Cetric de Cornusiac Posted October 25, 2019 Posted October 25, 2019 (edited) Just come over to us on PvE peace server and you are all set. And the trade winds do fine here... Edited October 25, 2019 by Cetric de Cornusiac
EliotXII Posted October 25, 2019 Posted October 25, 2019 3 hours ago, Wraith said: Wait, you're complaining about this on the PvE server? Why on earth does it matter for you? matter for the simple fact of profit for reduced playing time and reduced for me then reduced for all who deliver.just as I have all the DLC and I care about the factories. if the economy does not go well = general does not go well.but I hope you have no prejudice with PvE players. ~In the case of "wind" it could be a 5-12% increase over the ship's base speed, 30-70% for special events like thunderstorms and windstorms, and the risk of the sail tearing or the mast breaking. 1
EliotXII Posted October 25, 2019 Posted October 25, 2019 4 minutes ago, Wraith said: No, no prejudice at all, but given that you're not actually competing with anyone for anything and you surely aren't losing many ships, why are you fussed about wind boosts and a dialed down economy? I mean, the scaled back cargo and passenger missions affect everyone, and production costs haven't changed... so, everyone is still on equal footing... What's to complain about? simply because I like a nice and beautiful game to play, not a boring thing. would need to maintain a balance between everything. if they move too much in the winds as they did it becomes unrealistic and disproportionate, if they messed with the mission making it difficult to profit, sooner or later the price of everything starts to rise. 2
EliotXII Posted October 25, 2019 Posted October 25, 2019 10 minutes ago, Wraith said: But surely having something to do while you sail (looking for and exploiting wind gusts) is more interesting than AFK'ing or watching Netflix? Why wouldn't you want to reward active vs. passive play? And from an economic perspective you're kind of thinking of it bassackwards. As people earn less, then prices will have to go down or goods won't sell, right? The relative buying power of each real goes up in other words. When people have an abundance of reals, the prices simply will keep going up as their buying power goes down... this is called inflation, and is baked into the system when you have too few sinks in the economy relative to how quickly you can generate reals and doubloons. irrelevant, everyone knows that the shortest distance between 2 points will always be a straight line, having to look at the sea limb looking for or hunting for wind is no more interesting than going to do something else and leave it on the route.if it is wind it could be fixed points that would stand by ... I don't know ... 5 to 10min and appear elsewhere, and anyone passing there would automatically gain a speed buff of 5 to 12% at base ship speed . In this case both the passive and the active win out, the active can hunt down these "pockets of wind" and the passive if it falls into one of them comes faster too. It depends, if you have a lot in the market, yes, the price drops, but if you have a little price on, and as everyone gets less it will be impossible for someone to buy something, and we can not forget the cost of production that also fell with the falling coins. of gold. At a glance the price of profit has fallen, but that of spending on production and factories apparently does not. 1
Conte D. Catellani Posted October 25, 2019 Posted October 25, 2019 (edited) @Angus MacDuff I'm not belittling the difficulty of new players in this game. I'm laughing at the fact that some people think it's because of the most recent patch. The learning curve for new players is extremely high and many of us have proposed real, achievable solutions that would help out in this regard. It's just not because of this patch. Yes, but till the patch I always placed my hopes on the tlynx speed, knowing that only few ships could catch me: requin, prince and Niagara. Since I love pirate's movie I choose that side also ready to be killed by orhe players but damn we are just in the middle of the map. Lucky their are also skilled players that help you to catch new ships or to level, but is not all the day. An other theme are alts, if they are allowed, why are not in the market doblon DLC? The goal is the same at least who don't want to manage an alt just buy a chess full of doblons or maybe a package with doblons and trade ship.. Edited October 25, 2019 by Conte D. Catellani 2
ZWAJO Posted October 25, 2019 Posted October 25, 2019 8 hours ago, Angus MacDuff said: I'm not belittling the difficulty of new players in this game. I'm laughing at the fact that some people think it's because of the most recent patch. The learning curve for new players is extremely high and many of us have proposed real, achievable solutions that would help out in this regard. It's just not because of this patch. That's as may be, but this patch might as well be called the griefers patch, because lets call a spade a spade that's what it is. Real PvP'rs that want to fight COULD go to the circle and fight others who want to fight... everything in this patch is about letting the trolls force pvp upon people who weren't looking for it. The log books the rune the whole bit... so no this patch very much did make an already bad situation MUCH worse for new players as the seal clubbers were just given a great set of tools to work with. 5
Sir Max Magic Posted October 26, 2019 Posted October 26, 2019 On 10/24/2019 at 8:29 PM, Falkthorn said: Some friends and me just started playing after a long break. Was fun to come back into the game (despite everything being wiped), but it was fun starting on scratch. Then the patch came with the gust of wind or what its called. What few ships we had gathered are now all gone thanks to it now being impossible to outrun the guys only gunning for PvP. Dont get me wrong, I love PvP, but most of you know how it is to fight against someone in a "pvp rigged" ship. As I said most of our stuff now is gone and just moving outside to try to kill a few NPCs for money end up in enemies joining 80% of the time. Try to make a money run in a trader? Get run down by someone that got to the wind patch first. Im sorry to say that our stay was short. Might be trying again some time in the future. Might. Saturday 2am Servertime: 261 People online our own clan online: 1 (me) Usually the above numbers were the last months: around 400 - 500 and around 15 for our clan at the same time @admin, cant you see the signs ??? Maybe People dont like your changes, despite all the silly explanations ? Especially so short after a big update, the numbers should be much higher than usual for being something new in the game...not lower 3
Sir Max Magic Posted October 26, 2019 Posted October 26, 2019 On 10/24/2019 at 9:07 PM, DreadPirateBob said: Thanks sharing your experience. This is exactly what many of us who've been opposed to the patch have been pointing out. For a while, @admin was wise enough to realize that anything that gankers like @Gregory Rainsborough are cheering for (see: wind gusts) is detrimental to the game as a whole. I hope admin realizes that once again he has fallen into the trap of listening to the hardcore PvPers and gankers and, once again, the player base is suffering as a result. Exactly...and dont forget @Wraith and some other Hardcore PvPers to your list, who, quelle surprise, are now hardcore defending the Gankers Gust in the forums, when outside in the real world, People stop playing because of it... And what makes @admin to all those desperate complains: throwing stubbornly from the table and telling the people essentially that he doesnt care
Sir Max Magic Posted October 26, 2019 Posted October 26, 2019 (edited) 10 hours ago, Angus MacDuff said: I don't understand that. The speed boosts allow you to cross the map at amazing speeds. A TBrig using the speed boosts is much safer than it used to be and I can't imagine how fast a TLynx is now. We just have to re-configure our tactics to maximise the advantages that we now have. If you are taking the same time to reach a destination, then you haven't figured out the best option yet. Dont understand your replies regarding wind hyperlanes, mate When remembering your answers in the past, you were always advocating solo, relaxed gameplay and were always more on the trader side... Therefore i dont understand that someone like you, can advocate those boosts, because when they (seldom) make trading runs faster, most time they make gankers happy ! That players like @Wraith are happy i might understand at some extent but not you This is NOT only my personal perceipton but also the one of our Clans biggest PvPer, others might call him Ganker , who stated never was it so easy to catch all those russian traders... And even when taking profits out of the new system, he hate this system by heart...and so do many of my fellow collegues who know EVERYTHING about the game and are far away from being unexperienced newbs Edited October 26, 2019 by Sir Max Magic
Sir Max Magic Posted October 26, 2019 Posted October 26, 2019 (edited) 5 hours ago, Wraith said: The shortest distance when sailing doesn't equate to the shortest amount of time, and this is magnified by an order of magnitude when considering you can stack wind boosts. And so if you're talking about efficiency with regards to money earned per time spent... you'll do far better now to take advantage of the wind. And no, it really doesn't depend on a little vs. a lot in the market, as the economy in most games and Naval Action is no exception, is very strongly linked to a monetarist system of inflation and pricing. Where the price of goods and the relative buying power is purely a function of available currency. Since the cost of production is fixed, both in terms of labor hours *and* in terms of port production per unit time, the amount of available currency is going to almost completely determine the price of said goods, especially player-produced items like ships, elite mods, etc. And since money is still super easy to come by, far outstripping the "costs" of production, the rate of inflation will just go down, not disappear entirely. What you Guy dont understand that NOTHING makes long trading runs more interesting, nothing !!! In the past, you could just go out with your dog, doing homework, watching netflix, or in my case, doing my job when NA was running in the background... NOW you are FORCED to STARE all the time at the BORING sea, looking out for wind hyperlanes, either for being faster but more for not getting ganked by Gankers who camp the wnd gusts... but BOTH does NOT make the life of traders more happy So really tell me how this is good for traders, even on PVE (and i am NOT playing on PvE), when you have now even to play ACTIVE the most boring things in the game ??? There are so much things adrenalin packed in the game, PvP, RvR, even when hunting large AI fleets...that many of us enjoyed the silence of trading between all this stress...and now also this is gone Maybe @admin wanted to make the life of Traders more easy with the patch, but looking who defends the wind hyperlanes up to now, he made ONLY the wolves more happy...and even more potent Edited October 26, 2019 by Sir Max Magic 2
Hawkwood Posted October 26, 2019 Posted October 26, 2019 Amusing all these comments. Please keep posting
Chromey Posted October 26, 2019 Posted October 26, 2019 make the wind boosts as to be always showing on the map so people can plan accordingly (specially the ones who dont seem to know) will make them less angry i think.
Angus MacDuff Posted October 26, 2019 Posted October 26, 2019 7 hours ago, Sir Max Magic said: Dont understand your replies regarding wind hyperlanes, mate When remembering your answers in the past, you were always advocating solo, relaxed gameplay and were always more on the trader side... And I still want better trading....But I rarely ever went AFK. If I run TBrigs or Indiamen, I have a 5th rate up front. The only unescorted traders I run are TLynxs and I've been loving the speed with which I can get across the map. I see in your following post that you are unhappy with not being able to go AFK because now we must keep a lookout for the gusts, and in that you are correct. I imagine this has a very big impact on those who prefer to set a course and walk away for a bit, but that has never been me. Now we cannot afford to NOT use them because if you set your ship on a long AFK sail without the gusts, some dirty hunter with a boost will snap it up. 2
ZWAJO Posted October 26, 2019 Posted October 26, 2019 2 hours ago, Mascarino said: Vernon Merrill you can return, you are forgiven. This fanboy is even worse than you. Your wasting your time mate, @Wraith and the handful like him would love nothing more than to be able to teleport to every trader, pve'r and noob in game and sink them in one volley... they don't want balance or gameplay they want easy kills... and @admin for some ungodly reason has decided to listen to them. Best not to even waste your breath they'll just shout you down with inane prattle about being a PvP game and get gud. You really have to just decide to play or not, cause the dev's aren't listening. 1
Obi-Heed Kenobi Posted October 26, 2019 Posted October 26, 2019 (edited) 25 minutes ago, ZWAJO said: Your wasting your time mate, @Wraith and the handful like him would love nothing more than to be able to teleport to every trader, pve'r and noob in game and sink them in one volley... they don't want balance or gameplay they want easy kills... and @admin for some ungodly reason has decided to listen to them. Best not to even waste your breath they'll just shout you down with inane prattle about being a PvP game and get gud. You really have to just decide to play or not, cause the dev's aren't listening. I wouldn't go that far. I think what a lot of us would like to see is system where it's PvP when you want, or when you've assumed the risk of it (sailing in the OW, traders are fair game - see any tonnage war in history). Speaking strictly for myself, what I don't want to see is PvP crammed down our throats. Again, speaking personally, I don't always have the time requirement for a good PvP fight, for instance if the kiddo is about to wake up. If you catch me, fair is fair, and if I've really got to go I'll just surrender and apologize for it, but still...if I'm out tagging AI just for the fun of it, don't force me into it every single time. Plus, to be competitive at PvP as the game currently stands, you've got to have unboxed your ship. That pretty much requires PvE, and forcing PvP on people who haven't unboxed ships yet is pretty discouraging for all but the most dedicated. Edited October 26, 2019 by Obi-Heed Kenobi little modification 4
ZWAJO Posted October 26, 2019 Posted October 26, 2019 (edited) 51 minutes ago, Obi-Heed Kenobi said: I wouldn't go that far. I think what a lot of us would like to see is system where it's PvP when you want, or when you've assumed the risk of it (sailing in the OW, traders are fair game - see any tonnage war in history). Speaking strictly for myself, what I don't want to see is PvP crammed down our throats. Again, speaking personally, I don't always have the time requirement for a good PvP fight, for instance if the kiddo is about to wake up. If you catch me, fair is fair, and if I've really got to go I'll just surrender and apologize for it, but still...if I'm out tagging AI just for the fun of it, don't force me into it every single time. Plus, to be competitive at PvP as the game currently stands, you've got to have unboxed your ship. That pretty much requires PvE, and forcing PvP on people who haven't unboxed ships yet is pretty discouraging for all but the most dedicated. how would you not go that far? we have a PVP circle that's quite small where people can go and fight others of a similar mindset, the current changes however are not about pvp, loki runes and log books, even to some less extent the wind gasps are all about allowing the people who love to bully weaker players to do so with impunity. No with loki runes they literally risk nothing, and with log books can find even the most remote of pve'rs trying to grind... and thanks to wind gasps no matter how far, they can be there before the timers close out... this patch has piss all to do with people who want to fight others wanting to fight, and everything to do with making the griefers job easier. That said I do agree with @Wraith that the economy needs fixing..this wasn't it, as its still skewed heavily in favor of the same people it always was.. but it does need fixing... it need low, med, high risk options with commiserate rewards and time investments.. something for new and experienced players to do. Edited October 26, 2019 by ZWAJO 3
Genevieve Malfleurs Posted October 28, 2019 Posted October 28, 2019 On 10/26/2019 at 5:37 PM, Wraith said: That's the most laughable thing anyone has said in this thread. You really must be new around here if you think I'm a fan boy. 🙄 But I refuse to suffer fools and the overwrought hand-wringing being tossed about around a set of changes that were necessary to control inflation and bring some semblance of balance back to how reals/doubloons are earned in the game for different types of activities. Further down you write about deflation kicking in. What now? Currency-issues could be controlled/influenced by maintenance-cost for ships for instance. What´s your opinion on that?
Hawkwood Posted October 28, 2019 Posted October 28, 2019 On 10/26/2019 at 6:11 PM, Wraith said: So, you're seriously saying that the buying power of 1 real hasn't changed since the wipe? And if you can sell me Naval Clocks cheaper now than at wipe, or Art of Cargo for 1.5 mill, I'll buy them. The supply and demand of different items, and their pricing, conflates with the buying power of reals and their price. So looking at any one thing and its price in the economy isn't the best way to inform yourself on inflation. But by way of anecdata, I know I sure as hell wasn't paying 1200 per hull rep at the wipe and now, I literally don't even blink an eye because that cost is meaningless relative to the amount of money I'm sitting on. Money supply is not the cause of inflation. Basic economy, although the in game economy has nothing to do with real one. 2
LegoLarry Posted October 28, 2019 Posted October 28, 2019 (edited) TBH I don't get all the anx about ingame inflation, after all is all magic beans at the end of the day. If people start to charge to much people won't buy, simples. Edited October 28, 2019 by LegoLarry
Aquillas Posted October 28, 2019 Posted October 28, 2019 Another consequence of trading missions is that capturing a trader does not worth at all, because she is loaded of trading mission cargo. If the hunter captures the ship, like any corsair would have done, he would receive a load that is valuable in one port only, in which he cannot enter with his war ship. This is another breaking economy fact: very few traders skipped by players have a valuable cargo. The first reaction of the hunter after capturing a ship is just to sink her... Which would be contestable in a economy based interaction between players. Which is non-historical 3
admin Posted October 28, 2019 Posted October 28, 2019 2 hours ago, Aquillas said: Another consequence of trading missions is that capturing a trader does not worth at all, because she is loaded of trading mission cargo. If the hunter captures the ship, like any corsair would have done, he would receive a load that is valuable in one port only, in which he cannot enter with his war ship. This is another breaking economy fact: very few traders skipped by players have a valuable cargo. The first reaction of the hunter after capturing a ship is just to sink her... Which would be contestable in a economy based interaction between players. Which is non-historical good point 8
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