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Posted (edited)
5 minutes ago, Dibbler said:

 

Noticed Russians immediatly moved on Cartagena.... yawn.

 

Cart was actually the last port to get flipped before I logged off to go to bed.

Edited by Sir Texas Sir
Posted (edited)
44 minutes ago, Sir Texas Sir said:

Cart was actually the last port to get flipped before I logged off to go to bed.

 

 I guess having an important port so close to a freetown is a 2 edged sword as can be acted against from Dariena. Still to allow a port that aids so much in RvR to be taken in first day of RvR is a mistake i think. 

See how things pan out although not very impressed so far though tbh. I think general direction of changes is right, although are some issues to be solved.

Thats what testing is for though :) .

 

 

Edited by Dibbler
  • Like 1
Posted (edited)
18 minutes ago, Dibbler said:

See how things pan out, not very impressed so far though tbh.

I like the idea of county capitals creating a multi layered defense of a entire county, and I hope the devs don't completely abandon it. But there needs to be different paths than the current ones. It often doesn't make sense for the physically closest two capital ports to be the next step in the conquest of a region. I'm sure other nations have similar issues, but for pirates there has to be a way to move north from Mort. Also, provisions have to be made so that ports get more evenly distributed between the timezones.

Edited by --Privateer--
  • Like 2
Posted (edited)

Another funny thing: You cant pull hostility missions from Baracoa to Nuevitas, but you can pull missions from Santiago de Cuba to Nuevitas. 

giving Little Inagua its own County would make it possible to expand NW into Crooked county and E into Turks and  Caicos in addition to what we already have

Edited by Beeekonda
  • Like 1
Posted
17 minutes ago, --Privateer-- said:

I like the idea of county capitals creating a multi layered defense of a entire county, and I hope the devs don't completely abandon it. But there needs to be different paths than the current ones. It often doesn't make sense for the physically closest two capital ports to be the next step in the conquest of a region. I'm sure other nations have similar issues, but for pirates there has to be a way to move north from Mort. Also, provisions have to be made so that ports get more evenly distributed between the timezones.

 

 For sure i love the idea, but think need some tweaking.

Posted
10 hours ago, William Death said:

Well, the port went neutral because a well-meaning diplo dropped it to save us some money, since it was going to be wiped anyways. We grabbed some missions and were going to run it up last night, but ended up not really feeling like it.

Wipe happened, we still had our missions, figured we'd give it a shot. Really, we wanted to go after other ports, but since there were none left to take, we decided to try our old hostility missions. Test it to see if it worked, and all that. Two missions flipped it. Everyone sent an F11, because this will obviously be a major problem at the real release if its not addressed.

 

Anyways, VCO is happy to have been a part of this testing and finding of a major bug, and we'll take good care of St. Marys until the next map wipe.

 

PS: all ships involved had cannons ;)

Hey boss man you gonna open st Mary’s up? I thibk I know a few folks who wouldn’t mind hanging around out of there for the time being.

  • Like 1
Posted
9 minutes ago, Msk said:

Hey boss man you gonna open st Mary’s up? I thibk I know a few folks who wouldn’t mind hanging around out of there for the time being.

That could be arranged.

Posted
8 hours ago, Storm Crow said:

And I'm not sure how we're supposed to test the new PB system if, when we log on, ALL the PBs have already been set. If there was other RvR available we would have done that instead, but there wasn't. 

 

No there were not. 

 

The point of the new PB system was to create front lines among the nations and prevent folks from going behind enemy fronts and have ports.  And to prevent folks from running hostilities on the other side of the map from nearest friendly port (for example preventing US from running hostilities at Trux)

This way there will be hot spots (front lines) where folks can meet and have PVP and/or ports battles.   And then the lines can be moved in one direction or the other.  Thus, folks will not loose out on their PvP and RvR fun.  Given our low player base, channeling the PvP to hot spots is a good thing.

We in the USA will likely loose the access to the Bahamas and loose the ability to run around the tip of Florida to the Spanish.  Also, it is unknown if we will be able to go as far south as Ays.  Thereby being stuck north of Florida.  So each nation has its draw back.

USA will have the ability to fight in Florida and Bahamas from the east coast.  So will still be able to have some PVP.

I am sorry that there were no missions in Mortimer Town, but that should be addressed by the devs so the pirates can move north.  Also, as soon as this weekend, the pirates can move into Cuba and Haiti from LA Tortue.  And thirdly, if you are looking for PVP you can do that out of Mortimer town. 

Finally, taking a port that can not be taken with the new system is not testing the system.  

 

 

Posted
8 hours ago, --Privateer-- said:

You test the system, we'll test its limits.

You can not test the system when you are taking ports you can not take in the system.  

Posted (edited)
8 hours ago, William Death said:

 Perhaps.

Good thing there are 20+ port battles scheduled tomorrow, with more to follow that will facilitate 'proper' testing of the mechanics. :) 

Its been pointed out by several that its bad to work around the system. But think about whether its ok to *not* test for possible exploits? Better to wait for release, and hope someone didn't think to do this then? To have missions pulled for ports in key areas to facilitate rapid expansion? No. Far better to catch loopholes like this while the game is still in the testing phase.

 

This^

Over the years, I (and clans I've been in) have found numerous bugs. Some were minor graphics glitches, some were major duping exploits. Every single thing got reported via F11, and, in some cases, a PM to a developer if it was severe enough to warrant it.

Thats the way early access testing should work. We test the system as intended, but also look for exploitable mechanics and bugs so that, when the game is released, it won't have these problems going forward :)

Wonderful, you have identified a bug in the system and now we know what is was - setting up hostility missions prior to a wipe that will remain after the wipe.  Thank you for identifying this bug.  

At the same time though  :-). 

1) At this point no one can repeat what you did as no one can take hostility missions in ports away from friendly ports.

2) Now that you have identified the bug, there is no reason for you to take St Marys.  The bug was being able to take missions, not the act of taking the port. :-).

And lastly, if St Mary's is taken it will give a false sense that the Pirates (and friends) can move quickly to the US coast after release, which they will not be able to do after a full wipe as there will be no missions to take day one outside St Marys.  

The only way to truly test the system is to see how it works then adjust.   For example, give dedicated attackable ports to Mortimer town 

 

Edited by Yehoodi
Posted
8 hours ago, Sir Texas Sir said:

The only problem is after complete wipe all missions would be wiped too. Though it was a good flaw to find.  I already expect another issue to rise that I reported on and will do so again if it’s done.

Mort really neededs another path than the same one the free town gives.  That and pirates should be able to take Kidd’s at any time by default.  Having to go through shallows to get to Pitts is poor game play design.  

 

Hay but if we where all Russians we could have most of the free port ports too.  They tabbed up a lot of ports this morning while most nations where stuck to one or two regions.

yes the Pirates need to be able to move north out of Mortimer Town

Posted
8 hours ago, Capitalism said:

Nope. Only Baracoa and Cap Francais of all places. Try to figure out the logic of that. Two port battle locations for EU timezone pirates... none for US time zone players, is essentially what that amounts to. 

I'd try to convince folks that the current mechanics are ill conceived, and that rather than being able to capture only the two nearest port capitals that all neighboring regions as defined by voronoi polygons should be attackable.  This makes far more sense geographically and doesn't constrain certain nations over others. Furthermore, I'd argue that we shouldn't be able to take hostility missions from free ports at all, except for timed, perhaps once-a-month weekend events.  Make nations spread from their historical capital regions more organically. Hamstring hardcore nations as they should be and only let them engage in RvR once the colonial nations have their footholds.

Furthermore, the concept of RvR raids as content for smaller groups must be considered as these changes massively shift the end game content towards larger and larger clans, which under current game populations is unsustainable. 

Agreed 100%.  There needs to be ports coming out of Mortimer Town that are not overlapped by other ports, here by La Tortue, where the Spanish were able to grabbed them before the US time zone pirates came in game.  

Also, looks the the Brits have like 6-8 PBs today as this was helped in think by the fact that KPR in the center of many spokes to get missions. 

I also agree that the two nearest/neighboring ports attackable needs to be adjusted.  

 

Posted
7 hours ago, --Privateer-- said:

I like the idea of county capitals creating a multi layered defense of a entire county, and I hope the devs don't completely abandon it. But there needs to be different paths than the current ones. It often doesn't make sense for the physically closest two capital ports to be the next step in the conquest of a region. I'm sure other nations have similar issues, but for pirates there has to be a way to move north from Mort. Also, provisions have to be made so that ports get more evenly distributed between the timezones.

Yes the pirates need to be able to move out of Mort. without having its capable ports overlapped by a free port.   

Posted (edited)
8 hours ago, Capitalism said:

Nope. Only Baracoa and Cap Francais of all places. Try to figure out the logic of that. Two port battle locations for EU timezone pirates... none for US time zone players, is essentially what that amounts to. 

I'd try to convince folks that the current mechanics are ill conceived, and that rather than being able to capture only the two nearest port capitals that all neighboring regions as defined by voronoi polygons should be attackable.  This makes far more sense geographically and doesn't constrain certain nations over others. Furthermore, I'd argue that we shouldn't be able to take hostility missions from free ports at all, except for timed, perhaps once-a-month weekend events.  Make nations spread from their historical capital regions more organically. Hamstring hardcore nations as they should be and only let them engage in RvR once the colonial nations have their footholds.

Furthermore, the concept of RvR raids as content for smaller groups must be considered as these changes massively shift the end game content towards larger and larger clans, which under current game populations is unsustainable. 

 

 You seem to have forgotten the ports from freetowns,  so in fact 2 ports for EU zone pirates is wrong.

 

Edited by Dibbler
Posted
12 hours ago, --Privateer-- said:

Oh yes, wipe the ONLY port battle set by a US time zone clan. Biased much? 🙄

You conveniently ignore the fact that it should have been IMPOSSIBLE to set that PB per the new PB mechanics.  The only bias I see is the bias some players and some clans and some nations have for cheating every chance they get.

Posted (edited)
8 minutes ago, Bull Hull said:

You conveniently ignore the fact that it should have been IMPOSSIBLE to set that PB per the new PB mechanics.  The only bias I see is the bias some players and some clans and some nations have for testing* every chance they get.

Ftfy

 

And yehoodi nice sextuple post 

Edited by Oli Garchy
  • Like 3
Posted

Devs- your silence is deafening.  You have admitted their was an exploit used on St. Mary's by acknowledging the bug and hotfixing it- how will this be corrected?

  • Like 1
Posted
Just now, Spikes said:

How about another map wipe but on the weekend so everyone can participate?

Don't just do a map wipe.  Wipe it all so we can test it properly.

Posted
42 minutes ago, Spikes said:

How about another map wipe but on the weekend so everyone can participate?

yes map wipe would help on a weekend when most players can start at update.  

Posted
2 hours ago, Baity McBait Bait mark2 said:

They deserve the port for finding the exploit :)

Exploit is a poor choice of words.  We were simply testing mechanics that should not have worked and did our due diligence in reporting them.  

Also everyone involved had cannons this time...

Posted (edited)
2 hours ago, Socialism said:

Exploit is a poor choice of words.  We were simply testing mechanics that should not have worked and did our due diligence in reporting them.  

Also everyone involved had cannons this time...

Once you saw your hostility missions still up, all you needed to do was to report them.  It served no purpose to run the missions.  

Even if you wanted to run the missions, and set up a port battle, there is no point to run the port battle, right?  🙂

You have made your point that hostility missions will survive partial wipes.   No further effort on your part is needed, if you were truly testing mechanics. 

 

Edited by Yehoodi

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