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  #1  
Old 08-19-2008, 04:18 PM
Aether
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Default New Devlog: We're Listening!

Fraxl has written up a Devlog discussing the impact that the Testbed event has had on the pending changes to PvP rules and the PvP Open Sea Battle revisions.

These were important subjects, and your feedback made a direct impact on the way we are handling these issues. To learn more, visit this link.

Best,
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  #2  
Old 08-19-2008, 04:19 PM
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first!

Quote:
Originally Posted by devlog
Once you targeted a ship, you couldn’t move the camera away from that ship.
That wasn't the issue. The issue was that it would always initially 'snap to target', even if you had that setting disabled. We'll see whether that's actually what you fixed or not with the update.
Edit: Ah, apparently some people had an extra issue, described by this. I still assume that 'my' issue is solved too, but we'll see.

I'm really curious to see whether the camera is better now.

I don't really see how 9 is that much a change from 10 (though it's a nice 1.5 max now...). The change from 2 to 3 is a much bigger one of course. Will you eventually add some opponent 'level' based measurement?

Further; will have to see for myself.
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Last edited by ArmEagle : 08-19-2008 at 04:31 PM.
  #3  
Old 08-19-2008, 04:30 PM
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hummm 4 sided battles....
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  #4  
Old 08-19-2008, 04:39 PM
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Quote:
Originally Posted by Michael O'Dwyer View Post
hummm 4 sided battles....
Yeah, I really don't know what I should think about that...

On Rackham, at times the Spanish and French have supported each other by holding back each other's fleets so the British couldn't get to them to raise unrest.

And with that added I'll have to watch out for even more opponents. Though PvE battles are only open to opponents in the full PvP circles, right?
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Old 08-19-2008, 04:44 PM
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Quote:
Originally Posted by Michael O'Dwyer View Post
hummm 4 sided battles....
18 vs 6 Pirate Ganks!
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  #6  
Old 08-19-2008, 04:46 PM
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4 sided battles seem like it will kill pvp in a ton of situations, just gonna make a bunch of 12 v 6 fights, etc.

but on topic, i still have not figured out whats going to stop a larger pop nation from getting 'hit' by a group of 6 with 1 or 2 relatively fast ships, have them run for a little until the whatever thing kicks in then pop in and 9v6 bam.

no, 'dont send your whole group in' is not a valid response. then you are splitting yourself up which is further hurting yourself as a less populated nation who can't zerg a red zone.
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  #7  
Old 08-19-2008, 05:00 PM
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Quote:
Originally Posted by facetious View Post
but on topic, i still have not figured out whats going to stop a larger pop nation from getting 'hit' by a group of 6 with 1 or 2 relatively fast ships, have them run for a little until the whatever thing kicks in then pop in and 9v6 bam.

no, 'dont send your whole group in' is not a valid response. then you are splitting yourself up which is further hurting yourself as a less populated nation who can't zerg a red zone.
Luckily it's only when you are the attacker that you can be facing a bigger group. But then it can still be somewhat of an issue exactly as you describe further.

The problem is that you always attack just one player, without knowing whether he's in a group or not. And obviously you want to be in a group yourself - though a real group isn't necessary that much anymore now, since everyone can jump in (though there are other benefits).
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  #8  
Old 08-19-2008, 05:04 PM
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Quote:
Additionally, you now have to be outnumbered by three, rather than two, to trigger the extra reinforcements.
So basically 1v3 is fine now? Ganking ftw apparently according to FLS. How is a 1v3 not a gank?
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  #9  
Old 08-19-2008, 05:10 PM
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Quote:
Originally Posted by mack_au View Post
So basically 1v3 is fine now? Ganking ftw apparently according to FLS. How is a 1v3 not a gank?
Both sides are still open for reinforcements for 10 minutes, its just that it will be equal reinforcement numbers on both sides unless it hits the trigger.
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  #10  
Old 08-19-2008, 05:11 PM
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I definitely like the change to help protect 1v1, thanks!
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