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Hotfix for port capture - Capital first rule is no more.


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Posted
2 minutes ago, Prince of Wales said:

The only exception i would like to see, if this change was implemented, is that shroud cay can still be used for bahamas hostility missions since it would allow it to become a “battle royale” of the islands which imo could be interesting

Exceptions like that are tough.  What seems perfectly reasonable to you (or me) will cause massive rage in another group.  I can't imagine having anything vital in those shallow ports, but others might...

Posted
39 minutes ago, Prince of Wales said:

You would be putting prussia, russia and poland behind a dlc wall, now i know we are meant to be a hardcore nation but surely a simpler fix would be, once a hardcore nation owns a port it can no longer gain hostility missions from freetowns?

this is the perfect simple solution.

 

good idea

Posted
36 minutes ago, Prince of Wales said:

The only exception i would like to see, if this change was implemented, is that shroud cay can still be used for bahamas hostility missions since it would allow it to become a “battle royale” of the islands which imo could be interesting

it could works but shroud, as any other ports, should drop hostility mission only and always for the 3 nearest port.

ex: if i'm french and nearest ports are already french, shroud doesn't drop any hostility mission. if i lose 1 of the 3 nearest port, shroud will start dropping hostility only for that nearest port of another nation

Posted (edited)

I notice after today's patch that you can now only take hostility for the two closest ports. Was this announced anywhere and were there any other changes in today's patch?

Edit: With all these changes regarding which ports can be attacked from where, can we please have some indication in a port to show that it is able to be attacked. Even if it was something as simple as a red dot to show it was vulnerable and a green to show it was safe. It can be quite difficult at times to work out which ports are vulnerable. 

Edited by Archaos
Posted
6 hours ago, huliotkd said:

no one should start from an impossible nation. a new player doesn't know nothing about game so it is absurd if he can start from an impossible nation without capital.

so impossible nations are nation for players who already knows something about the game, more or less a vet player. a vet player started in to a default nation and then switched so every impossible nation palyer we have now are surely experienced players.

so, giving the possibility for impossible nation to take hostility mission from Freetown wo'nt rise the numbers of new player because if a new player start in an impossible nation he will rage quit because he has no experience of the game. so impossible nation will always be a 2nd choice for a new players

Pirates should be removed from chargen and go back to how we use to have to become a pirate, by attacking some one of our own nation.   Than if you want to go from pirates to National you either have to delete your char and make a new one or use forge papers (a pardon) to join a nation again.   The impossible nations should never been put in game, but the mechanic should been for PIrates (actually thought that was what we where testing it for).  

Now what they could do is make a faction:  Privateer - All nations that aren't the core nations (French, Spain, US, Dutch, Swede, Dane, GB) that are added to game fall under this faction.  They have the same rules as pirates, but carry there own flags.   This way they can add other nations to this group.   Privateers are for experience players, so you have to either delete your char and make a new one under that faction or use forge papers, but make it so you need to rank up to Master Com first (pass the exam) before you can become one of these nations.  

5 hours ago, Prince of Wales said:

You would be putting prussia, russia and poland behind a dlc wall, now i know we are meant to be a hardcore nation but surely a simpler fix would be, once a hardcore nation owns a port it can no longer gain hostility missions from freetowns?

Why not?  Three nations that should of never been in game in the first place.  If anything they should been a sub group of the pirates (Privateers) who should have the impossible nation start with no capital in game.

 

Back on topic though, the only reason we are seeing a spike of PB's is cause of no timers and can jump around the capitals that have timers on them.   There needs to be some way to share funds in game.  Like capital owners can donate to the lower ports of the region or they can set the timer for the whole region cause they are the ones making most of the money, not the sub ports.

  • Like 1
Posted
5 hours ago, Prince of Wales said:

The only exception i would like to see, if this change was implemented, is that shroud cay can still be used for bahamas hostility missions since it would allow it to become a “battle royale” of the islands which imo could be interesting

Shroud Cay should just count as the capital for those nations.  They have to branch out from that center since we are no longer limited to capital only they would have to hope ports to get to other parts of the map, but this is all wishfull thinking cause you know they will never do a map reset (not wipe just port rest to neutral) now that Russia dominates the map of a game where they had zero reason even being in this game other than DEVS Bias.

Posted

@admin Maybe tweak the BR on 2nd rates and 1st rates compared to the 3rd rates? I marked the 3rd rates used in battle with yellow :P

The combination of health pool, firepower, thickness and crew still makes the 3rd rates unfavourable over the 1st rates in rvr

image.png.fb7aad4f5b09d32fe83bb9738de42aa8.png

  • Like 2
Posted
1 hour ago, erelkivtuadrater said:

@admin Maybe tweak the BR on 2nd rates and 1st rates compared to the 3rd rates? I marked the 3rd rates used in battle with yellow :P

The combination of health pool, firepower, thickness and crew still makes the 3rd rates unfavourable over the 1st rates in rvr

image.png.fb7aad4f5b09d32fe83bb9738de42aa8.png

This is an issue I've seen in other games. I'm no expert by any means what so ever; but I've worked on mods for other games like TW. And when balancing combat you find yourself giving units lower stats on every category for lesser units. Giving more attack, more defense, more HP, more damage to better units; so they wind up extremely superior. 

I think if the HP amounts where closer among all Ships of the Line then we'd have a nice balance. The difference in firepower is enough for 1st rates to be superior. Maybe slightly higher BR for 1st rates would help. 

 

  • Like 1
Posted
On 12/12/2019 at 9:36 PM, admin said:

We announced them in advance. I am on the paternal leave so I cannot really think about player timers more than i already think.

congrats man . always tell yourself it will get better :D

  • Like 2
Posted
On 12/12/2019 at 9:36 PM, admin said:

We announced them in advance. I am on the paternal leave so I cannot really think about player timers more than i already think.

Congratulations. In Spain we say that children at birth bring bread under their arm. (successes at work, joy in the family etc.). So be it. 🍼🍼🍼

  • Like 3
Posted
On 12/12/2019 at 9:36 PM, admin said:

We announced them in advance. I am on the paternal leave so I cannot really think about player timers more than i already think.

Congratulations. Enjoy him/her every second. F*** game some time 😁

  • Like 3
Posted
On 12/12/2019 at 20:36, admin said:

Los anunciamos por adelantado. Estoy en licencia paterna, así que realmente no puedo pensar en los temporizadores de los jugadores más de lo que ya pienso.

Enhorabuena!!, y muchas felicidades!!

 

  • Like 3
Posted
On 12/13/2019 at 11:17 AM, erelkivtuadrater said:

@admin Maybe tweak the BR on 2nd rates and 1st rates compared to the 3rd rates? I marked the 3rd rates used in battle with yellow :P

The combination of health pool, firepower, thickness and crew still makes the 3rd rates unfavourable over the 1st rates in rvr

image.png.fb7aad4f5b09d32fe83bb9738de42aa8.png

Interesting
But i think the current battle ratings properly reflect the strenght of 3rd rates compared to 1st rates. almost 2 bellonas for 1 ocean. 

Posted
On 12/12/2019 at 1:59 PM, Mad Dan Morgan said:

Haha been there, funny how the wife's brain turns into a vegetable by the second trimester and you have to think of every little bloody thing. Keep in mind when all they do is eat,poop and sleep those are the easiest months.  Good Luck. 

 

On 12/12/2019 at 3:59 PM, Knobby said:

Congrats admin! I wish you many nights of uninterrupted sleep!

 

On 12/13/2019 at 2:56 PM, BoomBox said:

congrats man . always tell yourself it will get better :D

 

On 12/14/2019 at 7:15 AM, Sento de Benimaclet said:

Congratulations. In Spain we say that children at birth bring bread under their arm. (successes at work, joy in the family etc.). So be it. 🍼🍼🍼

 

On 12/14/2019 at 10:51 AM, SirAlatriste said:

Congratulations. Enjoy him/her every second. F*** game some time 😁

 

On 12/14/2019 at 1:04 PM, Paco de Lezo said:

Enhorabuena!!, y muchas felicidades!!

 

Thank you Admirals.

  • Like 7
Posted
39 minutes ago, admin said:

Interesting
But i think the current battle ratings properly reflect the strenght of 3rd rates compared to 1st rates. almost 2 bellonas for 1 ocean. 

Reporting in, sir!

I have been doing fleets in the last days, lineships to be more precise, and our broadsides (I was sailing a captured first rate) often destroyed one third, even half, of the enemy´s side, producing also reload shock most of the times. I'm not an expert but I would say a fleet of third rates will have no chance against another of first rates, even if they have number superiority.

 

I'm happy with the news about your family. Congratulations, Sir!

  • Like 1
Posted
On 12/11/2019 at 12:38 PM, admin said:

i believe free towns should be player choice or pirate choice not system choice - but it will ruin gameplay for many. What do you think

If Raiders could attack Free Towns and convert them to Neutral Towns, this could be an interesting dynamic on PvE. Of course players buildings will be subject to the conversion penalties. 

Posted (edited)

i hope you will nerf OW privateers speed. if they go at normal speed they will be a good implementation into servers

Edited by huliotkd
P.S. posted in the wrong thread, sorry
  • 4 weeks later...
Posted
On 12/11/2019 at 11:30 AM, Atreides said:

@admin

Small clans hold a lot of these small satellite ports, and some of these small clans make NO income from taxes.  These small ports are now bang on the front line which means defense timers are vital.  I would strongly suggest reduction of the timer cost for a tiny port to at least not be so prohibitively expensive.  Some of the larger clans are making 10s of millions in taxes, this new mechanic puts a severe disadvantage to defending the front line.

 

Yep prime example is my clan, we have to have one other clan give us money for timers for one port and than yesterday another port gets flipped by Red which we lost today cause we thought Casigua wasn't the two closes from Coquibacoa.   Other wise we would of had timers and we couldn't afford timers on two ports without help from bigger clans cause we don't make any money off those ports and a lot of the clan has stopped playing cause Devs have not fixed issues that people keep asking to be fixed.   

On 12/13/2019 at 10:12 AM, Archaos said:

I notice after today's patch that you can now only take hostility for the two closest ports. Was this announced anywhere and were there any other changes in today's patch?

Edit: With all these changes regarding which ports can be attacked from where, can we please have some indication in a port to show that it is able to be attacked. Even if it was something as simple as a red dot to show it was vulnerable and a green to show it was safe. It can be quite difficult at times to work out which ports are vulnerable. 

How do you know what ports are the two?  We thought it was two other ports and come to find out it either changes or it wasn't the two we thought?   So we have to have alts in that nation to check it's missions.  There really needs to be a means to know what ports are effected when there isn't a straight line.  The Maracoibo bay area doesn't exactly tell us what two ports are next that Russia could pull on Dutch.  

Well it really doesn't matter cause once they take Maracaibo I think most are just going to stop playing as we don't want to move our stuff.    This game had it's time where it's fun, it's no longer fun cause a NATION THAT SHOULD NEVER BEEN IN GAME IS ZERG CAUSE THE DEVS DON'T KNOW HOW TO BALANCE CRAP.

 

Oh and before some one says trade is easy....not when your a US player and all the good items have been bought up and sold before you get off work and online to play.  All you get is the barrel scrappings and make very little profit on runs.   Can't make money grinding AI any more and trade still sucks cause it's all bought up by folks with no life or in other better time zones.

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