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  1. Hi, an idea could be to be able to split the fleet while in open world and give it some basic orders as “stay here”, “go to” etc. it would basically become a temporary npc, while you can possibly enter an enemy port with your traders ships leaving the warships behind. what do you think about it? im quite new to NA so I may be missing something
  2. Some people ask the open world to be more lively. Here is one way to add life to the sea and even connect a gameplay purpose with it: Generate small boats which appear randomly on the ocean, preferably closer to islands and shorelines, less so on distant waters. Upon sighting, you would need to close in and investigate further about the nature of that boat. Or ignore it completely and treat it as 'decoration' - your choice. When investigating, you find the boat to be one of three sorts: (1) fishing boat (2) smuggler boat (3) longboat with rescued crew of some sunk ship How you do interact with them? First of all, there is no battle instance with them, because they are too insignificant to enter fight with a big ship. They all get spawned in OW like AI fleets, but stationary and without a route for them. After ten minutes or something they vanish again. You just see them floating on a spot, waiting for you to contact or to ignore them. They don't show national flags, you have to get close to find out whose nationality they have. Fishing boats act as local 'memory' of the game, who store for a time a recording of who came across them and into which direction, within a certain diameter of their view. So you make halt at the fisher boat and interrogate them when you suspect an enemy was passing by. They will tell you size of ship (large, medium, small) and direction he took, roughly (West, Nordwest, Southeast etc). So when you are pursuing an enemy, the fishing boats, if there are any, give you clue where to head while chasing a disappeared enemy. This can be very helpful tracking a hiding opponent. Foreign fishing boats may give you deliberately wrong info or refuse to give any info at all if they have the same nationality as the chased enemy. You may now threaten to sink them if they don't tell. Chance will show if they do or still refuse. Upon refusing they get sunk. This hurts your reputation counter (I mention this here only in case we ever get a sort of 'honorable conduct counter' which measures actions according to honor of the captain). A cooperating fishing boat of your own nationality may even offer you information upon sight without you having to ask first, you will see them signalizing for you to come closer and get the message. Smuggler boats look just like fishing boats (they like to disguise) but serve criminal purposes along the shores and between islands. They give you some loot if you stop by and confiscate their illegal cargo. Cutters, Lynxes, Pickles and Privateers are far more efficient in arresting smuggler boats, so the loot will be bigger if you use small ships of this type to hunt smuggler boats (make small craft great again...). After arresting, smuggler boats disappear from waters, you don't capture a boat for use by yourself, as they are no ships in the sense of game mechanics, but local spawn tokens. To spice smuggler boats up a bit, let's have them carry sometimes permits from Admiralty they have stolen somewhere. Bringing up smuggler boats is honorable in the eyes of your government and thus brings you positive reputation too. You act as law enforcement (again, last remark refers to a honorable conduct counter we don't have yet). Longboat with rescued crew you may interpret as leftovers of any battles happening around you in open world. They head for the next shore to safety. If they share your own nationality, you may help them by giving some of your 'fishmeat' as provisions and thus get a positive impulse for your honor counter. Or you take them aboard and add crew this way to yours. In case they belong to an enemy nation, you may take them prisoner and receive a reward from Admiralty for it. Sometimes a famous person may be on board of that longboat, which will significantly increase the respective effect. You earn the gratitude of that celebrity, the gratefulness of your government - or the wrath of the enemy nation. As with the other boat types, you may simply ignore them and pass by, taking them for open world decoration and you won't be bothered. -- And before someone tells in the comments "we have other things to address now", I tell you suggestions don't have a "best consumed before XXX" date, but can be used any time and resurface from a drawer when they suit. Don't choke the flow of imagination. C'est même gratuit.
  3. I occasionally travel for work, as I was yesterday and I thought I'd remote in to my PC and run a few trade/cargo missions over the hotel wifi. I've discovered that I can't right click and pan my mouse in the open world when I'm connected remotely. I've observed this using Teamviewer, Remote Desktop, VNC, and even Google Remote Desktop. I can however pan to change my camera in port, and right-click drag the mouse in the Open World map, but not when sitting in my ship on the seas. Thinking there was an issue with my laptop, I used a colleague's laptop with the same result. Has anyone else experienced this or have a solution? Seems a weird bug or maybe something intentional? Thanks in advance for all your help.
  4. Present rulebook states, in relation to Empty Bottles: - to find Empty Bottles, captain must enable Fishing, by use of the Fish button - Use of a Empty Bottle will reveal the exact location of a ship wreck - only one Empty Bottle Wreck can be active at any given time per player - wreck contains a unknown weight in cargo, to be retrieved of: gold coins, materials for refits, a book/refit, resource/trade good - retrieving the wreck cargo requires the entire weight to be transported - all or nothing gameplay - only that player sees the wreck, no one else ---- My suggestions to change Empty Bottle Wrecks mechanic: - as soon as Empty Bottle is used the~wreck spawns - player-user knows the exact location of the wreck - marker in his own map - Wreck model ( not location ) is visible and accessible by anyone in the OW - the same way as the Treasure Fleet wrecks - if they happen to pass by in the area. - any player can Explore the wreck and take just part of items or all items, at player discretion - empty wrecks ( all the cargo taken ) disappear from the world immediately - Mark disappears from map if it gets emptied - wrecks with some items left stay on the world until the next maintenance. they are de-spawn on maintenance. Pros: - chance encounter with shipwrecks Keeping eyes open during a sail can get rewarded. Discourage AFK sailing - urgency of retrieval of the (unknown) goods - bottle user knows location, but others may pass by it if player waits too long... Cons: - it is no longer a individual player mechanic - might provide more reasons for players to quit - any type of ship can access - no more "All or nothing"
  5. Hi all, I have one suggestion to improve the gameplay providing more content for hunters and traders alike. My proposal is to allow players to send a ship or even a fleet of ships to another port. These ships should appear in the open world actually sailing to the assigned port as NPC ship/fleet. Obviously, there is the risk that the ships are attacked by players and eventually sunk. But hey, that's life! When the ship/fleet arrives in the assigned port, the player may take control of the ships again. The ships sent abroad should be allowed to carry cargo to facilitate trade and allow transferring goods to distant places also. Implementation of this feature is not very demanding in my point of view. Instantiating a NPC fleet from the ships assigned for the journey should be easy. Setting the route to be sailed by the ship/fleet to an arbitrary port is not quite straightforward, but there could be limitations as to which port is available from which (maybe only player's outposts?). Perhaps AI fleet routings need to be fixed, but this is an issue that should be on the agenda anyway to deal with the AI sailing through land 😉 The concept allows players to reach distant harbours without forcing them to stay in game which is in my point of view a major reason for potential players quitting the game (or not even starting it). PVE now has a meaning: There would be a lot more NPC ships out there on real, meaningful missions. The ships would be loaded with goods valuable for a player (not random goods) encouraging privateering. And stealing those goods actually has an impact, e.g. on crafting goods supplies or repair supplies for supporting RVR. More PVP content as players would start organizing convoys to escort AI fleets and secure their trade and supply routes which brings more PVP content. If the idea proves itself, maybe even the tow function can be disabled. Then, port battle logistics would change dramatically, as you would not risk sending your 1st rates unescorted. It would no longer be possible to have a whole fleet of battle ships pop up out of nowhere for a port battle or to raise/counter hostility in a far-away region. Battle ships could be intercepted while on the way. The whole RvR gameplay would require a lot more strategic planning. I'd love to see this in the game! Looking forward to your feedback! Cheers, van Veen
  6. The OW doesn't seem to let you use yard controls. You can sail directly into the wind without ever ending up in irons. With sails fully reefed, you can turn on a dime, regardless of where the wind is coming from. The speeds in the OW far surpass the speeds listed for the ships, and the speeds seen in combat. I have seen others mention the tedium of traversing the OW. I imagine much of it has to do with how it involves hardly any sailing skill. Here are just a few things that I think would make travel in the OW a game unto itself. Include the sailing mechanics already present in combat. Reefs and rocks that you can see if you look for them, but will tear your hull apart if you miss them. Planning supplies for your crew. Do you take extra in case you don't get to your destination by the time you had planned? Or do you go with the bare minimum that you can get away with so that you can pack more merchandise into your hull, and risk losing crew? Storms! Outrun them if you can, or reef your sails and heave to. Folks sailing broad reach in a storm under full sails will get torn sails, dismasted, or even sail straight down to the ocean floor. Replace the heading indicator and wind arrow with a simple compass. There are plenty of other ways to tell which way the wind blows already in the game. Ocean currents. Contend with the prevailing currents while navigating. Just because you know which way your ship is pointing, doesn't mean that is the direction your ship is going.
  7. What’s all this, then? There are complaints about too little content, in a game which is essentially a sandbox. As I regularly GM tabletop role-playing and wargames, I cannot help but read this as a personal challenge. So, I propose this experiment: I will get hold of 3 AI Les Gros Ventres from the OW. I will not kit them out in any fancy way, apart from fitting long cannons on them. They will get 30/30/50 Hull/Rig/Rum each (in case I have to switch), otherwise their holds will be empty. These 3 (Prussian) LGVs will weigh anchor at St Nicloas, Haiti on [a precise time and date to be set, around 7pm GMT], hoist the Smuggler's flag and sail for Santa Cruz, Cuba. I challenge any and all captains to either escort me safely, in the interest of free trade, flourishing commerce and similar corporate claptrap (shorthand: escort); or to fire my ships, massacre the crew, harrass the remaining livestock, and generally send those hulls to the Davey Jones'es locker (shorthand: privateer). If my Les Gros Ventres are unable to reach Santa Cruz after 4 hours have elapsed (I do have to go to bed at some point), we will consider this a win for the privateers. If they dock safely, the escorts take the day. I consider myself a mediocre combat captain at best, so don’t expect the LGVs to put up much of a fight by themselves. The rewards? Well, hopefully a couple of hours of fun OW shenanigans and PvPew-pew, for a start. Beyond that, fame and fortu… well, just fame, really. I will make honourable mentions of all participants in this thread. The captain who captures a trader shall henceforth be known as “Fierce Hawk of the Caribbean” (or some such). I will consult with the escort captains to subjectively (not arbitrarily) determine one to three most valuable players from amongst their number, to be titled “Stalwart Champion of Commerce” (ditto). To this end, I ask the captains to submit screenshots of the results of any related engagements, either by PM or in the thread below. Ungentlemanly/unladylike behaviour such as uncouth language and obvious game-y exploits of this experimental endeavour will disqualify the offender from any title. This will be a low-stakes event without any RvR impact, so please, do behave. 😉 That should not stop anyone from well-intentioned role-playing banter, in the spirit of: http://www3.sympatico.ca/brooksdr/haddock/main.htm I will set up a voice channel on my Discord instance, escort captains are strongly encouraged to join it. I would leave it to the privateer captains to organise something similar. This is operation is code-named “Three Blind Mice” (because the LGVs are captained by me and bots ;o). Please discuss in a civilised manner.
  8. @adminSimple sound signals is all we need. Realistic way to notify Captains of their surroundings. New Day - 2 Bell rings Enemy player is attacking - Drums (Call to Arms) You are attacking - Men shouting and whistling, drums and swords clanking. Port Spotted - Long bosun's whistle Land Spotted - Land Ho! with a bosun's whistle sound. (Disabled at night) Enemy Player Spotted - Sail Ho! with a bosun's whistle sound. (Disabled at Night) Leaving Safe Zone - Trumpet sound + Arms clanking and stomping sound. Entering Safe Zone - Harp instrument sound. Storm - 3 bell rings + 3 bell rings, repeated one more time after 1 minute (3+3+3) if you are entering the storm. *'Enemy spotted' does not indicate where the player is. All it does is just triggers spotting radius for the sound. Player then must be on alert and search for that player. One sound for multiple targets. *'Land Ho!' - charged only when there is no land in sight for over 1 minute in 360 radius. Once land is visible on the horizon it will get triggered. *'Port spotted' sound - only triggered when port name appears. A large invisible circle reaching out to the end of view distance on the horizon is a main sound trigger, but during storms such circle must be smaller. All spotting sounds are disabled during the night.
  9. Hello everyone. Lately many players have been complaining about lack of content and how there is not much to see on the sea and islands other than water and trees. Also lack of Events and other things are making this game more like pvp smash with trading than interesting game with bigger amount of content. This is why i would recommend game developers to create some thing that would make us feel like we are surrounded by naval creatures like dolphins and whales or have some events happening that make it interesting to watch the seenery like on land conflicts when town is being under attack when port battle is going on or has ended. Suggestions: - Add sealife like Dolphins, Whales and maybe even sea moster like Kraken. - Add random events like Ghost ship that change weather to foggy when its close and from sinking this ship you can get rewards and rarest (1% chance) would be ghost ship paint. (example in photo) Seeing this ship would be rare even tho you would get to foggy area since the fog makes ships hard to see like in lightning storm. - Add more action on land during port battles. - Add captain on board during battles. At the moment we have crew with animation but no captain to lead the crew. - Add bigger transport ship: Clipper. This would have 8000 hold and would be fast due to the sail area. Would be harder to craft and needs 800 crew. - Add daily missions and rewards with them. These changes would help this game a lot since then players would have more stuff to do and to see. This game isnt about just killing and sailing, This game is about experiencing the naval action of 1700- 1800 era. Also it would help if you would advertise this game somewhere. If the game creator team can't do it, make players do it and give revards for doing so. Im sure many players are ready to do something to help this game to rise up. At least i would like to. Wandering Ghost
  10. my idea is for "Open World,, look at my picture AND To see what nation he is <-> Please add open world flag 20171207131903_1.bmp
  11. Hey devs how about this idea....... how about you make the speed cap based on the rate of the ships. instead of just an overall speed cap for all ships. for example. 1st rates have a speed cap of 12knts. and so on and so forth. a 15.5 santi is retarded. this is a simple easy fix. it would make smaller ships more important.
  12. Today was a strange day on the Global server as we had an influx of "new" French players. These new French had been fighting at La Tortue for a few hours and so I decided to go check out what was happening. I teleported up, got in a basic cutter since I didnt really have another ship there worth taking out, and exited port. After sitting around for awhile in between a group of pirates and these new French I began to get tagged so I would hop into port for a bit then hop back out. This tagging stopped and I started to watch a video on YouTube, but before long I heard cannons firing and checked back seeing a battle. The other new French with me took all the hp off the lynx and we were waiting for it to sink when a few enemies entered the battle. Which ended with these results: This is where the tribunal begins. After trying to race to the Santi and then being sunk by the enemy I exited battle and relayed that information in nation chat. This is when I was accused of having green on green tagged in Simon Cadete seconds before he could get out safely. I do not believe I had even shot before he surrendered and the only way I would have hit him was if I had shot and it had passed through someone else first. I was told the enemy did not have range but in global they all thought the snow had hit him to keep him in. I welcome anyone else with further evidence for either side to join in on this. I would just like to know if at all possible who shot @Simon Cadete in this battle. So that I can either be punished or have my name cleared.
  13. Hi there, The recent national rework that saw most ports revert to neutral control was perhaps logical for PvP but makes little sense for PvE where port conquest is not an option. My perception is that PvE is more of an environment for players who generally operate outside of clans/groups and on their own--much as single cruisers (frigates, sloops of war, commerce raiders) did in the Age of Sail. As such, the national structure is more important to PvE than PvP, which is now experimenting with a much more clan-centric model that explicitly requires conquest. It would be great if the PvE server could see ports revert to national control and orient itself around the activities of cruising warships rather than battle fleets. This could harness the open world by including historically realistic trade routes (the British, for example, sent their convoys outbound from the British isles to Barbados, to Jamaica, and homeward bound from Jamaica to Belize, around Cuba by the Florida Strait, and across the Atlantic by way of Nassau and Bermuda) for commerce raiding, and adding new categories of missions like convoy escort and attack (which would encourage players to take more full use of the open world map by sailing longer distances), and single/multiple-ship (i.e. not fleets) port raids (which would deliver goods and prize money, and possibly ships in the case of a cutting-out expedition). These would require the restoration of national control over ports, and in the case of the long-distance commerce-related missions, a means of plotting positions on the chart with a similar resolution as can be accomplished with a sextant and chronometer in open ocean (so something similar to, perhaps slightly less accurate than the previous GPS-like system, but much more accurate than the current, rather unhelpful dead-reckoning only method). Many thanks--
  14. Simple suggestion, eliminate wind effect in the open world, or else severely compress it. What does it do for you? Two things only: - Gives your tag a strategic battle setting at outset - Reduces your speed in the open world from peak speed at best point of sail to something other than that Why not just keep the Rose the way it is so you can tag people properly for battle instance, but keep the open world ship speed at peak? The whole point of that is because it's open world ship speed that slows the game down. The thing that people complain about the most is too much sailing time to accomplish things. If my ship gets reduced from 24 knots to 8 knots because the wind is against me, then how does that improve the game? Let the ship's top speed be the ship's top speed and either compress the reduction so that 24 only goes down to say 18 or something like that, or else don't reduce it at all. If people complain about not being able to catch someone on the open sea then they have books and upgrades to help. Just my opinion, I think the speed reduction is too much with wind against.
  15. I envisioned another world for this game. Please excuse me for trying to express the world I had hoped THIS GAME would model. I'll call it NAaW - Naval Action alternate World. A: From the pace of battles in Sea Trials - I "caught" the bug of wanting a world with fast paced, one after another, NEARLY EVEN battles available on demand. B: After my first week in open world I pined for something to explore to make that sim more realistic, the birds and scenery upgrades helped, but ..... ------ Here is the TLDR: I think the relationship between Battles and OW is back asswards. I think we have gone down the rabbit hole of trying to make the OW "work" by gluing various forms of failed "battle instances" onto it - a wrong approach from the start IMO...... Look at EVE Online: All Battle Instances - All The Time. Each System is it's own "battle instance". NAaW Would have started with each "county" on the map being it's own Battle Instance with entry/exit gates between each of the 100 or so odd "counties" in NAaW. Each county could then have it's own "matchmaker" lobby similar to Sea Trials - if it's a Brit County you as a Spanish could hang in the lobby and just fight brits all day long - cool? Of course Sovereignty and battles for change of Sov would be another thing to figure out, but I think with the entire county being an instance all the time it could easily be worked out. ------ Aw well, the path not taken ......
  16. Docu-series to watch while you are open world sailing
  17. Outside of combat and trading, there's a core gameplay element that seems to be missing from this game, to make it fully engaging and more sim-like. My main gripe with Naval Action is not its slow pace, nor its detailed trade system. And certainly not its tension-filled sea combat. Rather it is in the feeling of grinding for XP that this game conveys, a game design sin typical of MMORPGs. To be sure, this feeling of grinding for XP is the single biggest reason for my install/play-a-few-sessions/uninstall relationship I've had with this game over the last two years. It's also my belief that no amount of tweaking with ship speed and manoeuvrability - or ship teleportation - will solve the current XP grinding issue tied to the open world portion of the game. No, what Naval Action needs right now is a feature that adds depth to the moment-to-moment gameplay in the open world sailing part of the game. My suggestion is as follows : add an additional layer of simulation to the sea travel gameplay. Specifically, a crew management "layer" should be added on top of the auto-skipper function, so the player can micromanage crew tasks and activities while engaging in sea travel, and be reactive to changes both in weather events and aggregate crew behaviour. How I see this feature in my mind's eye : a replacement/upgrade of the current very basic ship management interface available on the top left of the screen in the open-world sailing portion of the game. Basically : while sailing on the high seas using the WASD controls and mouse for ship and camera control, the player should be able to hit the space bar (or caps lock) at any time to get a full "ship dashboard" translucent overlay superimposed onto the the main screen, for the tasks of both crew and ship management. This "ship dashboard" could be a simplified cutaway of the player's current main ship, side view or overhead view (or both). Using the mouse, the player could then click at sections of the ship cutaway and select specific tasks, from simple pop-up contextual menus appropriate for each ship section. Thus, from the overall pool of sailors, a set number of sailors could be assigned to a specific task located at the selected part of the ship. Beyond the ship cutaway, the "ship dashboard" overlay could also provide a basic sailor task assignment table - à la Banished - for crew assignment to specific tasks from the overall pool of "free" crew. Or, a visual 24h crew scheduler - à la Prison Architect - to play around with different schedules of crew rotations. Sailing modes could also be implemented into the regular scheduler, such as a "discipline mode" for an unruly crew (a "crew loyalty" metric would have to be added, of course), an "emergency mode" (full crew mobilization) in the event of storms. In terms of visuals, this system would require no animations or complex visuals. No need to do full cutaway visuals à la Silent Hunter (or the upcoming UBoot). Just a good visual implementation of real-time crew management mechanics via a visual dashboard and ship schematic. Simple metrics could do, so long as feedback to player management actions in implemented in a clear fashion. Of course, I'm also aware that the main challenge of implementing such a system lies at the level of game mechanics. For effective crew management to work at the moment-to-moment gameplay level, the design team will have to tie crew management activities to overall ship and sailing performance. So the crew management model needs to seamlessly blend in with the ship sailing mechanics. At minimum, this would mean that optimal crew management by the player would impact ship speed and manoeuverability. One could also tie a crew "morale" metric to tangible sailing performance benefits : i.e. optimal crew management - the sweet spot between discipline and meeting diverse crew needs - would result in an overall better, and more adaptive sailing experience. More experienced crew would also handle weather situations more responsively, etc. I am mindful that there already exists a simple version of moment-to-moment crew management mechanic in Naval Action's combat mode. My view is that this feature needs to be extended onto the regular sailing gameplay, via a crew management screen overlay that can be toggled on or off at will during the activity of sailing - or even as an optional feature available in the options menu for players who don't want a crew management layer added to the existing sailing experience, but with XP generating activity to incentivize players who do wish to occupy themselves with crew management for the added challenge. Naval Action : it's the name of the game. So let's add a little bit more action, and a little less grind, and this game will truly shine ! In my opinion, real-time crew management mechanics would be a definite cure to the bore out and grindyness of the moment-to-moment sailing gameplay. Properly implemented, this feature could make the sailing portion of the game even more immersive, propelling the sim qualities of the game a notch up from its current state. So that's my two cents, for what it's worth. As for the feasibility, the devs and the NA community are in a better position than me to assess whether this is desirable (or realizable) feature for the current game. Many thanks to all of you who've taken the time to read this for hearing me out. And my apologies if I've missed somebody else posting an identical suggestion : my bad!
  18. @admin I was wondering if you could explain the reasoning behind a few of the decisions in the new patch, and suggest an alternative for you to consider for some of them. 1) The removal of coordinates and grid system. I know what some people will say: "There was no GPS in the early 1800s". This is true. There was, however, a very thorough understanding of celestial navigation. As you are no doubt aware, good captains prided themselves on their mathematical (and therefore navigational) ability. The Caribbean and Atlantic coasts were not the same as the Indian Ocean and Pacific when it came to the possibility of getting lost. Even in those far more desolate areas, there was still a very good idea of where all the major landmarks were and no good captain was ever forced to rely on dead reckoning except in certain extreme circumstances. All ship captains, sailing masters, and typically watch officers (including midshipman) had their own sextant from which to utilize to find their position. It is therefore completely unrealistic for a warship of the time to navigate solely by dead reckoning. For those arguing for "total realism" and suggesting that giving the latitude and longitude of your ship somehow breaks this, I would respectfully suggest that the developers institute one of the following changes in the next patch: 1A ) The inclusion of a sextant mini-game to satisfy the requirements of the most zealous of "realism" junkies. If you have time, perhaps you could include formulating a watch bill, a tracker for the consumption of grog by your seamen, and Thursday laundry. (Please note that I am being completely sarcastic about all this). 1B ) The return of the grid from previous versions, and a position for your vessel given at noon each day that your ship is in clear weather. Thus, if absolute realism is the goal, this would simulate the ability of the captain and the master to take a noon observation and mark the ship's position provided weather cooperated accordingly. It is the perfect compromise, because it is in fact perfectly realistic. 2) My second question is concerning the removal of AI ships from Fleet Missions. I think I understand what you might have wanted to do, but I would ask if you considered that there are probably many people (I have spoken to quite a few in GB PVP-EU nation chat) who found them very useful when either there was little PVP to be found, or sometimes when you just didn't have time to go on a long cruise looking for PVP, but wanted a little fleet battle. Again, I understand the desire for a realistic MMO, but please also consider that it is a game and there is a certain element to it that people enjoy and are now no longer able to utilize. I can see no reason to eliminate this feature - it did not hurt anything and if hostility generation was the problem, that has been reworked anyway. Could you please explain why you changed this? 3) Why were the servers simply renamed? I think many players, including myself, either misunderstood or felt misled by what we thought was happening when a "full asset wipe" was announced - that there would be a new choice of server based upon whether a player was in the EU, and therefore wanted timers limited to their normal hours, or wanted to truly play globally with people from around the world and accept and understand that the game was ongoing and attacks, port battles, etc would happen as people played throughout the day: i.e. there would always be activity no matter what time you logged on. However, since the global server is merely a renamed PVP2 US (which was already rather depopulated compared to the EU server), it so far seems that its population relative to the EU server has remained unchanged. If one subscribes to the view that Naval Action is a true MMO yet also hard core sailing simulation, then one must also accept that - just like real sailing war - action takes place at all hours of the day across many time zones. Could you please explain a little of your reasoning here? Finally, I do not wish to seem that I do not like the new patch or I am complaining without cause. I have put over 1000 hours into the game, which I know is less than some, but for me is still a substantial investment of time. I have put far, far more time into Naval Action than I have games from blockbuster developers and that says something about what you have taken on here. But, I think I am not alone when I wonder about why certain decisions were made when it seems that it sets the game backwards compared to what it was in previous versions. I would just appreciate it - and I am sure others would as well - if you could explain some of these decisions so that I can at least understand why you made them. Thank you very much for your time.
  19. Hi there, Right now in the open world map the coordinates are given as longitude, latitude. This is somewhat confusing, as in real world navigation coordinates are always given as latitude, longitude. If this could be addressed in the next patch that would be most wonderful. Thanks--
  20. While the Ayes Port Battle was being fought in Costa del Feugo some of us where outside the port fighting in front of the port itself. During our battle in "open world" the port battle of US vs Spain completed and when it did suddenly all of the buildings became 3-4x larger and seemed to be able to shoot further as well.. Then Suddenly after the port battle ended.... Superforts! In Battle Open World Full album:http://imgur.com/a/JzsoW
  21. It is not an original idea, nor very popular, but... I just thinking in a way to shorten travel time: when the ship goes in a straight line just after about 3 or 5 min, the time gets a boost, increasing the speed of vessel in like x1.5 or x2.0 more than the actual rate...in case of crossing another player vessel in his line of sight or when the player change the course, the speed and time comes to the normal rate. It is not a warp, just a little boost, and will not affect the interactions in ow.
  22. Hello, this morning I came up with the brilliant idea... READ THE WHOLE THING TO GET THE IDEA At the current state of the game when we're sailing in Open World we can see ranks of every captain. What I suggest is to limit the "Rank visibility" so that we only can see ranks of captains in our nation. Why? In Open World: 1.Because it would make a lot of sense. In navy you can more or less determine the rank of friendly captains. But how can you determine ranks of hostile captains? Short answer is, you can't. You're not a spy + enemy navy is not giving away ranks of their captains just like that. 2.It's more realistic comparing to what we have now. 3.This brings the element of a doubt and element of surprise. For example: You see an enemy Constitution on the horizon and you think two things: a)there is no way he is sailing this thing fully crewed, you take your mates and attack the fellow. What can happen? -boom, you're right and you sink that bastard -holly cow, he is fully crewed and he sends you and your buddies to the devil b)damn, if he's sailing this thing on our waters he must be confident enough and he must be fully crewed. What can happen? -you run as fast as you can -some of your friends tags him, you get into battle and it turns out he's sailing that ship with 50% crew. You outmanouver him and fire 10 broadsides to his 1 which means he's dead On the other hand imagine YOU are sailing the Constitution and you see an enemy or a bunch of enemies on the horizon. What can happen? a)you are fully crewed but they don't know it. What can happen? -they run like flies due to your Fear Factor -they think you're undercrewed and they attack. And then the fun begins... b)you are undercrewed but you think your Fear Factor will do the job. What can happen? -they run like flies due to your Fear Factor -they think you're undercrewed and they attack. Turns out they were right and you're literally torn to pieces In Battle Mode: 1.This whole thing leads us to one great feature we ALL want you to implement - THE SPYGLASS - 2.Imagine how many good things this would bring. The only way you could determine enemy rank, number of crewmembers, number of working cannons could be only possible through spyglass. We could exclude the armor and rigging status, pump status, rudder status or magazine status so that is stays visible all the time (it would be hard to determine those things with the spyglass). 3.By opening the map in Battle Mode and clicking the enemy ship silhouette you could only see: a)Armor b)Percentage of sails (85% Sails etc.) c)Type of ship (Cerberus etc.) d)Shocks e)Pump, Rudder, Magazine status THE SPYGLASS should have limited realistic range (obviously) and it should be some kind of mechanism, for example: (the loading circle would appear with the message "Gathering information" - similar to the one when you Capture a ship, but you could move the camera and your ship to track the enemy with your spyglass) a)If you want to determine the Rank of the Enemy Captain you should SCAN that ship with the spyglass for let's say 60 seconds b)If you want to determine the more or less accurate amount of crew on enemy ship you should SCAN that ship with the spyglass for let's say 90 seconds c)If you want to determine the type of cannons on the enemy ship you should SCAN that ship for let's say 45 seconds d)If you want to determine the amount of working cannons you should scan that ship for let's say 120 seconds (time of each scan is just an example, it would have to take further tweaking once you would like to implement the Spyglass mechanism) So whay do guys think? I know it would make the game even harder, but "spotting mechanism" is at the moment ridiculous. Too many information about the enemy is within arm's reach. The current state limits the PvP capabilities by a large margin. EDIT: Almost forgot - by using the spyglass in battles you could also implement a thing called "Captain's Log" or "Captain' Journal" in which every player would have the database about players he had encountered. The database would be updated after the battle ends with the information you gathered by scanning each captains ship. The database would (of course) be one time registration. Which means that to get the latest info about the captains you've encountered you would have to encounter them again. The information you store in your Captain's Log would be: Captain's name, ship, rank (or whatever information you think will be suitable)
  23. Hi there, One thing I've noticed as I've been sailing around the Bahamas and the Florida Keys are the towering pinnacle rocks and ridges soaring high above the waves... while that sort of terrain exists elsewhere in the Caribbean (the Windward and Leeward islands come to mind), the Florida Keys and Bahamas don't have any mountains or particularly much rock whatsoever. The Bahamas and the Keys are quite low: the highest point of New Providence Island is little more than 100 feet, while none of the Florida Keys breaks 20 feet. As an example, Key West's maximum elevation is 18 feet above sea level, so it probably shouldn't look like this: From what I've observed, an elevation similar to the areas near Charleston's outer harbor for these islands would be more accurate. Thanks so much for creating a great game--you guys rock. Cheers--
  24. For a while I have been wondering why we have a telescope to see ships closer in open world. It doesn't seem that we see more or get more information by looking at the scope. In the regular view you can select a boat that is barely a dot in the horizon and get full information on it. Furthermore you don't see more in the haze whether you look with or without the scope. Bigger doesn't really make a big difference since we're all looking at screens. Suggestion: First make ship visually "sink" in the horizon to simulate curvature of the earth . A ship far away might show only the top of the mast depending on the size of the ship. If you want to see more switch to the telescope to simulate sending a lookout up the mast and you'll see more of the ship since you're higher (you are reducing the angle created by the curve of the earth). Second, to enhance the contrast between regular view and telescope view, make it so in the regular view ships can only be seen as they are and without any information and data; Then when you switch to telescope view, it lets you identify a ship in the horizon with all the data as we currently do. Third, remove some of the haze while in telescope view. Some ships may appear that you could not see while "naked eyes" or land features, flags etc... that you where too far to see are now clearer. As a whole this is more realistic than clicking from one spot to another regardless of how far they are. You identify one boat at a time with the glass. Also it simulates the ability to see past the curvature of the earth by climbing up the mast as well as collecting more light in the scope to cut through some of the haze or darkness of the night.
  25. All this diplomacy is real intriguing. I'm having a blast reading the stories from the beach. But I fear that once I get back and boot into Open World, I'll not have a clue what to expect from the first ship which sails up to me. How about when I click a ship, I see in the window the RoE state of that player? Basically hiding all complexities that the diplomatic mechanics brings down to one state: Friendly Neutral Hostile Where friendlies can not attack me (or are turned to Pirate). (The second is the "easier" option because then friendly Pirates can still attack one-another, although it could also serve as a measure against damage farming.) Neutrals can attack me, but it is likely frowned upon. Hostiles will simply run in fear of my approach. Off topic: the diplomatic mechanic itself and all current treaties.
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