This is a method that works usually 100% of the time.
Equip your ship for speed by installing permanent streamline hulls & speed rigs. Also equip general fittings that increase you ships battle speed & stealth.
Experts should look for steam cranked, large golden cross, and taxmans rigging.
Freetraders & Buccaneers also have a new passive skill to reduce cargo loss to 50% & adds 2% onto your battle speed on top of having the fastest ships in the game.
Get close to the edge of the red circle & attack an NPC ship. Either sink it or outrun it & when you exit the battle you obtain 1 minute of immunity to attack.
This is normally enough time to get into port without being attacked in the red circle.
If you are really concerned only enter the red circle downwind to pick up a speed boost from one of the current arrows in the sea.
Also if you are trapped in a port upon exit don't move & take a good look around you first, if you see trouble go back into the port by clicking on it without setting sail as this breaks your immunity to attack.
In worst cases keep other ships docked in other ports to transfer to & just wait until the coast is clear or check the time of the port battle in your contention logs & come back after the red circle has gone away.
It's not hard to avoid getting ganked but if the worst ever happens check your map & head downwind away from your opponent as usually you can outrun most opponents, carry hull patches & mast bracers at all times & don't forget to fire a flare!
Good Luck & be Safe!
Comments
I know an easier way to avoid ganking. Play a MMOG where the developers are smart enough to include mechanics that don't allow ganking.
You might be interested in a thread i just made in Potbs forums:
http://www.burningsea.com/forums/showthread.php?t=30826
You might be interested in a thread i just made in Potbs forums:
http://www.burningsea.com/forums/showthread.php?t=30826
Shockingly WoW was harder game to lvl up, PvP, and to PvE in.
You might be interested in a thread i just made in Potbs forums:
http://www.burningsea.com/forums/showthread.php?t=30826
Shockingly WoW was harder game to lvl up, PvP, and to PvE in.
Yes and the difference in the two (even though I hate WoW) was death penalty. Your gear gets damaged yes but a couple of deaths is easily repaired for a fee which when I did try it (well actualy I played to the level cap and even tried battle grounds which I found fun but anyhow..) was reasonable and didnt mean that you lost your entire set of armour and sword upon death. This is the difference. If the reward were not so horribly horrible people would not mind dying so much. However ship durability is in fact very expensive and not practical and loosing anything that isn't considered secure cargo makes it so that no one is gonna bother to try running it .. and then if you want to do missions you have to have like 2 sets of gear in your cargo hold and somehow drive the fastest ship instead of the tanks that I always brought on missions which even with speed gear were by nature slower to start with and more visible blah blah blah. Anyhow until they make it so i'm not loosing my shirt if I die there is no way that I would run the risk unless there was a very very good reason. That means that I wont risk doing missions in those ports and if i am going in its going to be in the fastest ship I can find with stealth gear (not speed gear) and every speed buff I can get my hands on. I won't however be using that flimsy light weight ship for PVE if i do get there and likely to avoid loosing the ship upon exiting as exiting is always harder due to port campers on the docks I will leave the ship I used to smuggle an minute amount of cargo into the port with and teleport to a ship and try to find something else I can do. Not exactly umm enticing, but not being a stupid person I avoided ganking and when I did get ganked I could run however at the same time it mean I was in a ship that was designed for only that and nothing else light fast ship. It often meant I had to find logout at times if i found my mission ship locked in layers of red rings. In the end it resulted in frustration and then boredom at being unable to actually play. After that I slowly stopped logging in to do much of anything and then one day after a very strange experience with a griefer group I left ... that's after not having actualy played for several weeks, merging what was left of my guild with another guild and suddenly finding myself guild leader after the original leaders left for another game likely leaving me to try to decide what to do with this small motley crew. So yeah that worked out all fine and dandy but the crux of the matter was the risk didn't merit the grind associated with it to make it worth me even considering. Now its gonna take a lot more then ship insurance to entice me to resubscribe to a game which I have even after not playing for a month or so now exeperienced everything there is to experience with a couple of exceptions. Those exceptions would occupy about a week of my game time if i did it REALLY slowly and then I would be back to standing on the docks and logging out.
FLS doesn't just allow ganking...they actively encourage it. Unfortunately for them even the gankers and griefers are quitting because they can't find enough victims to keep them satisfied.
Not anymore - granted they used to but since the harassment policy was released they have not muttered a word about it.
Not anymore - granted they used to but since the harassment policy was released they have not muttered a word about it.
Hate to break this to you but there policy is never backed up by actions
Not anymore - granted they used to but since the harassment policy was released they have not muttered a word about it.
So a group of six high level players can't jump a lone lowbie who is just trying to turn in quests anymore?
Not anymore - granted they used to but since the harassment policy was released they have not muttered a word about it.
So a group of six high level players can't jump a lone lowbie who is just trying to turn in quests anymore?
We are gearing up to share a long-term vision for Pirates of the Burning Sea, to include an in-depth look at our development cycle, three milestones in advance.
Additionally, we will have a larger discussion with our community as to the direction that Pirates of the Burning Sea PvP is taking. This discussion will address the concerns raised in this thread directly.
While I don't have an exact date for deployment, I can tell you that we are building those Devlogs now to deploy shortly.
In the meantime, I'd like to remind everyone that if you are looking for constructive responses, you are going to need to provide constructive criticism. You can be upset, you can be disappointed, you just cannot be abusive.
Best,
Aether
Newbie port protection was a stopgap measure, largely intended to address the unpleasantness of getting ganked at level 5 on your first trip out to the Open Sea. I've talked in devlogs about how I'm shifting focus away from the extreme-risk model of PvP, and as we make that transition, we're also going to be able to move away from artificial restrictions like newbie port protection.
We always want the conflict in newbie regions to be somewhat lower intensity than conflict in the Antilles, but not to the point where conflict simply doesn't exist at all. Contestable ports are contestable ports, whether they're in the Antilles or in Florida, and should be conquerable regardless of their 'newbie' status. I just don't want them being conquered accidentally.
We've got a number of solutions -- both in internal builds and in implementation for 1.5 and 1.6 -- that will continue to drive down the individual risk of PvP while allowing more strategic gameplay. We've revised the balance of spawns in the Open Sea to provide nationally-appropriate targets for attackers and defenders, and we're working right now to make taking and holding a port more interesting and appealing. Joe will likely have more to say on that in the future; I don't want to steal his thunder.
Ultimately, the conflict we face is between the needs of endgame PvP play and the needs of new players. If we over-emphasize the former, we drive new players away. An ideal solution would introduce new players to PvP in a non-threatening way, so they can get past the 'victim' stage without a lot of hardship and move on to the 'participant' stage. To a large degree, we're spending the entire 1.6 milestone on just that -- how do we make new players participants rather than victims?
Newbie port protection is, thus, a pretty crude tool we're using in the interim while we address these fundamental issues of risk and newbie experience.
__________________
I have never seen an mmorpg that has such a strong following of players that can see the potential & want to see Potbs succeed.
The amount of well meaning suggestions that fly by everyday is incredible.
Despite all it's shortcomings there are many players that are still very hopeful that FLS will not let us down.
Let's hope that FLS see all this as positive & that they will stay motivated to eventually get the right result & when they do i am convinced that many will give Potbs a second try.
GB.
Decide for yourself.
Every MMORPG that has PVP has a post like this. They also usually have unhelpful suggestions like:
"Just pay attention"
"Just equip <super rare item>/<items you can't afford>"
They usually act like they were the only ones to figure this out, or that it is super obvious and they don't know what the problem is.
And even more interesting, if this wasn't the PoTS forum I would think I was reading an EvE Online post...
------- END TRANSMISSION
A death penalty is important for the same reason money is important in a poker game.
WoW fanboi: "lolz 11.5 million customers, itz obviously da best"
McDonald's: over 1 billion burgers served
World War II Online is one example.
But the difference is that WWIIoL is 7 years old.
Players have seen the game grow and change (not always for the better - but they stayed)
Some of the "guilds" in that game have very real histories now. Some have even gone beyond WWIIoL: http://www.sturmgrenadier.com/website/index.php?PageName=SYNDICATE&SubName=history
One of the Devs said that of WWIIoL subscribers 15% are from the first year.
There are players who talk about epic campaigns from the past and "famous" battles. It is that sort of history that makes people stay and makes them come back.
PotBS has no "history" and is not even 7 months old. A player in PotBS does not leave a mark on the world. They have moved on.
It might be different if it were not for AoC and WAR...and then SGW... but that's the way it is.
Nothing says irony like spelling ideot wrong.
World War II Online is one example.
But the difference is that WWIIoL is 7 years old.
Players have seen the game grow and change (not always for the better - but they stayed)
Some of the "guilds" in that game have very real histories now. Some have even gone beyond WWIIoL: http://www.sturmgrenadier.com/website/index.php?PageName=SYNDICATE&SubName=history
One of the Devs said that of WWIIoL subscribers 15% are from the first year.
There are players who talk about epic campaigns from the past and "famous" battles. It is that sort of history that makes people stay and makes them come back.
PotBS has no "history" and is not even 7 months old. A player in PotBS does not leave a mark on the world. They have moved on.
Some players have left their marks on the world in PotBS -- consider Murphy Law and his bad spawns, or Jack Simple and his solo PvP (though he's quickly destroying his reputation by loudly announcing twice that he would quit while continuing to complain loudly on the forums over proposed changes). Some people have earned respect as battle commanders, but as a whole, people who are being remembered tend to belong to those in beta with a gift for forum eloquence.It might be different if it were not for AoC and WAR...and then SGW... but that's the way it is.
But you are right as far as leaving a mark on the world is concerned. It is impossible to achieve right now, especially if you leave aside all considerations involving PvP. Want to develop a reputation as a trader? You can't. At best you are considered an auxiliary to the PvP types, at worst you are a cash cow perenially milked to fund more expensive ships you can't even use yourself. You cannot develop clout as an administrator, because port governance is nonexistent. As a diplomat? Again, game mechanics prevent any formal alliance between factions, while not allowing for a rift between societies on the same side. No salvation outside of PvP.
Some people may be remembered for their actions in this or that battle, but in the end, the ports flip back, you win and lose practically nothing in all those fluctuations, everybody moves on. This game lacks too much impact to truly develop its own history. Part of this is caused by the massive instancing, but for the most part it's a question of having no real interaction with the real world.
And to the OP: I don't quite see how being able to avoid being ganked is supposed to be a good thing. That's akin to saying the best way to avoid dying of gunshots is to wear a bulletproof jacket, when the real problem is the rampant use of firearms.
It's got to the point where many only look for unfair fights because why should they want to risk their expensive ships anymore than someone else of lower ability who doesn't want to risk theirs either thereby staying out of the red zones.
There is a learning cure for PvP & one of the first things any newbie should learn is how to avoid being ganked. Later on as their skill improves they will be able to participate in PvP with a much greater chance of success.