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Patch 17: Finalization of the sailing and combat models


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Posted
11 hours ago, Jesters-Ink said:

Available updates tested and overall feels good. Will test UI when available.

At the moment, less OW fleets to attack, less variation in OW fleets and the loot sux.

Indeed. OW NPCs are getting a bit boring and loot misses its motivation

 

On crafting: Please remove the random generator. Lets have influence and lets upgrade whats happening over time.

 

  • Like 2
Posted
3 hours ago, blademage said:

Indeed. OW NPCs are getting a bit boring and loot misses its motivation

 

On crafting: Please remove the random generator. Lets have influence and lets upgrade whats happening over time.

 

This please. You may think players like getting random bonuses but we hate not getting those bonuses more All or nothing for crafting is too stringent.

  • Like 2
Posted

If

12 hours ago, Slim Jimmerson said:

This please. You may think players like getting random bonuses but we hate not getting those bonuses more All or nothing for crafting is too stringent.

If only I had more likes to give.

  • Like 1
Posted

RNG Crafting...

RNG is needed so that ports are filled with ships.  We want that people craft ships.  We want that player driven economy is economy that is producing end products.  We want that new guys get ships from stores.

If economy would be working we would not need RNG and were able to achieve all that I listed before.

Question: How can we make players craft ships without RNG?

It should be rewarding enough to craft ships without a change to get an RNG bonus.

Long time ago LH was a limiting factor.  You were always able to buy products to craft more, you simply run out of LH.  We wanted to buy more LH from other players.  Economy was better.

I know plenty of people who bought alts to have more LH.  This was good use of alts.  You did not exploit really anything, you paid to have more LH, to be able to craft more.

Rare resources, expensive wood types, maybe all "expensive" makes LH less expensive.

Maybe..  Subcrafting to give XP again (if it is not yet), make ships crafting resources and materials so cheap that it is not from gold but LH.  Make it so that we want to buy LH from new guys.  When we start to see more "WTB/WTS LH" we are getting there.  LH based crafting long time was one of the things that I think was working really well in NA.  Don't really know why it was removed in the 1st place or was it an accident?

It was better when you needed lvl50 crafting skill to craft exceptional upgrades than the fact that you need to own one specific port.  There was more player driven economy when people wanted to sell/buy/craft exceptional upgrades.

LH should be more rare than rare materials or expensive wood types.

Posted

Why, oh why, did you NUKE the OW sailing profile of the Trader Lynx?

It now barely scratches 14 kts running, down from 18-20 before the patch, and it also suffers more from headwind now.

WHY?

Posted (edited)

Fast question: API data names "Lhermione" and "Hermione"... which one of those is currently in game as PvP reward: "L'hermione Note"?

Edited by Darayavahus
Posted
2 hours ago, Darayavahus said:

Fast question: API data names "Lhermione" and "Hermione"... which one of those is currently in game as PvP reward: "L'hermione Note"?

Hermione=Santa Cecilia

  • Like 1
Posted
4 hours ago, Cmdr RideZ said:

 

RNG is needed so that ports are filled with ships.  We want that people craft ships.  We want that player driven economy is economy that is producing end products.  We want that new guys get ships from stores.

 

We need an economy based around craftable resources and crafted items rather than fake commodities like parisian furnitures and cognac.  That will generate a player economy.  RNG is not needed for that.  New guys can already get plenty of ships from the ship shop without anyone crafting them, which is a little unfortunate because grinding the lower crafting levels requires wasting resources on a couple dozen low rate ships that are difficult to sell. 

Posted
6 hours ago, Barbancourt (rownd) said:

We need an economy based around craftable resources and crafted items rather than fake commodities like parisian furnitures and cognac.  That will generate a player economy.  RNG is not needed for that.  New guys can already get plenty of ships from the ship shop without anyone crafting them, which is a little unfortunate because grinding the lower crafting levels requires wasting resources on a couple dozen low rate ships that are difficult to sell. 

So the players should be crafting their own Parisian furniture on desert islands?

Not sure how that makes any sense.

What is the value of a fake, ahistorical economy where only naval stores are of value and only the Caribbean economy exists? Sounds a bit like Mad Max with water.

Posted
Just now, maturin said:

So the players should be crafting their own Parisian furniture on desert islands?

Not sure how that makes any sense.

What is the value of a fake, ahistorical economy where only naval stores are of value and only the Caribbean economy exists? Sounds a bit like Mad Max with water.

I know it's not always fruitful to draw comparisons between different games, but look at E.V.E Every thing in that game has a purpose, value comes from utility. Nothing is valuable arbitrarily.

Instead of a market built around useful materials we have one built around useless items and pieces of paper. People are making billions of gold not advancing the world economy one bit.

  • Like 1
Posted
35 minutes ago, maturin said:

What is the value of a fake, ahistorical economy where only naval stores are of value and only the Caribbean economy exists? Sounds a bit like Mad Max with water.

Sounds like you think the versailles terracottas etc add "flavor" - I guess that's a difference in style.  To me they just look like "transport Widget 1 from Point A to Point B and collect X gold"

 

Posted
11 minutes ago, Barbancourt (rownd) said:

Sounds like you think the versailles terracottas etc add "flavor" - I guess that's a difference in style.  To me they just look like "transport Widget 1 from Point A to Point B and collect X gold"

 

I mean... ever ordered a pizza?

Unless all these calls for 'player-driven EVE econ' include the necessity of supplying each port with everything, from fish to salt to darning needles and tampons, there's not much point.

This is a naval combat game. A good 70% of goods and commodities are not relevant to the business of shooting cannons at ships. No real way around that.

Eve takes place in space, so no one needs to notice anything odd.

Posted
On 17/2/2018 at 8:50 AM, admin said:

In general only 35% of players do not recommend the game, there of course will be players who hate somethings or everything.
In terms of patch notes we know that some like our approach to patch notes. some dont. We are not accepting the general industry trend of treating players like they are toddlers and all have to be chewed and explained in detail. We believe that content has to be found out by playing or planning.

In this particular matter we want shallows to play more role in that battle 
In the future we want to make circle locations shift over time (indicated by towers that also shift) so players have to scout locations of towers to determine objective locations.

lol who loves ninja patch changes?

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