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Showing content with the highest reputation since 04/28/2018 in all areas

  1. 25 points
    Captains. We are from eastern Europe and English is not our native language. Due to this fact sometimes our phrases can sound harsh and angry even though it was not our intention to come across this way. If you hear a strange comment we make that you definitely think will be misread or misunderstood. Let us know here or in private message. We will rephrase. If you find a statement that sounds extremely harsh or angry - let us know here or in private message. We will rephrase to remove all potential confusion. We want everyone to have a good time here and playing the game and believe that the way we talk can also contribute to frustration. Help us fix it.
  2. 24 points
    Nope Some explanation is needed We called it a partial wipe, because only intermediate materials will be affected. For example barrels or frame parts or rudder parts - those are just fake clicks. And we want to remove them by just using the raw materials in all blueprints. Because of significant reduction of prices and denomination rounding errors will give you more resources or less resources as a result. Thus we recommend to use all intermediate materials and make something of them. Example using lynx Lynx BP will have 1 load of oak logs 1 load of stone blocks 1 load of fir logs 1 load of hemp 1 load of lignum log 1 load of provisions 1 load of compass wood 1 load of iron ore 1 load of coal + planking and frame specific logs of 1 each In the similar way, Santisima BP will need from 20 to 30 loads of individual resources. Its cost (at base prices) after denomination will be somewhere around 35,000 or 65000 pieces of eight (8 real coins) . Now more details on resources and materials conversions. No action needed. Raw materials will be converted as is with no loss or gain (for example Oak logs). If you have 1000 oak logs in the warehouse and the conversion rate is 100 to 1 - you will get 1 oak log (load) (number used is for information purposes only) Money will be converted as is with no loss or gain. For example 1,000,000 gold will convert to 1000 Pieces of Eight (number is for illustration purposes only). Building productions and costs will also reduce according to conversion rates. Repairs, upgrades, ships are not going to be affected. Action recommended but not really required (the effects of loss or gain will be minor) Intermediate materials will be converted into raw materials. For example frame parts will convert into logs. Barrels might convert to logs or logs and ore. Carriages will convert to logs or logs and hemp. Et cetera. As a result Crafting BPs will be cleaner and more easy to understand. There will be less unnecessary clicks there will be less unnecessary materials to craft and hold There will be less zeroes.
  3. 20 points
    Prolog Recently i got more into trading and one thing that annoys me most is waiting. Waiting for the other guy to finally reach the port where the trading will happen. Sure it would be possible to place a contract but sometimes we dont want to trade goods for money. Its not possible to trade goods for goods other than player to player trade. Therefore I suggest: Suggestion: Players can place contracts for a specific person with goods for goods trade option. Here is one example: @rediii wants to buy 300 pve marks for 10 pvp. We both agree and set La Tortue as trading location. He is still occupied and needs 20 min to reach La Tortue. Currently i would have to wait 20min. 20 mins are not enough time to start a fight or whatever. Its wasted time for me. But with the specific contract that works like a player to player trade but without being there at the same time there is no wasted time anymore. How it works: I place a contract and enter rediiis name. The trading window could look like this: Now i can leave port and do whatever and my time is not wasted i can deliver content to other players. Rediii now has xy amount of time (maybe 1 maintenance cycle) to claim the contract by paying with 10 pvp marks. This contract would simulate a middleman. He would ofc receive a fee ( tax generation for the port) It could be a fix fee because calculation of the tradevalue will be hard when no money is involved. Fee contains rating of trading good and their amount. Its simulates a middleman and rented warehousespace (numbers presented are just examples) Rules of the Player to Player Contract: Its like the current contracts with some additions. Its possible to withdraw before the other person claims the contract. If the contract isnt concluded in the timeframe (my suggestion was 1 maintenance cycle) the Item returns to the owner + fee has to be paid. When contract is placed the player named in the contract receives a Mail with all contract details, when contract is cancelled the player receives a message as well Both players have to pay a fee fee could depends on item category and amount (kind of similar to the old delivery system) Pros: less time waiting more time to be content in ow quality of life improvement Improves port value items still have to be hauled in OW no Scam what you see is what you get Uncertain: easier alt trading but alts would contribute towards portowners (more tax) Cons: Annyoing other players by canceling the contract
  4. 18 points
    Hello, Yesterday, one of our playeur had stolen 20M from the clan warehouse. (the the complain here ) As a lots of playeur says : the problem is that we can't correctly manage a clan with only "member" "officer" and "diplomat" ranks. So my suggesion is : give us the possibility to creat our rank with custom permitions. For exemple, I creat a new rank, and I can set this permitions : Rank level : used for d├ętermine the hierarchy for kik/promote/demote playeur (a lower playeur rank can't manage a greater playeur rank) Money : No acces / Limited acess (set the withdraw limit per day) / Full acces Items : No acces / Limited acces (Set category item (cannons,ressources, ...) and withdraw limit per day for each category) / Full acces Invite playeur to clan : Yes / No Promote/demote playeur : Yes / No Kik membre : Yes / No Town managment : Yes / No Friendly clan managment : Yes / No
  5. 16 points
    Captains. Lets talk about balancing of repairs. Multiple players request limitation of their numbers. Some think that they make battles much longer. Our goal with repairs is the following Provide the money sink Give the option to the captain to recover from mistakes (for example the ability to repair masts only in port would be ok in a single player game but wont be ok in a multiplayer game - because no-one would like to stand still for 1.5 hours losing masts at the beginning of the battle) As a result of this goals repairs must stay in game and captain should decide himself how many repairs he carries and how many times he can repair in battle. What we would like to hear is your ideas on repairs that could improve combat depth (increasing importance of first proper shot and focus fire). For example - we are considering. Add speed debuff when you repair sails/masts. Ships cannot repair sails/masts at speed. Add speed/water intake dependence: structural and penetrating leaks will take a lot more water if sailing fast and will take much less water if you are stationary.
  6. 15 points
    NA summed up in less that 2 minutes! Sorry about the lame watermark, @Roronoa cheers
  7. 15 points
    Requirements: - never was banned in chat or in-game or in forum or punished for exploiting - is active in forum and game ----------------------- What I think what's most important is that the CR are part of a wide community spectrum. Let's say we would take the biggest clans only it will be biased very soon.
  8. 14 points
    Suggestion: Implementation of Open World instances ( dynamic spawn ) that do not, necessarily, contain combat. They should simply spawn "randomly" everywhere, even in the middle of nowhere in some cases. Like 1 spawn for every 3 counties area. Limited to 7th and 6th rates - basic cutter excluded. They should be closed once started. No interference. They should not be repeatable, once used they disappear. Time limit of instance - very small. From 15 minutes to 30 minutes maximum. Mechanics: Player has to navigate, use wind properly, net get caught in leeshore where appliable, and reach the objective, access "location/ship hold" and overall make use of all mechanics other than "aim/shoot". Examples: - navigate shoal reefs to reach a ship wreck - use NA:L bathometric instance design (!) - provide aid to stranded ship in the middle of the ocean - by supplying necessary repairs. - explore a "unknown settlement" on the coast / upriver. - trader in distress - defend AI trader from AI privateer ( this is combat ) The rewards could also be different from "individual" items for the player but Region based. Something like - 10% increase in LH for all ports in the County until next maintenance, if we help the stranded ship - or - 25% increase of NPC goods in all ports in the County, if we contact the "unknown settlement" - or- On very rare occasions, a "epic" loot item, such as a Silver Chest. Say 1 instance out of 100 per maintenance cycle. So only 1 player out of everyone might bump into it. - could provide item similar to the old Letters with indication to navigate to a "certain port" to receive a "thank you" reward, similar to a "sealed Bottle" but being claimed in a port, not in the middle of the sea, and sharing the same mechanic - weight, cargo space, all in one or nothing. Pros: - stuff for newcomers and veterans alike, using the 7th and 6th rates - does not involve big ships, just the smaller vessels are eligible to enter Cons: - instance level making ( dev time ) - no special gear rewards - may award enemy regions with bonuses
  9. 14 points
    Change name from Hostility to Stability Invert meter - e.g. Stability in El Dorado dropped to 10% Review factor needed to drop Stability to 0% - now 1.0, change to 0.5 - to accommodate all playstyles Include port demand/supply in the Stability formula Details for each topic as needed 3 - Sum of all parts being better. Still possible to completely drop Stability to zero just with combat missions -or- by trade alone. Reduce Hostility Missions factor to accommodate with Trade Stability. Full cycle of X missions, drops by 100%. Reduce factor per mission. Full trade achieved ( supply and demand of NPC traders in town ), Stability drops/raises by 100%. 4- Simple ( and complicated ). Read... Port nation owner traders supply town with daily demand of products. Stability rises. "Population" is happy. They got access to the items they need. Port nation owner traders buys port npc produce - Stability rises. "Population" gets a influx of money. They are happy. Nation dedicated traders have a indirect impact on keeping the "empire" stable and "population" happy. Enemy smuggler supplies town with daily demand of products. Stability drops. "Population" starts to trust foreign power traders. They got access to the items they need. Enemy smuggler buys port npc produce - Stability drops. "Population" is happy with the influx of foreign cash more than own nation. Now to the Pros and Cons, the most complex part. Pros - direct daily influence on the empire stability (RvR) by non combatants - players more interested in the trader careers - as they also increase their personal fortune by being trader moguls - increase importance of trade in the game world to mimic age of sail - "The Spice must flow" factor. - opportunity to award marks to traders by amount of Stability secured by supplying goods ( only supply, not purchase ) in similar proportion to what combatants get with damage/kills in Hostility missions - trade vs privateering Cons - in some cases a overextended period to drop Stability ( raise Hostility ), mainly in the big ports where supply/demand items are expensive. ( can also be a pro ) - different favorite playstyle - pvp, pve, trade - may have to coexist towards the same "national" goal. - trade vs privateering Further clarifications Just to clarify some details which have been asked in private: - Each port has a quantity for offer and demands a quantity, for several products. So it is visible to any player. A port that demands 100 Wine, will only count 100 Wine delivered towards the effect, any surplus can be sold to port but counts for naught. Quota has been met already. - Same with offer. Port NPC offer ( across the entire day ) is 1245 Cider, it will only count 1245 towards the effect. Even if a player brings 2000 units to sell there, the NPC produce is what counts. Players cannot spam. Note: Only products that cannot be produced by players via buildings count.
  10. 14 points
    This series will contain some educational film clips with hopefully useful information for a sea rover life.
  11. 13 points
    BTW name change will be added to forged papers in the near future. It is just a bit more complex as it seems from the outside. Also it will be more logical as the forger (prolific one) could and should be able to not only change your birth certificate, but also change your name once every 30 days.
  12. 13 points
    I sometimes write these kind of threads and my last one was some time ago so why not write a new one. 1. No way of training players of your own nation Please implement duelroom or "ask for duel" rightclick on a player like every mmo has 2. Patrolzones patrolzones are too ganky. We need a antigankmechanic to make them much better. Drag of everyone but joining only for low BR side and only to even out BR or to have 1.5x the BR of the enemy. 3. RvR knownproblem of no incentives even though I think this is mostly due to low playerbase. Taxgenerating of ports has to be increased (for example tax on repairing your ship in port) and hostility needed needs a tweak to fit BR of PBs 4. outposts for so many patrolzones outposts are not enough 5. repairs We can tow ships but not repairs. Maybe tow of 200 weight a day shoupd be possible? 6. No buycontracts for ships 7. Lack of player to player trademechanic (suggested by @z4ys already) 8. Safezones Actually many complain here. I would have a simple change here though. Why not decrease speed of enemy ships on OW by 30% in the safezone? Zones should be safe for new players. Please let AI battles close instantly but make AI battles stay open outside the safezone. (while dropping more gold outside!) Safezones need to have a higher tax or lower moneygeneration than ports outside the zone. reward the risk outside them please. 9. No tutorial on Crafting etc but I think players will do that once portUI is here 10. Chat to unknown captain You should be able to PM enemies to reveal yourself. Should open a new messagetab to "unknown enemy captain". If he replies its with his true name or maybe implement a button to reveal yourself 11.OW ship to ship trade give frigates the supportrole they had and enable them to trade to any other ship on open world. (enemy or friendly) Adding a new thing in a sandbox of ransom. Actually frigates should be able to trade inside a battle aswell. It would basically make them repair carriers/support for big ships and give them a very nice role in combat 12. navigation We need a tool to locate our position while on open sea. I know you can with the tradertool but that isnt its purpose All in all the game is getting better and better but it feels worse due to not enough players. A few tweaks are needed (see above) This doesnt mean I think UI/localization shouldnt be a priority. It definatly should but (apart from fixing the eco and additions to crafting) the things above are important for a nice release and after these features new pve stuff can be added. Exploration minigame etc.
  13. 12 points
    Captains. With the forthcoming transfer to real Caribbean currency of the 18th century (Pieces of Eight(silver) and Escudos (gold). Crafting will be improved and streamlined. As a result partial material wipe will be applied to all intermediary materials. Partial materials wipe means the following conversions will be applied to your current resource stockpiles due to changes in blueprints some conversions might make you worse off, and some will make you better off To avoid losses we recommend to convert all materials to final products that will not change and can be a great way to save value (and maybe make a lot of money (as some prices will change). Best storage value items are Repairs Cannons Ships (especially ships of the line) Upgrades We are not sure about combat and pvp marks yet, but victory marks are going to remain as now and also could be a storage value ETA - 20-30 days There will be 2 currencies (names and denominations not final) Pieces of Eight or Spanish dollar (formerly known as gold and combat marks) Gold Escudos (formerly known as pvp marks) more information will follow (including the list of materials removed)
  14. 12 points
    You have no say in what is and what is not in the game rules. Community has this say. No-one here is sensitive - but everyone hates assholes. We have a simple "ban assholes" rule here. Don't be an asshole and you will do fine.
  15. 12 points
  16. 12 points
    in PUBG you can hide behind rocks / walls / in buildings while healing in Naval action there is nowhere to hide Being way slower when repairing helps ganks - or "tactical use of numbers" as you like to call it. in a 3v1, just chain him to 70%, so you can either catch up easily that way, or force him to repair sails and get slower that way. I dont like the idea of being slower when repairing.
  17. 12 points
    Jesus you bunch of cabrons. Take your shit fest arguments to your own thread and keep this one clean. I'm sure the mods are getting fed up of you lot arguing over nonsense.
  18. 11 points
    Quick suggestion regarding Equipment Pre-Sets Would be nice to have Equipment Pre-Sets to choose from. A quick click on a button, chose the ship and pre-set (skillbooks, guns, repairs, modules). If everything for the Pre-Set is ready, it should be in a green text and you can apply it. If not everything is ready (not enough repairs / don't have the upgrades / ...) it's in a red text. Maybe a total amount of 20 pre-set settings, shouldnt take up too much server capacity (though I don't really have much of an idea) Benefits: No more time wasting of equipping a ship. Equipping guns, chosing skillbooks again, splitting and drag-n-dropping repairs, equipping modules is kinda pointless and could be sped up. Similar example of how War Thunder did it - Pre-Sets of planes equipped
  19. 11 points
    I like the new forged papers mechanic and I think $20 and a 1/month switch is good. However, after getting it I discovered the shift does not come with a name change option. Who wants to play a Spanish captain with a French name? Why would a reformed pirate in the British navy still call himself "Black Dave the Pirate"? Is there a way to change name with the forged paper mechanic that I just missed?
  20. 11 points
    All new members get into a moderating queue - first 3 posts have to be approved to avoid unnecessary viagra ads or penis enlargement posts.
  21. 11 points
    I'd like to test the waters here and see what qualifies as intentional griefing. Feel free to discard if it does not qualify. Player - LZT1209 // LuckyL - GB He joins patrol zone missions in a store bought lynx, sails to the edge of the circle away from the fight and just sails back and forth waiting for us to sail to him. Once we sail over he just kites away. Wasting our time. In 3 battles in a row now he just does this over and over. This player also has a history of sitting in every port battle after it is over until the 15min timer is up. Every single time. He usually runs 2 accounts at the same time, if one player gets tagged he joins in on the other one and sails away. He comes towards us, then runs back to the circle. Clearly if he was here damage as intended in the zone, he would be shooting and attempting to damage hull. He does not. Clearly he knows what he's doing and this is just sport for him. Does this qualify as intentionally griefing? He's not out damage farming. He had no repairs when we looted him. He picked a lynx for the upwind profile and he of course had the recently sunk X. If this was a one off thing, ok cool. But every single time?
  22. 10 points
  23. 10 points
  24. 10 points
    This thread is the perfect example why a lot of players cant deal with open development. Admin just produced a timeinvesting and helpful post on the subject (even his own post is a perfect example, it follows all the rules!) and victor replies with one line: "As usual. You are right we are wrong." I hope that the devs learned their most important lesson and will not bring NA2 to Early Access, but instead develop it on their own or only let dedicated testers in.
  25. 10 points
    Sounds more like - make alts great again. They don't need to sail, just sit in port and bid/buy/sell.