Sir Max Magic Posted December 11, 2018 Posted December 11, 2018 (edited) Hello Folks, dear Devs First to my Person: I was quitting playing before the big wipe in early 2017 and came back to the game recently and noticed many changes, some to the good, a few to the bad (in my opinion) Maybe being away from the game, gaining some distance, opens one up a bigger view on it... so therefore i decided to open up this discussion about a topic which is in my view very important for the long term success of this game, especially with the coming release in mind After this introduction, lets get into it SUBJECT: Ports should have again distinctive crafting bonusses, those special trims we get now here and then should be DETERMINED by the port !!! PRO: 1. Ports would be UNIQUE again ! Lets face it, even when some ports have now better connections than others, better ports in their neighborhood or maybe even better trade routes...they are interchangeable ! It doesnt matter that much, whether i put my Outpost on this or that port... 2 Very big incentive for Port Battles With Point 1. in mind, the incentive for doing Port Battles is directly linked to it ! When now a nation decides to start a Port Battle, she gets just a better trading Hub, maybe, or worse, just another port... But when i remember how much planning, strategy, effort we put 2 years ago into global conquest, how full of tenacity the whole conquest was, because every nation tried sometimes desperately to get this special crafting bonus into their hand, its no match to today (...and dont come with the counterargument, release is on the horizon ! 2 Years ago, we had also the big wipe in sight and kept going nevertheless ) Maybe some of you just got used to it, but leaving the game in the peak of the global conquest 2 years ago and now...thats lightyears apart 😋 3. Better planning for crafters Giving most ports a distinctive trim factor gets crafters the chance to optimize their ships to their intended role again ! It still leaves the random factor whether a ship is standard , purple or gold...but removes stupid combinations from the game, which now can make all the effort in crafting useless and gives you just another ship... This links again to Point 2. again ! Contra: Honestly, i dont see very important counterarguments but hey, lets see what you Guys think The only contra argument i could imagine is: 1. One nation could get superior ?! Contra arguments against this contra argument 😜 could be: - every nation can be superior because of sheer numbers right from the start - to prevent one nation could get the one and only OP crafting Port, just put more of those on the maps /Discussion Edited December 11, 2018 by Sir Max Magic
Anolytic Posted December 11, 2018 Posted December 11, 2018 It was a good idea, and devs implemented this feature in a very good way. But the gameplay results just weren't that good. It focuses RvR very much on very limited parts of the map, quickly creates a winner-takes-all game, and most importantly: RvR-gameplay is imposed on those players who have little interest in it. As much as possible, RvR should be an autonomous and self-motivated system that does not affect non-RvR players overly much. Non-RvR-players don't care if they pay taxes to one clan/nation or another. But they care very much if they cannot sail the same quality ships as their counterparts for reasons that they have no impact on. 5
Sir Texas Sir Posted December 11, 2018 Posted December 11, 2018 1 hour ago, Wraith said: Yeah, agree with @Anolytic and @Borch, on paper it sounded great... but in practice, as it was implemented it didn't work well. There were two bonuses to rule them all and if you didn't have a port in your nation that had those crafting bonuses it quickly became a snowball: winners keep winning and losers had little to no chance. This fed back into the pressure to have alts in the "big" nations and it turned out to be pretty negative. I'd still like to see it reimplimented but perhaps with some dynamic element thrown in (e.g. regional speed or strong hull ship builders move from region to region, week to week)? In any case, it was very difficult to balance, and probably would be moreso now with the mods setup they way they are. I think it would work better if they did something like if a clan/nation owns the region they get a bigger table of perks the ship might have (open up the AI perks to that table). Thuse encourageing nations/clans to own more than one port or control a region for the better crafting options. That way not one nation/clan can control certain pots that can only give one special perk. Keeps it more a even playing field as all you ahve to do is own the region. Maybe make it so that it can only be crafted at the capital too. 1
Marquis de la Fayette Posted December 11, 2018 Posted December 11, 2018 Bonjour Capitaines, Je rejoins partiellement l idée de Spectre. En effet, chaque port capitale devrait être spécialisé, mais un Expert de ce part devrait se déplacer sur un rythme régulier dans chaque port capitale (chaque semaine ?) . 1) soit je possède le port capitale et donc j'ai accès à sa spécialité tout le temps 2) soit l' Expert passe dans mon port et j'ai accès à cette spécialité pendant une semaine 3) soit je ne sais pas où est l expert, et j'ai pas accès à la spécialité. Comment savoir où est l expert? Et bien soit surveiller son port ( l expert finira par venir), soit envisager la possibilité de trouver le renseignement dans des bouteilles, ou des courriers (interception de navires postaux). Cordialement, La Fayette
Sir Max Magic Posted December 12, 2018 Author Posted December 12, 2018 19 hours ago, Marquis de la Fayette said: Bonjour Capitaines, Je rejoins partiellement l idée de Spectre. En effet, chaque port capitale devrait être spécialisé, mais un Expert de ce part devrait se déplacer sur un rythme régulier dans chaque port capitale (chaque semaine ?) . 1) soit je possède le port capitale et donc j'ai accès à sa spécialité tout le temps 2) soit l' Expert passe dans mon port et j'ai accès à cette spécialité pendant une semaine 3) soit je ne sais pas où est l expert, et j'ai pas accès à la spécialité. Comment savoir où est l expert? Et bien soit surveiller son port ( l expert finira par venir), soit envisager la possibilité de trouver le renseignement dans des bouteilles, ou des courriers (interception de navires postaux). Cordialement, La Fayette Sorry comrades...can u pls repeat this in english? 🤩
Sir Max Magic Posted December 12, 2018 Author Posted December 12, 2018 23 hours ago, Anolytic said: It was a good idea, and devs implemented this feature in a very good way. But the gameplay results just weren't that good. It focuses RvR very much on very limited parts of the map, quickly creates a winner-takes-all game, and most importantly: RvR-gameplay is imposed on those players who have little interest in it. As much as possible, RvR should be an autonomous and self-motivated system that does not affect non-RvR players overly much. Non-RvR-players don't care if they pay taxes to one clan/nation or another. But they care very much if they cannot sail the same quality ships as their counterparts for reasons that they have no impact on. 22 hours ago, Borch said: It was a good idea but dropped too soon and not even adjusted a bit to NA gameplay. Make the mats for said refit drop also from battles happening around the port. Give the opportunity to buy the mats from admiralty for balanced sum of dubloons (not too hard not too easy - although that could be too easy). Besides that give a small chance of a drop regardless where you are and that should fix it. Still crafting at port the easiest way but other players can get it too with a bit of trying (even creating action around port not necesarilly focused on creating PB). 22 hours ago, Wraith said: Yeah, agree with @Anolytic and @Borch, on paper it sounded great... but in practice, as it was implemented it didn't work well. There were two bonuses to rule them all and if you didn't have a port in your nation that had those crafting bonuses it quickly became a snowball: winners keep winning and losers had little to no chance. This fed back into the pressure to have alts in the "big" nations and it turned out to be pretty negative. I'd still like to see it reimplimented but perhaps with some dynamic element thrown in (e.g. regional speed or strong hull ship builders move from region to region, week to week)? In any case, it was very difficult to balance, and probably would be moreso now with the mods setup they way they are. Hmmm, so essentially you all argue, it was a good idea in the first place, but not thoroughly thought through... correct ? What about finetuning this idea then, instead of simply skipping it at all... 😋 I mean, we all can see that nowadays the incentive for RvR is pretty low, so we have to change this And one idea which promoted the RvR the most up to now, was giving Ports significant bonusses so people and nations were eager to get them into their hands !! (despite the good very old days when thousands of players were playing all day...)
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