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Patch 27 - Port Interface, New missions, Streamlined economy, Insurance, New currencies.


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Posted
33 minutes ago, admin said:

We expect the prices for doubloons to stabilize around 20-50 reals or maybe even lower. We will continue monitoring real supply and doubloon price and adjust trading profits and doubloons availability if needed

If you want them to stabilize at this price, you need to add better doubloon rewards for RvR and PvP. It's 6x difference to your goal right now, and I expect it will still grow. I predicted it correctly until now.

Almost noone sails 1-4th rates, unless they have stacked ships from before the patch. 2k+ doubloons for Agamemnon is a lot.

In my opinion doubloons prices should be readjusted, eg. ~7k for 1st rates, being around 2.5k for 2nd rates, 1.5k for third, with 4th rates free. This would help RvR better than latest proposed patch changes.

Posted
26 minutes ago, staun said:

As it it is now ppl with about 7-10 hours play a week can make enough dbl to craft a 1 rate a week.

How are you able to do this, getting 1-1.5k doubloons every hour?

Posted
6 minutes ago, vazco said:

How are you able to do this, getting 1-1.5k doubloons every hour?

2 fights in patrolezone in a store ship. It is not every hour. It is only to the 2 k dbl. Sometimes you do it in one fight sometimes you ofc need more. Fun fights. Nope, just to grind. 

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Posted (edited)
16 minutes ago, vazco said:

If you want them to stabilize at this price, you need to add better doubloon rewards for RvR and PvP. It's 6x difference to your goal right now, and I expect it will still grow. I predicted it correctly until now.

Almost noone sails 1-4th rates, unless they have stacked ships from before the patch. 2k+ doubloons for Agamemnon is a lot.

In my opinion doubloons prices should be readjusted, eg. ~7k for 1st rates, being around 2.5k for 2nd rates, 1.5k for third, with 4th rates free. This would help RvR better than latest proposed patch changes.

I agree atleast 4 rate should not cost dbl. I am also fine with increase reward for PvP and RvR. But if you want dbl to drop in price. Fastest way I think is to increase PvE reward. But it would go against the intens if the patch an the direction I thought the game was going.

Edited by staun
  • Like 1
Posted

@staun If according to you it's so easy for casuals to get doubloons why it is that you only have 6k yourself? 1st rate a week is not much, and that requires at least 2 to 3 hours a day of fighting in the patrol zone, everyday. That's a lot of grinding for 1 ship that could be very easily lost in 1 battle. They are rare enough. Most casual players don't go to the patrol zone everyday, I'd even say no casual player is going to the patrol zone on a daily basis. 

Posted
39 minutes ago, vazco said:

How are you able to do this, getting 1-1.5k doubloons every hour?

The interesting part of this was, after yesterday patch, me and a buddy attacked 3 NPC fleets, a trader, a lone frigate and a fleet of frigates (3). All between 2 ports, we didn't sail much.

The three i looted had accumulated iirc 2100 doubloons. That was more, in an hour of PvE, with unknown risk of course, than one hour of PvP in the Nassau Zone ( immediate access to PvP). Maybe the increase was too dramatic ? We felt, somehow, like hitting a treasure ship at every corner.

I feel good with unified monetary system, no split between pve/pvp and the road to the somewhat correct 1/32 value rate ( as admin said, stabilise at around 30 reals ).

Not sure how to feel about adding a extra to the Event rewards, maybe the doubloons pay plus a paint.

Posted
7 minutes ago, Draymoor said:

@staun If according to you it's so easy for casuals to get doubloons why it is that you only have 6k yourself? 1st rate a week is not much, and that requires at least 2 to 3 hours a day of fighting in the patrol zone, everyday. That's a lot of grinding for 1 ship that could be very easily lost in 1 battle. They are rare enough. Most casual players don't go to the patrol zone everyday, I'd even say no casual player is going to the patrol zone on a daily basis. 

Because I don’t want to do the grind. I said it was easy, not fun. I neither grind Al’s. We can also debate if 10 hours should be the mesurament. How much time should be neded before a ship is rare. Actually since patch 27 my game time is limited a lot. Often I take a Quick spin on my second account. Take a single Al and log of. Spend more when Nassau is on the menu. When I have more Dbl I spend them on books.

But the concensus is the game need more elitist gameplay. Big ships should be rare, rare ressources should be restrictet to clans. In my personally opinion it will kill off the playerbase. But thats my opinion. I could easy be wrong. But just read post on the forum. The general idea is the game will be better if we focus on the elitist and not the casual player. Devs have set a direction and I think they should stick to it. Nothing worse for a game without a clear direction. We just end up nobody happy.

Posted
1 hour ago, admin said:

Their hoarding is irrelevant for the majority. If there is enough doubloons why prices went up to 250 300?  People having too much should sell doubloons they don't need then.

We expect the prices for doubloons to stabilize around 20-50 reals or maybe even lower. We will continue monitoring real supply and doubloon price and adjust trading profits and doubloons availability if needed. 

I guess this is partly due to psychological reasons. When pvp marks were changed 1:1 to doubloons everybody expected them to be some rare and valuable stuff. That feeling takes a while to wear away.

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Posted

I attacked some traders yesterday and I have looted around 1200 db. If this is the case, dubloon prices will not be a problem. Before the previous patch, I sank around 20-25 traders including the ones in enemy greenzones, I got may be 500 dubloons total loot, so for me it was not worth it.

 

*** One of the biggest problems in Patrol Zones for me, they are too spread out over the map. So you have to dedicate some outposts around map to effectively participate in patrol zones. Adding another shallow water patrol zone is a very good idea.

 

*** I like Nassau patrol, you can use cheap ships, and repairs spawn at higher rate, so you do not see stupid high repair prices. One concern for me, Shroud cay can spawn more 6th rate ships, people buy and stock 6th rate shop ships to sell during patrol event. So Shroud Cay can spawn up to 5 ships (6th rates) , if the quantity in shop is 0, every 15 minutes. So there will be maximum 2 snow + 2 brig + 1 navybrig every 15 minutes, so nobody can stock them as it would be meaningless, but players buy them to fight in patrol event.

 

Posted
25 minutes ago, Hethwill the Red Duke said:

 

The three i looted had accumulated iirc 2100 doubloons. That was more, in an hour of PvE, with unknown risk of course, than one hour of PvP in the Nassau Zone ( immediate access to PvP). Maybe the increase was too dramatic ? We felt, somehow, like hitting a treasure ship at every corner.

PVP loot is higher if you loot (especially in patrol zones). Its just that 6-7th rates do not carry large crews and do not have lots crew pay on them. So of course. Sinking a 1st rate in PVE might grant higher rewards than sinking a rattlesnake in pvp. Remember that when you are chasing PVE first rates around hispaniola - you are a target. (+ of course everyone remembers that its impossible to have a shady farming deal with the NPC). Win a lineship port battle and you will see the real pvp loot :)

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Posted (edited)
1 hour ago, admin said:

Their hoarding is irrelevant for the majority. If there is enough doubloons why prices went up to 250 300?  People having too much should sell doubloons they don't need then.

We expect the prices for doubloons to stabilize around 20-50 reals or maybe even lower. We will continue monitoring real supply and doubloon price and adjust trading profits and doubloons availability if needed. 

Maybe it's not due to doubloons, but more to the fact reals are neither rare or difficult to get, and neither that much needed. Causing artificial inflation.

Doublons seems well balanced between rewarding those who fight (pve or pvp) and money sink (tp, lineships, etc..)

Reals are flowing you get a lot from everyfight, every loot, and the only Reals sink is production cost and port maintenance, production concern only few players (moreover since ressource-free dlc ships are everywhere), and port maintenance pays for itself once a clan own at least one valuable port.

Even if i get my pockets full of doubloons why would i sell it for 20 reals if i don't need reals ? Why not selling purple cutter 50+ k or more ? Someone will eventually pay that as there is lot of people with billions.

 

This is Real you need to adjust imo as it's not balanced.

Edited by Baptiste Gallouédec
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Posted (edited)

I think the increased rate in drop of doubloons is a good move forward, since it was acting has a bottleneck for casual players to get into bigger ships, from which they can now particapte in the RvR more. Given the admiralty requires alot of doubloons for Books, Refits and such. This will also put alot of stuff within players reach while also lowering the price a bit of some upgrades/refits on the market. Overall its a good move, perhaps not to the player whom plays the game heavily, but if wanting to entice casual players & allow them to reach other aspects that the game has to offer its a good move. The only bottleneck that seem to be remaining now are strategic resources like copper, wo, teak and so forth for those more exclusive upgrades and still keeps the RvR interesting. But with the increased rate of drop of dubs, there is no harm or great feeling of loss if wanting to build a sab/sab 1st-4th rate ship & taking it into a patrol area for some fun. 

 

If wanting to keep the pull factor for patrol zones, perhaps paint jobs, upgrades, books & drops of rare resources via trade ships may be the way forward? But i think the rarity of doubloons was perhaps hurting to much of a wider player base. Even for most casual players. If wanting to limit the amount of players in 1st - 4th rates, then perhaps a slight decrease in drop rate of doubloons would be needed, or labour hour requirement slighty increased that require some extra dubs or days to accumulate said labour hours. So a player can accumulate the labour hours over a period of 7 days to build a 1st rate or force it through with labour contracts. This would benefit the casual player whom can accumulate the labour hours easier while the hardcore player would most likely invest in alot more in labour contracts thus sinking more doubloons into it. 

Edited by AgentGB
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Posted
4 minutes ago, AgentGB said:

I think the increased rate in drop of doubloons is a good move forward, since it was acting has a bottleneck for casual players to get into bigger ships, from which they can now particapte in the RvR more.

Excellent. Want to see that happening then. Talking is one thing. Actually setting up the Conquest chain is another entirely. :) 

I hope you are right. New blood needed to drive Conquest, not the old salty crew.

  • Like 3
Posted
Just now, Baptiste Gallouédec said:

Really, doubloons should cause bottleneck and be incitative to pvp/patrol/attack ai traders or team up in a clan, if everyone get a tons from every move, better remove it at all or this currency will become the new Real

Every ship you see should matter. Thus every ship you see should give you a chance to get something (finish a mission with a chest or get doubloons)


 

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Posted (edited)
3 minutes ago, admin said:

Every ship you see should matter. Thus every ship you see should give you a chance to get something (finish a mission with a chest or get doubloons)


 

That's why a little part of ships are full with doubloons. (not all)

Edited by Captan Thomas Fremantle
Posted

I have a hard time finding out where the game is going. That is for me the biggest issue. You can try build up a clan, a RvR team and the a patch just kill it all. As long there is no clear heading we will not get a growing server. The next thing that potential can kill of a large base is restrict ressources to portowner. Admin even opened up to it.

The best thing that can happend is that they make there choise and stand by it. Some will like it, some will hate it. Some will stay and some will leave. But atleast we have a clear direction.

Posted (edited)
5 minutes ago, admin said:

Every ship you see should matter. Thus every ship you see should give you a chance to get something (finish a mission with a chest or get doubloons)

Something still feels lacking with the way doubloons are generated. People are generating massive wallets of doubloons and they don't exactly go anywhere but they're still very valuable because you can practically live off them as a pvper. One is used for admiralty and the other is used for everything else but I don't see where they tie together. It makes me wonder why doesn't every buyable in the game have the choice of paying or selling for doubloons? Please answer this for me so I may be enlightened

Edited by Slim McSauce
Posted
4 minutes ago, admin said:

Every ship you see should matter.

tell that to the non-basic-cutter, pickle, brig /  nbrig or the lynx ^^

5 minutes ago, admin said:

Thus every ship you see should give you a chance to get something (finish a mission with a chest or get doubloons)

And that's a good thing, but i don't see how this relate to what i am talking about. Looting a lynx and getting 11dbl from it will pay for my next tp, if i get 100-1000 from every ai  it will soon be an useless feature so act with caution and don't base it on Reals price without taking a look at how Reals have so few value for most of us.

Posted
38 minutes ago, staun said:

. The general idea is the game will be better if we focus on the elitist and not the casual player. Devs have set a direction and I think they should stick to it. Nothing worse for a game without a clear direction. We just end up nobody happy.

I don’t think that is the general view, maybe view of some.  Why should we cater to 100 players when it’s the 1900 we want to stay around.  Server pretty dead with 100.  It would be much more fun with 1900 instead.   The Division tried this to make elitist happy and pretty much killed the game and we are talking about a AAA game company.  They had to go back to late and tweet the game for the average players over all.  It was to late as the damage was done.  They said they learned from this and won’t do it with The Division2.

31 minutes ago, admin said:

PVP loot is higher if you loot (especially in patrol zones). Its just that 6-7th rates do not carry large crews and do not have lots crew pay on them. So of course. Sinking a 1st rate in PVE might grant higher rewards than sinking a rattlesnake in pvp. Remember that when you are chasing PVE first rates around hispaniola - you are a target. (+ of course everyone remembers that its impossible to have a shady farming deal with the NPC). Win a lineship port battle and you will see the real pvp loot :)

I’m going have to do some SOL hunting with my Christian as in the past o got crappy loot from SOL.  Basic mods and one time 198 doubloons off a Santi.  Need to open some slots on it after all;)

 

 

Posted
12 minutes ago, Slim McSauce said:

Something still feels lacking with the way doubloons are generated. People are generating massive wallets of doubloons and they don't exactly go anywhere but they're still very valuable because you can practically live off them as a pvper. 

We should ignore the jeff bezoses and warren buffets and focus on the average player with 2 hours per day. Thus i do not care anymore if someone is generating millions of doubloons or reals playing non stop. I care about the ability to progress and fund youself if you are a father with kids, or a hard job who only have 2 hours per day to have fun.  

First rates will remain expensive and powerful (and their price might go up) but you should be able to get what you want anywhere outside reinforcement zones as the whole world is a danger zone. 
 

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Posted
2 minutes ago, admin said:

We should ignore the jeff bezoses and warren buffets and focus on the average player with 2 hours per day. Thus i do not care anymore if someone is generating millions of doubloons or reals playing non stop. I care about the ability to progress and fund youself if you are a father with kids, or a hard job who only have 2 hours per day to have fun.  
 

I’m going from a guy that didn’t work for two years (why my hours 9k in game and post count so high) to working all the time.  Right now I have so much stuff stocked up other than dabloon but so does most players.  As much as it pains folks I’m ready for a wipe to be honest even if we go to beta stage to finish things up before release.  Cause we need to test things on a clean slate before release.  

Posted (edited)
39 minutes ago, Hethwill the Red Duke said:

Excellent. Want to see that happening then. Talking is one thing. Actually setting up the Conquest chain is another entirely. :) 

I hope you are right. New blood needed to drive Conquest, not the old salty crew.

yeah i'm not sure if i'm right to be honest, kinda just spit-balling, but a certain amount of carrot on a stick is required to keep casual players engaged. For me, finally getting to try a 1st rate was my carrot on a stick from which now the RvR interest me alot more. I understand people point that 1st-4th rates to such extent should be a rarity, and i think by adjusting how labour hours work alongside labour contracts could help to keep it so. Previously Labour contracts & doubloons in combination with each other put such ships quite out of reach for casual players. But if a casual player was able to combine a weeks worth of labour hours into building a 1st rate, on top of their weeks work effort of sinking trader ships for doubloons. they could to some extent field at least one 1st-4th rate every 1-2 weeks and given their are 52 weeks in a year, i think thats a respectable rate for a casual player to obtain such ships. 

 

If wanting to make ships matter, you could get really draconian and have it so that knowledge slots unlocked for a ship only remain if that ship stays afloat. This could give more attachment to a ship. If wanting to maintain a doubloon sink, give players the option to unlock knowledge slots on their ships via doubloons alongside grinding. If you lose the ship, you lose the knowledge slots and thus must either pay to open them via doubloons or grind them out again in that ship. Price the cost of opening such knowledge ships based on class.

This would also stop DLC ships being throwaway ships too, and also make sailing a 1st rate with all knowledge slots unlocked a costly venture compared to a 5th rate with all its knowledge slots unlocked via doubloons or experience gained. 

 

Knowledge slots imo are no more than the crew of that ship either being trained or gaining experience, once that ship is lost so is the crew for the most part. I think if ships are to have a feeling of sentiment, the knowledge slots should be lost when the ship is lost, and regained by combat experience or training the crew via doubloons. 

 

Overall, with more sailing games coming onto the market, being slightly more casual and less grindy will always win out, and instead get people concentrated on the RvR, so tbh, i'd prefer it less grindy. The argument can always be made that if their are more 1st rate about, there are more getting sunk and so people will result to 7th-5th rate ships to work towards replacing their 1st-4th rates. atm. 1st rate getting sunk is a rarity since not many are in a rush to use them. 

Edited by AgentGB
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