Angus MacDuff Posted March 13, 2019 Posted March 13, 2019 7 minutes ago, Intrepido said: The problem stays. Repairs can not be towed so the pain of bringing them to one port remains. The result is the decrease of the will of the players to pvp. Personally, I wont go pvp without repairs and Im not going to pay their crazy prices. I think most of us have to transport reps at some point in our game play. I know I do. 1
Angus MacDuff Posted March 13, 2019 Posted March 13, 2019 2 minutes ago, Ptigibus said: but how long the battle is still open from the reinforcement side? 20 mins....way too long
Vibrio Cholerae Posted March 13, 2019 Posted March 13, 2019 7 minutes ago, Intrepido said: And this is FUN? Yes great fun afk form point A to point B 2
Angus MacDuff Posted March 13, 2019 Posted March 13, 2019 10 minutes ago, Intrepido said: And this is FUN? Punching a fast trader through the wolf pack can be very fun. Especially if you have a valuable cargo. 1
Aster Posted March 13, 2019 Posted March 13, 2019 I do not think reinforcement should stay open longer for the attackers side at the very least. What this will lead to is small fast tagging ships pulling battles then calling in their friends from forever away to join in. 2
Vizzini Posted March 13, 2019 Posted March 13, 2019 Just now, Aster said: I do not think reinforcement should stay open longer for the attackers side at the very least. What this will lead to is small fast tagging ships pulling battles then calling in their friends from forever away to join in. added to this, most capital areas are swarming with alts ready to jump in an even out the supposed br balancing mechanic
Musculb Posted March 13, 2019 Posted March 13, 2019 (edited) 1 hour ago, admin said: Patch notes updated Hot fix 13th MarchSolo patrol fix.Solo patrol damage was also counted in the general patrol, some captains abused this mechanic in the solo patrol area. As a result solo patrol damage is now applied only if you managed to kill the opponent.Repairs changes. We have found that many players were spending quite some time returning to ports to refill repairs.Time should be spent on combat - as a result repairs now repair 300hp instead of 100hp, reducing the pressure to constantly come back to port to pick them up.Cost of repairs remained the same for now. Now i will take less repair for better speed 🙄😅 Edited March 13, 2019 by Moscalb 1
Guest Posted March 13, 2019 Posted March 13, 2019 1 hour ago, admin said: Repairs changes. We have found that many players were spending quite some time returning to ports to refill repairs.Time should be spent on combat - as a result repairs now repair 300hp instead of 100hp, reducing the pressure to constantly come back to port to pick them up.Cost of repairs remained the same for now. i had this OW repair suggestion that you could anchor your ship close to the shore to do repairs over time e.g x% every ingame 10 mins in the ship info tab (which is 9 sec irl), is this something you've thought about? What will happen now is that people will just reduce the amount of repairs they use to have a higher speed on their ships and they would still have to sail back to port to do the initial Reals repair
Tiedemann Posted March 13, 2019 Posted March 13, 2019 I like that battles are open for 20 minutes. It increases the probability of players finding other players to fight when sailing through OW. Yes it makes PvE battles a lot more dangerous, but this is the PvP server. Before this patch I could sail around for 2-3 hours and find NOTHING! I hated that, a game that I invest several hours into and it is just boring. When that happens 2 or more times I understand that players are disappointed. I just stopped sailing around hunting in OW. Now this has changed a lot. All I need to do is look at the map and find the "front lines" of a nation with a lot of players. There the PvE players roam for enemy AI fleets. So I sail there and guess what!? It is amazing because I stumble upon several OW battles that I can join. And the kicker is that it is not right in front of their nation capital either. So I'm very pleased with how this is working so far. Something that is missing here imo is the risk vs reward for the players doing PvE. Imo we should consider making PvE similar to trading. So the further away from your nations capital you are, the more rewarding the PvE could be. I'm not sure how this could be done though.. And it would not work for the hard core nations. So maybe just make all the PvE the hard core nations do super rewarding 😂 2
admin Posted March 13, 2019 Author Posted March 13, 2019 1 hour ago, jodgi said: Hmmm... I thought this was a feature!? The solo PZ is within the gank zone so the solo requirements are within the general requirements, so to speak. LOL, I've even advertised this on forum as a way of motivating people to go for the solo zone. Remember we have to subject ourselves to the clear and present danger of superganks going to and from the solo zone. I don't have the best eye for exploits and abuse so I can't conjure up what this "abuse" looks like, could I ask you or someone else to explain? you still get damage count if you kill the opponent. if you do not kill the opponent damage is not counted in the solo patrol abuse was this: people said to solo patrol area and just damaged each other and repaired. Because they were in solo zone battles were 1v1 and others cannot enter so they were safe. 4
Angus MacDuff Posted March 13, 2019 Posted March 13, 2019 2 minutes ago, admin said: you still get damage count if you kill the opponent. if you do not kill the opponent damage is not counted in the solo patrol abuse was this: people said to solo patrol area and just damaged each other and repaired. Because they were in solo zone battles were 1v1 and others cannot enter so they were safe. Could you not just make it so that you cannot leave until one is dead? Your solution works fine, i'm sure, but there will be some complaint that its not worth doing the fight if the loser doesn't get damage credit also. 5
Archaos Posted March 13, 2019 Posted March 13, 2019 1 hour ago, Intrepido said: The problem stays. Repairs can not be towed so the pain of bringing them to one port remains. The result is the decrease of the will of the players to pvp. Personally, I wont go pvp without repairs and Im not going to pay their crazy prices. Well maybe you can craft the repairs yourself and transport them to where you need them. And what do you call crazy prices? The cost to craft hull repairs using free LH and harvesting your own mats is 86 Reals each (2 oak log - 20, 1 iron ore - 62 and 1 coal - 4), as all the mats do not spawn in the same port you already have to transport some of them to your workshop, then once you make them you have to sail with them to a place they are required, usually a free town close to a PZ, and if you get intercepted you could lose everything. So with the time, cost and risk what sort of profit would you need to make it worthwhile? With the change in the amounts required people will need less repairs, so they will not move at fast at the free towns, and with low turnover people start undercutting driving the price down and the margins drop making it not worth the effort to make and sell them.
admin Posted March 13, 2019 Author Posted March 13, 2019 3 minutes ago, Archaos said: With the change in the amounts required people will need less repairs, so they will not move at fast at the free towns, and with low turnover people start undercutting driving the price down and the margins drop making it not worth the effort to make and sell them. We mentioned that we will review the price of repairs in a bit - and might increase the cost so people who supply hotspots with repairs can make good money. Let me know later in trading topic how the repair business is faring after this change. 1
jodgi Posted March 13, 2019 Posted March 13, 2019 12 minutes ago, admin said: abuse was this: people said to solo patrol area and just damaged each other and repaired. Because they were in solo zone battles were 1v1 and others cannot enter so they were safe. Aw, crap! I get it. I would prefer other fixes like: Damage cap set to 5k in solo zone (You can safety-farm eachother but not above 5k each match or each day) We had "recently killed" flag and we could have "recently duelled" flag to cap farming. This could be used in addition to the above to avoid back to back 5k farming. No damage payout to anyone if players disengage and noone sinks. (is it so bad with damage CM farming if they keep sinking their ships?) Like I said; I'm not good at scumbag line-of-thought so there might be issues still. Please let me know if I need to think deeper because the current situation is "throwing the baby out with the washwater". 2
admin Posted March 13, 2019 Author Posted March 13, 2019 Just now, Banished Privateer said: Repair prices have been at ridiculous levels since last few months (denomization patch more or less) where people would sell them at 5-10x higher price than production cost. Crazy prices + repairs bottleneck + increase of repairs needed for ships = less PvP + less PvE + less RvR + less fighting & shooting. My clan would ask me all the time for repairs if anyone can give them and if you have no repairs, you either do something very stupid (sail without reps) or you quit the game or spend few hours trying to get some and the next day you will need them in different port... Thats why you need 3x less of them now hope you are happy i definitely know many pvp players are happy with this change 5
Liq Posted March 13, 2019 Posted March 13, 2019 Is 300hp instead of 100hp just in OW or also battle? If its also in battle I assume the kit consumption per repair is reduced accordingly? 3
Vibrio Cholerae Posted March 13, 2019 Posted March 13, 2019 @admin can you tell us went are you going to put in the missing permit ? can we have a date /information ?
Sir Loorkon Posted March 13, 2019 Posted March 13, 2019 8 minutes ago, Liq said: Is 300hp instead of 100hp just in OW or also battle? If its also in battle I assume the kit consumption per repair is reduced accordingly? It is reduced. I tested it right now.
admin Posted March 13, 2019 Author Posted March 13, 2019 10 minutes ago, CanorJax said: @admin can you tell us went are you going to put in the missing permit ? can we have a date /information ? all/most permits are in game with the exception of French Le Hermione they are in captain and admiral chests. are you playing on the pve server?
Vibrio Cholerae Posted March 13, 2019 Posted March 13, 2019 Nop but I haven’t see any permit form bellona or indefatigable
Tom Farseer Posted March 13, 2019 Posted March 13, 2019 7 minutes ago, admin said: all/most permits are in game with the exception of French Le Hermione they are in captain and admiral chests. are you playing on the pve server? Does that mean those permits (e.g. Bellona, Santi, Christian, Niagara) will no longer be accessible trough the admiralty but only through chests? Because they are nowhere to be found in admiralty store :/
Teutonic Posted March 13, 2019 Posted March 13, 2019 12 minutes ago, Tom Farseer said: Does that mean those permits (e.g. Bellona, Santi, Christian, Niagara) will no longer be accessible trough the admiralty but only through chests? Because they are nowhere to be found in admiralty store 😕 Someone asked something similar in global last night. If I understand it correctly, this is how it works. If the permit is NOT in the admiralty shop, then you can ONLY find the "other" permits in chests (gold?) from missions or bottles. Which means some ships will probably be rather rare to find, or sail. then again since we didn't have any ships wiped, we are still riding along with what we currently have and we probably won't see how the economic changes actually changed what we do until those ships are wiped, or when everyone loses them.
admin Posted March 13, 2019 Author Posted March 13, 2019 5 minutes ago, Teutonic said: If the permit is NOT in the admiralty shop, then you can ONLY find the "other" permits in chests (gold?) from missions or bottles. Which means some ships will probably be rather rare to find, or sail. We need to ensure rarity, motivation to go out and fight other players or do complex missions and diversity of ships. As a result ships like christian, bellona, indefatigable are obtainable from the PVP chests (and slightly less often) from gold pve chests. Each class now has normal vessels, somewhat less widely spread and rare ships Example 5th rates Frigate/belle poule/essex - widely available Trincomalee - permit (but can be bought so is still widely available but less than normal 5th rates) Endymion - rare.
angriff Posted March 13, 2019 Posted March 13, 2019 patch notes Quote Repairs changes. We have found that many players were spending quite some time returning to ports to refill repairs.Time should be spent on combat - as a result repairs now repair 300hp instead of 100hp, reducing the pressure to constantly come back to port to pick them up.Cost of repairs remained the same for now. This observation to make this change was NOT (IMHO) made by someone that plays this game in a manner of preservation of their precious ship very much or within groups! The REASONS people spend time returning to port for repairs because it can be group thing, it is cheaper and repairs are a precious commodity on the front. You do not want to play this game and get caught at sea by other players without them. In the same respect as 1 above you do not wish to carry more repairs than you feel comfortable to enter or remain in combat areas as they affect speed. With low numbers of repairs for speed - using them reduces the number you have available in battle Some player in the group is out of repairs so the whole group returns. You have to bring them to remote ports via transport from where they are crafted sometimes great distances from where they are made They are not available in most front line sortie ports or sometimes offered at a very high price under contracts The CON This adjustment will now make PVP / PZ Zone battles that much more unendurable and lengthy with repairs in battle repairing more of a ship damage making the victor the one that carries the most repairs. It might be POSSIBLE That some remedy could be found in allowing repairs to be transported or teleported with a ship in their hold to a port to supply or start activity in the front ports. That repair bonuses be given as an alternative to doubloons.
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