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Cumulative hotfixes for Seasonal Update: Treacherous waters


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Posted

Today in the hot-fix

  • Tuned Battle Ratings for NPC raider attack which now better correspond the battle ratings for ports 
  • Increased investments points for all ports with the exception of 55 point ports
  • Removed NPC ability to pray to gods and call a player to replace a captain on a Peace server. Loki runes are now useless on the Peace server.
  • Like 7
Posted (edited)
8 hours ago, admin said:

Today in the hot-fix

  • Increased investments points for all ports with the exception of 55 point ports

Before patch

Port Points Count of Ports
15 126
25 94
35 73
45 30
55 7

After patch

Port Points Count of Ports
30 220
40 73
50 30
55 7

Is this correct that all ports have enough points for White Oak and Teak Forest?

I don't see any reasons why nation A will try to capture ports from nation B?

@admin Could you tell what you see the meaning of conquest activity?

Edited by qw569
  • Like 1
Posted
1 hour ago, admin said:

Today in the hot-fix

  • Tuned Battle Ratings for NPC raider attack which now better correspond the battle ratings for ports 
  • Increased investments points for all ports with the exception of 55 point ports
  • Removed NPC ability to pray to gods and call a player to replace a captain on a Peace server. Loki runes are now useless on the Peace server.

I m happy for all the PVE community, it is a good thing for an Alpha stage game to listen the comunity and put then remove some things, wait... Somebody tell me that NA is no more an Alpha.

  • Like 1
Posted
2 hours ago, qw569 said:

Before patch

Port Points Count of Ports
15 141
25 104
35 82
45 42
55 9

After patch

Port Points Count of Ports
30 245
40 82
50 42
55 9

Is this correct that all ports have enough points for White Oak and Teak Forest?

I don't see any reasons why nation A will try to capture ports from nation B?

@admin Could you tell what you see the meaning of conquest activity?

The problem is that there was little point in conquest in the game anyway. Most nations held back from capturing ports that were vital to other nations crafting, because they did not want to destroy other nations and have people leave the game. 

The small nations are too sparsley populated to carry out meaningful RvR and the big nations have all the ports they want and do not want to wipe out small nations so they mess around attacking meaningless ports in RvR most of the time. Recently there has been more serious attacks between the larger nations with the Russian offensive against the Dutch and GB's recapture of George Town and attack into Hispanola courtesy of the combined nations multiflip. This recent impetus has now gone a bit quiet and nations are struggling to get enough players interested in RvR.

But basically I do not think the changes to investment points will increase or reduce RvR, rather it will make it easier for nations that do lose a valuable port to still be able to continue. It will still be hard due to the investment required to rebuild in a new port and I think loss of a major crafting hub will still drive a lot of people away from the game.

Posted

Admin, on these Loki Rune fights.  Problem is players take over a ship, sail it straight away out of the fight, and then surrender or leave the fight.  While it is supposed to provide a cool content to PVE fights, its actually being used by players to ruin fights.  Please consider something to prevent the Loki player from ending the battle by refusing to fight.  Like taking away their ability to surrender and make it so if they sail too far from battle they are removed from control of the ship.

Posted
54 minutes ago, Bryan Von Gyldenloeve said:

If the Danish clans organize it should be duable to be back in 2-3 weeks.

And what do you do if after 2-3 weeks to get the port built up another nation comes along and captures it? How many times will you grind to rebuild before people give up or move to a bigger nation. If nations go all out in RvR that is what will happen, small nations will not stand a chance. GB handed Santa Fe back to Prussia and Nuevitas back to Pirates as they were major crafting ports for those nations and other nations have held back attacking ports for the same reason.

  • Like 1
Posted (edited)
On 10/29/2019 at 12:03 AM, Cetric de Cornusiac said:

Amen. Suddenly well known names from PvP server surface on PvE server. And you guessed the reason. ^^

Well, we lost the occasion to learn from PVE server who where the PVP players that - whilst claiming to be mighty sea warriors - are nothing more than either cowards or sadists

Edited by toblerone
Posted (edited)
On 10/29/2019 at 4:54 PM, andrass van dyk said:

I FOR ONE WILL GO IF PVE BECOMES PVP and i would like a refund then bedause you've brokre the agreement.

 

its very hard to hear but...

do you also pay for the server?....

1.Refund : nope 

2.there is nothing to break ..let it be clear ...the pve server is UP by the grace of the studio...

3. you always have a choice , and  it's your choice.

4.just enjoy it  as long..... as it last.  (it can be forever , but also over today).... nobody knows .

5 everything can still be tested on every server ..

6.it's clear you like the environment of the pve server ,but it does not mean it will never ,or can never  be changed for what it is now. (things always change) . it also means you like what you have now ,and that always good to hear , pve is pve and will not be like the pvp server 

good sail and fair winds  :)

Edited by Thonys
Posted

I find it funny that for the longest time players on the PVP server who did not prefer to do pvp but chose to play in a different role such as trading or crafting were chastised and told that if they did not like pvp that they should go to the pve server. Now it seems there is a tiny group that suddenly claim to be from the pve server wanting pvp on the server. So my question is, if you want pvp why try to infect the pve server with it? There is a war server for that purpose and there is no reason to install something on the pve server that already exists and does not violate the intent of the pve server.

  • Like 2
Posted (edited)
18 minutes ago, Raekur said:

I find it funny that for the longest time players on the PVP server who did not prefer to do pvp but chose to play in a different role such as trading or crafting were chastised and told that if they did not like pvp that they should go to the pve server. Now it seems there is a tiny group that suddenly claim to be from the pve server wanting pvp on the server. So my question is, if you want pvp why try to infect the pve server with it? There is a war server for that purpose and there is no reason to install something on the pve server that already exists and does not violate the intent of the pve server.

my opinion is they overexasurate way way way to much. ( on the pvp server there is  trading and crafting too)

besides it was just for testing (period..., perhaps .....they liked it very much! ) and it was also brought back to the original state

so they don't have to threaten everything.

besides that i have bin on the pve server for 1 hour and was glad to get the hell out of there ...>>>Booooooooooooring (not my thing)

they should all be glad that server is up in the first place.(i think)

but everybody his own i suppose. 

i think i am the mouse (they have to catch me first :)

Edited by Thonys
Posted

Loki runes on PVE should give a duel chance, so creating a duel room for 2 loki owners. End of pvp server it will be :)

Loki was a very bad idea for Peace server.

Posted (edited)
23 minutes ago, AeRoTR said:

Loki runes on PVE should give a duel chance, so creating a duel room for 2 loki owners. End of pvp server it will be :)

Loki was a very bad idea for Peace server.

i don't quite agree ....perhaps it was not very good implemented ..([duelroom] debatable, but still in testing phase )

if you point a gun at your foot ,and pull the trigger you end up with a hole in the foot.

people on the pve server don't have to use the rune... 

and the one that uses it mostly , end up to be sunk ,so what's the point.

it's a missed chance for them...(they have thrown overboard the baby with the baddingwater.. especially on the pve server.... what comes next ? probably nothing.) but that's just my opinion.

mmxdtk45bdwdb.jpg

 

 

 

Edited by Thonys
Posted (edited)
58 minutes ago, Thonys said:

i don't quite agree ....perhaps it was not very good implemented ..([duelroom] debatable, but still in testing phase )

if you point a gun at your foot ,and pull the trigger you end up with a hole in the foot.

people on the pve server don't have to use the rune... 

and the one that uses it mostly , end up to be sunk ,so what's the point.

it's a missed chance for them...(they have thrown overboard the baby with the baddingwater.. especially on the pve server.... what comes next ? probably nothing.) but that's just my opinion.

mmxdtk45bdwdb.jpg

 

 

 

Believe it or not. There are other things than PVP.

"Play and let play", is it so hard for you to accept playstyles of others, as long they don´t affect you?

Edited by Holm Hansen
  • Like 3
Posted
58 minutes ago, Holm Hansen said:

Believe it or not. There are other things than PVP.

"Play and let play", is it so hard for you to accept playstyles of others, as long they don´t affect you?

The thing is though that the devs center the game around pvp, always have. Trading and Crafting are at best a side note in comparison. Now both of those aspects of the game now place players who want to pursue those parts of the game into the open world for longer periods of time, i.e. making them targets for pvp players for much longer periods of time. The devs have never hid the fact that the war server is a pvp server. So, if you dont like pvp either switch to the pve server or go play another game.

Posted
3 hours ago, Raekur said:

The thing is though that the devs center the game around pvp, always have. Trading and Crafting are at best a side note in comparison. Now both of those aspects of the game now place players who want to pursue those parts of the game into the open world for longer periods of time, i.e. making them targets for pvp players for much longer periods of time. The devs have never hid the fact that the war server is a pvp server. So, if you dont like pvp either switch to the pve server or go play another game.

no doubt ...

... but unfortunately, you have missed the topic of my post. It was about the PVE server, referring to the post i quoted there.

  • Like 1
Posted

All good changes, however I do not like the randomness of the "wind instances" I would love to see more a "trade wind" type of scenario where the wind is blowing in different directions on different parts of the map and in different intensity. Maybe do a bit of a mini game as well where sails are being set to optimise the wind that you have. It sure will break the monotony of open world traveling.

I will attach a screenshot of an app of real time wind in the caribbean. Maybe have something like that, that could change at random. Add a perk where a ship's sailing master can help predict the weather. Oh and while we are on weather, storms was a massive concern in the age of sail. when is this feature coming back? It simply cannot just be left out.

IMG-2807.thumb.PNG.53bf91ac1e84bde57a11cabb8e77b3f9.PNG

  • Like 4
Posted
1 hour ago, Peter Fouche said:

All good changes, however I do not like the randomness of the "wind instances" I would love to see more a "trade wind" type of scenario where the wind is blowing in different directions on different parts of the map and in different intensity. Maybe do a bit of a mini game as well where sails are being set to optimise the wind that you have. It sure will break the monotony of open world traveling.

I will attach a screenshot of an app of real time wind in the caribbean. Maybe have something like that, that could change at random. Add a perk where a ship's sailing master can help predict the weather. Oh and while we are on weather, storms was a massive concern in the age of sail. when is this feature coming back? It simply cannot just be left out.

IMG-2807.thumb.PNG.53bf91ac1e84bde57a11cabb8e77b3f9.PNG

"Wind" in this game is sadly one of the more arcade features. A brilliant opportunity is sadly missing; Wind, actually realistic wind in a sail, naval combat sim... I like your idea.

  • Like 1
Posted
5 hours ago, Raekur said:

The thing is though that the devs center the game around pvp, always have. Trading and Crafting are at best a side note in comparison. Now both of those aspects of the game now place players who want to pursue those parts of the game into the open world for longer periods of time, i.e. making them targets for pvp players for much longer periods of time. The devs have never hid the fact that the war server is a pvp server. So, if you dont like pvp either switch to the pve server or go play another game.

This kind of attitude is why the server has a 500 players peak. Luckily devs have already realized that even if some players still have not. 

Posted

Games loose players as players play other games, thats nothing uncommon. People get bored after a while - you can follow release lists of other games and see how games and playerbases relate.

Loki was a good idea, but it wasn't implemented the best way for PvE. On PvE it should be something like: Player1 has enabled Loki for a bonus (e.g. OW NPCs carrying extra chests) but may suffer Lokis fun who invites a player to the battle. But on PvE its "wrong" to add it the way it was/is(?).

  • Like 2
Posted (edited)
8 hours ago, Holm Hansen said:

Believe it or not. There are other things than PVP.

"Play and let play", is it so hard for you to accept playstyles of others, as long they don´t affect you?

i think you accuse "someone who is thinking only about himself "

i can guarantee you..... you haven't  seen any of my other posts, otherwise you never wrote this down this way  .

rinse your mouth.

we will see who is wrong or right in the future.

 

Edited by Thonys
Posted (edited)
21 minutes ago, Thonys said:

i think you accuse "someone who is thinking only about himself "

i can guarantee you..... you haven't  seen any of my other posts, otherwise you never wrote this down this way  .

rinse your mouth.

we will see who is wrong or right in the future.

 

I play on PVP server but I must confess that all that jazz (set up by PVP players) about how good was having loki in PVE server did make no sense.

Point is not PVP itself .... point is NON CONSENSUAL PVP.

Peace server could allow consensual PVP with no problem on the side of PVE players (I guess). But the reason why devs do not put consensual PVP in peace server it that too many players from war server will transfer there to have fair fights and the population of war server - which, we shall adimit it, is the heaven of unfair fights - would get a heavy hit (which is not what it needs right now).

On ther other side, putting non consensual PVP in peace server would have induced quite some PVPers to flock there just to harrass PVE players and peace server would have got a population hit (which would have been a disaster for that server).

So basically PVP players advocating for loki rune in PVE server were just supporting a change that would have killed a server where they did not play in, just to have a couple of months of fun clubbing carebears. 

Devs just made the right choice leaving peace server in peace.

Edited by toblerone
  • Like 10
Posted
On 11/2/2019 at 5:42 AM, Peter Fouche said:

All good changes, however I do not like the randomness of the "wind instances" I would love to see more a "trade wind" type of scenario where the wind is blowing in different directions on different parts of the map and in different intensity. Maybe do a bit of a mini game as well where sails are being set to optimise the wind that you have. It sure will break the monotony of open world traveling.

I will attach a screenshot of an app of real time wind in the caribbean. Maybe have something like that, that could change at random. Add a perk where a ship's sailing master can help predict the weather. Oh and while we are on weather, storms was a massive concern in the age of sail. when is this feature coming back? It simply cannot just be left out.

IMG-2807.thumb.PNG.53bf91ac1e84bde57a11cabb8e77b3f9.PNG

Great idea! and I love the map :)

In addition the wind should track in different directions over time, not simply move in a anti-clockwise way every two minutes.  I often go into port for exactly the number of minutes I need to get a favorable wind. that is not realistic.

Wind boosts could boost in an area of effect in line with a specific 'channel' of wind, move out of the channel and lose the effect.

 

  • Like 3
Posted

When I used to have Microsoft Flight Simulator, there was a downloadable program that would pull data from aviation weather stations across the world, and then plug that into the simulator. It included winds and precipitation. So, if it was windy and raining at Miami, you would land in wind and rain. If there were headwinds in the real world, you'd have a headwind in the simulator.

Now something like that would be pretty cool in this game. Could be some drawbacks (storms can last for days without moving much), but still, I think that would be neat. 

 

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