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Patch 31: Port investments, new hostility and preparation for release


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Posted

This is a game which at some points tries to be realistic. 

So cut the crap of zerg nations or solo players being damned. 

This is what it should be. You can not craft that ship, but you can buy. Biggest force will rule, try to be big or enjoy as it is. 

Let us test this content, enough tears... 

  • Like 2
Posted (edited)
6 minutes ago, John Hill Regard said:

Here We are 

First evening after map wipe....GB  and Russian take 7 county capital each ....

No chance for small nation to expand .

No ports have hostility raised at Tumbado, nor Great Corn, nor South of El Rancho, nor south of Shroud Cay, nor NW of La Mona.

EDIT: I was wrong on a couple of those. Did not show properly.

Edited by van der Decken
Posted
5 minutes ago, van der Decken said:

We are not getting CMs, nor Leaderboard Points, nor extra Hostility Points for killing enemy players who join our Hostility Missions? Something is not right when you changed OW hostility.

I think you should get points for kills in the hostility missions

ONLY OW kills do not grant hostility. Hostility missions should work as before

  • Like 2
Posted
4 minutes ago, John Hill Regard said:

Here We are 

First evening after map wipe....GB  and Russian take 7 county capital each ....

No chance for small nation to expand .

 Almost all County capital that could be taken by Free town habe been taken bye this Zerg Nation....

Your new system is already a big fail like every thing you test since one year ..

When are you going to solve this problem of 35 % player's playing Brit and almost the same for Russian ....

Game was hard for small nation before but it is gonna be really boring when you will only be able to play from free town ...

Thank you dev i thing like the majority of player i'm gonna join the red or the blue the only 2 nation that you should leave on the game...

 

Activity wins ,it always has and i don't see a problem with it really at this point,the problems only begin if no one attacks these nations and the power nations decide not to attack each other then you can bring as many shiny things to RvR as you wish it will still be stagnant and have a short shelf life.

Give it a couple of weeks and lets see how the map looks then decide if it's rant worthy.

  • Like 4
Posted

At Maricaibo, no Dutch received anything for killing 4 Russians in one Hostility Mission. We killed a Cerb, Christian, and two others I cannot remember. You will see in the Clerk news the kills.

Posted
Just now, van der Decken said:

At Maricaibo, no Dutch received anything for killing 4 Russians in one Hostility Mission. We killed a Cerb, Christian, and two others I cannot remember. You will see in the Clerk news the kills.

Remember it is against a NEUTRAL faction.  You don't gain points for killing Russians...

 

  • Like 1
Posted
1 minute ago, van der Decken said:

At Maricaibo, no Dutch received anything for killing 4 Russians in one Hostility Mission. We killed a Cerb, Christian, and two others I cannot remember. You will see in the Clerk news the kills.

who was the owner of the H misson, russia or dutch?

Posted
4 hours ago, pietjenoob said:

Well done on making the map imbalanced...... Slow clap

Welcome to the Russian zerg and Russian Cancer. 

By making nations stick to a certain area you forgot one VERY BIG mistake. THE NON CAPITAL NATIONS........ They can spread like hello kittying Cancer.

Same goes for the other Non-capital nations

 

We russian nation can't acces to admiralty and perks for the moment. 

Posted (edited)
7 minutes ago, Socialism said:

Remember it is against a NEUTRAL faction.  You don't gain points for killing Russians...

Good point on no "extra" hostility. But leaderboard points and CMs should've been awarded, I would think.

7 minutes ago, z4ys said:

who was the owner of the H misson, russia or dutch?

Dutch

Edited by van der Decken
  • Like 1
Posted
4 minutes ago, van der Decken said:

But leaderboard points and CMs should've been awarded, I would think.

Pretty sure I read somewhere that CMs are no longer granted for OW kills.  Was that this patch?

  • Like 2
Posted (edited)

its allready game over.. UK vs RU the rest is only the decor, the map blocked, is a major fail guys

 

Edited by Ptigibus
  • Like 1
Posted
6 minutes ago, Socialism said:

Pretty sure I read somewhere that CMs are no longer granted for OW kills.  Was that this patch?

Yes. 

Other changes

  • Combat medals are now only granted for mission and patrol completion.
Posted (edited)
2 hours ago, admin said:

This game shines in solo combat ...

- Where one side have the advantage in woods, books , upgrades because is a member in a BIG CLAN.

...AND fleet action...

- for only players that are in a BIG CLAN.

..., a lot of people come here to experience Trafalgar battles. 

-And only the players that belong to a BIG CLAN or are in the BIG CLAN friend list can have the Trafalgar battle experience/fun.

Stop pushing your solo players are doomed agenda.

- We would had stop with that years ago if we had a balanced game for everybody.

Adding features to a group of players does not discard another group of players.

- The moment those features translate in game by giving BIG advantages you are of course discarding the other players.
 
Solo players can capture amazing ships from clanned members for free...

- But the most likely to happen is for you to lose the ship.

+ can group up into a small clans which can build a small holding somewhere or ally with large alliances...

- In other words you are at the BIG CLANS mercy to know what you can do or not.

...who need experienced screeners or pvp trainers.

-Big clans doens't need pvp trainers and screeners role are for those that doens't have a chance in being part of a port battle ( the Trafalgar experience as you said ) but still want to help their nation.

Wars and lands were not won or captured solo in real life. This game tries to give you a realistic experience.

- The problem with this quote is that you failed to understand this is a game and not real life. And because you keep continue to push with the BIG CLAN agenda , give them all the benefits and ruining the others players experience this explains why the NA population numbers are so low and the game is almost dead.

Group sports are most popular sports.

- One thing is to play NA which is already an MMO. Another thing is to give to some players inside the NA population unfair advantages because they are in a bigger group. When you talk about group sports we understand that the players in both teams are playing with the same rules without unfair advantages. We don't have that in NA.

 Football players do not demand solo content.

- Can you imagine what would happen to Juventus is Cristiano Ronaldo wasn't the penalty kicker anymore? In most group sports there are specific roles that are given to special players because special atributes. A player with leadership and respected by the teammates is the captain. A player with nerves of steel and good kicking is going to be the penalty kicker, and so on...So again another mistake you make.

Cherish it or accept that it is not for you - its fine to not like group based competitive sports or activites.

- So you are telling me that instead trying to make the game better to a bigger crowd , and because of that have more players in game , more players happy playing your game translates more money to you, you prefer to NOPE let's give all the fun and power to the players in the BIG CLANS? Interesting way to think, looking to what happen to NA and what could had been i must say that worked very well.

 

Countries were created when you JOINED forces with others. I am sure Franklin (who created this ad) would never get anything solo. 

- I am 100% certain that Franklin wasn't talking about an online MMO game from the XXI century.

8yXOWG5.jpg

 

 

 

Now i am going to share with you an idea how to make a great NA pvp server, fun and interesting to all.

 

We would have 4 different ports in game:

- Capital ports .

- Faction guaranteed ports .

- Neutral ports.

- Resources ports ( freetowns).

 

Capital ports.

- Each nation would have 4-5 ports, all close together, with a no pvp zone area around those ports.

- These ports would be safe heaven for the new players in game. They could trade around the capital ports ( this would not give a lot of money but would help them in the beginning ) without the fear of being attacked. Players could also do pve against 7,6 and 5 rate ships by missions or by attacking them around the capital ports zone. There are only 7,6 and 5 rate bot ships sailing  around the capital ports.

With this simple idea i already solved the problem the new players have when they join NA or the casual player that just want to have a quick battle against a bot . Imagine this the same way EVE online have the high sec and low sec. The capital ports region would be the high sec.

 

Faction guaranteed ports.

- Around each nation capital ports there are also the faction guaranteed ports (3 - 4 ports )

- This ports can only be attacked by the players from that nation.

- Each weekend the faction king (the AI, not the clans ) would give the players the message that a port battle will start against AI. This can be a port battle to defend the port from an invasion fleet AI or to capture that port from AI and win some prizes.

- Doens't matter how many players go to take part of the battle , the game will always respawan AI ships to guaranteed both sides to always have an 20 vs 20 epic port battle.

 As an example, if only 7 players go to the battle , the game will spawn 13 ships for the players team and 20 ships for the AI team.

With this simple idea i already solved the problem in giving to ALL the players a chance to be part of an EPIC PORT BATTLE  ( the Trafalgar experience as you said ) every weekend.

 

Neutral ports.

- Neutral ports can be captured by clans but half of any resource farmed  in that port must be sell in the shop. This is needed to give the other players the chance to have those important woods, etc.

- Golden rule. A clan that wants to have more than one port in a region it needs that other clan from the same nation owns a port in that region.

Let me explain this in more details:

    Let's say a BIG clan captures the capital region port ( the most important port in that region ). If the same clan wants to capture another port in the region it needs that another port in that region is owned by another clan from the same nation.

 If a BIg clan wants to have 3 ports in the same region it needs that 2 ports in the same region are owned by other clans from the same nation.

 If a BIg clan wants to have 4 ports in the same region it needs that 3 ports in the same region are owned by other clans from the same nation.

 If a BIg clan wants to have 5 ports in the same region it needs that 4 ports in the same region are owned by other clans from the same nation.

I think is easy to understand.

With this simple idea i solved the problem with one clan having too much power in trading one particular resource ( no monopoly ) However i still gave advantages  to the clans that control the ports. The last part is to promote the idea that BIG clans should help smaller clans to expand the faction domains and to prevent any clan to control to much.

 

Resources ports ( freetowns).

- Resources ports  ( the freetowns ) , cannot be captured , but they have a special thing. In the resources ports the players will find the most valuable goods for trading and will also drop valuable books and upgrades.

With this simple idea , i want to make the resource ports or freetowns the most important areas in NA for trading and pvp. Simple as that. I removed the pvp from capital waters , and i give to all pvp lovers and players that want to make big money with trading a place to go.

 

Conclusion: basically 4 simple ideas , easy to implement that will solve all the problems you have in NA. Fun to all.

Edited by no one
  • Like 2
Posted
6 hours ago, racketyjack said:

I am now a player only on the PEACE server due to changed gameplay forcing me to join a clan on the war server to survive and losing way too many ships to ganking. The peace server recaptured some of the fun the war server used to be before the drastic changes that befell it. So I went on the PEACE server quickly this morning before I went to work and had the new patch being installed. I check out the map and seems like most, if not all ports are owned by one nation or the other except of course free ports. One of my ports before patch is Islamorada, I had an oak farm and a coal mine there. The oak farm no longer works because oak is no longer produced in Islamorada! Coal still is produced there so my coal mine still seems to be active. However, the port is no longer neutral, its pirate.  I also found my outpost in St. Mary's in now Spanish. I have lost my tobacco farm and iron mine there since the port no longer produces them.

-Are my outposts in these two ports still valid? EDIT: Apparently so.

-Can I still produce coal in Islamorada or produce anything in a port owned by another nation? We could not before. If this is still the case, we are now very restricted in where we can build and trade. This will have a very detrimental effect on gameplay in the peace server. EDIT: Again, apparently so.

-Can I bring a warship into the port now? Again, could not before. EDIT: Still not sure.

Also, am I being compensated for the loss of my oak, tobacco, and iron buildings; would have been nice considering the time and money I've invested. Not to mention the potential  rework/rethink I have to do now in my trading routes, etc. because of this change. EDIT: Apparently not...

We delayed the port reconnections (moving them to proper counties) to just before the final wipe. This had to happen before the release. Movement of ports in counties forces the resource placement to change - apologies for the inconvenience. That's why tobacco moved and that's why iron moved in your ports. It should be somewhere in the same county.  Final wipe is coming on release please do not get attached to resources you have. After release there will be no movement of ports bringing you the stability with resource placements and sources of goods.

The best thing is that admiralty is now available for the Peace server in all ports for all nations (including Prussia, Russia and Commonwealth) and the map looks 10x better because its no longer white towns everywhere. 

On the warships - if this did not get in this patch we will fix it for Peace server asap, because peace server has eternal peace - warships should be able to enter any port of any nation.  

 

  • Like 3
Posted
10 hours ago, admin said:

Captains 

Patch is being deployed today.

Main feature of the patch - Port investments.
This is a group feature. Solo players must find a group of friends to use it or join a clan. 

hFX0bU3.jpg

Imaged - dutch players deciding if they want Caracas to have a +5% speed bonus for shipbuilding or +10% thickness or BOTH

  • Hostility mission changes
    • Hostility now can be gained only using missions. 
    • OW hostility points are no longer granted to avoid exploits. 

 

just asking about hostility changes , if missions are the only way to raise hostility , is there no way to counter it ?

sinking enemy ships in the area reduces the hostility  , is that not the same sort of thing as raising it and increasing hostility ?

could be i have not understood, or alternatively it's not working the way it's written as OW kills seemed to lessen the hostility at Roseau this afternoon

 

forgive any stupidity, it's late and I apologize in advance of any glaring mis reading of patch notes :)

Posted
50 minutes ago, Capitano Tomasso Fortuna said:

We russian nation can't acces to admiralty and perks for the moment. 

It was always like this on the War server. Impossible nations have no admiralty if they control 0 ports. You must capture a port first. 

  • Like 1
Posted
Just now, Vizzini said:

 

 

forgive any stupidity, it's late and I apologize in advance of any glaring mis reading of patch notes :)

Apologies also for brevity in patch notes. we will update them tomorrow based on your questions. 

 

  • Like 2
Posted (edited)
10 hours ago, admin said:

Other changes 

  • BR limits for ports have changed
    • Largest towns (55 investment points) have 25000 BR limit 
    • All other county capitals have 20000 BR limit
    • Regional towns have 10,000 BR limit

20K BR means round aboud 20 L'Oceans and 3 or 4 medium or small ships to reach 25 Players and fill the BR. Because a Nation Needs to cap a country capital first it must bring that bunch of players and ships. I guess this makes some small nations unable to expand, maybe they cant bring the manpower to fight the AI. Additionally such a high BR Limit brings the PB nearly back to 25 Line ship mono fights and kills the diversity of ships and reduce the tactical options.

Who benefits from such a change: Nations with many and active Players like russia for example. And this change is for players like Analytic wich - i believe -  likes to sail heavy l'Ocean battles, for the rest it is clearly a step backwards. 

Because of that reasons i really don't like such a high BR. Feels like a bad change for me.

 

 

Edited by Sven Silberbart
  • Like 5
Posted

When I hear of my nation (for both my characters) being in an alliance, I purposely do everything possible to prove that I don't make alliances.

Hell I would, if even possible, out on the open ocean out of sight where no evidence could be left behind - attack my own clan just for their repairs.

  • Like 2
Posted
1 minute ago, rediii said:

I agree. some 20 or 25k BR ports are fine but atm they are too many

10 man player groups can't fill any port battle anymore. 10 surprises? 1,300 br. 10 1st rates? 9,000 br. No mortar brigs or support? 

And in the US timezone i think it will be a glaring realization.

I like the patch, but a lot of unfortunate side effects...

  • Like 3
Posted
5 minutes ago, Sven Silberbart said:

20K BR means round aboud 20 L'Oceans and 3 or 4 medium or small ships to reach 25 Players and fill the BR. Because a Nation Needs to cap a country capital first it must bring that bunch of players and ships. I guess this makes some small nations unable to expand, maybe they cant bring the manpower to fight the AI. Additionally such a high BR Limit brings the PB nearly back to 25 Line ship mono fights and kills the diversity of ships and reduce the tactical options.

Who benefits from such a change: Nations with many and active Players like russia for eample. And this change is for players like Analytic wich - i believe -  likes to sail heavy l'Ocean battles, for the rest it is clearly a step backwards. 

Because of that reasons i really don't like such a high BR. Feels like a bad change for me.

 

 

It really feels strange,the level of BR and number of ports with that BR is far to numerous, and like you state i can only see it being useful for 1 nation with current numbers.

  • Like 3
Posted
2 hours ago, admin said:

Solo players can capture amazing ships from clanned members for free + can group up into a small clans which can build a small holding somewhere or ally with large alliances who need experienced screeners or pvp trainers. Wars and lands were not won or captured solo in real life. This game tries to give you a realistic experience. Group sports are most popular sports.  Football players do not demand solo content. Cherish it or accept that it is not for you - its fine to not like group based competitive sports or activites.

But they can't build them?  Im not ranting about Solo combat here.  I enjoy hunting solo and hunting in a group.  I PREFER to build my own ships and believe that it should be possible to do that without the permission of another player.  If I have to join a big clan I will, and i'll do just fine.  I'm making this argument (not ranting) because I truly believe this is a poor path to push the game into.  I see it turning into a red/blue contest with massive clans forted up in impregnable fortresses.  I also believe that putting the power to exclude a player from anything in the game, into another players hands will cause some serious issues.  A realistic experience?  Group sports?  Group sports are not the only sports in the real world..There are individual sports also.  That's real.  

  • Like 3
Posted (edited)
2 hours ago, admin said:

Ganking was always considered a problem from day one. Initially we tried to fix it, adding this and that and what not (wasting months and months of development resources)


What we forgot is by removing ganking or forcing ganking out we cut content for others. Those who gank are also players. Why should i cut their content? Looking back i would better spend time on new 3d boarding or new skill based crafting, or individiual sail plan management and even better physix Instead of listening about ganking and fixing it fixing it fixing it with no results.

Ganking can be solved only if all battles are 1v1. Which is not why majority of players come to this game

Ganking happened in reality and happens in game. Its embraced now. Ganking is content + its historical. 
British  ganked US, France, Spanish, German, Dutch, Danish, Russian and Prussian captains ALL THE TIME from 1700 until Jutland

Ganking is awesome because you win. Players love ganking because they love to win.
Just like the British trying to gank Constitution on this picture (there was an order to not engage superfrigates solo)
fQGYFdU.jpg

I can comprehend getting ganked all the time, i understand people sail in squadrons, my personal problem with your mechanic is the time warped keep players in battle leave and then gank, where people are encouraged to do this because there are no mechanics against it (meaning the invis timer and speed boost is doesent really help that much)

Edited by Guest
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