Hethwill, the Red Duke Posted July 30, 2018 Posted July 30, 2018 Duels are coming in the future updates, one of them, think the UI one. No idea if DLC ships will be eligible... hmmm...
Christendom Posted July 30, 2018 Posted July 30, 2018 15 minutes ago, z4ys said: I don't see the issue on ships they are only a small part of the total value. Mods are the bigger evil so why not change them? I'd agree with that also. A quicker fix however would be to add dura's to certain ship types (Maybe just 6th and 5th rates?). Personally I dislike the current mod system and feel like anything you put on a ship should be a craft-able asset as they used to be.
jodgi Posted July 30, 2018 Posted July 30, 2018 23 minutes ago, Rickard said: what about making the redeem time 48 Hours or 168 hours(1 week) That does make sense as far as sandbox eco goes. However, it would decimate the value of the item they wish to sell. The balance is delicate. 2
VirtuallyIdiotic Posted July 30, 2018 Posted July 30, 2018 (edited) They should just extend the time those ships redeem. Although still prefer them to tweak the sailing profile of the xebec and tweak in some manner the Herc. Ships are right now too good with the addition of mods. Seeing that mods are most likely not going away then the ships should be adjusted accordingly and within reason. Edited July 30, 2018 by Davos Seaworth
Captiva Posted July 30, 2018 Author Posted July 30, 2018 10 hours ago, Sir Hethwill the RedDuke said: We all have good points regarding the DLC and no opinion can be disregarded as we all see the game and the gameplay from different angles. One thing is true - the DLC is here to stay. Just to be clear, I am not advocating the elimination of DLC ships. It's too late, the rabbit is out of the hat. I'm just wondering if a return to multi dura, player crafted ships might be a fair counter balance to purchased DLC ships that are redeemable after a 24 hour cooldown. The 3 dura player crafted ship should have to wait that same 24 hour cooldown period after having lost a dura. And with the loss of each dura, the ship loses all cannon and upgrades. All the player gets back is their ship, the same as the player who is redeeming their DLC ship. Of course, after the loss of the 3rd dura the player must craft another ship. The DLC player gets a pass on this due to his purchasing of extra game content. But the DLC player does not get an overly one sided advantage over the non-DLC player as they have now. All shop ships could remain 1 dura. This would add greater value to player crafted ships.
Jean Ribault Posted July 31, 2018 Posted July 31, 2018 Bring back 3-4-5 dura ships and remove all mods, and this game will be much more fun again. Players like myself might decide to pvp again, instead of fade away to Sniper Elite, or play on pve server till it dies. 1
Hethwill, the Red Duke Posted July 31, 2018 Posted July 31, 2018 12 hours ago, Captiva said: Just to be clear, I am not advocating the elimination of DLC ships. It's too late, the rabbit is out of the hat. I'm just wondering if a return to multi dura, player crafted ships might be a fair counter balance to purchased DLC ships that are redeemable after a 24 hour cooldown. The 3 dura player crafted ship should have to wait that same 24 hour cooldown period after having lost a dura. And with the loss of each dura, the ship loses all cannon and upgrades. All the player gets back is their ship, the same as the player who is redeeming their DLC ship. Of course, after the loss of the 3rd dura the player must craft another ship. The DLC player gets a pass on this due to his purchasing of extra game content. But the DLC player does not get an overly one sided advantage over the non-DLC player as they have now. All shop ships could remain 1 dura. This would add greater value to player crafted ships. You mean several durabilites and that modules are lost with each durability... or.... ? Because, and let us return to the old days, the ships were never the valuable thing. Modules were. So we keep being "dishonest" with ourselves and eluding ourselves away from the real issue. Is not a ship durability, it is "how the ship is setup with all the trinkets and baubles" durabilities. How many sail a "vanilla" teak wo in the Caribbean ?... riiiight... P.S.- #antimetaleague word of the week - baubles 13 hours ago, Rickard said: what about making the redeem time 48 Hours or 168 hours(1 week) then the impact on RVR will be reduced significantly and players with less time will be able to fight ad sail without major loses and might be tempted to invest more time in the game(if possible). furthermore, in World of Tanks for instance 90% of all premium vehicles are not better then the other tanks especially the tanks you can unlock through events or redeem codes are not better then other tanks and are mostly small tanks below tier 5 (World of tanks has vehicles grouped in Tiers from 1 to 10). Yeah Looking simply at a "sterile" arena environment it makes sense, alas is not our game. I do know some special ships are rewards for "events" like the Epic Events and Lost Treasure Fleet ? Santa Cecilia being one of them. 16 hours ago, Christendom said: I'd agree with that also. A quicker fix however would be to add dura's to certain ship types (Maybe just 6th and 5th rates?). Personally I dislike the current mod system and feel like anything you put on a ship should be a craft-able asset as they used to be. I agree with a solid rework, but not all should be craft-able outside the ship plans. Example being hull, masts, and anything that is inherent part of the ship build structures. Of course canvas types or carriages modifications could be part of its own crafting as they are elements separate from the base ship
Sir Texas Sir Posted July 31, 2018 Posted July 31, 2018 16 hours ago, Christendom said: I'd agree with that also. A quicker fix however would be to add dura's to certain ship types (Maybe just 6th and 5th rates?). Personally I dislike the current mod system and feel like anything you put on a ship should be a craft-able asset as they used to be. Bring back a reason to be a crafter or level 50 in crafting. Just make it you have to have a workshop to craft them though.
huliotkd Posted July 31, 2018 Posted July 31, 2018 no multiduration ship again no multiduration ship again i repeat...no multiduration ship again. and pls stop crying for requin...the ship isn't OP, the problem are the player who fight vs them. if you want to escape from a requin, just put your course exactly downwind...requin is a crap sailing downwind. actually all palyers try to escape in a different angle from plain downwind, so they get capped by the requin...easy guys. 4
Angus MacDuff Posted July 31, 2018 Posted July 31, 2018 13 hours ago, Davos Seaworth said: They should just extend the time those ships redeem. Although still prefer them to tweak the sailing profile of the xebec and tweak in some manner the Herc. Ships are right now too good with the addition of mods. Seeing that mods are most likely not going away then the ships should be adjusted accordingly and within reason. You cant adjust what somebody bought. If you bought a Xebex that redeems every 24 hrs, that has to stay.
Hethwill, the Red Duke Posted July 31, 2018 Posted July 31, 2018 25 minutes ago, huliotkd said: equin is a crap sailing downwind are you sure ? Straight downwind 180º it can go at 13.4kn or similar. Red unz go fasta ! 1
Lovec1990 Posted July 31, 2018 Posted July 31, 2018 2 minutes ago, Sir Hethwill the RedDuke said: are you sure ? Straight downwind 180º it can go at 13.4kn or similar. Red unz go fasta ! well i had too abort peruit of indiaman in my 14,3kn requin becouse he ran with the wind and i could not keep up 1
Hethwill, the Red Duke Posted July 31, 2018 Posted July 31, 2018 1 minute ago, Lovec1990 said: well i had too abort peruit of indiaman in my 14,3kn requin becouse he ran with the wind and i could not keep up Yep speed beats speed anyday since....forever... But who cares about the trader anyway when one can jump anyone for marks. Push Pull Kill any 5th rate. And if the said frigate is fast then it will sink faster. Oh oh oh and yer grape can't touch me ( yet... )
huliotkd Posted July 31, 2018 Posted July 31, 2018 5 minutes ago, Sir Hethwill the RedDuke said: are you sure ? Straight downwind 180º it can go at 13.4kn or similar. Red unz go fasta ! impossible or maybe you are using elite pirate refit but you must always angle a little from straight downwind 180º . and you have some reps also in the hold...and the target could use sternchaser firing chain to requin's sails...there are a lot of things you can do to easily escape from a requin... 2
Hethwill, the Red Duke Posted July 31, 2018 Posted July 31, 2018 Just now, huliotkd said: impossible or maybe you are using elite pirate refit but you must always angle a little from straight downwind 180º . and you have some reps also in the hold...and the target could use sternchaser firing chain to requin's sails...there are a lot of things you can do to easily escape from a requin... I think @z4ys post a vid somewhere. Full hold - 15.4 and straight downwind normal cargo, something fairly high 13.4 or something like that. No idea about the equipment. Yeah, it is easy to run away from anything when you know what you do and pay attention to the wind. Issue is, all the guys that know their stuff and grouped up and roving across the zones like moses through the red sea
Lovec1990 Posted July 31, 2018 Posted July 31, 2018 1 minute ago, Sir Hethwill the RedDuke said: I think @z4ys post a vid somewhere. Full hold - 15.4 and straight downwind normal cargo, something fairly high 13.4 or something like that. No idea about the equipment. Yeah, it is easy to run away from anything when you know what you do and pay attention to the wind. Issue is, all the guys that know their stuff and grouped up and roving across the zones like moses through the red sea these crazy feats of speed come only when any version of pirate refit well i clocked mine with normal pirate refit doing 9kn in reverse 1
huliotkd Posted July 31, 2018 Posted July 31, 2018 2 minutes ago, Sir Hethwill the RedDuke said: I think @z4ys post a vid somewhere. Full hold - 15.4 and straight downwind normal cargo, something fairly high. Yeah, it is easy to run away from anything when you know what you do and pay attention to the wind. Issue is, all the guys that know their stuff and grouped up and roving across the zones like moses through the red sea maybe he is using also art of ship handling...so it can be possible. as i'm asking by lot of time, removes all skill books...skill is by the player not by a mod. 4
Hethwill, the Red Duke Posted July 31, 2018 Posted July 31, 2018 Just now, Lovec1990 said: these crazy feats of speed come only when any version of pirate refit well i clocked mine with normal pirate refit doing 9kn in reverse Oh yeah. Not discussing the merits, just pointing out what we have and how the short end of the stick will have to handle it. Just sink the little buggers and to hell with caution. 1
Lovec1990 Posted July 31, 2018 Posted July 31, 2018 herc is more problematic than requin balance wise. still waiting for 3 dlc ship that admin said we will get
z4ys Posted July 31, 2018 Posted July 31, 2018 (edited) 30 minutes ago, huliotkd said: maybe he is using also art of ship handling...so it can be possible. as i'm asking by lot of time, removes all skill books...skill is by the player not by a mod. I only use the other speed mods in order to be fast in OW as well. Makes it even more easier to tag and to run away. Edited July 31, 2018 by z4ys 2
Lovec1990 Posted July 31, 2018 Posted July 31, 2018 4 minutes ago, z4ys said: I only use the other speed mods in order to be fast in OW as well. Makes even more easier to tag and to run away. See it just as @huliotkd said with the wind requin suffers hard 1
z4ys Posted July 31, 2018 Posted July 31, 2018 (edited) Tue, but a slight Zack Zack course solves the issue of straight downwind speed loss. The only ships hard to catch are the ones after a bad tag or the ones using elite Spanish rig. Edited July 31, 2018 by z4ys 1
huliotkd Posted July 31, 2018 Posted July 31, 2018 23 minutes ago, z4ys said: Tue, but a slight Zack Zack course solves the issue of straight downwind speed loss. The only ships hard to catch are the ones after a bad tag or the ones using elite Spanish rig. correct, but with some zack zack the target can chain you a little to slow you down more and escape faster. clearly an elite spanish will help but also simple spanish rig its enought to escape downwind 1
Hethwill, the Red Duke Posted July 31, 2018 Posted July 31, 2018 gaming the game to hell with the experiencing the age of sail game
admin Posted July 31, 2018 Posted July 31, 2018 46 minutes ago, Lovec1990 said: herc is more problematic than requin balance wise. still waiting for 3 dlc ship that admin said we will get we wont introduce new DLC ships until the long term effects of the first 2 are fully understood. 4
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