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Posted
1 minute ago, rediii said:

people dont even start becajse of the UI. My brother didnt atleast.

And dont forget the stupid hard grind for a new player. Read it several times again in help chat that people cant get over a basic cutter.

  • Like 2
Posted
56 minutes ago, Sovereign said:

A player that is not interested in PvP and wants to be immune to it has no value to a PvP game. Everything a PvE player can craft a PvP player can craft aswell. A player on the PvP server that is not available for combat does not provide any meaningful content and I dare to say he won't be missed by many.

You presume that there are only 2 types of player, the PvP'er and the PvE'er, but I am afraid you are wrong there. There are many players who enjoy PvP but for whatever reason in their current play session do not have the time or inclination to PvP, maybe they only have a hour to play and the decide to spend it grinding up slots on a ship, or maybe they just want to gather some materials for crafting, maybe they just want to try out a new ship configuration without risking it in PvP, the list could go on, but at the end of the day these players on another day will happily go out and PvP, but according to your rules they should play on the PvE server if they are not available to PvP.

  • Like 3
Posted
3 hours ago, Cornelius Trash said:

And there should be a place for that gameplay as well.

But not around national capitals? why?? - because all trade converge on national capitals. Why is this an issue? because trade is affecting RvR capability.. always have and especially now where maintenance costs are actually an issue.

Posted
12 minutes ago, Intrepido said:

A nice UI will make a good first impression.

As soon as the new player play the game he will realize that the game lacks content, a lot.

Exactly, we are not keeping players who got past the UI issue.  Not one of them would have stayed with a better UI.  They left because of fun.  If the UI was better, we might get a few more players trying it out, but that is not the problem.  A better onboard might get people past the first week more easily, but you will lose them inside a month.  From my experience it is about the brig to frigate level where they are lost.
 
This is after the stupid 2v1 missions in the first couple levels.  This is after trying to do a trade mission and being shut down.  This is after trying trading mats and giving up.  They resign themselves to a slow PvE cash grind to buy that Suprise... finally go out in it and get ganked 2/3 to 1 losing it all while being mocked in chat with "Get Gud Newb... thanks for the crap store ship".  Meanwhile on nation they ask what they could have done differently and are told "Yea, nothing.  Nobody could get in to help you once you were tagged."

  • Like 2
Posted

Tbh by now im fine with the idea of safe zones, but they should be scaled on rank, and battles in them should defo not be open the whole 90 min without any restrictions - shouldnt be open that long anywhere

  • Like 2
Posted (edited)
3 hours ago, victor said:

creating a safe self-sustainable economic area for easy nations

Bollocks. You can make so much gold with almost no effort, that something like this isn't needed. The whole map is a self-sustainable economic area - just go to some quiet area of the map and do PvE / trading. Doesn't take much skill either...

3 hours ago, victor said:

It's not a problem of missing or not a player. The problem is that a game with a little playerbase will just die if too many players leave: since dedicated PVP players are - and I'm being generous - just the half of the actual playerbase of this game, this means that this server - if just PVPers stay here and all the others go - would reduce the population to 300ish players. Then good luck in finding your beloved PVP in this infinite open world with just 300 players online!

So what is changing then really? The game is already almost dead and if the PvE players leave the PvP players still don't have less content, unless you count clubbing some carebear that by accident left the zone as content. I still fail to see how some player that is only doing PvE missions in the zone is needed by PvP players. And I am not talking about new players that are learning the ropes and want to get into PvP down the line. You said it yourself, assuming half of the server pop are PvP players is mighty generous, so what is the other half doing? No PvP, which is the endgame content unless you're one of those oddballs that enjoy sailing the 562th PvE mission in their Victory or this spanish guy that made it his destiny to be the trader king of all carebears with most pixel gold on the server...

So how does it affect a PvP player, if a PvE player quits? The PvP player doesn't need the PvE player for anything other than PvP, which the PvE player is avoiding by sitting in the zones.

I'm not saying zones should be removed but they should lose potency the higher your rank is and there needs to be more incentive to leave the zone ( higher taxes, worse crafting chances, less or no rare loot etc. ). This way you get the safe economic space but you will want to leave to OW as soon as you can to have the advantages there.

The point of OW is to fight for territory and meet enemies / raid enemy traders. As it stands right now they could very well remove OW and make all eco based in one port like some browser game window and fights will be only in the lobby PB/RvR/Patrol style. OW has no value or reason to be there at the moment.

It reminds me of Elite Dangerous. You can switch between PvE / Solo play mode and PvP shared world / mmo mode without restrictions. You can't be a pirate unless you only want to hit NPCs, because nobody in their right mind would trade in PvP mode, because it is only risk and no reward. Currency is meaningless and players are only available when they feel like it. This is what NA has become. A solo game with the ability to play arena mode, not a OW sandbox mmo.

Edited by Sovereign
  • Like 2
Posted

You guys must be living in parallel universe or something. Numbers don't lie and are easy to check at steamcharts. Great wipe happened in may 2017 (patch 10) and as usual there was spike in activity that lasted for quite a while (more then 30 days, unusual for this game) until devs started nerfing hunting ships and speed upgrades (along with other nerfs to ow pvp). That's when NA lost more then 50% of playerbase (all the gains since wipe and then some). After that came patch 11 (safezones) in september 2017 and for the first time mayor NA patch didn't get huge spike. It was stable for a while but since then its back in red and not even new patches managed to get it out of it. That tells me that players who left NA have completely lost faith in this game and don't even want to check new patches. I personally just browse these forums from time to time in futile hope that something will change. As for "new ui will bring players back" its bs and everyone knows it. At first it was "players will come back at release of game" and now this?!? I guess people lost faith that this game will get released so they had to change catchphrase :) I didn't left coz of ui and neither is any of my friend/clanmates/acquaintances! We all left because game is not fun in current state and we don't like where it's going so we don't think of coming back anytime soon!

TLDR version: rollback to pre fine-wood patch

#makeNAgreatAgain!

  • Like 7
Posted

Zoky, I disagree with some of your reasons and causes, but you nailed the most important point...

Quote

We all left because game is not fun in current state and we don't like where it's going so we don't think of coming back anytime soon!

Until the Devs figure this out and do some real work on it, it won't improve.

Posted
3 hours ago, Sovereign said:

It reminds me of Elite Dangerous

In ED a trader ( or a smuggler ) actions will interfere with the systems status quo. There's that. Is not about the coin at a point, but about what the results will be if you keep delivering forbidden weapons to a rebellious faction, just as an example, so drive a civil war in a system.

Plus the galaxy is common. No separate map. A system lost is a system lost to everyone including the solo/group. No one cries. Everyone's actions are important to the outcome.

Plus the AI patrols the areas actively, they scan you, they hunt you, you get bounties, you get actively hunted down no matter if you pvp. Had a hefty bounty just by smuggling forbidden goods and escaping Feds multiple times ( let a lone a mission where I was framed to murder a fellow ), let alone the way the wars are conducted with the conflict zones pair with the blockade running and opposition interdicting incoming traders, no matter if AI or human. If a group wants a system to fall it has multiple ways to do it.

Comparisons are fairly moot.

Like any game, if I play only my belly button there's a lot to miss, ED is no exception :) 

Posted
7 hours ago, Sovereign said:

 A solo game with the ability to play arena mode, not a OW sandbox mmo.

 

11 hours ago, Sovereign said:

 

A player that is not interested in PvP and wants to be immune to it has no value to a PvP game. Everything a PvE player can craft a PvP player can craft aswell. A player on the PvP server that is not available for combat does not provide any meaningful content and I dare to say he won't be missed by many.

I would answer the question what happens, if a PvE player leaves the PvP server with another question:

"If a tree falls in a forest and no one is around to hear it, does it make a sound?"

Reconcile these two statements.  You demand players provide you content and if they don't get mad and all but tell them to get lost.  You then claim it's a sandbox and in a sandbox game everyone is free to play as they desire in the way they desire with or without others.

Posted
13 hours ago, IndianaGeoff said:

Zoky, I disagree with some of your reasons and causes, but you nailed the most important point...

Until the Devs figure this out and do some real work on it, it won't improve.

The big red alert came already back in April 2016 when the first initiatives where made to restrict OW PvP.

Since then the game has been struggling to get back on track...

More and easy access to PvP and cheap and spendable ships means more players.

OW was fun, dangerous but also forgivable. Lost a ship? Capture an AI ship and be back in action right away.

Now it takes a lot of PVE grind to do this. 

Also if a player ranked all the way up he is not really allowed to sail in 1st rates anymore.

Before it was for all but if you sailed alone you got captured.

There where plenty of everything. 

Now everything has been more boring.

  • Like 1
Posted (edited)

Isn't it only max 5th rates that are capturable?

Leveling up means less action down the road...

To clarify: can you capture a ship without the fleet perk?

Edited by fox2run
Posted

You can capture a ship without the fleet perk. You just can't keep both ships without the fleet perk. In the crew transfer window you have a transfer option to change to the capture ship.

Regarding your first question, I am sorry I do not understand what is being asked.

Posted
16 minutes ago, Otto Kohl said:

No its not wierd. Go build your own ships, if not sail up to 5th rates. We dont want to be flooded with cheap AI capped SOL's it was alredy tested and it sucks ass.

I am of Another opinion completely.

Posted

Played the game for long. Playability ain't the same as before... 

Effort? Making a clan building ships etc. done all that. Never mentioned anything about books nor marks.

Losses should be mild and rewards great. All good multiplayer games rely on this.

Imagine a war game where you have to spent too long time doing things you find boring.... crafting tanks for warthunder?.... when th8ngs ain't fun they shouldn't be in a game. 

Sid Meier figured this out long time ago.

Implement new stuff. Is this fun? Yes. Great.

No. Skip it.

Fun is not like: the real world didn't have any first rates so players shouldn't sail them. 

Fun is like: hey great, you levelled up to admiral. Here is a first rate and we got this huge battle you can join if you like!

Here every logic has turned upside down... 

 

Posted

lol Fox, my clan moved on from NA to Life is Feudal MMO although I still play NA. You wouldn't last 2 days before quitting Life is Feudal. 

 

NA is not quick & easy PVP.  I can find quick PVP in the patrol areas but never go there in anything but store bought ships which I need to do trading to keep up the cost of loss.

Just like life is Feudal is not a quick & easy PVP survival mmo. If I want quick & easy PVP in a survival game, I turn to RUST. 

 

NA is just not the game for you, it seems. 

  • Like 2
Posted (edited)

I smell a continuity error.

I guess you can get a 5/5 bonus ship from captured AI now. Or you would think that with how people are for some reason ok with 5th rate capture but 4th rate capture is invisible wall'd. 

Surely the effort to capture an AI santi in a constitution to get a no slot shabby ship isn't effort, it's the easy way out of crafting since you totally aren't making a compromise and you reap the same bonus of crafting as you do capturing...

Best to just stay in the 5th rate section of the game, more content.

Edited by Slim McSauce
Posted

I for one wouldnt mind paying $8-10/mo for this game. Or monetize some parts of it, paints, special ships, etc .Most of these problems could be solved by expanding the dev team, more and better content could be added quicker, Im not even sure how they survive on $40 one time fee, we are lucky we have the game we have .  I know Im not the only one who feels that way and devs should consider this.

Posted

Assuming your number is correct, 4 mil over 3 years is not a lot of money in the field of game design, split up among the team, huge chunk going back into the game, you do the math.

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