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Home › Uncharted Waters Online › General Discussion
Home › Uncharted Waters Online › General Discussion
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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.
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