Make the SB college speed build skill only available for SB who have refined the skill.
The reason you want to refine SB is because you love pain? ahhaha and don't want to equip an item and aide or don't want to go to your colony to grade your ship?
Only one thing. Disable tow/ follow ability. It has only one purpose - abuse game system. Since very begining of the game it was clear this will result in multiboxing, exploit and ruining game economy. And it happened. And it will hapen again.
If they disable tow/follow then comp members might as well not fleet cause they would be in a fleet then have to sail separate which means people might as well not fleet either
Wow some of them are good ideas , Here's my wish list of things to change game play slightly
1. ship parts stackable to 9 per type , or other items that are same until used so no clothes or weapons but thing like telescopes and amulet of the sun as long as empty slot for any durability changes in a item
2. be able to bazar a ship for 5-10b if we can all do this I bet fewer ships will ever go above that and would be easier to find and buy
2.5 to be able to bazar more then 200m a way to do this direct from the original game, 100m checks become gold bars, automatically when you gather more then 110m to would become a gold bar leaving you with 10m 1 gold bar and thus being able to hold 200m and 99 gold bars so 10.1b and likewise your bank could hold 1b + 100 gold bars keeping the current max currency in effect. once the ability to carry an automatic currency is able then larger bazar prices could be bought or sold
I'll leave you all with that for now, and glad to see many will return I will be there too Fist will be reborn Dutch brothers and sisters we will prosper again :)
I disagree. Magnets interfere with compasses but do nothing to stop one from using a sextant and the stars to reckon their position. I think it works fine as it is.
As for your other points, some of them would work nicely. Good post.
their moderator is not even reading this forum, they are to swamped in everyone sending support tickets to even ADD NEW TOPICS to the forum.. I am sure he has the option to click, ADD TOPIC just like every other forum... but has not done anything.
1. Make all ships buildable by players.Let shipbuilders be shipbuilders again, instead of ship improvers and upgraders.
Make all ships, including astro (UWC) ships, buildable by players at specific ports or company colonies.Astro ships can stay in bottles but, have a system for shipbuilder to same ship. This can be done by modifying Papaya revenue procees:
Create 3 types of new UWC (Astro) Tickets.“Modification Permit Tickets” (MPT), could be a ticket, like EA Shipbuilding Permits. MPT would sell for 129 Astros each and the 3 types are:
- A Ship Hull MPT would be used, when building hull that gives skill/attribute bonuses, which normally come from bottle ships.Example: Metal Work + Teak Paneling + (Ship Hull) MPT = Large Flat Hull (like for Schooners) w/ Wave-resistant armoring.
- A Sail MPT would be used to make improved sail parts.Example: Large Gaff Sail + (Sail) MPT Item+100 Silk Fabric = Delphin Gaff Sail.
- A Ship Part MPT used to make improved ship parts. Example: Anti-rolling tank + Admiral Cabin + (ship part) MPT = Shipside Tank
Place the recipes for the ships parts using MPTs, in Venice, Lisbon, Marseilles, Amsterdam, and Instanbul and any company colonies (craft shops and ship yards). This might drive more players to visit there.
Create a different 3 types of new UWO Ticket.“Ship Requirement Mod Tickets” (SRMT) would reduce levels requirements for any ship.The SRMTs sell for 129 Astros each.
- There would be different SRMTs for each type of requirement: Adventure, Trade and Maritime.
- 1 SRMT would reduce the guild level requirement of a ship by 5 levels. With a cap on the maximum total requirement reduction at -30 levels per ship.
They can still do bottle ships, but this would allow players to make what they want and reduce the flood in bazaars with unwanted bottle items.
2. Add Quarters to Private Farms and call them “plantations”.Apply the same structures, requirements and improvement methods that exists for players quarters, but the plantations will be on to the private farms. This will get players going to the farms, increase sea traffic and ambush points.A. Give the plantations, the same storage functions as Quarters.You can sail to the plantation and add/remove anything you want, at any time.You could also add items to the plantation storage at any major city, but there is 1 exception to item removal.- The Plantation stored removable items, are only accessed at major cities. The number of removable items would be limited by the grade of the plantation.One item per type, per grade.Example: R2 Plantation holds 4 Ship parts, only 2 can be selected for removed each day, from a major city.- Plantations would also have Stewards, mannequins and furniture to increase storage. It would also increase Steward Quests, because no one likes the default steward. - Just like Trade Goods in Quarters, Trade Goods could only be removed at the plantation.But trade goods could be transferred directly to the plantation from the private farm warehouse.B. Plantations would also have docks.Like the Caribbean Docks.- Plantation docks would only be accessible at the private farm, major cities and company colonies.- Dock capacity increases with Plantation Grade. 1 ship inventory slot per Grade.(+1 to +5 Ship inventory slots.== An extra berth could be purchase at the plantation with Patriot Awards and ducats. (+1 Ship inventory slot. == Current Dock expansion UWC items could also be applied to Plantation Docks up to max +4 Ship inventory slots.== That is 10 additional ship inventory slots.This cures the problem, of players being able to hold enough material ships, while trying to increase ship grade.Most players also have main ships and the 3 battle ships need for ESF, in our ship inventory. 3. Give Aide Captains storage.Players gain the benefits of Aide ships carrying cargo.This is what has helped in-game ducat revenues explode. A. Only Aide Captains would have storage capabilities, like regular players. Their storage would increase with their levels.== Initially they would start with 10 slots (5 Capt Bag slots and 5 Binder Slots) until the Aides total levels equal 30.Then for every 5 total levels they gain 1 slot, with a max of 30 slots.== Aide Captain storage would be activated by Patriot Awards and payment in ducats… Like a Dock Permit.== Items carried by an Aide Captain would be protected against plunder, unless the aide ship is activated into battle.== UWC items could be purchased, just like main characters, by giving the aide captains access to short term or long term strong boxes.B. Make the 5 items that are given to any aide to “wear”, returnable to the player.This with some rules:== The items are only accessible if the Aide is traveling with the player or, the player is at their quarters.== Items held (not stored in the Aide Captain’s storage) would having their durability reduced while travelling.(-1 durability point per 100 days at sea, applied to each item)Ideas #2 and #3, would significantly reduce the need for multiple characters.Item and ship inventories would be significantly expanded.
IGN: Daniel-San IG Nationality: Dutch Company: FreedomHunters Director
patersmith - nope, not always festival. I took tourmaline, garnet, emerald, gold, silver, native costumes, armor, agate, crystal, tobacco and a few other things. I would shop around to see where I got the best price, and I had all the ports unlocked but 2, and I kept a spreadsheet of the prices I got. Tourmaline was usually the best, and I almost always got 42-49 per 100 for that, but it was common to get 40-49 for other items, just not as much as tourmaline. The rate for the items ranged from 1-49 per 100, but usually there was at least one item in my cargo where I could get trades in the 40:100 range or better at each port. This was something I worked on a lot.
I've seen a few novels written on this thread and a few good suggestions, but the best ones can be boiled down to a pretty short paragraph - one great idea would be to make all ships buildable in the shipyard, or make shipyard ships with higher sailing levels be able to be improved more than low level NC ships. Another simple fix would be to eliminate the cap on how much money we can carry or the number of checks in inventory. If you can make 80bil you should be able to carry it with you. Easy fix. Increase prices limits in bazaar, or get rid of them entirely. Let nice ships be sold in bazaar instead of having to sit around waiting for a pm.
Is it just my interpretation of the posts or is the general view: “I want it to be easier to be a high level player with good kit. I don’t want to pay much or grind much”
With an added view that I want more / less piracy depending on if I plan to be red or not.
to the O/P No item that can be acquired in game should be in cash shop or bottle(including ships)
cash shop & bottle are designed to creatr revenue for the host company.people are less likely to buy something for real $$$ if they can get it in game w/o spending a dime
Not me, I love the grinding, and I'm not a pirate but I don't complain about it either. In fact, I wish there was more grinding available, such as no caps on the levels or even on skill ranks. And the ability to hold unlimited cash. Or more mods available on all ships. Even unlimited mods. One of the crappy points about UWO is you already know what the max stats of each ship is, you can look it up. Why not make it more open?
Agree Wes.... that there should be more mods and grades possible. I would go 10 improvements and 10 grades per ships... but maybe the limitation/simplification is just my OCD.
I'd like to see a pay-for-convenience cash shop item that allows a player to skip one of the 5's in the level requirements to be able to begin doing oxford skills,
thereby reducing level requirement to any of 5/5/0 or 5/0/5 or 0/5/5 instead of having to go to 5/5/5 just to be able to begin thesis-ing oxford skills.
(Or, alternatively, require only 10 total levels to start oxford theses instead of the 5/5/5 with said cash shop item).
patersmith - nope, not always festival. I took tourmaline, garnet, emerald, gold, silver, native costumes, armor, agate, crystal, tobacco and a few other things. I would shop around to see where I got the best price, and I had all the ports unlocked but 2, and I kept a spreadsheet of the prices I got. Tourmaline was usually the best, and I almost always got 42-49 per 100
Thanks for the tip. I will look into this when EA is unlocked again.
did you trade 100 tourmaline at a time to get 490 or 1000's and get 490?
I do remember the Total trade being affected by my trade skill ie. If I traded
100 gold for 30 rifles.. i could get 31 rifles when i equipped a +metal trade item.
but it did not give me 310 rifles for 1000 gold, it gave me 301...
@ spiekums. it's not so much the lvls as it is the port permits
Oxford is carriage ride from London and Amsterdam is in same permit area,so both have immediate access to Oxford. All the other nations have to open that permit area by fame or by finishing 1 intermediate school
"Enforce only one account per IP; multiboxing not allowed."
No. Hell no. Absolutely hell no.
The only way I'd agree to this is if we could control multiple characters on the same account at once, in a manner similar to Granado Espada. Otherwise, this game is impossible to play due to the stupid skill caps. And even then, sailing alone is suicide, and I sure don't want to have to wait for other players to log on to mooch off of them when the current system would let me protect myself.
What you want benefits only guilds, and severely limits the ability of each player.
Everything else I can excuse, although I think your price for premium is outrageous, but restricting a single player to only...what, 1/6th of the games skills?...is absolutely ridiculous, and you should be ashamed. I might excuse a player only getting half of the game's skills across 3 characters played at once; that's fine, and it fits the game well. But 1/6th is way too low for a game with this little of a population, and it would still only benefit guilds even if the game was highly populated.
Comments
Disable tow/ follow ability.
It has only one purpose - abuse game system.
Since very begining of the game it was clear this will result in multiboxing, exploit and ruining game economy. And it happened.
And it will hapen again.
1. ship parts stackable to 9 per type , or other items that are same until used so no clothes or weapons but thing like telescopes and amulet of the sun as long as empty slot for any durability changes in a item
2. be able to bazar a ship for 5-10b if we can all do this I bet fewer ships will ever go above that and would be easier to find and buy
2.5 to be able to bazar more then 200m a way to do this direct from the original game, 100m checks become gold bars, automatically when you gather more then 110m to would become a gold bar leaving you with 10m 1 gold bar and thus being able to hold 200m and 99 gold bars so 10.1b and likewise your bank could hold 1b + 100 gold bars keeping the current max currency in effect. once the ability to carry an automatic currency is able then larger bazar prices could be bought or sold
I'll leave you all with that for now, and glad to see many will return I will be there too Fist will be reborn Dutch brothers and sisters we will prosper again :)
I disagree. Magnets interfere with compasses but do nothing to stop one from using a sextant and the stars to reckon their position. I think it works fine as it is.
As for your other points, some of them would work nicely. Good post.
their moderator is not even reading this forum, they are to swamped in everyone sending support tickets to even ADD NEW TOPICS to the forum.. I am sure he has the option to click, ADD TOPIC
just like every other forum... but has not done anything.
Company: FUBB
Nation: Ottoman
Levels - 67 Adventure 87 Trade 78 Maritime
7Nation SBer / Grader
1. Make all ships buildable by
players. Let shipbuilders be
shipbuilders again, instead of ship improvers and upgraders.
Make all ships, including astro (UWC) ships, buildable by players at specific ports or company colonies. Astro ships can stay in bottles but, have a
system for shipbuilder to same ship. This can be done by modifying Papaya revenue procees:
Create 3 types of new UWC (Astro) Tickets. “Modification Permit Tickets” (MPT), could be
a ticket, like EA Shipbuilding Permits.
MPT would sell for 129 Astros each and the 3 types are:
- A Ship Hull MPT would be used,
when building hull that gives skill/attribute bonuses, which normally come from
bottle ships. Example: Metal Work + Teak
Paneling + (Ship Hull) MPT = Large Flat Hull (like for Schooners) w/
Wave-resistant armoring.
- A Sail MPT would be used to
make improved sail parts. Example: Large
Gaff Sail + (Sail) MPT Item+100 Silk Fabric = Delphin Gaff Sail.
- A Ship Part MPT used to make
improved ship parts. Example: Anti-rolling tank + Admiral Cabin + (ship part) MPT = Shipside Tank
Place the recipes for the ships parts using MPTs, in Venice, Lisbon, Marseilles, Amsterdam, and Instanbul and any company colonies (craft shops and ship yards). This might drive more players to visit there.
Create a different 3 types of
new UWO Ticket. “Ship Requirement Mod
Tickets” (SRMT) would reduce levels requirements for any ship. The SRMTs sell for 129 Astros each.
- There would be different
SRMTs for each type of requirement: Adventure, Trade and Maritime.
- 1 SRMT would reduce the guild
level requirement of a ship by 5 levels.
With a cap on the maximum total requirement reduction at -30 levels per
ship.
They can still do bottle ships, but this would allow players to make what they want and reduce the flood in bazaars with unwanted bottle items.
-------------------------------------------------------------------------------------------------------------------
Many people have talked about limiting alts. This 2 part solution would help do just that:
-------------------------------------------------------------------------------------------------------------------
2. Add Quarters to Private Farms and call them “plantations”.Apply the same structures,requirements and improvement methods that exists for players quarters, but the
plantations will be on to the private farms. This will get players going
to the farms, increase sea traffic and ambush points. A. Give the plantations, the
same storage functions as Quarters. You
can sail to the plantation and add/remove anything you want, at any time. You could also add items to the plantation
storage at any major city, but there is 1 exception to item removal.- The Plantation stored removable
items, are only accessed at major cities.
The number of removable items would be limited by the grade of the
plantation. One item per type, per
grade. Example: R2 Plantation holds 4
Ship parts, only 2 can be selected for removed each day, from a major city.- Plantations would also have Stewards,
mannequins and furniture to increase storage. It would also increase
Steward Quests, because no one likes the default steward. - Just like Trade Goods in
Quarters, Trade Goods could only be removed at the plantation. But trade goods could be transferred directly
to the plantation from the private farm warehouse.B. Plantations would also have
docks. Like the Caribbean Docks.- Plantation docks would only
be accessible at the private farm, major cities and company colonies.- Dock capacity increases with
Plantation Grade. 1 ship inventory slot per Grade. (+1 to +5 Ship inventory slots.== An extra berth could be
purchase at the plantation with Patriot Awards and ducats. (+1 Ship inventory
slot. == Current Dock expansion UWC items could also be applied to Plantation Docks up to max +4 Ship inventory
slots.== That is 10 additional ship
inventory slots. This cures the problem,
of players being able to hold enough material ships, while trying to increase
ship grade. Most players also have main ships
and the 3 battle ships need for ESF, in our ship inventory.
3. Give Aide Captains
storage. Players gain the benefits of
Aide ships carrying cargo. This is what
has helped in-game ducat revenues explode. A. Only Aide Captains would have
storage capabilities, like regular players.
Their storage would increase with their levels. == Initially they would start with 10 slots (5
Capt Bag slots and 5 Binder Slots) until the Aides total levels equal 30. Then for every 5 total levels they gain 1
slot, with a max of 30 slots. == Aide Captain storage would be
activated by Patriot Awards and payment in ducats… Like a Dock Permit.== Items carried by an Aide
Captain would be protected against plunder, unless the aide ship is activated
into battle.== UWC items could be purchased,
just like main characters, by giving the aide captains access to short term or
long term strong boxes.B. Make the 5 items that are given
to any aide to “wear”, returnable to the player. This with some rules:== The items are only accessible
if the Aide is traveling with the player or, the player is at their quarters.== Items held (not stored in the
Aide Captain’s storage) would having their durability reduced while
travelling. (-1 durability point per 100
days at sea, applied to each item)Ideas #2 and #3, would
significantly reduce the need for multiple characters. Item and ship inventories would be
significantly expanded.
IG Nationality: Dutch
Company: FreedomHunters
Director
“I want it to be easier to be a high level player with good kit. I don’t want to pay much or grind much”
With an added view that I want more / less piracy depending on if I plan to be red or not.
cash shop & bottle are designed to creatr revenue for the host company.people are less likely to buy something for real $$$ if they can get it in game w/o spending a dime
Rhend - Trader
And would you happen to know what the requirements are for non-English non-Dutch players to enroll in Oxford?
Oxford is carriage ride from London and Amsterdam is in same permit area,so both have immediate access to Oxford. All the other nations have to open that permit area by fame or by finishing 1 intermediate school