Yeah I agree, they doing everything under the pretext of ''wanting a challenge,..''It's actually the last thing what they want, it's surprising that some of them even think- like this guy, that the game is in bad shape because of too strong piracy rules, just crazy. Few people are absolutely certain that they are in the center of the game and that the entire game revolves around what they want. Make piracy just a tiny bit realistic and pirates will get the challenge which they ask for. They should rather fix the economy, which is far worse as by OGP, while Netmarble times was compare it to this - golden age. Population of this game is very low, I hoped that the reset would bring far more (new) people, but it didn't, the reset thing was a big mistake on the end, which had made whole economy far worse and additionally greatly reduced the population, which was already low.
@viennas I'm the one that said they want challenge and i've never done piracy! What i want is for there to be aleast SOME pirates out there so that i can hunt them! Giving pirates more freedom will create more BH's, as more pirate attacks that fail will encourage more people to even try BH. I"m a BH but even i can see that! The world is a dangerous place and so should be reflected in this game. What's the point of doing BH if there's no risk and no pirates to hunt?
They should rather fix the economy, which is far worse as by OGP
As for your 'economy' issue, it's the unrestricted traders that is throwing the economy out of wack with their excessive wealth gain, read the whole thread!. Even YOU say that the economy is out of wack!
I just love Gazi's ideas. I have long asked that piracy have some reward that is worth something.
I don't understand what anyone means when they talk about 'farming whites'. I have only been a pirate for the last 3-4 years so maybe before that you could attack a white more than once. A pirate can only attack them ONCE in a 24 hour period. No way to farm so why the non-stop whining about it? The green flag they do get protects them from any other attack for 5 minutes which should be enough time to get out of area easily.
And I love the response from the BH that disagrees with farming pirates and says he limits himself to attacking twice in a row.......that is farming.
Will different rules for piracy save the server? I doubt it. But pirates do have a TON of restrictions against them already that protect others.
Anyone that does get pirated could easily have avoided it in most cases using any one of the methods that are available. Laziness can be cured.
So interesting and yet so frustrating to read these posts.
You can see the difference in mind set between those that have pvp’d and Those that haven’t.
So just to clarify, I’m a noob, I’ve played for 5 months....but my goodness it seems like I have more experience than some 7 year vets.
Every maritimer on here be it BH or pirate has at some point been a trader. Maybe even an adventurer, so we understand that aspect of gaming and have experience.
You can tell for a certainty that a lot of the traders on here have never experienced pvp, and without doubt never experienced the role of a pirate.
But to start, a pirate is a role in this game. And it deserves the same care and attention as a genre as trading and adventuring gets.
So we know the restrictions on pirates already...I could explain them again but if you don’t know them by now you never will. But there is lots.
So let’s consider the restrictions of a trader.... erm? a power cut at your home? Internet down? there is none other than pirates. But still your are given so much to combat that.
Yet the slightest idea that you won’t make your billions that day make you cry.
How much can you make per trip? So say you have a SWJ with 1000 cargo and a 1000 cargo aide ship. Your alt has a 1500 cargo clermont his aide has also 1000 cargo, alt 2 has clermont with 1500 cargo and then his aide has 1000 cargo all that equals around 7000 cargo per trip? And you do that now many times per day without restriction?
How about instead of unrestricting pirates we start restricting adventure and nanban.
How about only 1 nanban per day? Or only allowed to use a trade item for nanaban once per day? Or maybe only use a EA town once per day?
Adventures.
How about Quest can only be done once per day? So no farming of AOS and other items.
Could you imagine the complaints if the other classes actually got restrictions to stop their fun and profit.
But none of them think about that because they have had it so easy, especially since the restart.
So for those that bring up about “you for item plunder stop complaining”
Item plunder imo was to bring back profit for pirates.
But there is so few people to hit now that the game is boring for pirates.
Go look at the top 10 most wanted, all the guys that were massively active pirates are not now. The top 10 contains people that aren’t even pirates now, including me.
I’m all up for supporting something that might work.
But what purplepirat said is happening already. Pirates bored and leaving, as a result BH bored and leaving...traders can’t hold anymore money...nothing to buy...no reason to buy. Game ends.
I think it’s too late and for that reason I’m not spending any more cash, I can’t be the only one thinking this either so papaya will soon be having to look at “is this game profitable to run”
The game economy is out of wack because of to many nanban runners? So the soultiuon is more pirates,...which will somehow turn everything into balance,...I mean - Are you serious? Not only it speaks against the reality of this game, stricter pirate rules was implemented exactly because of pirates orgies on everyone else,..causing people to leave the game. You ignore basic facts. Not only you ignore this, you also claim with such statements, that the game economy is a disaster because of to big abundance - literally, which Nanban traders create. bizzare. Did you ever try to sell something? It's very hard to buy and sell anything. It has nothing to do with nanban traders,... it has to do with very low in game population,and entire game mechanism which is in many ways outdated + companies greed, which constantly offer GOD like ships,.. in bottles, tickets,..and causing big imbalances in the game. This game is hardcore pay to win, you will hardly find any so >in the face< open pay to win online game as is this one. That cause imbalances in many areas. While why there gives not many BH, many reasons for it, it's not easy to sink battle players with battle ships, that's the biggest. Not many people can do BH. Also unrewarding BH system does not help. Not to mention, you need alot to catch GOD speed like pirate galleys,...not many people can afford it, nor do it.
'What i want is for there to be aleast SOME pirates out there so that i can hunt them'
Don't troll, you can easy find them.
When you are by ''excessive wealth gain'', the only one which have ''excessive wealth'' in this game are a tiny minority of heavy cash shoppers, which you can notice 24/7 in a market chat,...
Pirates receives different care and attention in the game because they disrupt other people's gameplay style.
Nobody cares about the BHs because they attack people that chose to do maritime in the first place.
A more fair comparision:
Let's say you as a pirate/bh/trader and meets an adventurer at sea and he says: "We are doing a quest now".
And all of a sudden you are spending time doing something that is not why you chose to play the game in the first place. And in the end ... if you are not as good as the adventurer in adventuring ... you lose money, stuff, fame and more importantly: your TIME.
Now image you meet the same guy half an hour later in the same sea and he takes you to a quest again...
That was just for you to think, not to advocate for pirate's extinction.
Pirates disrupts others game play..which is why blue flags are available, safe waters are available, tribs are available.
End of the day it is a job description in UWO and it should receive the same care and attention of all the other jobs.
If people want a pirate free game pic a different game.
If KOEI wants a pirate free game so be it, but the current situation is pointless.
If it is true that people are maxed with the cheques they can hold then that means these are the hardcore spenders or hardcore nanbaners. So What happens now? There is no point for them to nanban or no point in them to spend real cash.
At least pirates could of slowed that down but it’s too late.
The main problem imo is population, there was never enough after restart and it’s gotten lower not higher.
If the population was much higher these pirating rules would be fine for me.
What hasn’t helped is the amount of nanban favoured (speed/cargo not Nanban pref skill) ships that have been put in the bottle again and again and now the clermont tops it off.
The lack of pvp activty has roots in the current low server population.
Farming is wrong, be it on a trader, pirate or BH. And should be banned
24h protection is too much for this ban.
Gazi's idea is great to encourage piracy as it makes it a money earning job instead of a hobby.
Gazi's idea can be implemented right away
We disagree on:
1 hour green flag
A few maritimers and most traders/adventurers agree it is not enough time protection as player activity may take longer in that sea area (Say you want to collect to nanban or is waiting that weather fenomenon to show up).
I think we could all agree on 3 hour protection from attacks from the same player.
Just on your last point gelsonluz I think 1 hour green flag is enough only because so much can be accomplished in that time. With a 3 hour flag you may never see them again that day. I don’t mean this in the farming sense but 1 hour gives someone enough time to get away or prepare themselves. Also with tribs available another attack will literally take up 30 seconds of their time.
I totally get your point about collecting and charting and I always use a blue flag when I chart just because of those annoying npcs. But remember if you want to chart or collect blue flags are available. Also you can go into private and hide at sea or what I would like to see in the future is some diplomacy, where a pirate finds you but you arrange a fee or give an item for them to leave you. Or you can hire a BH to protect you, or better still prepare yourself to fight the pirate. Carry cannons, crew firebombs all sorts that can help you fend them off.
I know it’s inconvenient but It could also make it more fun for both all.
You say pirates don't disrupt other people's gamestyle and yet you say that they can carry tributes or expensive blue flags.
Not sure anyone signs in to be a trader/adventure and wakes up thinking: "today I want to deliver 10 tributes and buy 5 blue flags".
If only you could picture yourself being forced to hand over tributes or blue flags all the time you pass through an adventurer/trader then, perhaps you would agree that this is called "disruption".
1. Remove tribs and blue flags from boxes and tickets obtained in game and the high vigor restore food too make it like 40 vigor not 65 to 90(very dumb idea by devs surprised they did it)
ever try doing production with 1100-1200 vigor?try refilling with only 30-40 vigor per food?
2. remove 24 hour immunity after attack
only if some protection(1 hour green flag perhaps)was implemented.
to simply remove it without some protection ,would promote farming
3. Add much much more incentive to be in lawless water much higher rates, rare items, more exp, more worthwhile things in shipwrecks and collection. This solves alot of ppl sailing into unsafe water problems.
incentives for pirates or traders/adventurers?
pirates tend not to sail lawless because they lose noto faster if they do
4. MORE Long-term maritime events get the CA's to host it so it takes place over the course of a season not 1 day dont be lazy
agreed
5. There should be a bonus for having higher noto and bounty like a speed boost of like 10 or 20% or perhaps the highest noto and bounty require 2 fine tribs to stop attack orrrrrrrrr the highest of bountys in order to stop attack the player must give at least 1 mil total in order to stop attack. This will encourage people to sail with more money in addition encourages higher noto and bounty. Risk vs reward
speedup for high noto??? no way. makes it easier to catch already doomed traders
2 trib or 1m to prevent attack??? wont work. as it is piracy is reason we do not sail with money,this would not encourage traders to carry more cash
6. Spoils should raise bounty/noto in exchange for a boost to speed like 10% risk vs reward.
perhaps what should change on spoils is the items recieved.I've been told by pirates that most spoils are junk items.if a pirate gets a trib ,it should be worthwhile to him/her
as to speed boost,i do not agree to that.gives pirate more advantage over traders that are already for the most part highly overmatched
7. 5 and 6 will add incentive for bounty hunters while also giving more incentive for pirates
I agree with HelloAll and the others above who have said this. The 24 hour rule is not the issue. The problem is with the low server population.
HelloAll says in one of his first comments he is bored of chasing down blue flags. That's the problem. There are not enough white names on the sea and there are too many blue flags.
If you reduce the 24 hour rule (I'm in favour of 4 hours) the implication is that you want the small number of white names who don't use blue flags to be sunk by pirates more often. So you are trying to solve the problem by sinking the same people more often! Again like HelloAll says, those people (me included) are quickly gonna get fed up and go back to using blue flags.
NaverUWO thinks this simple rule change is going to see some kind of renaissance in Maritime. Someone makes the point above there is absolutely no evidence it will have any impact on numbers. I agree with that - it's just wishful thinking.
Some hardcore maritimers have this longing for the return of the "golden age" of UWO. But my experience of life is you can never go back to the past. Do you remember @Lerxst who posted on the forum a lot after the restart? That was the trip he was on - he thought we should have literally restarted UWO from the beginning - not the running jump Papaya gave us. But you can see how it could never be like that again - we are all different people, and we make the game a different game.
I'm in one of the big London companies. We have 50 members and probably 10-15 hardcore who are on every day. And what are they doing? In 2s and 3s every night they are doing SWs, BRs, making stuff, training pets, doing some spice or nanban, doing a load of the new content. They are doing a whole ton of sh1t every night, socialising and having fun.
What I don't see is any appetite for the kind of BH/ Pirate/ Maritime situation which NaverUWO envisages.
I agree that Maritime is in trouble - but you've also got to see that the majority of what little population remains are busy - and having fun - doing other things.
I'm pro-pirate and I'm sorry for people like HelloAll and Culvern - I wish there was still a viable game for them. But, like we say down my way, "Them's the Times".
Curious, some 30 attacks done yesterday yet we discussing lack of players/people to attack?
I agree with the many comments about spoil rewards they should maybe rotate similar to San Fran Gold collecting rewards.
Also most players I see go sailing around in private mode, meaning they won't show up on search, I guarantee you there are players out there in unsafe/red waters that you don't even know are around.
Sure player base I think is kinda low but also it is exam period for a lot of people or heading towards that point. Many games do often experience some player loss but I bet a lot will be back once exams are over.
If people have got 999 100m cheques then wow but I also suspect a lot of them are buying a tonn of tickets and constantly trading the prizes, lets face it some ships are selling for crazy prices again.
But the worry is that pvp is acknowledged as pay to win.
Which means maritimers spend a lot of cash and also don’t make much in game so rely on selling nc stuff for cash flow.
If piracy fails then BH fails then maritime will eventually fail.
Removing a lot of high spending players.
Can papaya sustain that? That’s what makes me worry because my effort has been in grinding and spending on maritime and now I don’t want to take the time and grind let’s say adventure when I feel the server could close soon.
So I’m kinda left with a toon with hours and hours of potentially useless grinding that may not fit in the to style of play the game is heading.
But I guess time will tell.
For now I’m up for gazi’s suggestions. At least if the rules don’t change make the tribs worth handing in.
Yes I know it was connected to that event, I'm just saying that there was no shortage, so maybe players are just avoiding the known bottlenecks and taking different routes to destinations etc.
"ever try doing production with 1100-1200 vigor?try refilling with only 30-40 vigor per food?"
You say this as if the only way to obtain +90 vigour food is from those boxes. Dude...there is an entire
production skill that has been invalidated by these boxes for the most part, but for making aide food and pet food. Ever heard of Pachamaca w/ maca? Or Tuna olive steak? Right now a lot of people rank up their cooking only for it to matter little. Cooking and collecting/procuring/fishing for ingredients was also an easy way for newer players to make money and get started but that option was taken away from them.
They've made it so the rich can get richer faster and with more ease than ever. And it's for this same reason that including Fine Tribs and PO's in those boxes is also a silly idea. Without them included, it would require actual crafting and cooperation between people, companies, friends etc. Kind of like it used to be. Going into hostile waters should require preparation. And there should be some level of trepidation. So greater preparation and coordination between those who venture there should be rewarded. In this case with fewer risks to them and their cargo/inventory.
As for this 24 hour rule(or until log off) - it seems clear that most are against it. Even the non-pirates. So hopefully they can take that on board at least and amend it. Though I think 1 hour protection might be too little. Not every one has fast ships. Not everyone bee-lines immediately to their target destination and then leaves. It would lead to a situation where - either they rush to get things done - or, quite often, decide they can't manage it in time, and simply stay in port afk, or log off.
Discouraging people from playing or sailing is a negative outcome, in my humble opinion. So I think a 2 or 3 hour window is more fair and fun.
I also don't think we need to be handing out any more speed boosts, as that just increases the gap further between the have and have nots. But I'm all for more and better rewards for Piracy and BH. Including making Lawless waters a bountiful playground.
I've never understood this idea of an exp penalty in games. Some games go so far as to take away experience on death. It makes no sense to me. How does experiencing something - whether or not the outcome was favourable - cause you to have less experience, as if you've gone back in time? It's just not a fun mechanic and I don't think it's a good idea.
Naver initially stated his idea was to "increase competition and excitement in PvP".
I'm all in with his intention, but I disagree on his concrete idea. I don't share the same interest in attacking (or being attacked) by same guy repetedly when both parties already know what the outcome is.
I think he is giving the wrong incentives. People react to incentives like:
It is better than grinding/farming traders, but it will not bring the spark that will make people work together to overcome common problems and enemies. Or trigger WAR.
People are emotional beings that will react best when they actually lose something they really value.
Losing a battle in an UWO is a joke. Ducats, bounty, non UWC items, fame? Nothing of this is really valuable.
Time is.
I don't know if you played an online game with death (Exp) penalty, but I did. And I can still remember the thrill of getting into a battle that I could actually lose something that I really cared about (my time).
The thrill to actually set up ambushes, hunt and downgrade your enemies. Or being hunted down, ask for help, use diplomacy... everything that Naver says his idea will bring.
All in all, death penalty puts less emphasis on skill grinding and more on cooperation and team work.
It certainly is not fun if you are the one losing exp but it is still part of the formula that will trully bring competition and excitement in PvP. And maybe start a few wars :)
We have the same end goal: A more enticing reason to participate in maritime, and a better overall experience while doing so. But I really don't think an exp penalty is the solution. First of all, I should clarify - do you mean a penalty toward earned experience upon being sunk? Or do you mean an actual deduction in current experience?
Either way - you may find that adds to the thrill for you, but I really think most people would just find that annoying and unengaging.
Not to mention that a lot of people who participate in PvP already have the levels and ranks they need, so I'm not sure an exp reduction would affect them too much.
Also, you'd be surprised how much losing their ducats, cargo and items in particular irks some people :P I know it would bug the heck out of me, because of the time lost in replenishing the lost goods or items. But I'm okay with it.
I'm with you in that farming people is no fun, and that there should be diminishing returns for it.
Some of the solutions that have been mentioned like a reduction in the grace period before being attackable once more, and better rewards from spoils are solid and feasible. We can come up with more elaborate systems beyond that, but the likelihood that KOEI would implement them is slim to none. I can think of several things they could add, but we have to be realistic.
Which is why CPC is partly correct. If we want large scale PvP, wars, diplomacy and so on - then we need to work toward that as a community, instead of doing nothing but lamenting. Something as small as getting newer players, or non-battlers excited about maritime by taking the time to help them out, show them a few tricks, work on skills or quests together etc. is a tiny thing that could make the world of a difference. So many of them find it intimidating because they feel like they don't have the skills or ships to compete.
And then you have a certain section of vets who ostracize anyone inferior, so that they can continue to feel good about themselves. These same people then complain about the lack of PvP - not realizing how their own actions deter people. Talk about irony...
We need the server to feel invigourated about the art of battle again. Once upon a time that actually happened. Without the then-publisher's, or KOEI's intervention. It can happen again. The fact that many of us are even discussing this and share the same ideas and desires regarding it, is a positive thing.
Obviously Papaya and KOEI can, and should, make some changes that aid towards this goal. But the onus is on us as a playerbase to make the game more welcoming in general to the new folks. Or to guide those with little maritime experience. A little bit of selflessness and camaraderie can go a long way ;)
I do agree that we need to make our part to make UWO great.
Right now I am working on the ultimate shipbuilding tool which may help beginners understand how custom shipbuilding works.
I also own a UWO fan site to help players as we currently lack up-to-date information.
But that itself may not be enough to bring excitement and competition to PvP.
I think that there are some underlying mechanisms that could be tweaked to make large scale PvP, wars and diplomacy SPONTANEOUS. (exp) Death Penalty is one of them.
How would you feel if had your rowing downgrade from R20 to R19?
I suppose you would want revenge right (competition)?
If you are not strong enough you will likely seek help from company mates and friends (team up).
How would you feel when you defeated downgrade your enemy? (Excitement)?
Isn't that the very thing we want to revamp (Competiition/ Excitement/Team up)?
I say it works because I experienced it. But I also understand that the server is not ready for death penalty for everybody. Thus my proposal is DEATH PENAL for the AGRESSOR.
The agressor is always someone who is into maritime so he will know the risks of initiating an agression against another player.
As an agressor you have to assess your odds in victory. If you decide to attack an overwhelmingly stronger force (and dies) you are the only one to blame. Therefore I don't think people will be annoyed for losing levels/ranks (maybe pissed off with their own stupidty).
As you can see above, having all the ranks they need will not prevent them from downgrading (and having to grind it back).
P.S.: Death penalty works on your total experience.
Let's say you have a total experience / proficiency of 100. A 10% penalty will reduce it to 90. If you were R2 0/400 you would now be R1 90/100.
Sorry I didn’t have chance to read your whole post I’m driving.
But let’s get this right, I take on a trader and if I win I get maybe 1m and an non nc sail. If I lose I drop from r20 to r19 row, something that will take weeks, maybe months to regain..that’s saying I don’t lose again in that same month.
Wow how ridiculous as if pirating isn’t rewarding enough as it is.
such and easy thing for you to suggest because as a trader you never the aggressor (as you put it) so basically you just want to add another crap restriction to pirating.
Tell you what I’ll agree to that if you lose an SB rank, management rank or navigation rank if I beat you.
My god you have tribs which means we get nothing if you don’t carry lots of cash, how can that not be enough.
If we lose we lose the same as u, and item cash on us but also we loose our bounty that will even come from our bank. We can’t pirate for a while. I think I better stop posting here because clearly we don’t see eye to eye on this one.
I thank you for your effort with the SB tool and also the fan site. But on this subject I cannot agree
Death penalty is on the agressor. It may be a white, a BH or a pirate. So you could actually cripple that BH scumbag.
It doesn't have to be 10%, it may be 0,5%. You will have to die 20 times to lose a rank, does that look fair now?
And there are many other possibilities. Papaya could sell a No death penalty flag and get income from that... Players with minus 30 total level difference (from the defending side) would not get penalty at all for risking an sneaky attack.
But you know what's funny? I hear:
- "People spend too much time grinding skills instead of playing" - "I don't wanna know the outcome. I want risks". - "Without risks there is no diplomacy" - "Traders should arm and defend themselves" - "Trader should use blue flags if they don't want to be harassed"
and then I say the magical words DEATH PENALTY...
then it becomes:
- "I need R20 skill." - "Can't accept 0,001% risk of losing to a trader" - "I won't be able to attack an armed merchant convoy"
And then I say "No problem, use No death penalty flag". And I get:
- Ahh but they're expensive not many people can afford it...
So its a question of point of view and priorities.
- Do you want more fun or just more grinding? - Do you just want get to the destination (win) or will enjoy the ride/road?
My 2 cents on the entire thing, I'd be more ok with being hit more often IF Just cause you declared hostile intend I did not lose my sailing speed. The whole Declaiir hostile intent and all my speed suddenly poofs away IS the worst. Then pirate would have to Actually catch people not just get lucky with clicking attack.
I was actually giving pirates the benefit of the doubt with my comment on farming. I don't really consider two hits "farming." My definition would be three or more. Naturally, of course, a pirate had to complain about something not really relevant. It's too bad, I thought you were smarter and had more honour.
I guess then I will have to accept your definition - that farming is more than one hit.
@viennasSo the soultiuon is more pirates,...which will somehow turn everything into balance,...I mean - Are you serious? Not only it speaks against the reality of this game, stricter pirate rules was implemented exactly because of pirates orgies on everyone else,..causing people to leave the game. You ignore basic facts.
you need to actually READ what people write before you make assumptions. NO WHERE in this thread have i said the solution is to have more pirates! Nor have a said that the restrictions should be removed. What i did say is that 'if you take away one restriction, then you need you replace it with something else'. It's already been established that it's the time factor that needs to be 'reduced' between when i pirate can attack the same fleet again. You talk about reality, well once per 24 hour period is not realistic considering what a trader can accomplish in that time. As for 'pirate orgies', weather there are restrictions or not pirates can still work together. Once one pirate is done with their attack, then a second pirate waiting nearby can do a followup attack and so on. I have looked at the basic facts, have you?
you also claim with such statements, that the game economy is a disaster because of to big abundance - literally, which Nanban traders create.
well let's see... adventurers don't make huge amounts of money from discoveries, sure the find some decent items ON OCCASION from ship wrecks but you can't make 100's billions from adventuring. If you could it would take an extremely long time to do. The server is only 4 months old now. maritimer's end up spending so much money on replacing ship parts and repair tools, most quest don't cover the costs. The best quest for maritime when making money is battle report (as far as i know), which you are only bringing in a little over 20m per FULL quest. Do you realize how many BR quests you'd have to do to make 100b!!! Even the time it would take to do that many. the alternative is dungeon running, which depending on the dungeon can make you good money, but the same issue is the amount of time running dungeons to get to 100b mark plus there's the fact that you can die doing both of these. nanban traders can do run after run and make billions over the course of 24 hours, especially with the super fast adv ships out there now and clairmonts to max out cargo, all you need is high lookout and you're set. It would also be interesting to know that ONLY nanban runners to maximize return, that are the players responsible for the multiboxing problems going on and the spree of banning of the population that has resulted. People are crazy these day about multiboxers and are quick to accuse anyone that using alts and/or travels in large fleets.
Soooo, overall i'd have to say YES trade is pretty responsible for the money imbalance that going on in the game right now. If you can't see this then there really is no hope for you. Btw, you don't have to sell your goods in a bazzar to get there either. You just keep selling to merchants for 100's millions at a time and the money adds up pretty quick. It's all about maximizing the number of sells you can make in a day Now i do agree with you that this game is heavy "pay to win" but that's really only if you are that type of person. There are many players online that just play the game 'as is' and don't bother with any uwc stuff. And really say about 'company greed', the host does have to make money somehow in order for us to even play this game. Remember, not everyone is a pay to win player.
While why there gives not many BH, many reasons for it, it's not easy to sink battle players with battle ships, that's the biggest. Not many people can do BH. Also unrewarding BH system does not help. Not to mention, you need alot to catch GOD speed like pirate galleys,...not many people can afford it, nor do it.
BH is a specialty job like piracy. You know what you're getting into before you do it (that is if you want to do it properly). Some BH'ers don't even go after those top pirates and just stick with low/mid range pirates so their cost is less.
so what you're suggesting... if i attack someone and loose. I'd loose xp which could drop me in lvl's which could then knock out a skill slot. So i spend every single day for months grinding something like rowwing attack someone and because of lag spike or dc i loose and loose my entire skill? I just forgot how to row after one attack??? Dumbest idea evar! When you loose a fight you already loose fame/money/sometimes items/goods, to loose lvl's and skills as well doesn't make sense or is even realistic.
Now i know where you are getting this model from. Games like Diablo and Path of exile use the that method when you die (except you only drop to the start of the current lvl, not to the lvl below). But you have to understand that those games have a completely different model of game play and development. That kind system doesn't fit in the UWO model of game play and development. That's why we loose other stuff like fame etc...
1 - Exactly. You attack, you lose, you lost part of your beloved grind.
That's my point, you are losing something you really care about. Not fame, money, crap itens and mice.
Remember Gama? Most traders wouldn't mind being plundered. There were no cursing words.
Your reaction tells me this is the exact spark that we need to bring competition and excitement.
Don't want risks? Buy a No penalty flag! ^^
2 - You will not forget how to row. What's the difference from R20 to R19. 1%, 2%? Is it that really big?
Losing 1 level at R20 is certainly a lot but if you lose it at R10 or R5 is it? Perhaps the idea is to discourage grinding and increasing play time? Or today is the smart way, to grind/max pvp skills and only them start to pvp (until the next WIPE, of course)?
3 - I disagree it is unrealistic. You named at least 2 games that adopt it (I never played them).
4 - Doesn't fit in UWO's model? Oh come on :)
We have magic, AOS, kraken, instant canals, steam ships, we carry ships over land. Next update will bring nocturne shadow tanks. So I think we are clear to introduce successful pvp rules from benchmarks :)
Comments
They should rather fix the economy, which is far worse as by OGP
As for your 'economy' issue, it's the unrestricted traders that is throwing the economy out of wack with their excessive wealth gain, read the whole thread!. Even YOU say that the economy is out of wack!
I don't understand what anyone means when they talk about 'farming whites'. I have only been a pirate for the last 3-4 years so maybe before that you could attack a white more than once. A pirate can only attack them ONCE in a 24 hour period. No way to farm so why the non-stop whining about it?
The green flag they do get protects them from any other attack for 5 minutes which should be enough time to get out of area easily.
And I love the response from the BH that disagrees with farming pirates and says he limits himself to attacking twice in a row.......that is farming.
Will different rules for piracy save the server? I doubt it. But pirates do have a TON of restrictions against them already that protect others.
Anyone that does get pirated could easily have avoided it in most cases using any one of the methods that are available. Laziness can be cured.
You can see the difference in mind set between those that have pvp’d and Those that haven’t.
So just to clarify, I’m a noob, I’ve played for 5 months....but my goodness it seems like I have more experience than some 7 year vets.
Every maritimer on here be it BH or pirate has at some point been a trader. Maybe even an adventurer, so we understand that aspect of gaming and have experience.
You can tell for a certainty that a lot of the traders on here have never experienced pvp, and without doubt never experienced the role of a pirate.
But to start, a pirate is a role in this game. And it deserves the same care and attention as a genre as trading and adventuring gets.
So we know the restrictions on pirates already...I could explain them again but if you don’t know them by now you never will. But there is lots.
So let’s consider the restrictions of a trader.... erm? a power cut at your home? Internet down? there is none other than pirates. But still your are given so much to combat that.
Yet the slightest idea that you won’t make your billions that day make you cry.
How much can you make per trip? So say you have a SWJ with 1000 cargo and a 1000 cargo aide ship. Your alt has a 1500 cargo clermont his aide has also 1000 cargo, alt 2 has clermont with 1500 cargo and then his aide has 1000 cargo all that equals around 7000 cargo per trip? And you do that now many times per day without restriction?
How about instead of unrestricting pirates we start restricting adventure and nanban.
How about only 1 nanban per day?
Or only allowed to use a trade item for nanaban once per day?
Or maybe only use a EA town once per day?
Adventures.
How about Quest can only be done once per day? So no farming of AOS and other items.
Could you imagine the complaints if the other classes actually got restrictions to stop their fun and profit.
But none of them think about that because they have had it so easy, especially since the restart.
So for those that bring up about “you for item plunder stop complaining”
Item plunder imo was to bring back profit for pirates.
But there is so few people to hit now that the game is boring for pirates.
Go look at the top 10 most wanted, all the guys that were massively active pirates are not now. The top 10 contains people that aren’t even pirates now, including me.
I’m all up for supporting something that might work.
But what purplepirat said is happening already. Pirates bored and leaving, as a result BH bored and leaving...traders can’t hold anymore money...nothing to buy...no reason to buy. Game ends.
I think it’s too late and for that reason I’m not spending any more cash, I can’t be the only one thinking this either so papaya will soon be having to look at “is this game profitable to run”
Pirates receives different care and attention in the game because they disrupt other people's gameplay style.
Nobody cares about the BHs because they attack people that chose to do maritime in the first place.
A more fair comparision:
Let's say you as a pirate/bh/trader and meets an adventurer at sea and he says: "We are doing a quest now".
And all of a sudden you are spending time doing something that is not why you chose to play the game in the first place. And in the end ... if you are not as good as the adventurer in adventuring ... you lose money, stuff, fame and more importantly: your TIME.
Now image you meet the same guy half an hour later in the same sea and he takes you to a quest again...
That was just for you to think, not to advocate for pirate's extinction.
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Pirates disrupts others game play..which is why blue flags are available, safe waters are available, tribs are available.
End of the day it is a job description in UWO and it should receive the same care and attention of all the other jobs.
If people want a pirate free game pic a different game.
If KOEI wants a pirate free game so be it, but the current situation is pointless.
If it is true that people are maxed with the cheques they can hold then that means these are the hardcore spenders or hardcore nanbaners. So What happens now? There is no point for them to nanban or no point in them to spend real cash.
At least pirates could of slowed that down but it’s too late.
The main problem imo is population, there was never enough after restart and it’s gotten lower not higher.
If the population was much higher these pirating rules would be fine for me.
What hasn’t helped is the amount of nanban favoured (speed/cargo not Nanban pref skill) ships that have been put in the bottle again and again and now the clermont tops it off.
The lack of pvp activty has roots in the current low server population.
Farming is wrong, be it on a trader, pirate or BH. And should be banned
24h protection is too much for this ban.
Gazi's idea is great to encourage piracy as it makes it a money earning job instead of a hobby.
Gazi's idea can be implemented right away
We disagree on:
1 hour green flag
A few maritimers and most traders/adventurers agree it is not enough time protection as player activity may take longer in that sea area (Say you want to collect to nanban or is waiting that weather fenomenon to show up).
I think we could all agree on 3 hour protection from attacks from the same player.
No green flag for BHs
Play it fair and let the BH be ready again
UWO Headquarters (Fan Site)
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Also with tribs available another attack will literally take up 30 seconds of their time.
I totally get your point about collecting and charting and I always use a blue flag when I chart just because of those annoying npcs.
But remember if you want to chart or collect blue flags are available.
Also you can go into private and hide at sea or what I would like to see in the future is some diplomacy, where a pirate finds you but you arrange a fee or give an item for them to leave you.
Or you can hire a BH to protect you, or better still prepare yourself to fight the pirate. Carry cannons, crew firebombs all sorts that can help you fend them off.
I know it’s inconvenient but It could also make it more fun for both all.
Not sure anyone signs in to be a trader/adventure and wakes up thinking: "today I want to deliver 10 tributes and buy 5 blue flags".
If only you could picture yourself being forced to hand over tributes or blue flags all the time you pass through an adventurer/trader then, perhaps you would agree that this is called "disruption".
UWO Headquarters (Fan Site)
uwo-hq.blogspot.com
I just made point that KOEI put it there so it either needs to be done properly or not at all.
But as I said I don’t think the 24hour rule is the issue. It’s the lack of population.
Curious, some 30 attacks done yesterday yet we discussing lack of players/people to attack?
I agree with the many comments about spoil rewards they should maybe rotate similar to San Fran Gold collecting rewards.
Also most players I see go sailing around in private mode, meaning they won't show up on search, I guarantee you there are players out there in unsafe/red waters that you don't even know are around.
Sure player base I think is kinda low but also it is exam period for a lot of people or heading towards that point. Many games do often experience some player loss but I bet a lot will be back once exams are over.
If people have got 999 100m cheques then wow but I also suspect a lot of them are buying a tonn of tickets and constantly trading the prizes, lets face it some ships are selling for crazy prices again.
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But the worry is that pvp is acknowledged as pay to win.
Which means maritimers spend a lot of cash and also don’t make much in game so rely on selling nc stuff for cash flow.
If piracy fails then BH fails then maritime will eventually fail.
Removing a lot of high spending players.
Can papaya sustain that?
That’s what makes me worry because my effort has been in grinding and spending on maritime and now I don’t want to take the time and grind let’s say adventure when I feel the server could close soon.
So I’m kinda left with a toon with hours and hours of potentially useless grinding that may not fit in the to style of play the game is heading.
But I guess time will tell.
For now I’m up for gazi’s suggestions. At least if the rules don’t change make the tribs worth handing in.
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Naver initially stated his idea was to "increase competition and excitement in PvP".
I'm all in with his intention, but I disagree on his concrete idea. I don't share the same interest in attacking (or being attacked) by same guy repetedly when both parties already know what the outcome is.
I think he is giving the wrong incentives. People react to incentives like:
- Giving valuable prices to pirates (Gazi's idea)
- Glory /Notoriety
It is better than grinding/farming traders, but it will not bring the spark that will make people work together to overcome common problems and enemies. Or trigger WAR.
People are emotional beings that will react best when they actually lose something they really value.
Losing a battle in an UWO is a joke. Ducats, bounty, non UWC items, fame? Nothing of this is really valuable.
Time is.
I don't know if you played an online game with death (Exp) penalty, but I did. And I can still remember the thrill of getting into a battle that I could actually lose something that I really cared about (my time).
The thrill to actually set up ambushes, hunt and downgrade your enemies. Or being hunted down, ask for help, use diplomacy... everything that Naver says his idea will bring.
All in all, death penalty puts less emphasis on skill grinding and more on cooperation and team work.
It certainly is not fun if you are the one losing exp but it is still part of the formula that will trully bring competition and excitement in PvP. And maybe start a few wars :)
UWO Headquarters (Fan Site)
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I do agree that we need to make our part to make UWO great.
Right now I am working on the ultimate shipbuilding tool which may help beginners understand how custom shipbuilding works.
I also own a UWO fan site to help players as we currently lack up-to-date information.
But that itself may not be enough to bring excitement and competition to PvP.
I think that there are some underlying mechanisms that could be tweaked to make large scale PvP, wars and diplomacy SPONTANEOUS. (exp) Death Penalty is one of them.
How would you feel if had your rowing downgrade from R20 to R19?
I suppose you would want revenge right (competition)?
If you are not strong enough you will likely seek help from company mates and friends (team up).
How would you feel when you defeated downgrade your enemy? (Excitement)?
Isn't that the very thing we want to revamp (Competiition/ Excitement/Team up)?
I say it works because I experienced it. But I also understand that the server is not ready for death penalty for everybody. Thus my proposal is DEATH PENAL for the AGRESSOR.
The agressor is always someone who is into maritime so he will know the risks of initiating an agression against another player.
As an agressor you have to assess your odds in victory. If you decide to attack an overwhelmingly stronger force (and dies) you are the only one to blame. Therefore I don't think people will be annoyed for losing levels/ranks (maybe pissed off with their own stupidty).
As you can see above, having all the ranks they need will not prevent them from downgrading (and having to grind it back).
P.S.: Death penalty works on your total experience.
Let's say you have a total experience / proficiency of 100. A 10% penalty will reduce it to 90. If you were R2 0/400 you would now be R1 90/100.
UWO Headquarters (Fan Site)
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But let’s get this right, I take on a trader and if I win I get maybe 1m and an non nc sail. If I lose I drop from r20 to r19 row, something that will take weeks, maybe months to regain..that’s saying I don’t lose again in that same month.
Wow how ridiculous as if pirating isn’t rewarding enough as it is.
such and easy thing for you to suggest because as a trader you never the aggressor (as you put it) so basically you just want to add another crap restriction to pirating.
Tell you what I’ll agree to that if you lose an SB rank, management rank or navigation rank if I beat you.
My god you have tribs which means we get nothing if you don’t carry lots of cash, how can that not be enough.
If we lose we lose the same as u, and item cash on us but also we loose our bounty that will even come from our bank. We can’t pirate for a while.
I think I better stop posting here because clearly we don’t see eye to eye on this one.
I thank you for your effort with the SB tool and also the fan site. But on this subject I cannot agree
Death penalty is on the agressor. It may be a white, a BH or a pirate. So you could actually cripple that BH scumbag.
It doesn't have to be 10%, it may be 0,5%. You will have to die 20 times to lose a rank, does that look fair now?
And there are many other possibilities. Papaya could sell a No death penalty flag and get income from that... Players with minus 30 total level difference (from the defending side) would not get penalty at all for risking an sneaky attack.
But you know what's funny? I hear:
- "People spend too much time grinding skills instead of playing"
- "I don't wanna know the outcome. I want risks".
- "Without risks there is no diplomacy"
- "Traders should arm and defend themselves"
- "Trader should use blue flags if they don't want to be harassed"
and then I say the magical words DEATH PENALTY...
then it becomes:
- "I need R20 skill."
- "Can't accept 0,001% risk of losing to a trader"
- "I won't be able to attack an armed merchant convoy"
And then I say "No problem, use No death penalty flag". And I get:
- Ahh but they're expensive not many people can afford it...
So its a question of point of view and priorities.
- Do you want more fun or just more grinding?
- Do you just want get to the destination (win) or will enjoy the ride/road?
UWO Headquarters (Fan Site)
uwo-hq.blogspot.com
the soultiuon is more pirates,...which will somehow turn everything
into balance,...I mean - Are you serious? Not only it speaks against the
reality of this game, stricter pirate rules was implemented exactly
because of pirates orgies on everyone else,..causing people to leave the
game. You ignore basic facts.
you need to actually READ what people write before you make assumptions. NO WHERE in this thread have i said the solution is to have more pirates! Nor have a said that the restrictions should be removed. What i did say is that 'if you take away one restriction, then you need you replace it with something else'. It's already been established that it's the time factor that needs to be 'reduced' between when i pirate can attack the same fleet again. You talk about reality, well once per 24 hour period is not realistic considering what a trader can accomplish in that time.
As for 'pirate orgies', weather there are restrictions or not pirates can still work together. Once one pirate is done with their attack, then a second pirate waiting nearby can do a followup attack and so on. I have looked at the basic facts, have you?
you
also claim with such statements, that the game economy is a disaster
because of to big abundance - literally, which Nanban traders create.
well let's see...
adventurers don't make huge amounts of money from discoveries, sure the find some decent items ON OCCASION from ship wrecks but you can't make 100's billions from adventuring. If you could it would take an extremely long time to do. The server is only 4 months old now.
maritimer's end up spending so much money on replacing ship parts and repair tools, most quest don't cover the costs. The best quest for maritime when making money is battle report (as far as i know), which you are only bringing in a little over 20m per FULL quest. Do you realize how many BR quests you'd have to do to make 100b!!! Even the time it would take to do that many. the alternative is dungeon running, which depending on the dungeon can make you good money, but the same issue is the amount of time running dungeons to get to 100b mark plus there's the fact that you can die doing both of these.
nanban traders can do run after run and make billions over the course of 24 hours, especially with the super fast adv ships out there now and clairmonts to max out cargo, all you need is high lookout and you're set. It would also be interesting to know that ONLY nanban runners to maximize return, that are the players responsible for the multiboxing problems going on and the spree of banning of the population that has resulted. People are crazy these day about multiboxers and are quick to accuse anyone that using alts and/or travels in large fleets.
Soooo, overall i'd have to say YES trade is pretty responsible for the money imbalance that going on in the game right now. If you can't see this then there really is no hope for you. Btw, you don't have to sell your goods in a bazzar to get there either. You just keep selling to merchants for 100's millions at a time and the money adds up pretty quick. It's all about maximizing the number of sells you can make in a day
Now i do agree with you that this game is heavy "pay to win" but that's really only if you are that type of person. There are many players online that just play the game 'as is' and don't bother with any uwc stuff. And really say about 'company greed', the host does have to make money somehow in order for us to even play this game. Remember, not everyone is a pay to win player.
While
why there gives not many BH, many reasons for it, it's not easy to sink
battle players with battle ships, that's the biggest. Not many people
can do BH. Also unrewarding BH system does not help. Not to mention, you
need alot to catch GOD speed like pirate galleys,...not many people can
afford it, nor do it.
BH is a specialty job like piracy. You know what you're getting into before you do it (that is if you want to do it properly). Some BH'ers don't even go after those top pirates and just stick with low/mid range pirates so their cost is less.
so what you're suggesting... if i attack someone and loose. I'd loose xp which could drop me in lvl's which could then knock out a skill slot. So i spend every single day for months grinding something like rowwing attack someone and because of lag spike or dc i loose and loose my entire skill? I just forgot how to row after one attack??? Dumbest idea evar! When you loose a fight you already loose fame/money/sometimes items/goods, to loose lvl's and skills as well doesn't make sense or is even realistic.
Now i know where you are getting this model from. Games like Diablo and Path of exile use the that method when you die (except you only drop to the start of the current lvl, not to the lvl below). But you have to understand that those games have a completely different model of game play and development. That kind system doesn't fit in the UWO model of game play and development. That's why we loose other stuff like fame etc...
1 - Exactly. You attack, you lose, you lost part of your beloved grind.
That's my point, you are losing something you really care about. Not fame, money, crap itens and mice.
Remember Gama? Most traders wouldn't mind being plundered. There were no cursing words.
Your reaction tells me this is the exact spark that we need to bring competition and excitement.
Don't want risks? Buy a No penalty flag! ^^
2 - You will not forget how to row. What's the difference from R20 to R19. 1%, 2%? Is it that really big?
Losing 1 level at R20 is certainly a lot but if you lose it at R10 or R5 is it? Perhaps the idea is to discourage grinding and increasing play time? Or today is the smart way, to grind/max pvp skills and only them start to pvp (until the next WIPE, of course)?
3 - I disagree it is unrealistic. You named at least 2 games that adopt it (I never played them).
4 - Doesn't fit in UWO's model? Oh come on :)
We have magic, AOS, kraken, instant canals, steam ships, we carry ships over land. Next update will bring nocturne shadow tanks. So I think we are clear to introduce successful pvp rules from benchmarks :)
UWO Headquarters (Fan Site)
uwo-hq.blogspot.com