Fargo Posted February 3, 2018 Posted February 3, 2018 (edited) On 2.2.2018 at 8:17 PM, admin said: You calculate speeds I explain to you why they are like this and you blame me for misinformation and miscommunication? What is zis? Are you sure forums are a right place to discuss things for you if your sensitivity makes you offended by simple answers. What? I try to point out issues/ to improve based on your information what NA is aiming for. Realistic ballistics and cannon performance of the period. This is misinformation. Then you told me carronades are realistic. A carronade looks like a carronade, thats the only thing thats currently realistic about it. Neither performance/penetration nor trajectories are realistic. Your penetration even contradicts basic physics. You totally ignored that and knowingly lied about trajectories. Btw. regarding easy aiming, realistic trajectories would mean flatter trajectories and less aim prediction. Edited February 3, 2018 by Fargo
GrubbyZebra Posted February 3, 2018 Posted February 3, 2018 The craft RNG "drop rate" is set too high. Needs to be low enough so that regular ships are still worth building/using/selling. (or better yet, just remove it, as it is completely opposed to a player-driven crafting/economy system). 1
maturin Posted February 3, 2018 Posted February 3, 2018 29 minutes ago, BPHick said: The craft RNG "drop rate" is set too high. Needs to be low enough so that regular ships are still worth building/using/selling. (or better yet, just remove it, as it is completely opposed to a player-driven crafting/economy system). Knowing these devs, the drop rate is almost certainly set way higher than necessary for testing purposes.
GrubbyZebra Posted February 3, 2018 Posted February 3, 2018 2 minutes ago, maturin said: Knowing these devs, the drop rate is almost certainly set way higher than necessary for testing purposes. i hope that's the case
SS Minnow Posted February 3, 2018 Posted February 3, 2018 I like the variety of of ship builds added. Maybe RNG isn't such an elegant way to deploy. It might add to the game to make resources or regions necessary for the trim options added. 1
GrubbyZebra Posted February 3, 2018 Posted February 3, 2018 1 minute ago, SS Minnow said: I like the variety of of ship builds added. Maybe RNG isn't such an elegant way to deploy. It might add to the game to make resources or regions necessary for the trim options added. how do I get a copy of your ship crafter? 1
SS Minnow Posted February 3, 2018 Posted February 3, 2018 5 minutes ago, BPHick said: how do I get a copy of your ship crafter? It's hard to keep up with the hidden data but I got the API json data at push of button now. Need to fix a few things and I'll start a new post on this tool soon to help with testing. 6
GrubbyZebra Posted February 3, 2018 Posted February 3, 2018 2 minutes ago, SS Minnow said: It's hard to keep up with the hidden data but I got the API json data at push of button now. Need to fix a few things and I'll start a new post on this tool soon to help with testing. Look forward to it!
victor Posted February 3, 2018 Posted February 3, 2018 (edited) 55 minutes ago, BPHick said: The craft RNG "drop rate" is set too high. Needs to be low enough so that regular ships are still worth building/using/selling. (or better yet, just remove it, as it is completely opposed to a player-driven crafting/economy system). As far as I can tell from the reports of crafters in forum (and in my faction), it's some like 2 out of 5 have a random bonus. 1 out of 10 is purple ... I still have to hear about a golden one. So it seems to me that they are actually low drop rates. Edited February 3, 2018 by victor
SS Minnow Posted February 3, 2018 Posted February 3, 2018 2 minutes ago, victor said: 1 out of 10 is purple ... That's too low considering you will use your best woods...hope we can find another way instead of RNG. We tried lots of ideas...I think we could spread out the 30 resources needed for the special trims and make port ownership more important as well.
GrubbyZebra Posted February 3, 2018 Posted February 3, 2018 7 minutes ago, victor said: As far as I can tell from the reports of crafters in forum (and in my faction), it's some like 2 out of 5 have a random bonus. 1 out of 10 is purple ... I still have to hear about a golden one. So it seems to me that they are actually low drop rates. 40% is too low?
victor Posted February 3, 2018 Posted February 3, 2018 1 minute ago, SS Minnow said: That's too low considering you will use your best woods...hope we can find another way instead of RNG. We tried lots of ideas...I think we could spread out the 30 resources needed for the special trims and make port ownership more important as well. it's not too low: blue quality is the normal ship, purple is the lucky strike, golden ... well ...some like "once in a lifetime" ship
victor Posted February 3, 2018 Posted February 3, 2018 (edited) 3 minutes ago, BPHick said: 40% is too low? c'mon ... 40% is for a causal random bonus (that - in most cases - does not even fit with the woods you choose), the real plus are the "purple" + 1 slot and the "gold" + 2 slots. And those DO HAVE a low droprate Edited February 3, 2018 by victor
SS Minnow Posted February 3, 2018 Posted February 3, 2018 1 minute ago, victor said: it's not too low OK, I reconsider but thought the RNG might be a lost opportunity
GrubbyZebra Posted February 3, 2018 Posted February 3, 2018 (edited) 3 minutes ago, victor said: c'mon ... 40% is for a causal random bonus (that - in most cases - does not even fit with the woods you choose), the real plus are the "purple" + 1 slot and the "gold" + 2 slots. And that ARE a low droprate see many in markets that fit quite well , and have crafted a few my self. The point is, that at a 40% rate of some kind of perk, there is incentive to craft>scrap>craft until you get a perk that is positive for the ship's intended use. (And if you look at the market in KPR, that is exactly what is happening) Edited February 3, 2018 by BPHick
victor Posted February 3, 2018 Posted February 3, 2018 Just now, BPHick said: see many in markets that fit quite well , and have crafted a few my self. The point is, that at a 40% rate of some kind of perk, there is incentive to craft>scrap>craft until you get a perk that is positive for the ship's intended use. I am selling right now "normal" (with no bonus) blue ships with no problem at all. Maybe it's because I sell only fully fitted special woods ship, but - frankly speaking - I do not see the problem for now
GrubbyZebra Posted February 3, 2018 Posted February 3, 2018 1 minute ago, victor said: I am selling right now "normal" (with no bonus) blue ships with no problem at all. Maybe it's because I sell only fully fitted special woods ship, but - frankly speaking - I do not see the problem for now there are many "blue" ships that have bonuses and additional upgrade slots as well, the color coding is either broken or based on something less obvious.
SS Minnow Posted February 3, 2018 Posted February 3, 2018 (edited) RNG slot number and material requirement for the Trim? Seem reasonable for now? We can live without the extra slots. Edited February 3, 2018 by SS Minnow
DevsGoFluckYourselves Posted February 4, 2018 Posted February 4, 2018 (edited) Kindly Delete This Account Edited July 31, 2020 by KindlyDeleteThisAccount 7
GrubbyZebra Posted February 4, 2018 Posted February 4, 2018 Light carriages don't seem to be affecting ship speed. Sent in F11 report
Licinio Chiavari Posted February 4, 2018 Posted February 4, 2018 54 minutes ago, BPHick said: Light carriages don't seem to be affecting ship speed. Sent in F11 report Same here. Report sent on Thuesday.
firebool Posted February 6, 2018 Posted February 6, 2018 On 3/2/2018 at 1:39 PM, victor said: Una superfrigate no puede girar como una 1ra tasa. Período. Perfect, but if it is a super frigate, it can not cost 250bp, if we want it so good, that is able to plant battle at a third rate is not logical then it will cost as such ???
victor Posted February 6, 2018 Posted February 6, 2018 (edited) 10 minutes ago, firebool said: Perfect, but if it is a super frigate, it can not cost 250bp, if we want it so good, that is able to plant battle at a third rate is not logical then it will cost as such ??? So - in example - a belle poule, which is a ship that CAN actually give battle and sink an agamemnon, shall cost like and agamemnon? Is this a valid argument? Edited February 6, 2018 by victor 1
Navalus Magnus Posted February 6, 2018 Posted February 6, 2018 (edited) 31 minutes ago, victor said: So - in example - a belle poule, which is a ship that CAN actually give battle and sink an agamemnon, shall cost like and agamemnon? Is this a valid argument? We would finally end up with every ship being equally expensive! 😀 ... because a Surprise again can fight a Belle Poule, a Niagara a Surprise and so on. Edit: @firebool You‘re right to keep an eye on ballance though! Edited February 6, 2018 by Navalus Magnus
Liq Posted February 6, 2018 Posted February 6, 2018 11 minutes ago, Navalus Magnus said: because a Surprise again can fight a Belle Poule Not quite, it'll take the belle poule about 5 charged shots to take out a mast of surp. So if you're precise you can snipe 2 masts (about 80% sails) in not even a broadside worth 1
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