Not a problem. There are other much worse things presumed adults do such as getting high and getting drunk, smoking, and so many other things, that "big boy pants" is barely worth mentioning.
PvE mode: you cannot attack humans or be attacked by humans, or fleet with humans. (in this mode, your profits from selling trade goods will be reduced by 33%)
Normal Mode: "As is" mode
Hard Mode: In hard mode, NPCs on land and sea will do 33% more damage, except when fleeted with other humans. Hard Mode players gain a purple glowing aura once the player has gained 50 total levels in Hard Mode..
Mode would be set at character creation. The shop would allow changing a character's mode for $20 after creation.
Zim, I like your system except I am not sure about fleeting with other humans. I have often fleeted with others to help them with quests or tow them after misadventure. I would have no problem not fleeting to receive help, but I would hate to have to tell someone I could not help him.
WoW US server group has one for pvp and one for pve but with a pvp battleground.
The challenge in UWO is to figure out where to put the role of Pirate.
Piracy is not equal to pvp. It is a derived career from pvp, but focuses a lot more on strategies, tactics and cunning.
Someone suggest let pirates pirate each other... they are out of their mind. Wolves do not eat wolves for food in real world. They eat sheep. We need people playing genuine sheep roles.
In a pve server, pirates should still be able to catch a victim. And then there is a consent from Victim whether they would like to run away or surrender.
If the victim admiral attempts to run away, the battle enters pvp scene. Otherwise the victim will automatically deduce some ducats to pirates per head count. if one of the victims reaches 0 ducats in inventory and bank, a debt will be imposed, and this victim's fleet will suffer a 50% speed loss until the debt is repaid. The amount of ducats should be set per region. The further away from Europe, the more ducats it is.
Case 1. A single adventurer is captured - attempt to run away, either unharmed, or lose minimal ducats.
Case 2. A nanban trader fleet of multi x5 is captured, attempt to run away would suffer big loss. Thus surrender with 2m x5 toons is reasonable. While the pirate gains 10m, decent enough for a hunt.
So another words no one would then go do nanban or spice runs cause if they have a fleet of 5 the admiral then loses the ducats on him and all the ducats he has in the bank to 0 and then gets a debt. So if a player has 20 Billion in the bank and 2 million on him then he should lose all his money cause he got hit by a pirate in EA and he tried to run away. That is a crazy idea
In the surrender case,the amount is fixed. and every character shares that cost.
In the fighting case, being deck cleaned results in whatever current loss, i.e. portion of money on character plus trade goods, and maybe some unequipped ship parts or items, like earring.
But traders usually exploit by letting alts carry 0 ducats, and put 0 in bank. Thus the speed penalty and debt is to make sure people do not exploit. Normally everyone has at least some ducats in bank and should not matter.
And if you are a beginner, the total lvl 90 protection still applies to you...
And let's say the worst case worst, you are a very green new player who does not know how to make money, you should attempt escape, and worst case worst you lose, you do not lose much.
oh, forgot to mention, cheques are not plunderable. but holding money in the form of cheques but putting 0 in bank, the penalty applies until you expand one cheque into ducats and pay the debt.
I thought the level was a total of 50 before being attacked cause if it was 90 I would have not got attacked till my trade level hit 50 and my mari 30 and my adv 32
" Wolves do not eat wolves in the real world." What has that to do with anything? In the real world, wolves kill wolves that are not part of their pack, coyotes, dogs, and other perceived food competitors if they can catch them. Using your analogy, pirates should sink each other because they are in competition for the trade ships that might be passing by. We do not need sheep any more than we need predators. UWO is a GAME. People play it to have fun. Piracy has very little to do with tactics, strategy, or cunning. Why do you think pirates are always trying for the fastest, most powerful ships that can carry the most men? Why do you think they grind their skills hours on end? Because there are no tactics or cunning, and the only strategy is to have way more of everything than their victims. Do not try to make it seem that it takes a lot of brain power to be a pirate in UWO. It does not. Where do you get your very strange idea of what a PvE server is? Wurm Online has separate servers and the PvE server has NO ability for one player to attack another. This works out well.
I like the fact everyone not a pirate is considered sheep. I thought the game was made to have fun and not to always be prey like some think everyone not a pirate should be. I resent being called a sheep
The game was made to simulate an era when the good and evil clashed in an age of exploration.
Sheep is just an analogy to those who unfortunate did not prepare to fight back. And the fair part of UWO is that a sheep can turn itself into a stronger being... hmm... use your imagination... let's say, a lion, which can in return hunt on wolves.
And you are not always a prey. In safe water, the tide turns. And you defence too. You have special means to escape or fight back, or you have ways to feed wolves with your bones, those 2m ducats, while you could make 300m in an hour of round trip. Who is the winner here? And you tell me traders would not run nanban because fearing the possibility (usually no more than 10% odds) of losing 10m?
Im sorry hun but its ideas like this that are the thing that caused the closure of uwo TWICE no offense. What you guys don't seem to grasp or accept is simply this...PVP is the main source of income for the provider. I'd LIKE to say that all groups provide the same amount of money to the server but that simply is not true. They spend the most money modding and remodeling and spamming bottles just to get that LLM or SH or IATS then G6 it then do it even more times when the provider introduces new ships every patch. This translates to BIG money for the provider but traders and adventure just dont generate AS much as the PVP'ers that's not bias that's FACT and this is coming from a trader.
Now what you're suggesting is basically removing the PVP mechanic...Yet Again and thus bankrupt the server as you guys are the main reason Pirates do what they do they need us traders and adventurers and as Pirates chase us bounty hunters chase the Pirates. The game was designed so that all groups work together and are dependent on one another its genius actually... What you want is to REMOVE a group from this system and when you do that all other groups crumble and decline thus making the big spenders quit its a domino effect with GREAT consequences for everyone.
No PVP server means no traders and adventurers...No traders means no Pirates...No Pirates means no bounty hunters...No Pirates and bounty hunters doing mods and bottle spamming means NO MONEY...No money means server closure or in this case SERVER WIPE!
So basically I rather the entire system/cycle stay in tact and keep the server funded and OPEN rather than to break this system just to appease you especially when there ARE ways to avoid PVP via tribs, blue flag, hiring BH or even turtle ship. I'm not going through ANOTHER WIPE just because you hate PVP and I'm sure 99% of the server wouldnt either no disrespect.
KNOW UWO HISTORY:
Netmarble: Added forge tools for cannon and weapons and made the deck system Super unbalanced unlike on the Chinese server just to sell more of their turtle ships this destroyed PVP...Provider Netmarble goes belly up and gives to OGP
OGP/Coolwind: Removed the ability to plunder items AND trade goods then completely removed Deck (consensual ) thus destroying PVP Again...then server was sold to Papaya and WIPED grrrrr
Morale of the story...you screw with uwo's PVP element a server closure Or server Wipe is EMINENT learn from history.
@Oberrill You're right. However, you didn't see traders sailing around with "speed buffs" and most didn't have state-of-the-art ships, fully upgraded, that were the "Lamborghini" of the sea, like most traders have in UWO.
And since you have a non-PvP flag to levels 50 and a massive safe zone around the major trade ports of Europe, piracy needs a way to compete on a game-level. And you do have galley-pirates in the game, represented by hundreds of NPC ships around the shores. How difficult are they to outrun, outmaneuver or fight off? PvP need to present more of a challenge than the mindless AI zombies.
What chance does a player stand of pirating only in the shallows around a town? A trader can be in and out of the shoreline area withing seconds, given their above-mentioned speedboats. How are pirates, who would normally row galleys in many of these areas, supposed to compete with them, if they were restricted to realism, while the traders and adventurer get a pass??
Lerxst, You are correct with what you wrote. I was not writing about the way the game Should be played. I was writing about the way pirates should play if the game was realistic as in what Katanauwo wrote. The game has nothing to do with real life. How much would people want to play if they had to wait in a harbor for a couple of weeks for the wind to change? When I first came to the game I was most bothered by the magic: speedboosts, AoS, seals, etc., and the crew skills that transfer with the captain instead of lowering when inexperienced crews are added after a battle. I wish all of this would be ended, but I wonder if people would play if they were. I still believe a toggle would be best. A penalty added and an inability to toggle it off such as Zim wrote about would be a good idea. Maybe 10% lower profit on trades and 10% drop in speed. Therefore your toon would be permanently disabled unless you purchased a CS item to turn the toggle off permanently. I think this would keep toggle use to only those who feel quite strongly about being pirated. I know piracy drove some people away years ago and something like this might retain them. It is always better to keep a player in the game than forcing them out.
There are more than just wolves and sheep in the game, their are also Sheep dogs. Use them. But honestly there are only 2 types of animals/fish in this world. Prey and predators. That's mother nature for u. You either eat, or get eaten.
This game is fair and balanced if u use all the tools at ur disposal. If u choose to not use an option available to you, then that doesn't make the game unbalanced it makes u less competitive than others who use those options.
Just like those who are like "I dont care if they allow alts i'm only using 1 toon" then u complain that ur only 1/3 as rich as the rest of the server, and u don't like it. Well that's all ur fault, u choose to only run 1 toon when we are allowed 3. U choose to only make 100m per nanban run where i'm making 300m. U choose to only get that quest item once, where i sell my 2 extra's. U choose to only get 5 po's per dungeon run while i get 15. So u really should only be mad at urself.
The game was perfectly fine (cept for non-tradable forgetools) during netmarble. That is one argument i'll support. I cant stand pay2win items. Let me clarify what makes a pay2win item. Any item that can only be purchased by spending real money, AND are non-tradable. As long as u can make in-game money and purchase those items from real money spenders they aren't pay2win.
Yes i know for 3 yrs all i did was "cry" about pirates. Well that was because of a nerf, that apparently was wrong (since they un-nerfing it) But also i started playing a pirate game way back in 08, and then in 2013 iirc that was removed. So by all rights i had a reason to complain. Those who've started since that nerf, i'm sorry cause the game u started playing was only a shell of the game it used to be and we deserve it back. Crying about "un-nerfing of pirates is crazy to me" It's not like they adding new content, or changing old content to conform to certain people. They are just bringing back one of the main elements to this game. Yes loads of sailing games out there, but this is the only one that had pirates they way they did. Which is why i play this one. There are plenty of sailing games out there that don't have piracy, i reccommend u try some of those to see if that's what u like. But me i love being a pierat. Its why i play this game, it's the only reason i play this game. I don't care about being the richest ingame, i don't care about being the best pvper in game. I wanna use my smarts and cunning to outsmart u ingame, and make u pay for slacking. This next statement really makes people mad so i'll say it again, and maybe this time it'll strike home and people will understand.
"I've Never Plundered Anything Of Rare Value From A Smart Player"
Sails, cannons and plates don't count. Everyone loses those at some time.
Cargo plunder is fine. But equipment is another matter. But I'm not for all equipment plunder ban either. Those who like to PvP, can have it all out.
I've always liked pirates who can chase, and I congratulate them when they get me, I have never bad mouthed anyone who chase me down even if they got my cargo. But, equipment that I worked for will be another matter. (We'll see about the setting on item plunder.)
My suggestion has always been only two:
1) Turn off auto-blue for defending successfully against a pirate.
2) Item/equipment plunder only for Red/Orange/Blue, not for white. But whites are also susceptible to cargo plunder with modification to IH (it's also OP IMO too).
Just think, in this new economy, if item plundering is out of control, how many players will you lose?
It would probably require too much time for Koei to do this, but I believe it might satisfy pirates, bounty hunters, merchants and adventurers. The game is historical to a degree, only we all know it's not meant to be a perfect match to the way things were. I was working on my rowing skill but even at R9 my galley was much faster than they were in real life - in UWO centuries, a galley did about 2-3 knots and could double that for less then an hour, plus they couldn't handle rough seas and once iron cannons were available, they were extremely easy to defeat 1 on 1. So tossing history aside, without ignoring it:
If the game calculated a value for ship types + the cargo being carried (maybe include valuable inventory items, or not)...you attack and sink them, but take nothing - you are given the value when you reach port, as though you actually captured the ship. The defeated player continues on their journey with everything in place so their 2 hours of work didn't go to waste. It would cause a certain amount of inflation, while staying in a reasonable level for early players who want to be a pirate/bounty hunter to realize they can achieve success as a pirate or bounty hunter.
If Papaya allows alts (likely) then yes, a person could load up their own merchant with valuable cargo then sink them, and yes, that would mean they get doubly rewarded, but it would only be a serious problem in the game if a pirate/bounty hunter spent the time to create a high level 2nd character - sinking a low or mid level player wouldn't make them rich.
But I could be overlooking lots of things. I was still working on my maritime skills and waiting for more open slots to get ones I didn't have yet. I do know I never would have become orange or red in the game, but if I did no harm to a merchant/adventurer, it would have been tempting to at least try orange.
Plus if we lost maritime types with restrictive rules, but lose merchants and adventurers without restrictions, at least it would probably solve that problem since each would get to play for pleasure without really harming the other.
Yeah if Papaya would give us some kind of info for tomorrow maybe we would have other topics to talk about.
This is a test posted at 12:29 10/17/2017
Checking how long it takes to post.
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Comments
Company: Red Empire (Recruiter)
Nation: Venetian
Levels: 45/53/61
Time Zone: US Central
https://redempire.ca/
"Be Fearless"
PC Specs:AMD FX™-6300 Vishera 6-Core 3.5 GHz (4.1 GHz Turbo),CPU Cooler: DeepCool GAMMAXX 400,GPU: EVGA GeForce GTX 760 Super Clocked ACX 2GB GDDR5,Motherboard: MSI 970A-G43,RAM: G.SKILL Ripjaws X Series 8GB (2 x 4GB) DDR3 1600
Company: Red Empire (Recruiter)
Nation: Venetian
Levels: 45/53/61
Time Zone: US Central
https://redempire.ca/
"Be Fearless"
PC Specs:AMD FX™-6300 Vishera 6-Core 3.5 GHz (4.1 GHz Turbo),CPU Cooler: DeepCool GAMMAXX 400,GPU: EVGA GeForce GTX 760 Super Clocked ACX 2GB GDDR5,Motherboard: MSI 970A-G43,RAM: G.SKILL Ripjaws X Series 8GB (2 x 4GB) DDR3 1600
Awesome! two thumbs up
I like your system except I am not sure about fleeting with other humans. I have often fleeted with others to help them with quests or tow them after misadventure. I would have no problem not fleeting to receive help, but I would hate to have to tell someone I could not help him.
Using your analogy, pirates should sink each other because they are in competition for the trade ships that might be passing by. We do not need sheep any more than we need predators. UWO is a GAME. People play it to have fun.
Piracy has very little to do with tactics, strategy, or cunning. Why do you think pirates are always trying for the fastest, most powerful ships that can carry the most men? Why do you think they grind their skills hours on end? Because there are no tactics or cunning, and the only strategy is to have way more of everything than their victims.
Do not try to make it seem that it takes a lot of brain power to be a pirate in UWO. It does not.
Where do you get your very strange idea of what a PvE server is? Wurm Online has separate servers and the PvE server has NO ability for one player to attack another. This works out well.
Right now Martime is a small cog and the others are big cogs and it doesn’t work.
We all need to be o equal size. And that is all papaya seems to be trying to do.
Piracy is not being allowed to become dominant, it’s being restored.
And as CPC said the PvP players will normally (not always) but normally spend much more than the traders/adv
So we lose more real money and you lose more ducats (to pirates)
All creating a nice balance that keeps the game alive.
We are all part of a team and all important.
You are correct with what you wrote. I was not writing about the way the game Should be played. I was writing about the way pirates should play if the game was realistic as in what Katanauwo wrote. The game has nothing to do with real life. How much would people want to play if they had to wait in a harbor for a couple of weeks for the wind to change? When I first came to the game I was most bothered by the magic: speedboosts, AoS, seals, etc., and the crew skills that transfer with the captain instead of lowering when inexperienced crews are added after a battle. I wish all of this would be ended, but I wonder if people would play if they were.
I still believe a toggle would be best. A penalty added and an inability to toggle it off such as Zim wrote about would be a good idea. Maybe 10% lower profit on trades and 10% drop in speed. Therefore your toon would be permanently disabled unless you purchased a CS item to turn the toggle off permanently.
I think this would keep toggle use to only those who feel quite strongly about being pirated. I know piracy drove some people away years ago and something like this might retain them. It is always better to keep a player in the game than forcing them out.
Half of this never comes up when we are able to play.
It’s just everyone being frustrated and bored.
Once it all kicks off again people will be busy in there own little world playing away and grinding skills
If the game calculated a value for ship types + the cargo being carried (maybe include valuable inventory items, or not)...you attack and sink them, but take nothing - you are given the value when you reach port, as though you actually captured the ship. The defeated player continues on their journey with everything in place so their 2 hours of work didn't go to waste. It would cause a certain amount of inflation, while staying in a reasonable level for early players who want to be a pirate/bounty hunter to realize they can achieve success as a pirate or bounty hunter.
If Papaya allows alts (likely) then yes, a person could load up their own merchant with valuable cargo then sink them, and yes, that would mean they get doubly rewarded, but it would only be a serious problem in the game if a pirate/bounty hunter spent the time to create a high level 2nd character - sinking a low or mid level player wouldn't make them rich.
But I could be overlooking lots of things. I was still working on my maritime skills and waiting for more open slots to get ones I didn't have yet. I do know I never would have become orange or red in the game, but if I did no harm to a merchant/adventurer, it would have been tempting to at least try orange.
Plus if we lost maritime types with restrictive rules, but lose merchants and adventurers without restrictions, at least it would probably solve that problem since each would get to play for pleasure without really harming the other.
Graphics ROG PG348Q (3440x1440@100Hz)
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