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It was until 2017 the PERFECT tool against excessive ganking to compensate for the different Open World and instanced Speed !
Reason is and was simple:
When your Ship was fast enough to escape one time in the Instance, then there was no way in a realistic manner that the same Ship, or even worse, other Ships waiting outside the Instance, could catch you again !
Best way to cater for our instnced combat regarding to real life and historical accuracy, because when the Frigate escaped the Lineship back in the 18th Century, there were no other Ships who could catch you again with a Wind Boost active xD
And thats what we want: the most realistic sailing Game possible, isnt it ?!
Now please get rid of those unrealistic Wind Boosts also and we have again the (realistic) situation that you need a faster Ship to catch the Guy you want to attack, plain and simple !
And to those who are complaining now:
You have this ONE chance to catch this other Guy...and when you failed to do it...so your fault !
Agree...on one hand xD
But think about following your idea, this wouldnt solve
- the speed difference between Open World and Instanced World
- the Issue that smart People waiting outside for you to come out would probably refresh all the time their wind Boost
- and last but not least, the Speed in Combat is so much slower, that even when you flee all the time, you wouldnt had sailed that much in regards to your starting Open World Position with the current Speed being around 10 - 12 knots whilst outside people could still reach some 50 Knots with Wind Boost !!!
- AND, People outside would get informed via Discord, Teamspeak about the Direction you are fleeing by the inside Ship, so they would easily mitigate all the way you have sailed inside...and would just be on top of your head again, when you would leave
I believe to remember we had all those ideas exchanged already in the past, and came out with the conclusion that "teleport back to port" was indeed the most valid option to solve the speed difference problem :)
No, it isnt my friend ! And you can "NOT avoid" to fight, you CAN get attacked ... but not multiple times by the same guy IF you had succesfully escaped^^
Read please the post direct above you^^ I explained why this wouldnt work !
And "highly unrealistic" in kind regards is the system we had now for years with vastly different speeds in open world and instanced world, which was very "gamey":
A ship which escaped a battle one time in real life couldnt get attacked by the same ship again ... because it proofed to be faster !!!
There is no better way with the way, NA works^^
And we had it in the past from the beginning of the Open World in the "golden age" of NA for years and it worked for many reasons:
- f.e. as it is now, when someone attacks a Player with a Fleet of fully loaded Rotterdams, he NEVER go for the juicy Transporters, he goes EVERYTIME for the Player itsself !
Why ?
Because when he kill the Player, the next Battle the Player will sit in his Rotterdam (or Indiamen or whatever)..and then the next Battle and the next...until he got all of his 4 Ships with no headaches
- BUT in the PAST, when this system was in place, you as the Defender could actually defend your precious Transports really well !
Why you may ask ?
Because an Attacker had to make a CHOICE, which Ship he would attack and which he would let go in this single Battle he had !!!
When he went after the Transports, the Player could either succesfully flee...OR choosed to defend his Transports with his own life, so even when he went down, he could block the Attacker and the Transports were safe ... or vice versa !
This added much more tactics to the game, both for the Attacker AND Defender !!
Realistic? A ship teleporting. Historucal accuracy? So after a battle you tell me a ship on that long travel never met another sail on the horisont? With the feature a big ship with a defensive tag, will easy escape a group of small fast ships and teleport to a port. You will tell me those small ships couldn't, in a real worlds follow the larger ship, and hope for help from a stronge ship? Nothing realistic about it. Atleast be honnest about that part.
It is fine you like the feature. but atleast sell it, as what it was back then and what it will be. it will be a free out of jail card for the top players. Back then, it was actually fun to set up revenge fleets, and also to escape from them. I have more than once both hunted a player ore been hunted for hours, both gave great game play. All it do is remove contet from the game. Like when they made teleport to pb avaible and derstroyed the content for screening fleets.
I do hate windboost. I see some value in regard to game play, travling long distances. But oh boy did devs make a bad mechanic.
Atleast with your last statement we can both agree wholeheartly :)
After introducing the Wind Boosts i did my first long rage pause from the game in utter frustration and came back only after 1 1/2 year...
Now to your first statements, but may i ask you first when you had started with NA, Mate ??
I know your name from the forums but cant remember since when ?? I was there since 2015 and if i recall correctly, we had this teleporting option since beginning, but am not sure about it anymore...
So ofc you are right that "teleporting" is NOT realistic, but those massive Speed Differences between Open and Instanced World arent either ... especially whith those dreaded Wind Boosts added, as you mentionend correctly !
Are there issues with "teleporting" ? Ofc there are !!!
Especially those mentionend by you and ofc you are right, that after an early Fight, which may had left your Fleet Ships escaping, on the rest of the journey they could met another threat...
But honestly, do you have a better idea to prevent "chain ganking" by the SAME Ships over and over, which had got outpaced already in the initial Battle ?? I dont...
And when the Attackers got a bad tag, they still have the chance to catch up when they are fast enough ... and if they dont, they deserve no 2nd, 3rd, 4th,...chance in my opinion !!!
And as i had pointed out earlier, in my view, when Attacker AND Defender know, they may have only this one Battle, this one chance, the Battle itsself will be much more tactical and have much more meaning than it was in the last years, dont u think so ?
Because, as you know, it was meta, to go ALWAYS for the Player and ignore the big Transports (as every true Attacker had NOT done in Reality, because Transports are much more valuable) ... just because everyone knew the next and next and next Battles, the sunken Defender would now sit helpless in those Traders...
This made essentially defending and escorting your big Transports more or less pointless !
With THIS change, not anymore:
- as the DEFENDER, when you lead your Fleet with a good Warship, you have a good chance to buy your Transports enough time so they can escape ! Like in RL in my view
- and as the Attacker, you have to make a tactical or economical decision, will you go just as always after the Player ?? Or will you try to shoot and capture atelast ONE of those extremly valuable Transports, which may even get the Defender a chance to win the whole Fight, because the Attacker has to switch his Attacks !
- even outnumbered Defenders have now a chance to save their Transports and even for Attackers in superior Numbers, the Battle get more interesting because they cant gang up with 2, 3 or 4 to 1 against the helpless Defender, they HAVE to split up if they want to catch everything !
Which in return gives a better Fight both for the Attackers AND the Defender !!
Again Mate, i wholeheartly agree that "teleporting" is NOT the OPTIMAL idea ... but i have no better one honestly :))
When I started to play there was another teleport from battle. it was for your npc fleet. If you died and the npc's got away, they where teleported to nearest habour. So the chain ganking was not an issue. I seam to remember the reason for change it, was an realistic argument, and pvp players wanted the chance for more kills.
Back then and still today ppl go for the player. More glory in that. Atleast for those I played with. In general we went for the player and let the npc's go, unless he was so ♥♥♥♥♥♥♥ fast we coufn't catch him in battle, the we we killed the npc.
Neither do a group of 3-4 need to split up that much to get both player and npc's. Npc's are dump. So most time it is enough to send one player after them, and you will get most of them. When we attacked trades. it for us was more for limited there profit. But we where fine with ppl making a profit. After all this is a game. if ppl get destroyed to much of there progress, they stop play. No ppl playing, well no content.
There are good argument for the teleport for escape. Among the most important. Quality of life. Some time you just have to log off. Then it is nice not to be chaced for 3 hours ore have to lose your ship.
Anti-ganker politics can also be used in PVP zones. Better if it will be impossible to enter into PVP zone inner-circle NPC-battle what enemy player has just started, beacuse it will not honest. Mostly covards use it to enter some fresh battle and so they will be there with big NPC ships and player who started the NPC battle willhopelessly outnumbered and will be quite shure killed. Only protection can be alt, who attacks such covards who try to sneak into started NPC-battle. This way the PVP zone activity will be dangerous and not popular for lonely players.
This could be great if used also in Diana event battles, where gankers enjoy bulling with big groups. Not balanced and drive young players away from such unhonest game.