Jump to content
Naval Games Community

Recommended Posts

Posted

New players start in the capital and to give them something to fight 6th and 7th rates sail in and out. That is pretty fine and gives the chance to learn the first steps and earn some money.

With the removal of the reinforcement zone and the introduction of the 20min timer, the new players are slaughtered in front of the capitals  (especially KPR). Some do not dare to leave the C-Zone, since a lot of enemy players are waiting for them. Even if the BR is equal, a new player is easy prey for the experienced ones. 

Therefore I suggest to install reinforcement zones again, in which players of other nation can only join battles during the first 2 min, while the own nation players may join any time they want without BR limit. The reinforcement zone shall only cover the none capturable ports (which will give no port bonus). 

Let the new players learn to sail, before sinking them in their hard earned first 6th rate right outside the port.

  • Like 4
Posted

By getting sunk a million times in cheap ships....  like rest of us.....  

Can we dispense with the myth that EVERY new player wants to be coddled?....

 

  • Like 5
Posted (edited)

Then need a green safe zone with NPCs and no seal clubbers. Small area where they can train and slowly lvl up. Zone would only spawn 7 rate ships or so.. I see no point for them to buy a first ship and get sunk outside their home port. 

Edited by Audacious
  • Like 2
Posted

If you a new player and have patience and desire to learn PvP, and playing for Great Britain, [NAVY] can help you.

We do not promise wealth, rum, fun content. If you like the smell of gunpowder, able to keep calm under cannon fire pm Elias in game.

Good things don't come easy.

  • Like 3
Posted

If you don't join a clan right away, then the best way to get past this is to get online right after server maintenance, sail out into the empty sea to a remote spot where you can grow your xp and practice the game.  Build yourself a small nest starting with nothing but your cutter, then buy an outpost, then another, (...etc), away from the capital.  Try your hand at pvp when you are ready or by default if you are attacked.  Do not return to the capital until you are a warrior.  Somewhere along the line you may decide to join a clan.  But if not, and you run solo, then this method is the best way to begin.

  • Like 5
Posted (edited)
1 hour ago, Papillon said:

If you don't join a clan right away, then the best way to get past this is to get online right after server maintenance, sail out into the empty sea to a remote spot where you can grow your xp and practice the game.  Build yourself a small nest starting with nothing but your cutter, then buy an outpost, then another, (...etc), away from the capital.  

Excellent advice.  This is much easier that trying to rebuild the game.

Perpetuating and reinforcing this misconception that the capital NEEDS to safe is not helpful.   All of the vets know that KPR is the most dangerous place on the map.  We avoid it unless we are looking for PvP.  If we need to  transport resources, reps, or goods we get a strong escort to sail in or out.  It is much easier to fight, run missions and craft away from KPR.  The capital is not a friendly place.

Keeping KPR dangerous and threatening has become an important part of the game.  The enemies of GB have come to expect that KPR/Jamaica is a hot spot for PvP.

New players would benefit if the Devs would implement  some sort of game start pop-up in-game messaging that warned new Brits to sail away from KPR in a free Basic Cutter and build wealth away from the capitals.

Edited by Macjimm
  • Like 3
Posted

Where do new players learn the game? Where ever they feel most comfortable. This is easily the starting area. Telling new captains to take what little they have and sail AWAY from the safety of their own capital is a big fail.

  • Like 1
Posted
Just now, Slim McSauce said:

Where do new players learn the game? Where ever they feel most comfortable. This is easily the starting area. Telling new captains to take what little they have and sail AWAY from the safety of their own capital is a big fail.

Wrong.  I've done it after every wipe playing solo.  Best course of action possible.

  • Like 6
Posted (edited)

 

34 minutes ago, Papillon said:

Best course of action possible.

Good advice. +10

"Capital" is just a name.  If it was called  " Death Port"  perhaps players would feel better about the action around it.   I could name my ship " The Unsinkable", but it doesn't mean that it is.

But rather than changing the name from the "British Capital of Kingston / Port Royal"  to  "The Ganking Center - KPR" we could just adjust our expectation and enjoy the game.  It's really not that difficult.   It's just a name.  

 

Edited by Macjimm
  • Like 2
Posted (edited)
52 minutes ago, Papillon said:

Wrong.  I've done it after every wipe playing solo.  Best course of action possible.

So you're victim of the retarded design. Capital is THE safezone, it's the social hub of the entire game. Being forced out of it as a new player is counter intuitive. This is already going to be fixed with aggressive AI so home waters will be the best option for new players like it should.

Edited by Slim McSauce
  • Like 1
Posted
2 hours ago, Slim McSauce said:

So you're victim of the retarded design. Capital is THE safezone, it's the social hub of the entire game. Being forced out of it as a new player is counter intuitive. This is already going to be fixed with aggressive AI so home waters will be the best option for new players like it should.

I didn't design the game, just play it around the ups and downs, finding as many ups as possible.

  • Like 2
Posted
50 minutes ago, Papillon said:

I didn't design the game, just play it around the ups and downs, finding as many ups as possible.

That's good, you shouldn't be forced to focus on negatives. 

Given in some amount of time new players will not be forced to leave their starting zones, thanks to guard-like AI behavior.

It's simply not fair to make new players compete against rank 5+ players for starting space. 

  • Like 1
Posted
1 hour ago, Papillon said:

I didn't design the game, just play it around the ups and downs, finding as many ups as possible.

I like this outlook.  Good attitude.   Players can accept the Capital is hazardous and loaded with danger, or they can complain an demand that the game be modified, so that the Capital resembles their imagined idea.  So many people were complaining that there was too little PvP.  Now there is lots of PvP.

It seems smarter to accept what the game has to offer, and learn to flow with it's design, rather than forcing everyone else to conform with a false notion that Capitals are required to be safer that other ports.

It's the bloody name.  If it were not called a "Capital" is would be easier for players to process that it is a high frequency combat zone.  KPR, the "Battle Port" sounds kinda nice.

Just pretend it is not called a "Capital" and it will make more sense.

😊

 

  • Like 2
Posted

Some players, even noobs, will enjoy the pvp atmosphere close to capitals even when getting ganked.  I don't enjoy that, so find other ways to have fun.  Admittedly though I don't enjoy pvp anywhere near pve, so carebearing is easier away from capital on the pvp server.  :)

  • Like 1
Posted

If the capitals are the hunting grounds for vets looking for (easy) pvp, we should give the new players a small ship zone like we had the rookie zone in the Bahamas, where no ships bigger than 6th rate may sail.

My suggestion with the reinforcement zone does not say that players cannot be attacked around capitals, they just may get more reinforcement than on the rest of the map, while the enemy runs a higher risk. Sounds fair to me when a vet attacks a newbie.

Posted

How about something new, how about Britain actually get off their lazy asses and go chase the invaders away from KPR, Trux, Belize, and Great Corn. For the last few DAYS there has been constant raids on all those locations and not a single word from anyone about organizing a response force to drive the raiders away. So before you decide to try to introduce a game mechanic to protect new players, how about the PLAYERS actually do it. That protects clan members and new players at the same time. Stop looking for excuses and actually try working WITH your nation to rid us of these parasites.

  • Like 1
Posted

 

This is an interesting topic... here are a few pointers for you newer players if you care to hear what I have to say, please lend your eyes to read the wisdom of an old salt and Corsair. :)

Newer players should run small and fast schooners... these are generally easier to run and you can escape most of the other larger square riggers while playing at a lower level on a schooner. You can hunt prey up to the size of a Traders Brig with a Cutter... and I have had some good PVP experiences capturing enemy players Traders Brigs with no more than a Cutter. If you like a little less challenge then try a Pickle or a Privateer... I like the Pickle myself.... and have had very much fun hunting traders in it. Newer players need to scale down and learn from a smaller ship that will be better for them to choose their battles in. I have seen sooooo many player get their new 4th rate just to lose it to a very adept frigate player. One thing that all newer players must know now at this point! GET READY TO GET SUNK AND GET GOOD. This game is fun to learn and is relatively easy to learn... the mastery however is a very steep curve. On top of this you should try to stick with a ship design until you have all your knowledge slots unlocked and are using as many upgrades and books as possible. While many books are out of reach essentially to solo players... books like... Boarding Parties... and Mele Training and some other basic mod books are available to all. Marines cost Dabloons and a couple of the very best books will be very premium indeed because of what they do. Try to stay away from the most expensive upgrades a s a solo or new player as you may not be able to replace them easily. But hey if you get a speed upgrade off another player or an Elite NPC.... YAY! Use it... its like a bonus. The thing is.... solo players have a generally tight budget... in time you will be able to purchase very expensive upgrades and build some things … like your own cannons or repairs. These more advanced activities will come later after you have developed you own personal economy and are a successful Corsair.

My advice is... run as small and economic a ship that you can... build her light and fast and make sure she sails well close to the wind... newer players should consider getting a Traders Lynx for moving passengers because you can access any ports with it... you may only have 20 crew... but hey... economical because you can make 60,000 reals and up to 1000 dabloons per run. Put some 6 pound cannons on her and have fun...

Also... always go for a long range engagement if you are being attacked, run longs... tag the attacker at the edge of your attack circle and force them to fight at as long of range as possible... PVPers may not like you for this... especially if they are running Carronades. In short …. you need a fast light ship that has a strong but unusual control cross section to the wind. This makes you faster at a specific angle to the wind than the average build... all you have to do to escape then is gain access to YOUR strength of wind which will be different than your ships strongest point of sail.... you will be faster then them at this specific angle of wind... I hope this makes some sense. Also remember that sometimes you will get out smarted or maybe even out-teched. This is why I recommend running a small fast ship. Don't get into the Frigates until you have good understanding regarding the game physics... and when you do... stick with the design until you have it fully researched... this is incredibly important, especially for solo play...

In my opinion.... all newer players should consider these smaller ships to run around in unless they are running in packs.... if you want to run in numbers.... then run a larger ship and some smaller ones too... But if you are playing alone as a newer player, run a Schooner... or something like the Pickle. Its good fun and I never wasted my time in one. Its just a matter of choosing your fights... win some lose some... its the way of the raider. In the end... the Corsairs will be victorious.

Please keep in mind... I am a solo player so all this advice is built upon applied formulas learned from over 1000 hours of essentially single player experience. The clan based game is very different.... clan members will have access to better upgrades more often because of group activities that they take part in. The clans make up the organised navies in game. These navies will supply some good security in some areas of the map... but we Corsairs know they cant be everywhere all at once... These clans will have several players that have all the best upgrades and books available at the time. If you want these things... I recommend looking for a clan that is active in doing missions and crafting... as these clans will likely have the most resources for crafting specialized goods. As for you Corsairs out there... these clans Trading ships are your targets, they need them to move certain goods from point A to point B, and if they are not willing to wait for escort... the light ships can prey on their smaller trade vessels.

So… in the end … its up to the player to make the game as painful as they want to. I highly recommend not to just rush through the lower tier ship designs for newer players... take your time and be patient to learn the secrets of the game.

Three cheers for the frigates and their gallant Captains!

LIONOFWALES out.

  • Like 4
Posted

Time is the biggest enemy for new players that don't yet love the game.

If they try to take level 7/6 missions at there capital they have a high chance of losing their ships it takes them too long to replace these ships this makes them leave, if they move away from the capital finding missions takes them too long this makes them leave.

Add back the old missions (including fleet and for all ship rates) and let them take them from any of their own factions ports they can still be ganked but those that wish to harvest them will have to find them.

  • Like 1
Posted

The 20 minute timer is the best thing for protecting newbs who get ganked. It allows a response coast guard to come rescue them.

Or at the very least it forces hunters to hunt in an equal BR or risk counter gank.

Posted
Just now, Flinch said:

The 20 minute timer is the best thing for protecting newbs who get ganked. It allows a response coast guard to come rescue them.

Or at the very least it forces hunters to hunt in an equal BR or risk counter gank.

the 20 minute timer is the best thing for hunters in enemy waters.  It allows us to jump into battles that are ongoing. 

  • Like 1
Posted
Just now, Angus MacDuff said:

the 20 minute timer is the best thing for hunters in enemy waters.  It allows us to jump into battles that are ongoing. 

This is fairly true. But this only applys to situations where a player is attacking a weaker AI. Also it usually means only one person can jump in before locking the battle. Ex. British agame killing an LGV. A prussian trinco jumps in and locks the battle. Now its an agame vs trinco and the defender has a power advantage.

Posted
On 7/1/2019 at 11:49 AM, Vernon Merrill said:

By getting sunk a million times in cheap ships....  like rest of us.....  

Can we dispense with the myth that EVERY new player wants to be coddled?....

 

No, but giving them nothing and expecting this game to survive is not only a bad idea. but a bad business model. The game needs players, and in order to get those players, it has to give some basic information... maybe... how to craft and level crafting? since patch there is nothing from either the devs or online about how to level. Tbh, I still dont even know WHAT I can do to get xp, I know ships are... some? and cannons are none? I build both and still sitting at level 0, so it could realistically be that US players don't get any XP at all. In the end, nothing=no players, and giving some sort of info keeps players interested, engaged and playing

  • Like 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...