Kejsaren Posted April 20, 2020 Posted April 20, 2020 (edited) 10 minutes ago, RepairyMcRepairous said: so? if they are fast enough to do it, they will do it in battle anyway. Not same thing. Things happen between when battle starts until they actually catch up to you. By that time maybe distance to some of the heavy gank ships is enough for me to deal with faster ships. If all start close it is different. Anyway, again i hope they really test this from different angles because they are out on thinn ice here messing with these mechanics. Edited April 20, 2020 by Tsiang Dao Ming 3
Sea Archer Posted April 20, 2020 Posted April 20, 2020 2 hours ago, admin said: You should read the patchnotes information first - it said - hostility time will be unified and slowed down. All ports will take similar time despite player numbers. Having numbers will just allow defenders or attackers to stop it from happening. There will be no more insta hostility flips. @admin can you give us a more detailed description of how the hostility shall look like? Right now everbody is just speculating how bad it may get. I would like to discuss your concept before we see it in game.
z4ys Posted April 20, 2020 Posted April 20, 2020 (edited) 2 hours ago, admin said: Having numbers will just allow defenders or attackers to stop it from happening. There will be no more insta hostility flips. Currently the hostility missions can spawn miles away from the actual port. That sometimes lead to weird locations of those missions (For example hostility missions for cochinos spawned between jagua and trinidad or missions for corrientes at Cocodrilo) Hositlity missions should be port related and spawn closer. Will this be adressed too? Finding those missions because of the big spwan range and weird locations are a major inconvenience for the defender (got partial solved by logbooks) Edited April 20, 2020 by z4ys
Kejsaren Posted April 20, 2020 Posted April 20, 2020 2 minutes ago, Sea Archer said: @admin can you give us a more detailed description of how the hostility shall look like? Right now everbody is just speculating how bad it may get. I would like to discuss your concept before we see it in game. Agree, discussing it before can't do no harm. Maybe something will be discussed that developers haven't thought about that they agree on and help make better change. 1
Borch Posted April 20, 2020 Posted April 20, 2020 2 hours ago, Comrade FrosT said: The whole point is that admin doesn't want to give us precise details about how hostility will work (yes, it will be slowed down, and...??). If I knew, I wouldn't complain about removal of screening in current state of the game. I didn't said that you shouldn't/couldn't complain. All I'm saying is that screening will be in game but possibly due to changes the price will be no PB's at all for smaller nations. Also, with PB teleport item good defensively located ports will loose that advantage.
Sir Max Magic Posted April 20, 2020 Posted April 20, 2020 57 minutes ago, Smoothie said: imho we see more tribunals about alt farming or green on green than tribunals about griefing during screening. Do you have also plans to remove alt farming? Perfect reply when @admin is again twisting the reality to his liking +1
Liq Posted April 20, 2020 Posted April 20, 2020 So when I tag someone and he proceeds to run away, I can only shoot my bow chasers but would catch him eventually, he would get away because Im literally unable to damage him in time? 2
sigh Posted April 20, 2020 Posted April 20, 2020 (edited) All those negative comments on the RVR change makes me laugh. One thing to consider, not a single real RVR actor complained about it. Knowing a large body of main actors, I can say we are all embracing this change and have been waiting for years. I personally requested it two years ago. It is the first step in the right direction announced in a long time. Let's explain since you have no idea nor understanding of the reasoning behind and only see your own selfish interest. Although it is pretty simple. To get the chance of creating a port battle, it means a group of people invested time and commitment into the game by doing hostility missions. Then again the following day, this group with usually the same core players have to invest and commit again. They have one restriction though, the port BR which means their fleet can possibly be a mix of medium and small ship. Now those players who committed already many hours can be denied access to the content they literally worked for, by what one could call nuisible players, which did not commit anything to get content. On top of it, those nuisible players do not have the BR limitations the port battle fleet has. It has been observed many times, by all relevant RVR groups which by the way did not change much over the last years. And all can agree screening fleet was a not a designed mechanic but a mechanic abuse. All this mechanic abuse has generated over the years, is the loss of players at first in RVR and then in game due to the lack of reward for commitment. For once, commitment will be rewarded and it feels so good. Unfortunately, for me, and for many others, this comes too late and is too little a change. Nuisance should never be encouraged, it is a very good decision gameslab is taking by providing free access to port battle. For the record I have been on either side of these abuses, and neither felt like a fair play. For those who liked to ruin people's investment, you can always group up and look for battles, but my guess and experience with you is you are actually not looking for battles. You are only looking for easy overkill battles. No judgement, mere observation. Now, regarding hostility generation, the current system is boring, the previous one and the one before were as well. Let's see what gamelabs comes out with before you put a judgement on it. One sure thing is, mission stacking must be removed from the game at all costs. Let us hope the next changes would be on multiflips, which are an aberration for a fun environment, it only encourages toxicity and abuses. Nations and clans should have a fair chance of defending any port they worked to get. It should not be allowed to force a nation to spread so thin they have to make decisions on which port to defend and which to leave. The content should be the battle, not the pixel on map. have any port battle on a single nation separated by 2 hours minimum for instance. There are so many things which could be changed such has port owner defining the BR themselves with a minimum and a maximum depending on port an buildings + number of outpost open. and so on... Unfortunately, watching the forum lately, it looks to me like the only people left are ego and toxic people... When is the last time a great suggestion was made? when was the last time this community actually congratulated each other on a battle and had a good laugh together as opponents? Toxicity has been encouraged to a point, this community is the worse I have been given the chance to observe in a game environment. Edited April 20, 2020 by sigh
Capitalism Posted April 20, 2020 Posted April 20, 2020 4 hours ago, admin said: Gone. Thanks for screening and holding in battles too. Battle timer will increase but if you cant get to the good damage zone in 10 mins Bye bye. Tag properly Or sail essex with control perk So the only counter to defensive tagging will be to run control and having control will make the damage counter irrelevant? Another question that crossed my mind, will the damage counter be visible or hidden, and if visible, shown for both sides? Like, if I've met my damage quota on one player will that preclude me from leaving but not the other ship I've been firing on intermittently? I dislike very much the unpredictability of magic battle over just because some hidden counter wasn't filled in time... it's just so game-y. I'd think that distance-based control-for-all would make far, far more sense and be so much easier to implement and understand for all players. 2
ashley Posted April 20, 2020 Posted April 20, 2020 18 minutes ago, Liq said: So when I tag someone and he proceeds to run away, I can only shoot my bow chasers but would catch him eventually, he would get away because Im literally unable to damage him in time? This is the scenario I presented to @admin and he basically confirmed that that's how it'll work. Better make sure you tag when you are right next to someone
Serk Posted April 20, 2020 Posted April 20, 2020 (edited) 1 hour ago, Liq said: So when I tag someone and he proceeds to run away, I can only shoot my bow chasers but would catch him eventually, he would get away because Im literally unable to damage him in time? Keeping a ''newb killer'' tagged in battle for as long as possible was the only real penalty to impose on them for hunting newbs in their speedboat. Let's just hope this won't make things easier for them. Edited April 20, 2020 by Serk 1
Macjimm Posted April 20, 2020 Posted April 20, 2020 (edited) 2 hours ago, sigh said: Unfortunately, watching the forum lately, it looks to me like the only people left are ego and toxic people. Easy solution. Stop watching the forum. Ironic that you leave a toxic comment to criticize toxicity. This forum is not the community, in so much as there are lots of fine players play the game but dont watch or write here. Edited April 20, 2020 by Macjimm 2
admin Posted April 20, 2020 Author Posted April 20, 2020 1 hour ago, JG14_Cuzn said: Do you even play your game? serious question. not a troll. This is an irrelevant question (maybe even stupid). No sane developer would say that they dont play Every developer must answer yes to this question no matter if they play or not. Also You are implying that we got the best of steam award by driving blind? In this case dont you mean we are FUCKNIG AWESOME developers who are able to develop one of the best games of 2019 (by valve's Gaben opinion) by not playing it at all ?
admin Posted April 20, 2020 Author Posted April 20, 2020 1 hour ago, Liq said: So when I tag someone and he proceeds to run away, I can only shoot my bow chasers but would catch him eventually, he would get away because Im literally unable to damage him in time? Yes Liq Get a control perk. If "catch him eventually" means in 40 mins - I said NO to this mechanic. No more time wasting. Thanks devs, you are awesome devs. 1
ashley Posted April 20, 2020 Posted April 20, 2020 1 minute ago, admin said: Yes Liq Get a control perk. If "catch him eventually" means in 40 mins - I said NO to this mechanic. No more time wasting. Thanks devs, you are awesome devs. Then make tag circles smaller so we start closer... 4
admin Posted April 20, 2020 Author Posted April 20, 2020 Just now, ashley said: Then make tag circles smaller so we start closer... good idea 4
William Death Posted April 20, 2020 Posted April 20, 2020 7 hours ago, admin said: We are now also reworking EXIT TIMER which will depend on damage per last minute to avoid people from keeping large ships in battle by single shots. I cant believe it took so long to realise this. To keep a person in battle you will have to deliver good amount of damage otherwise this battle is over. What will happen then to the epic chases? When my ship is a little bit faster (maybe 0.4kn faster), and I'm slowly clawing my way up to him. Will he escape from battle and then magically speedboost away from me in open world? I hate kiting/trolling as much as anyone else. But I also liked those long chases. Not the ones that end up being tagged over and over and over again until one side gets enough people amassed to sink the ship, that is no fun, and that is why re-tag timers should increase after battles, to allow the escaped ship more time to gain distance in OW. Maybe consider changing it to be auto-control perk to 1200m. Then if the ship is outside that range for 2 minutes and takes no meaningful damage, it can escape. That gives the opportunity for proper chases but also eliminates sail-tagging at max range to waste time. Historically, chases could go on for days or more when one frigate was running from another frigate. Captain skill, precise trimming of the sails, and careful maneuvering won the day. Don't take those long chases away from the game please. 5
Teutonic Posted April 20, 2020 Posted April 20, 2020 (edited) 7 hours ago, admin said: This waste of other people's time is not content We are now also reworking EXIT TIMER which will depend on damage per last minute to avoid people from keeping large ships in battle by single shots. I cant believe it took so long to realise this. To keep a person in battle you will have to deliver good amount of damage otherwise this battle is over. See. thanks for bad people behaviour the game is getting better.. Slow but steady. Let me say, Thank you! god the 1 hour chasing game was booooordem. 5 hours ago, admin said: You should read the patchnotes information first - it said - hostility time will be unified and slowed down. All ports will take similar time despite player numbers. Having numbers will just allow defenders or attackers to stop it from happening. There will be no more insta hostility flips. @admin Does this imply that shallow and deep water will take the same time to do hostility? I feel like this would make shallow water hostility immensely more difficult. Will Hostility have to be done with the biggest/best ships? Or will it not matter no matter what ship you're in? I'm worried with no screening anymore... I need to see how Hostility is going to work to consider how this "new screening" is going to interact. Eh. Edited April 20, 2020 by Teutonic
admin Posted April 20, 2020 Author Posted April 20, 2020 1 hour ago, Capitalism said: I'd think that distance-based control-for-all would make far, far more sense and be so much easier to implement and understand for all players. This idea relies too much in faith in human ethical behaviour (faith which we no longer have). You can abuse control by keeping the player (for example a player without guns) in battle. 1
Capitalism Posted April 20, 2020 Posted April 20, 2020 2 minutes ago, admin said: This idea relies too much in faith in human ethical behaviour (which we no longer have). You can abuse control by keeping the player (for example a player without guns) in battle. But you just recommended yourself that we take control perk to accomplish this exact scenario? I'm confused now about the intent of the mechanic... 2
William Death Posted April 20, 2020 Posted April 20, 2020 (edited) 8 minutes ago, admin said: This idea relies too much in faith in human ethical behaviour (which we no longer have). You can abuse control by keeping the player (for example a player without guns) in battle. If you put control perk to a reasonable range, then kiting is not possible. If you force a player to be within ~1000m or a little more, then he is vulnerable to taking damage, or to being forced to fight when the wind shifts. Make the tag circles smaller so ships spawn closer together. Implement long-range auto control to 1000-1200m. Trolling will be reduced. Edited April 20, 2020 by William Death
ashley Posted April 20, 2020 Posted April 20, 2020 8 minutes ago, admin said: This idea relies too much in faith in human ethical behaviour (which we no longer have). You can abuse control by keeping the player (for example a player without guns) in battle. This issue here is the genius that leaves port without guns not the player tagging him/her.
admin Posted April 20, 2020 Author Posted April 20, 2020 23 minutes ago, Capitalism said: But you just recommended yourself that we take control perk to accomplish this exact scenario? I'm confused now about the intent of the mechanic... Keeping a player in battle must depend on active action. Control perk is just for ships without chasers - it might play out differently but we definitely not going to increase the range (only reduce it). From next patch player will have to actively damage the opponent to keep him in battle. Current 750m implementation is long enough, but might get shortened.
Cetric de Cornusiac Posted April 20, 2020 Posted April 20, 2020 Each time some serious change happens (or before, by mere announcement), we can see the forum cry "game is ruined/we are all doomed!" - and after implementation, give it a month or so, everybody is silent(ly enjoying the game) and the forum returns to trash topics like "Russia so bored they.." . Really. It happens each time, this outcry. With every major update. Just let it happen and after you got accustomed to it, come back to forum and we will see if you are still complaining or again, silent(ly enjoying the game)... If not, the arguments brought should find special attention because they will, in contrary to whining now, have substance. Substance of experience with the change. Not just imagination how everything is going to be ruined, for the thousandth time. 3
Preechur Blackheart Posted April 20, 2020 Posted April 20, 2020 7 hours ago, admin said: This waste of other people's time is not content We are now also reworking EXIT TIMER which will depend on damage per last minute to avoid people from keeping large ships in battle by single shots. I cant believe it took so long to realise this. To keep a person in battle you will have to deliver good amount of damage otherwise this battle is over. See. thanks for bad people behaviour the game is getting better.. Slow but steady. I would submit that the change in exit timers ALL BY ITSELF would solve the griefing problem...and allow you to keep the screening fleets. I do not enjoy Port Battles. I enjoy screening fleet actions. It is a major source of my game enjoyment. Screenng fleets also represent training opportunities for noobs as they ascend in levels. Who welcomes noobs into Port Battles? Removing screening fleets, in favor of porting into PBs, will diminish the game for most of us A LOT.... 2
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