not merge plz 1
Skully Posted August 23, 2017 Posted August 23, 2017 1 minute ago, Quineloe said: Anyone who damage farms by sinking ships is broadcast to the entire server on combat news. Not viable. There is no damage farm, the ship is sunk, gone. Who cares who did it? The alter can craft as many ships as he want and sink them again. It is an unprofitable strategy because of time investment. In other words, you are just objecting to a play style. How does this interfere with your play style? 1
Quineloe Posted August 23, 2017 Posted August 23, 2017 Uhm, I am objecting to something that admin himself declared to be a bannable offense. That's not a "play style".
Thonys Posted August 23, 2017 Posted August 23, 2017 (edited) the fleet and the perks and trade :feedback i would rather see the fleet perks removed from the perks and also made a separate tab for them it disables my schip and ability to sail for a next dedicated mission ------------------------------------------------------ also, the permit to change the officer should not be in permits it does cost the trader his entire fortune on cm s just to accomplish a change in the> officer section ------------------------------------------------------------------------------------ just make the permit for changing the officer to GOLD and or make the perks change free >or an amount of money (gold) i can't even test it atm... ------------------------------------------------- also if i want to see the trader tool I have to go to the map first but what has nautical stuff has to do with trading also, remove the trader tool in map > to a single tab in the head section (so noobies have direct access (they see) to the trader tool) Edited August 23, 2017 by Thonys
Skully Posted August 23, 2017 Posted August 23, 2017 (edited) 10 minutes ago, Quineloe said: Uhm, I am objecting to something that admin himself declared to be a bannable offense. That's not a "play style". @admin was wrong. The system must be self-adjusting or we'll do Tribunals until the end of time. On 8/6/2016 at 10:00 AM, Skully said: Going back a bit further in time, it was actually established that any form of Pirate-Pirate battle should result in demotions. http://forum.game-labs.net/index.php?/topic/9916-damage-farming-demotions/ Guess what we have now. We need to walk the tight rope very carefully in balancing the different sides. Naval Action is an experiment and it is working, but not in ways that people are expecting it. On 8/14/2017 at 9:54 AM, admin said: We are trying and trying hard to fix problems and experiment/experiment/experiment… Edited August 23, 2017 by Skully
z4ys Posted August 23, 2017 Posted August 23, 2017 12 minutes ago, Skully said: It's an opinion he is entitled to hold. If he wanted to elaborate he would already have done so. But it didn't help devs to understand why. So the feedback boring is useless for them. The patch is boring because it's mainly a content change for a handful of RvR players and only a secondary change for newcomers which in my opinion will not work as intended, because there is still no real reason to go and fight in the map center for people who are not interested in RvR. Is much more productive than just the word boring.
Thonys Posted August 23, 2017 Posted August 23, 2017 feedback what i heavenly miss is log files in the warehouse are they coming, or do we need a clan clerk perk ... 1
Anolytic Posted August 23, 2017 Posted August 23, 2017 3 hours ago, rediii said: The more very you add the less players join sweden. Also denmark sould be very hard. tbh as long as their capitals are that close these nations are very hard to play. capitals have to get a bit more away from each other! Completely agreed. Also if I understand how this will work correctly, the difficulty indication will quickly become inaccurate, just like it is now. The difficulty indication will only really be relevant at the start of the map, and if/when a nation is "one-ported", i.e all their capture-able ports are taken. For any newcomer/non-RvR-player the difficulty difference will be imperceptible if say Sweden has their capital + 2 captured ports, while Danmark has lost all their ports/not captured any ports. The difficulty indication here refers only to number of uncaptureable ports it seems, but the real difficulty in RvR comes a lot more from player numbers in the nation and the number of organised players. Boredom has more influence on actual difficulty than number of uncaptureable ports. If this suggestion is to stand there needs to be some bonuses to the small nations in the end-game, and channels for them to recruit players from the big, easy nations. So that players can grind up max rank in Britain/Spain, and then decide to seek out a challenge in the smaller nations when they reach the RvR-endgame. As small states historically with absolutist monarchies, Danmark and Sweden could get a bonus to tax efficiency for instance. Also, forged papers should be nation specific. To join another nation you should need to know someone high ranked in that nation who can retrieve forged papers for you at his capital and trade them to you, which will allow you to transfer to his nation. 3
Armored_Sheep Posted August 23, 2017 Posted August 23, 2017 28 minutes ago, Thonys said: also if i want to see the trader tool I have to go to the map first but what has nautical stuff has to do with trading also, remove the trader tool in map > to a single tab in the head section (so noobies have direct access (they see) to the trader tool) I disagree, I want to use trader tool when I am sailing in the OW
Armored_Sheep Posted August 23, 2017 Posted August 23, 2017 I don´t thing that it is difficult for nation to have only one uncapturable zone. Nation strength is based on active player numbers. If Swedes after the wipe will have more active players than other nation, they will control soon the largest portion of the available map. 3
The Spud Posted August 23, 2017 Posted August 23, 2017 Concering the PvE rewards, we realy need to make sure that its not again a money printing service. At this time I think its grindy, but at least you know you'll never get stinking rich doing missions. Its more like your spending money. If you can get 500k for a Vic kill in PvE, we're going to be swimming in millions and millions of gold in no time. And those who are lower ranked and new players will be the ones who will drop out of the game for this. We'll be back to people putting up buy contracts for unreasonable prises just capitalising on all the rare stuff. Ships will be crazy expensive again. Its gona break the economy. Think its prety fine atm. Maybe just use a money multiplier for lower ranked players, and reduce it rank by rank. So top rank players only get the current amount of money for missions. 3
Skully Posted August 23, 2017 Posted August 23, 2017 13 minutes ago, The Spud said: get 500k for a Vic kill in PvE Ah yes good point. A PvE Vic costs zero to produce. So a PvE mission is either a faucet by design or a zero reward. I also now see the trick we can apply here. If a PvE mission has a base value, that would represent the faucet. Any non-player build ships in there are valued at 0. Rewards can then be extended from the pool of ships sunk again. So if a player sunk, rewards go up. Call it a recuperation bonus. 1
Sir Texas Sir Posted August 23, 2017 Posted August 23, 2017 2 hours ago, Skully said: What's in it for the ones who sunk themselves? Who spend time sailing OW, got stuck in a good fight, provided content and entertainment to the other both sides, but ultimately lost? This is why XP needs to be off damage done and keep Gold /Marks off the Assit/Kills. So you get rewarded with at least xp for your fight even if you did't do to well. That way your not walking away from the fight with nothing. 1 hour ago, Intrepido said: Keep into account that one of the reasons of current farming are also due to get combat marks, upgrades and xp for the slots. Slots requirements should be reduced a bit because in some ships requires a lot of missions to unlock. You should tweak that to make people more willing to go pvp. Pvp maybe should reward from time to time something special. RvR should have far more rewards than now like extra CM, upgrades, paints, rare woods. The risks of going to pvp or rvr should be compensated with 4-5 times the rewards you get on pve. If they bring back XP for damage you will get a lot more xp for the fights. Also ship travel xp should go towards the ship along with your mission reward XP for doing the missions. These added things will cut down on the actual grind for xp. Right now most of us don't need the XP cause we are maxed out. I really wish once you max out a ship you can put that xp towards a free xp pool and use it towards another ship. Maybe limit it to only being able to use to unlock the first three slots only of a ship. 1 hour ago, Peter Goldman said: I believe that PvE Gold Rewards should be also taxed. If players is making missions in x port, a clan that controls the port ensures safety for that player, so the PvE'r need to pay for their safety. Please don't tax every thing to death, it's going to get old and complicated real fast. I don't think player vs player traders should be taxed either. The only thing that should be taxed are contracts and actual purchases from the in port shop and ship sales. If your going to start taxing every thing than I want any thing bought out of the Admirality Shop taxed too. Just joking about that last part, as that shouldn't be taxed either. 1 hour ago, Thonys said: the fleet and the perks and trade :feedback i would rather see the fleet perks removed from the perks and also made a separate tab for them it disables my schip and ability to sail for a next dedicated mission ------------------------------------------------------ also, the permit to change the officer should not be in permits it does cost the trader his entire fortune on cm s just to accomplish a change in the> officer section ------------------------------------------------------------------------------------ just make the permit for changing the officer to GOLD and or make the perks change free >or an amount of money (gold) i can't even test it atm... ------------------------------------------------- also if i want to see the trader tool I have to go to the map first but what has nautical stuff has to do with trading also, remove the trader tool in map > to a single tab in the head section (so noobies have direct access (they see) to the trader tool) What they need to do is separate your combat perks from your crafting perks. Have the combat perks tie into your rank. Just like it is now, but instead of having to share with Crafting they will be tied into your crafting level. We have 50 crafting level. You can get one crafting perk for every 10 levels you have. This way the solo guy can do both craft and fight instead of having to switch his states around all the time. You still need the reset permits encase you change up your combat perks but this way it helps the Solo and casual guys actually be able to do more than one thing.
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