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Posted

Captains

Trading has been significantly updated this patch.
The goal of changes was to made trade a lot more available for everyone, and introduce distance based pricing.

Please report your issues and feedback on trading in this topic

  • Like 5
Posted

Letter and passenger delivery have no risk just reward.

You can farm doubs with a T-Lynx with ease.

Non attack a incoming T-Lynx now days.

Perhaps passengers/letters can be combined with trade goods so you need a certaint amount of trade goods for the delivery to take affect.

Don't think one Indiaman traveled across the globe with only one letter/passenger in hold.

Posted
2 hours ago, Hennessy said:

Letter and passenger delivery have no risk just reward.

You can farm doubs with a T-Lynx with ease.

Non attack a incoming T-Lynx now days.

Perhaps passengers/letters can be combined with trade goods so you need a certaint amount of trade goods for the delivery to take affect.

Don't think one Indiaman traveled across the globe with only one letter/passenger in hold.

maybe a Timer so you got race and choose your route wise? (Windwise) Or well make the delivery itsself have a certain Size. Or tag the players with letters and give a Doubloons to palyer of other nations wich intercept them?

Posted
2 hours ago, Hennessy said:

Letter and passenger delivery have no risk just reward.

 

The reward is pretty poor for advanced players though. It seems adequate for a new player to be encouraged to explore and go to ports they don't normally go to. 


On the topic of trade goods. Is the distance the only factor influencing profit now? If it is... I don't think many will trade, some profits seem rather low for the time it takes to haul a large amount of goods. 

  • Like 1
Posted
2 hours ago, Hennessy said:

Don't think one Indiaman traveled across the globe with only one letter/passenger in hold.

Are we no longer able to take trade goods with us? On the testbed I thought we could make a trade run with these letters/passengers.

  • Like 1
Posted (edited)

Getting rare woods by using missions reduces their supply. One supply is fully cut down the forest will spawn elsewhere in another port. 

 

This new systems seems to be prone to failures. Say the wood spawns in the port of a clan that has gone inactive and to make matters worse they dont have any1 (active) on their friendslist...

Unless that port gets capped the whole system breaks down. Will any1 ever know what port the resource is in? (i.e. what port to cap to get the system going again)

i think if you want to stick to the system either adding a timeout (i.e. 2 days) after that a new spawn is forced (deleting the preexisting forrest) or spawning new wood adding on top of existing forrests should fix this.

Edited by s2bu
  • Like 1
Posted (edited)

you dont know that the port is relevant tho as in the "missing" forrest can be in any port that isnt on your friendslist - so unless ppl gather information to cross ports off the list noone knows that the missing forrest is siiting in that specific port

Edited by s2bu
  • Like 1
Posted (edited)
19 minutes ago, Hethwill said:

Then how did they know ?

specify "they"...

from what i understood the "rare" woods spawn at a random port to be "harvested" by the clan owning the port and their allies (clans on their friendslist). The members of these clans will have missions available to "harvest" the rare wood. BUT if the port is "inactive" no1 will ever know the wood is there and there wont be any new wood spawning...

Edited by s2bu
Posted

Is it supposed to be that you cannot take pax or letter delivery missions from enemy ports? It takes a bit away from the system if you travel deep into enemy territory with a delivery but cannot get a mission for the trip back.

  • Like 3
Posted (edited)

i fail to see how exploring is gonna help with the issue - it's not like you see the forrest once you enter the port...

 

no -  imagine this: some1 caps a port and then the clan mysteriously goes inactive for a while...  but since the port is somewhat unattratactive it might actually not g et attacked...    then by a freak chance the "randomized" forrest spawning picks this port...   and boom the whole system comes to a halt because w/o any detective work no1 is ever gonna know the forrest is there...

 

------------------------------------

some1 pls condense the above into a more compact form once this discussion is over

Edited by s2bu
  • Like 2
Posted
1 hour ago, Meraun said:

maybe a Timer so you got race and choose your route wise? (Windwise) Or well make the delivery itsself have a certain Size. Or tag the players with letters and give a Doubloons to palyer of other nations wich intercept them?

You can carry muliti letters passengers and you can capture them and turn them in form others that have them on there ships.  At least that is how it was on test bed. I had a blast running an alt around in a LQR around on test but all the ports where open so didn't need a trade ship.  I expect we will see alot of lynx traders running around lol

15 minutes ago, Hethwill said:

They, the guys that captured the port and are harvesting it - or- not harvesting it.

I think war is a good solution to the problem.

 

War is good, but they should of wiped all the ports when they do this econ testing.  Right now know one knows except the owners of the ports for the most part so they can harvest it, but if the ports aren't wiped when the rest of the stuff is wiped for testing than it won't change nothing.  All ports should be wipe when the econ patch goes into phase.

10 minutes ago, Hethwill said:

explore ? that's how they discovered in the first place.

( you remember that map will be reset on release soon, right ? )

Release isn't going to be months from now, so that isn't soon.   You can't right now really tell cause we have old contracts in ports. So unless it's a port hardly any one uses and you stuble upon them than you won't find them.  Only way to get into those ports is with a really crappy slow trade ship so your sitting duck going into enemey ports.  Even than with current in game numbers only clans with a powerful RvR force will be able to take them.

Posted

you really gotta wonder if the guys coming up with these systems do any sort of fault tree analysis or fmea for their brand new shiny systems and wonder what needs to happen for the systems to fail miserably...

Posted

Maybe the intention is that ... ? Just trying to figure out a way here.

I mean, with Delivery tasks, Missions, etc I think it might not be that hard to bump into the ports that produce certain items and pass that discovery to their clan.

Dormant clans are usually... arhem... not dormant, but .... branch offices of ...enemy nation clans. Not all... but some.

Some are genuine though.

 

Posted
2 hours ago, Meraun said:

maybe a Timer so you got race and choose your route wise? (Windwise) Or well make the delivery itsself have a certain Size. Or tag the players with letters and give a Doubloons to palyer of other nations wich intercept them?

On the testbed there was a timer - you had a number of in game days to complete the delivery. 

Posted (edited)

Delievery missions fail their purpose in my opinion. Most of them lead to enemy cities (which aint bad) but in order to deliver the player has to enter the town. That leads to that the only valid ship choice are trade ships. Wouldnt itbe better if players could use any ship to make the delievery? And have the same mechanic as looting a wreck? Click "deliver (explore) in the near vicinity of the town and reward is loaded into the hold?

Edited by z4ys
  • Like 3
Posted
9 minutes ago, rediii said:

Trader Tool is completly broken I think. It tells me I can buy Beans in George Town for 3056 but in reality it's ~500.

Remove it or fix it pls


Trader tool never guaranteed the availability. And is NOT supported - we mentioned it a lot of times.
+ Why would you buy beans for 3056 if you can get them for 544 elsewhere.  I do not understand the problem 
 

  • Like 1

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