Jump to content
Game-Labs Forum

Leaderboard

Popular Content

Showing content with the highest reputation on 12/08/2015 in all areas

  1. Hey. Wanted to introduce yet another map I'm not designer, I'm developer, so it looks not that good. What is done: It's pretty accurate There are city markers on the map There is ability to view a basic info about cities, when you move your mouse over the marker 4 zoom levels What is planned: Update it as often as possible Some makeup Last data update: 24.12.2015 The map http://map.shipsofwar.net/ Updated: 13.12.2015 Added Layers control to the map, you can find it at the bottom left side of the map Added new map layer (map view) similar to the game's one Added ability to hide cities' markers 1) Layers control 2) Ingame like map layer
    3 points
  2. Hi there I decide to make nice desktop icon using NA logo. Fell free and follow those instructions: copy file from this link and save it on your pc: http://i.imgur.com/1zxxTMd.png Open this link after: http://convertico.com/and drag downloaded file into box, convert to extension .ico and save it on your pc. Next click RMB on NA desktop icon (if you have one on desktop) and choose properties/change icon, browse and choose saved .ico file and enjoy!
    2 points
  3. I really wish they would somehow add the ranks/xp levels and ships/max crew in-game. This could be the #1 question players always ask...can I crew x ship at y rank? How many crew would I be missing then?
    2 points
  4. Imho, all Frigates need chasers, without them they are being robbed of their vital role as tagging ships.
    2 points
  5. To modify that further and get a better distribution of changes (more small changes, less frequent individual or collective extreme changes), you could do something like this: every 5-10 minutes (variable so not entirely predictable): 50% chance of 0-15° change 30% chance of 16-30° change 15% chance of 31-45° change 4% chance of 46-90° change 1% chance of 91-180° change
    2 points
  6. His Majesty's WEST INDIES SQUADRON, Serving at Jamaica Station, Kingston; Under the Command of Commodore WILLIAM A. ROBERTS. ~ Est. 1720. ~ A L L G E N T L E M E N V O L U N T E E R S, Who have a Desire to serve the CROWN, You are asked to fight for His Majesty in the W E S T I N D I E S S Q U A D R O N, now lying under attack by the evil empires of continental Europe; and the rebelled, united States of America. All will be met with the warmest Encouragement from the Officers appointed to command her ships, who gives constant Attendance, and expects early Applications, as it is intended to head out immediately on an advantageous Cruize. GOD Save the K I N G. CODE OF CONDUCT:
    1 point
  7. Thank you for the quick replies fellas. It appears that uninstalling and reinstalling the game fixed the issue. Thanks for the help!
    1 point
  8. I would like it if the wind stayed static the first 15 minutes before it starts shifting. Why? You need time to close the distance with your opponent initially. It just doesn't make for good gameplay balance if the wind shifts 90° in the first 10 minutes and all of a sudden one side is completely stuck downwind unable to move to their enemy before they can even close distance first. I do however like the concept of the wind changing drastically later in the match because it can stop endless runners.
    1 point
  9. Can you elaborate what happened. As we said above only one global gameplay ban was issued since OW and it was definitely not you.
    1 point
  10. Всем привет! Вот решил выложить запись боя датчан с пиратами против бритов. Вроде смотрится эпично.
    1 point
  11. Ellis and a I had a very intense pvp fight yesterday. We both tried to push the Essex to her limits. @ admin Ellis noticed a bug and reported it around 11pm (7.12.2015)server time via F11 It's really fun to sail this ship. Sailing feels like a surprise or frigate. But survivability seem to me like a trinc. I only miss bow chasers for gameplay reason. In my opinion with bow chasers the Essex would become the best solo pvp ship so far. I definitely have a new favorite ship!
    1 point
  12. Alright. After getting the hang of a few tricks I can pretty much crush the AI again, though I take more losses and have harder decisions than the previous builds. My solution to the Oak Hill dilemma is as follows - everything that comes to the East of that hill in this screenshot gets eviscerated. I still think we need some better work with arty targeting from hilltops with friendly infantry below them, but whether that comes in this game or the next one, I'll live. Anyway, screenie of me trying out some Napoleon mass battery tactics: http://i.imgur.com/RuVzw90.jpg
    1 point
  13. I might not have worded myself properly. I do to some degree like the current wind, the randomness is as you explain here actually good for gameplay. - But, i find it to be a bit too much, a bit too extreme. My suggestions would still have randomness to some degree. Perhaps a better suggestions would be to change this; "The wind right now starts being equal for both sides (if we are talking about port battles and events) and then changes direction by a number between 45-90 degrees every 10 mins." To something like this; "The wind right now starts being equal for both sides (if we are talking about port battles and events) and then changes direction by a number between 15-30 degrees every 10 mins." or "The wind right now starts being equal for both sides (if we are talking about port battles and events) and then changes direction by a number between 30-45 degrees every 10 mins." About the other part of your comment. Sounds very interesting, i never had a chance to try out the mortar brigs so i'm excited to hear that those are on their way back!
    1 point
  14. 50 Degrees wind change can make the difference as to whether you are upwind or downwind of the target. (Generally it's said the fleet that is upwind has the advantage.) Therefore even a sudden 50 degree wind change can change the outcome of a battle entirely. Example, 2 Santi's can easily take down 5 Martello's with good wind. With bad wind 2 Santi's will have a hard time taking down 5 Martello's. Suggestion: An idea could be to have a wind indicator before the battle starts, telling us/showing us on a map, in which direction the wind will be blowing. The wind should, throughout the whole battle, go back and forth 15-20 degrees. (So in total the wind can differentiate 30-40 degrees but will always be blowing in just about the same direction. To make things interesting and a bit more realistic there could once in a while (not every battle, maybe every twentieth battle) be a sudden 50 degree wind change. It does indeed happen in real life, the wind can do some weird shit such as turn 90 degrees in less than 20 seconds. (Yes, i've had that happen once. The wind was blowing hard from North, suddenly it became totally calm for 5 seconds and then it started blowing at much bigger force from the East, we ended up capsizing since we had no idea what was going on and so no way to prepare for what was about to happen).
    1 point
  15. Well said. The creation of happy hunting grounds that are close to the initial spawn ports could be very helpful to players that are confused looking at a compass. Just follow the AI ships and they will lead you to a port. Don't think we should reduce the quality of the game too much for for a few players who go AFK and come back to find out they are lost. Perhaps they could just stop their ship before they go AFK and resume speed upon return. This argument of the player base quitting or refusing to play is a red herring. Irrelevant. How can you decide that having a beacon flashing on the horizon will retain players and creating an environment that rewards navigation will repel them? Personally I think that when we dumb the game down we will lose players, but what do I know? I would loath having my position on the map OR some sort of beacon that would render navigation useless. Unless it can be toggled off. Hopefully someday we can purchase a compass, clock and perhaps a sextant. All of which should be able to be toggled on or off. Both in OW and an instance. Also: Every time we add (or remove) a feature to compensate for the primary objective of competitive fairness we complicate the game. But if it can be toggled on and off why should I care if other players have all kinds of little cheats to help them get into fights faster and more frequently?
    1 point
  16. 1 point
  17. L'artillerie réalise n'est pas le plus compliqué. Pour moi, il faut respecter l'artillerie de base (à la date de lancement du bâtiment) puis la changer soit en augmentant le calibre soit en modifiant le type de la bouche à feu en fonction de la durée de vie du type du bâtiment. Par exemple, la Belle-poule est une frégate de 12, les frégates de 12 ne sont plus construitent à une date x, à cette date x, les frégates de 12 portaient telle type d'artillerie en fonction de tel règlement. Au delà, si tu navigue encore avec une frégate de 12, tu ne peux plus modifier l'artillerie. Je ne sais pas si c'est très clair mon truc. Pour les points de vie, toujours selon mon avis, plus que le poids (la masse donc), je verrai plus un coefficient de pénétration dans le bois (3 ou 4 indices pour 3 ou 4 type d'essences) en intègrent dans la formule l'épaisseur de la muraille. Avec une donnée supplémentaire pour la pénétration du boulet dans l'eau. Pour le "coulage", en simplifiant, il faut connaître l'essence de bois de la coque (exit les aménagements, plancher de pont, artillerie, etc. Qui complexifie trop le zimboum), en sachant le type de bois on connaît sa densité, si on a le volume de la coque, on connaît le nombre de litre d'eau de mer (densité "moyenne" de l'eau de mer) pour immerger le bàtiment, à cela un petit coefficient a la louche pour le supplément de masse de l'artillerie, et ton bateau coule. Pour moi ça règle le problème poid/longueur. Vos avis ?
    1 point
  18. Hi All I have, over the past months noticed a concerning flaw in the instance. Scenario 1. The 1v1. Two players are in an instance. For whatever reason one of the players decide they need to bug out. To do this they either juke away and run at best speed, or are straight out faster than their opponent. To escape two things need to happen. The runner needs to put distance between him and his enemy and he cant get hit or the escape timer resets. He escapes. Scenario 2. 2v1 . 2 players have managed to tag a solitary ship due to teamwork (or the cunning solitary ship has allowed them to) the battle ensues. As one of the team is closer or is the more dangerous target the solitary guy decides to focus on him first. Due to good positioning and skill the solitary ship succeeds in killing the greater threat, he turns to engage the other ship. It promptly teleports out of the battle. Eh? Scenario 3. Fleet Battle Lets say its a 5v5 SOL battle. SOL's are now sluggish to turn and can get very slow with some sail damage. If one team focus fires on only one ship, then as long as the other team holds fire they can teleport out. Or a player resets his position in the battle by pulling out and sailing upwind unnoticed to attack from another vector. since he hasn't fired due to poor shot angle he can jump out of the battle if the tide turns on his mates. My problem with the 2nd and third scenario is the ships jumping out of the instance have not escaped. They are perfectly within range of the ships around them, but for whatever reason they have escaped fire. You should not be able to leave an instance in the middle of an engagement. My solution is simple. you should need to satisfy two things to be able to leave an instance. 1. your escape timer runs out. 2. you have sailed 1000m away from enemy combatants. I think this is entirely reasonable. Discuss
    1 point
  19. В ожидании возвращения предзаказа собрал из доступного видео с ютуба небольшой ролик. Просьба сильно не пинать
    1 point
×
×
  • Create New...