Nelson Hornblower Posted February 20, 2019 Posted February 20, 2019 Resource wipe? when is this happening? NOOOOOOO, as someone who doesn't get to play much, having a stockpile of resources lets me quickly build ships after i lose in pvp.
Vernon Merrill Posted February 20, 2019 Posted February 20, 2019 Again, got a source for that? I’ve seen turn rates mentioned. Not speeds. 3
Teutonic Posted February 20, 2019 Posted February 20, 2019 50 pages is a lot. Do we have a post that can give us more details on what is expected to come next patch? So far it looks like this...and are they happening? 1. Adjusted damage/hps for cannons and ships. 2. Adjusted safe zones/capital zones. 3. New trade mechanics and profits based on distance. 4. Battle staying open for side with less BR until BR is even? 5. Adjust BR on ships. Anything else or am I way off base? 1
VirtuallyIdiotic Posted February 20, 2019 Posted February 20, 2019 (edited) 21 minutes ago, Teutonic said: and profits based on distance. @admin are the new trade mechanics fully on testbed currently? Edited February 20, 2019 by Velhelm Von Marrius
Sea Archer Posted February 21, 2019 Posted February 21, 2019 17 hours ago, Wraith said: 6. Mass exodus of new and mid-rank players due to them getting wrecked by AI and players in slightly larger ships? Players have to learn, that they cannot just sail around and sink all ai they see. This game isn't made for easy sinking and that's why I play it.
Nelson Hornblower Posted February 21, 2019 Posted February 21, 2019 1 hour ago, Sea Archer said: Players have to learn, that they cannot just sail around and sink all ai they see. This game isn't made for easy sinking and that's why I play it. Then have more single NPC ships sailing around for those to learn against. I see more fleets or +2 NPC ships than I do of lone frigate, Surprise, Connie, etc sailing around. Provide more single NPC 4-5th rates so everyone can practice and get better. 3
Hethwill, the Red Duke Posted February 21, 2019 Posted February 21, 2019 1 minute ago, Nelson Hornblower said: Then have more single NPC ships sailing around for those to learn against. I see more fleets or +2 NPC ships than I do of lone frigate, Surprise, Connie, etc sailing around. Provide more single NPC 4-5th rates so everyone can practice and get better. Fair request, but those little fleets of 2 and 3 can be tackled with a game friend.
Nelson Hornblower Posted February 21, 2019 Posted February 21, 2019 2 minutes ago, Hethwill said: Fair request, but those little fleets of 2 and 3 can be tackled with a game friend. Agree, though selfishly, as someone who likes to play solo and sometimes can only jump online for a quick game; more single ships would be enjoyable, plus it livens up the empty ocean. It's like Flight Simulator, playing solo and ramping up the AI traffic, it's fun to fly from one air port to another and look around and see another plane flying by, feels more immersive. 2
Meraun Posted February 21, 2019 Posted February 21, 2019 23 hours ago, Vernon Merrill said: Wrong. The main reason to not sail a 1st rate is that it’s boring as feck.... Frigates for the Win 3
Guest Posted February 21, 2019 Posted February 21, 2019 On 2/20/2019 at 4:01 PM, Intrepido said: That Vic fir fir with speed upgrades will suffer a lot against 2 bellonas fitted for combat. And remember, after a total ressource wipe lets see how many could afford to spend 3 victory marks in such builds. A total wipe will be effective for about 2-3 weeks after that the influx of VM, rs, dubs and reals will mean every player will have everything they have today.. a wipe will change nothing if it isn't accompanied by an econ overhaul..
Guest Posted February 21, 2019 Posted February 21, 2019 4 hours ago, Sea Archer said: Players have to learn, that they cannot just sail around and sink all ai they see. This game isn't made for easy sinking and that's why I play it. Players have to learn that SoL shouldn't sail alone, especially not the first rates..
Draymoor Posted February 21, 2019 Posted February 21, 2019 4 minutes ago, Lars Kjaer said: A total wipe will be effective for about 2-3 weeks after that the influx of VM, rs, dubs and reals will mean every player will have everything they have today.. a wipe will change nothing if it isn't accompanied by an econ overhaul.. Hmm isn't an economic overhaul already happening? Doubloons have been added, gold has been changed, missions are added, trade is getting heavily modified, resource drops are changed, buildings for resources are changed and labor hours to extract from them. Looks like an eco overhaul to me? Other changes plus balancing touches could be done too, other changes could easily be coming too. 1
Njord Posted February 21, 2019 Posted February 21, 2019 Any ETA on the promised paint chests and SC for the 25 kills on testbed? 2
jnovotny6 Posted February 21, 2019 Posted February 21, 2019 3 hours ago, Sovereign said: Any ETA on the promised paint chests and SC for the 25 kills on testbed? please admin?
jnovotny6 Posted February 22, 2019 Posted February 22, 2019 14 minutes ago, Intrepido said: 10 hours ago, Sovereign said: That question has been asked too, answer was they are not ready to say.....
admin Posted February 23, 2019 Author Posted February 23, 2019 21 hours ago, jnovotny6 said: That question has been asked too, answer was they are not ready to say..... as soon as test bed closes - rewards will be allocated on live servers. 2
Farrago Posted February 23, 2019 Posted February 23, 2019 @admin I’d suggest if it not in your current plan that an announcement be made at the log on screen when the new damage model and new trade goods are deployed. I would assume that there are many players who have neither sailed the testbed with the damage models and who don’t follow the forums. Overall I like the new model — as long as steps are taken to avoid line ship spam — but there’s no reason to shock those who aren’t expecting it and have them die unnecessarily because they are caught unawares by the changes. 1
EV1L Posted February 25, 2019 Posted February 25, 2019 Hello Captains, I have played the test bed quite a bit and I like the new UI looks good straight forward. I did notice some graphical issues when in battle with it and mostly when trying to board would scramble gun icons and such. I have I7 7700k Kaby, GTX 1080 32 GB Ram blah blah blah and my comp is clean. So I know thats not on my end. I also noticed it wouldn't let me put knowledges in slots after awhile. I would have 3 slots open and wouldn't let me put knowledges in. Yes you can have 1 from each category, it wouldn't take any knowledges after the 4th day playing. Other then that I didn't notice anything else and had fun. I would say the new damage model is good but needs more balancing I think. The ships from 6th to 1st feel like.... ummm. Feel like butter... they are to squishy. I had fun with it but as I played, it seemed less strategic and skill based sailing to basically with this model. It's down to who ever gets there broadside off faster then the other guy... I personally feel the ships need beefed up in a bad way. I really do like the new UI, Icons and Missions... You could go with that idea for several types of missions even convo escort etc... The drop rate is very good I think, just sinking ships keeps you in a fair enough bank of doubloons. You also add missions on top of that and very good balance as far as I saw to economy. All in all Naval Action Dev's, Good Job keep up the good work and beef up those ships for me. Make it about strategy again... Thanks EV1L 1
Captain Hammered Posted February 25, 2019 Posted February 25, 2019 (edited) Hello - been playing the Testbed a few days and there are a few poor observations I can make. First, I really like the addition of the economy missions; they add a nice flavour to daily operations in the Caribbean - selecting destinations based on passenger/package needs. I'm certain the reward will be drastically reduced on the live servers; but I'd suggest not making the final reward too small, or people just won't take 'em. I like the idea of newer players using small, fast ships for courier duty; sending packages and passengers from island to island. That said - looking at the combat, well... My first thought was "What on Earth were you guys thinkin'?"; I later assumed the vast differences in firepower between ships was set up for the Testbed - to allow players to get their 25 kills quick. I just found out now looking on the forum (Sorry, I don't have time to read all 50 pages) that it's intended for the release. Wow. Look; I get the idea - the ability of a Class 3 ship (Bellona, Wasa, 3rd Rate etc.) to vapourize a 5th Rate in a single broadside is certainly fun...for the larger ship ... but going out, finding an Essex+12 and wiping them off the map without barely taking a scratch is ludicrous. It's easy enough to wipe out said fleet in the current server, but there's at least some challenge. I suspect the idea is to reduce the effectiveness of ganking fleets - I could be wrong on that; like I said I don't have time to read the entire thread. Won't work - all gankers will do is go up one ship class and attack with much greater effect. So: Next goal for testing is to take on an equal ship, to see the changes. First attempt, I came up with a Wasa in a 3rd Rate Kill mission. Went down in three broadsides. (He did, I mean. ) Total fight length: 6 minutes. Next attempt was against a lone Bellona; same type of mission. Rather than offering a description, it's easier to just show a video: It was rather an enjoyable fight; though no contest at all - just as an equal AI should be. Overall, I'm guardedly pleased about the changes to the battle damage, though I REALLY feel that the discrepancy between larger and smaller vessels is a little insane. I'll keep testing - I'd LOVE to find a 1st or 2nd Rate out there somewhere. Still looking... Edited February 25, 2019 by Captain Hammered 1
Carlos_Condell Posted April 3, 2019 Posted April 3, 2019 @admin can you put a Tool tip in OW in wich you can find the actual ROE and other important PVP stuff?? could be very helpfull 1
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