Teutonic Posted October 24, 2019 Posted October 24, 2019 7 minutes ago, Yar987 said: US players don't really get off on sticking to their own nation like other nationalities seem to. Not a criticism, just an observation. you must not have been in the US nation. there are tons of US players that stick to the nation BECAUSE of nationalism 2
qw569😳 Posted October 24, 2019 Posted October 24, 2019 I suppose it will be funny if @admin add ability to hire NPC by players to attack specific enemy port. And will add ability to owner of port to pay to NPC for not attack their port. 2
z4ys Posted October 24, 2019 Posted October 24, 2019 10 minutes ago, Angus MacDuff said: I dunno...winds are very predictable in the Caribbean...we just cant use the realistic winds as they would hurt the game. I think we need to stop thinking of them as some sort of random gust of wind and realise that they are purposely placed 'speed boost' locations. I also think that it is too early to react strongly to this as we have not really played it to its full potential. I also think it is too early (yes @admin, i'm looking at you...) to lock it in as a done deal with no possible modification. True but nonetheless those gusts are so close together that even the short ones with 72% speed boosts overlap so that you get a new one before the old effect is used to 3/4 of their duration. 1
Malcolm3 Posted October 24, 2019 Posted October 24, 2019 2 minutes ago, qw569 said: I suppose it will be funny if @admin add ability to hire NPC by players to attack specific enemy port. And will add ability to owner of port to pay to NPC for not attack their port. Splendid idea!!!
Teutonic Posted October 24, 2019 Posted October 24, 2019 (edited) Further Feedback. 1. Loki Rune is honestly probably my favorite addition in the patch. Most of my clan have been enjoying it. 2. I still seriously think that Trade Winds need to be adjusted. Whether that be creating a zone, or not allowing anyone to attack a player while under the influence of a wind gust, or being able to use the Wind until a player/Landmass is within view. 3. Economy is odd, I don't think we will see the implications for a while and instead it's just knee jerk reaction irritation. That being said - IF their are changes they should be clearly stated what was changed. IF doubloons have been increased in loot, missions, or PvP - it should be told to us before we all just keep yelling about how doubloons are gone. 3.5 - Furthering on this I still want to iterate again how a balance Economy is really crucial for a healthy game and I think that you should give the Economy the same care that you give your battle/sailing mechanics. 4. BR ship balance and BR limits on Port Battles still need to come in order to garner more activity with the groups I know about. I honestly don't see significant long-term levels of population if this isn't addressed at least every 2-3 months. 5. NPC Port Battles from "RAIDERS" Has a ton of issues that need to be addressed, at this time It's literally not worth defending even if it meant losing your port because the battle ends WAY too quickly. Edited October 24, 2019 by Teutonic 2
Yar987 Posted October 24, 2019 Posted October 24, 2019 16 minutes ago, Teutonic said: you must not have been in the US nation. there are tons of US players that stick to the nation BECAUSE of nationalism I'm sure there are! Just not to the degree that other flavors of player seem to.
Captiva Posted October 24, 2019 Posted October 24, 2019 (edited) Apologies if this has been answered previously. I have used the speed boost in a Tbirg and Indiaman but failed to note any speed differences. Using the same wind gust and the same point of sail, does a larger ship (L"Ocean) get the exact speed boost as a smaller, faster ship e.g. Lynx, or will the L'Ocean get a boost, but a slower or faster speed boost than the Lynx? Edited October 24, 2019 by Captiva
ZWAJO Posted October 24, 2019 Posted October 24, 2019 1 minute ago, Captiva said: Apologies if this has been answered previously. I have used the speed boost in a Tbirg and Indiaman but failed to note any speed differences. Using the same wind gust and the same point of sail, does a larger ship (L"Ocean) get the exact speed boost as a smaller, faster ship e.g. Lynx, or will the L'Ocean get a boost, but a slower speed boost than the Lynx? The boost % is the same the net speed increase SHOULD be different... though in practice I haven't noticed much of one.
Captiva Posted October 24, 2019 Posted October 24, 2019 1 minute ago, ZWAJO said: The boost % is the same the net speed increase SHOULD be different... though in practice I haven't noticed much of one. Yes, I would think that the actual speed boost would be (should be) relative to the size of the ship.
ZWAJO Posted October 24, 2019 Posted October 24, 2019 1 minute ago, Captiva said: Yes, I would think that the actual speed boost would be (should be) relative to the size of the ship. not size, as much as speed of ship... if I increase a 10kts ship by 50% that's 15kts if I increase a 15kts ship by 50% that is 22.5kts... but again that's not what you see in OW so there is more to the maths than that.
Captiva Posted October 24, 2019 Posted October 24, 2019 2 minutes ago, ZWAJO said: if I increase a 10kts ship by 50% that's 15kts if I increase a 15kts ship by 50% that is 22.5kts... but again that's not what you see in OW so there is more to the maths than that. Perhaps Admin can give us all a definitve answer.
ZWAJO Posted October 24, 2019 Posted October 24, 2019 2 minutes ago, Captiva said: Perhaps Admin can give us all a definitve answer. Wouldn't count on it, admin seems to have taken a page from Donald Trumps playbook... "best patch ever, everything is the greatest its ever been, anything to the contrary is fake news!" His capacity to provide solid data is somewhat lacking. 1
Eyesore Posted October 24, 2019 Posted October 24, 2019 (edited) not hating the wind'gusts', but the iconspam is not very immersive ... (too many windgusts, too close to each other, the detectionradius is also too big (it seems like you can detect them when not even in visual range ... this makes the gps-function (sorry forgot the name) more usefull offcourse if you want to sail to the icons from an unknown position). Also, you get a boost in every direction ... which doesn't make much sense to me? With the timers, you can just sail up to main land with incredible speed, while closer to land you might expect the wind to blow less hard? I would have thought that wind would blow in one direction? So, more like entering a 'corridor' where you have optimal windconditions? With optimal windconditions, we could have different effects for different ship-classes? (like a strong gale wouldn't really benefit a small ship, but a bigger one will be able to sustain the stresses and vice versa) Edited October 24, 2019 by Eyesore
Cetric de Cornusiac Posted October 24, 2019 Posted October 24, 2019 1 hour ago, qw569 said: I suppose it will be funny if @admin add ability to hire NPC by players to attack specific enemy port. And will add ability to owner of port to pay to NPC for not attack their port. Mafia extortion system in Caribbean; confirmed.
Cetric de Cornusiac Posted October 24, 2019 Posted October 24, 2019 Meanwhile, I hear in PvE server chat that international coop in port battles isn't possible. For hostility missions, they can join. Very disappointing, given the warnings we issued here weeks ago, as we know our server and related problems to field enough players for PB. 1
Stars and Stripes Posted October 24, 2019 Posted October 24, 2019 40 minutes ago, Cetric de Cornusiac said: Very disappointing, given the warnings we issued here weeks ago, as we know our server and related problems to field enough players for PB. Don't worry the way the PVP server is headed the PVE server will soon have the biggest population. 😁 1
Jack Jones Posted October 24, 2019 Posted October 24, 2019 So most of the people I sail with don't mind the boost but hate that you can tag while boosted. What about a tag cool down of 10 seconds which ends the boost. Loki is funny as hell. More drops please. Log book was silly and naff. Econ missions is tough on new players. Old hands who are rich don't need them so don't care. Also there will be less targets now. Also we are quite surprised at the size of the changes! Feels like beta all over again.
Conte D. Catellani Posted October 24, 2019 Posted October 24, 2019 I think that the feeling depend by the player, his skill, how long he"s playing this game and the faction. From the point of view of a new player, like I'm, in the pirate side, well is a lil boring to be hunted in fast way if you are not more fast to take the first wind boost near your dock. From the other side is good to move more faster along the map. 1
Jack Jones Posted October 24, 2019 Posted October 24, 2019 27 minutes ago, Wraith said: you can't tag while boosted then it's basically just an invulnerability tool for people. You can't catch me while I'm boosted, and can't tag me if you're boosted.. therefore, I'll be boosted and safe from everyone. Thanks, bye. Slow down and re-read. I said most of my friends don't like that YOU can tag while boosted and think a 10 second cool down for tagging would be good. So if you tag someone while boosted or you are tagged while boosted you have a cool down at normal speed say 10 seconds before you can tag properly. That way normal OW rules would apply and the super speed gank would be lessened a bit.
WilsonMG Posted October 24, 2019 Posted October 24, 2019 Maybe we could listen to reason and just fix all of these problems by applying the speed boost to the map and not the individual player, so that ships will still behave as they should, and still have their designated roles and specialties, points of sail would still matter, and speed bonuses would be applied fairly to all players, and all ships, at all times, based on where they are, without the need for complex code changes, as I have suggested here: This system would still allow people to cover greater distances in much less time, and cut people off by sailing faster while farther out to sea (not a bad thing), and while it would still create some issues with the current ROE mechanics, that is a balance issue, not a core gameplay issue, like we have now. You could even keep the button, or better yet, create a simple, random QTE so that it couldn't be activated while AFK or by bots/macros! I think we would all like to see trade winds, or proper wind zones, but let's face it, that takes time to code, and Game-Labs needs to balance development time against the potential benefit to their customers so they can stay in business, and the engine has its own technical limitations, so the simplest solutions are the best solutions, and the most likely ones to be implemented. 3
Sir Max Magic Posted October 24, 2019 Posted October 24, 2019 5 hours ago, rediii said: The only problem I see with wind is that there are many around capitals but since all players that play around capitals will not sail close to them the attackers have a benefit of easier tagging. So aggressive playstyle benefits. What could help here is getting the reenforcement zones back which should not spawn AI but make windbuffs disappear. (So raiders can't raid with 90% speedboost) Thats the ONLY problem you see with the wind ?? Not that it is unrealistic in nature, defying the advocated "realistic hardcore sailing simulation" ??? So for you its okay, that 2 Captains have different wind speeds in the same area ?? Then you changed completly your mind about the game, remembering all your posts from the last 3 years
admin Posted October 24, 2019 Author Posted October 24, 2019 9 minutes ago, Sir Max Magic said: So for you its okay, that 2 Captains have different wind speeds in the same area ?? We already said it is totally realistic, just a bit exaggerated (because ow speed even basic ones exceed 100 and ow travel is abstract - everyone know it). Its a known fact that two identical boats can have different wind speeds in the same area, especially on the borders between high/low pressure zones. In fact a ship can have 0 wind at all and another ship 1 mile away can give 2 knots. Only in tradewinds the wind pressure is somewhat uniform and even then there are lower and higher pressure zones. We plan to remove speed indicators some once we add the skill knot log (if this happens - not guaranteed). Removing indicators will bring peace of mind. In addition to that we will add barometer that will help predict wind change and wind strengh (changing speeds between classes in real time) Current wind gusts will lock this all together. + We no longer tolerate time wasting for hours. 5
Obi-Heed Kenobi Posted October 24, 2019 Posted October 24, 2019 2 hours ago, Wraith said: If you can't tag while boosted then it's basically just an invulnerability tool for people. You can't catch me while I'm boosted, and can't tag me if you're boosted.. therefore, I'll be boosted and safe from everyone. Thanks, bye. I'd argue to leave it as it is. It's purely a tool to shrink the world down and speed up player interactions for people who aren't AFK and learn how to use the new OW strategies it creates. With some slight modifications, this would be fine. For instance, change the battle timers to something much shorter. Rather than 20 minutes, why not 5? That's still a LOT of time to jump in, and would also prohibit players sailing from some ridiculous distance away. Other than that, I really don't have too many gripes about the wind bonuses. Maybe change the implementation a little bit (maybe something other than a button, perhaps a "zone" where everyone passing through automatically gets it?"), but overall I just don't see a problem. Good defensive tagging seems like it would be fairly easy in a t-lynx against a boosted Victory. The Vic would be lucky to stay within the circle at Ludicrous Speed. "Spaceball One! They've gone to...plaid!"
Sir Max Magic Posted October 24, 2019 Posted October 24, 2019 (edited) 12 minutes ago, admin said: We already said it is totally realistic, just a bit exaggerated (because ow speed even basic ones exceed 100+ miles per hour - we just show it as low for psychology). Its a known fact that two identical boats can have different wind speeds in the same area. + We no longer tolerate time wasting for hours. Sorry, just lol...you define now your own "realism" ! So you seriously want to tell me that in a sailing race when 2 boats are sailing in the same spot on open ocean, lets say for our gaming purposes inside a 1 km radius, have 2 totally different wind speeds ??? To your second point: completly new approach for NA ! When people complained about such things in the past, they always got the answer it has to be this way ! I give up... you are right and 90% of the playerbase is wrong Edited October 24, 2019 by Sir Max Magic
Obi-Heed Kenobi Posted October 24, 2019 Posted October 24, 2019 12 minutes ago, admin said: ... We plan to remove speed indicators some once we add the skill knot log (if this happens - not guaranteed). Removing indicators will bring peace of mind. In addition to that we will add barometer that will help predict wind change and wind strenght (changing speeds between classes in real time) Current wind gusts will lock this all together. .... This sounds like a pretty cool idea. If you could tie a barometer to "wind bonus zones," I think you'd have a pretty solid system. What I mean is, rather than a pinpoint spot where you push a button, you see the Hg start dropping and, if you sail through a spot of some particular size, you get the bonus. Maybe the closer you get to the center, the greater the bonus, like a hurricane. And, if you added in the possibility of damage from the hurricane...made some dynamic OW storm graphics.... I think that would be pretty good, pretty immersive, and an all-around good addition to the game.
Recommended Posts