Hugh Latham Posted September 13, 2019 Posted September 13, 2019 (edited) Not much interested in the game now that all ships are capturable. What is the point of any aspect of economy or RvR. Just make all ports freeports and give us unlimited ships. Why even waste time capturing them? I invested a lot of time in "testing" only to have the game change dramatically after "release". Edited September 13, 2019 by Hugh Latham
van der Clam Posted September 13, 2019 Posted September 13, 2019 You don't have to capture them. But others might need to just to have a replacement....if nothing else to earn knowledge slots on ships they can't afford.
Sneakyfinger Posted September 13, 2019 Posted September 13, 2019 And capped ships are much inferior than player crafted ships 1
Hugh Latham Posted September 13, 2019 Author Posted September 13, 2019 (edited) With cheap ships available to spam an attack on a port it doesn't matter if they are inferior. They will tie up the screening fleets. But then, why defend a port when you don't need it to build ships? Edited September 13, 2019 by Hugh Latham
Jarlath Morrow Posted September 13, 2019 Posted September 13, 2019 It's a great way to try out a ship that you aren't sure you want to build or buy. 2
Teutonic Posted September 13, 2019 Posted September 13, 2019 crafted ships are literally still superior, it doesn't stop a skilled captain in winning with a captured ship. generally it allows for more PvP with more ships that people don't fear losing. the economy is already hello kittyed with cargo missions anyway....
Severus Snape Posted September 13, 2019 Posted September 13, 2019 This is a low effort attempt by the dev team to increase PVP and RVR participation. All it will do is create more lopsided battles between crafted ships and junk ones that were capped. I guess it'll look good on Reverse's stream....so there is that. MEANWHILE a smarter solution would be to lower the costs of permits (or remove their absurdness completely) so more lineships are crafted and lost without concern. 3
Hugh Latham Posted September 13, 2019 Author Posted September 13, 2019 If losing a ship is painless it diminishes the experience. Crafting logistics was part of the game and added depth and significance to RvR. I guess it will open up a whole new clientele; 12yrs and under. I guaranties a short attention span and likely a short life to the game. In my opinion the game should evolve into more, not less, complexity.
van der Clam Posted September 14, 2019 Posted September 14, 2019 Painless? Losing a 5/5 perfect build ship fully unlocked is painful. Much more so than losing a 3/5 or 2/5 or 1/5, cheap wood, ship; yet ti's still painful. The experience is still there...for those who can afford perfect built SoLs and now for those who cannot afford perfect built SoLs also get to experience it.
Audacious Posted September 14, 2019 Posted September 14, 2019 (edited) Free ships are great, I have been working hard to help those who want to sail. This option is now available for cheap. Risk of PvP will be low soon. As players grow with skill they will demand better option that only Shipwrights can provide. Edited September 14, 2019 by Audacious 1
Thonys Posted September 14, 2019 Posted September 14, 2019 I've seen this move before and I had hoped they had not done it again. but it seems to be a difficult problem (RVR) caught first rates .... I don't think it's a good idea. it undermines the depth of the game and has too much influence on other game mechanics such as the dlc, building and trade. it was not without reason that they got it out of the game (the capture of sol) it is a devaluation of the game in general and the depth which will result in a decrease in players the fun is over it will be a sort of pief paf pouf game for brainless (cheating , mod)players.(from witch i do not have proof of ) yet.
Custard Posted September 14, 2019 Posted September 14, 2019 It will not have the effect they want and I do not like it
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