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Found 6 results

  1. Bonjour Bonjour Messieurs, A part certains, vous ne me connaissez pas. Je ne suis pas le meilleur joueur, mais souhaite exprimer quelques idées. J espère ne pas provoquer de colères et,en ce cas, m excuse par avance. Bien. Que voulons nous ? Un bon game play, et des batailles à la fois réalistes et pleines d adrénaline. Je précise que, pour moi, ce jeu est magnifique et promis à un très grand avenir avec quelques aménagements. Par ailleurs, j approuvé les idées programmées pour 2019. GAME PLAY: 1) le CONTRÔLE des zones devrait plus être axé sur les clans plutôt que les nations. Ainsi, le classement se fait d' abord par clan, et ensuite par nation. Un clan qui gagne une ville marque pour son clan ET pour sa Nation avec une minoration pour la nation. Idem en cas de perte, perte de points pour le clan, perte moins importante pour la nation. 2) les EVENTs. Plus d évents en mer : phénomène météorologique (tempête, brouillard, radeau avec équipage ou officier pouvant donner un upgrade, navire en détresse à aider, navire postale a attaquer avec des courriers secrets liés par exemple au commerce...). Bref j'ai encore mille idées. 3) COMMERCE : + loin, + de gain. Fini le petits commerces rentables et court qui avantagent les grosses écuries. 4) INDUSTRIE: d une façon ou d'une autre, que les clans qui se casse la tête a développer leur industrie aient de réels avantages ( doublons, matériels de qualité developpable). BATAILLE 1) les rangs 1 à 3 devraient être plus difficile a obtenir pour tout le monde même les grosses équipes (contingenter le nombre, par exemple pour un site de construction de bateaux pour semaine de rang 1). Les combats de rangs 4 a 7 seraient davantage présent pour la plus un grande joie des nouveaux, des tacticiens, et mettra en valeur le joueur plus que le bateau. 2) conserver cette notion de doublons, multiplier les paroles mais en limitant les rangs ( exemple patrol courte que pour rang 1 et rang 2 ) avec gain substantiels vu la prise de risque. 3) Enfin, et pour conclure, par pitié : on ARRETE DÉFINITIVEMENT le gank d'un rang 1 par 2 rang 4 avec pour ces navires manœuvrables : je tape l arrière, je tape l équipage, j aborde. Donc, mitraille (grappe) LIMITÉS, comme certains joueurs l ont dit. J espère ne pas avoir été trop long. Amicalement. Marquis de La Fayette.
  2. First, the coordinate system needs to return. If forced to log off on the open sea, when you return you have no idea where you are. With coordinates you could get a good approximation and navigate. Navigation in the current system is a joke. In the real world you could have gotten a fix from the sun and determined your position from that. Either bring back coordinates or place a pip on the map to show where your ship is. I prefer the coordinates because it's more realistic. Mission markers (crossed swords) need to be larger and a differnt color that stands out. The white swords get lost in glare and in a storm good luck stumbling across it. They are also way too small.
  3. I'm hoping this thread can stay constructive. Please don't bother to use this as a place to whine about how much you hate the idea of a PVE zone in the Gulf coexisting on the same server as PVP. Unless the Devs change their minds, it's going to happen and unless there are things we don't know about its implementation, it is going to cause some pain points. Hopefully we as a community of PVP and PVEers can make some constructive suggestions about how to minimize these pain points. @admin if there is something we just don't understand about implementation, please clarify. BTW, I'm not saying I like all these "solutions" but I'm putting them out there for discussion. Community, please add pain points you see and possible solutions as well, Pain Point: Admin has indicated that players will be able to freely move between PVP and PVE. Also free ports will not exist in PVE zone. Still, assuming all resources can be obtained in the PVE zone, ship construction and resource accumulation can be accomplished in relative safety either by PVP players in the PVE zone or by ALTS specifically created for the purpose. Possible full or partial solutions: 1. Disable the ability to have ALTS or at least make it a huge pain to switch back and forth between characters. While I like this idea, I doubt it would get any traction. 2. Disble the ability to teleport characters and/or tow ships between the two zones. 3. Make some classes of ships or necessary mats not craftable in PVE zone. 4. Sink 'em as they come out. While it may sound like ithe border will be a target rich environment, the (roughly) north-south boundary between zones covers a lot of ocean. Solution: Choke points. For example in order to change your status from PVE to PVP you have to visit a friendly port in the PVP zone in order to "obtain your orders" or whatever we want to call it. Making folks exit the PVE zone through the straight of Florida might be another idea. What other problems do you see and how might they be solved?
  4. Would someone please give me a brief description on what each of these choices are. Do you have to have a specific rank or ship to participate? If you lose, do you lose a durability? After the event, battle, or duel, does your ship have the damage you suffered? TIA
  5. Hello... I am new to this game as I just started playing with some friends the other night. I have to admit that I have some mixed feelings about this game but am willing to hang with it since I understand how difficult it is to develop such games. I have seen a lot of suggestions and discussions regarding the actual features that many people would like to see in this game. I have no idea how a development group could accommodate so many requests (and hopes). In any event, I have been building software for 44 years and am already in the planning phases of a new product. I have a lot of experience with intuitive interface design and I believe this is the area that is causing most of the complaints and negative reviews people are seeing about this game. An interface in any application should intuitively guide the user or player in this regard as to what is available and what the limitations of the application are. In a game such as this, the limitations would calculated to be the level of experience that a player has gained over time by successfully playing the missions in the game. In business software, limitations are usually imposed as result of the level of access to certain functionality that any one user can have. This is what is known as "security" rights. I see the biggest issue that could generate negative reviews and comments is a result of the confusing interfaces, which appear as if they are not completely finished. As a result, the game has an incomplete feel to it and I found the game mechanics as a result, difficult to ascertain. From what I have experienced so far it appears that the game interface is on the right track but is still in need of quite a bit of refinement. If I may here is what I would suggest as some refinements... I. Instead of having separate screens that move you back and forth between actual game play I would refine your existing menu design to be much smaller with the entirety of your game play options under various master menu options. Each selected option would then bring up a new form for the user to interact with over the playing screen. II. A refined menu would also be able to be hidden so that users could play the game without the menu being visible. In its place you could use what you are already using in the game, which is the icon with the horizontal bars, which would be display in a corner when the menu is hidden. III. Another facet to the menu system, which is standard in all well-designed applications is a HELP option, which provides the various screens for each of the sections of an application with information on how to work with it. In the case of a game, this information would be mostly relegated to the keyboard and mouse options that are required. None of my friends I was playing with knew of any such option in the game and they had been playing it for a while so this is something that is definitely lacking. Like the menu icon, which is already being used in the game, a standard help icon could also be placed in a corner when the menu is hidden. IV. I noticed that prior to entering a battle a new screen comes up and tells the player that you are about to enter a battle. From what I have seen from playing the game, I don't see this as a necessity and it also interrupts the actual game-play making it feel somewhat rough. The game play has already shown that the physics are rather sophisticated. As a result, there should be a more refined way to inform the player that he or she has entered a combat zone and should ready is ship for an engagement if he or she would like to do so. If not, the player has the option to sail away from the combat area. As a software engineer interface design has always been paramount in application design as it guides the rest of the application's development since that is what all the internals are supposed to react to; the users selections. Poor or incomplete interface design can ruin the potential of any application and over the many years I have been in the software development field I have seen many a software tool fail as a result. I believe you have a naval simulation that has all the possibilities of becoming a very high quality product, which could go a very long way to providing other periods of time for naval action in new products down the road However, I see all the symptoms from the many forum responses I have read that your efforts may be headed in the wrong direction in that you will continue to add and refine features and complexity in the game in the hopes that you will be able to maintain interest without refining the interface adequately to be to accommodate them smoothly. No doubt these comments may cause an uproar in the forums. I am becoming used to that since I have made various proposals in the Rise of Flight forums for which I have been vilified to a degree. However, my proposals were an attempt to enhance a community that has all the earmarks of one that is declining in relevance to the general market, while the developers pursue other, unrelated projects. Unfortunately, my predictions for that community are being borne out and I would hate to see the same for another potentially, fine product that has what appears to be a loyal following. With all respect... Black Falcon
  6. I know you can disable specific decks in order to dedicate more gunners to the active cannons, but is there a way to designate a specific side? It would be extremely useful sometimes to have all gunners dedicated to either port or starboard cannons.
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