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  1. Bytt nation? Precis börjat spela? Söker du gemenskap? Vi ser helst att alla medlemmar hjälps åt med resursproduktion där målsättningen är fri tillgång på skepp. Vi pratar givetvis 100% svenska och spelar såklart i Sverige. Skriv till någon av oss officerare in game: Rigge, TraxxxoN, Tjomb eller Demsity Åldersgräns 20 år - Då våran medelålder ligger på cirka 35. Vi har heller inget aktivitetskrav. Men vi ser gärna att du tittar in då och då! Vi finns på PVP servern. Välkomna!
  2. It did not last long for exploiting / breach the flag mechanics. I as remember, this mechanic, as well as Transport to PB, was added to allow small nations to have RVR capabilities, even if big populations may want to deny it. Yesterday, Atwoods was attacked by at least 3 (maybe 4) flag holders, from 4 different clans at the same time, so that Danemark, whose player base is half the one of pirates could simply not defend. We sunk one or two flag holders, but some would always remain. I saw some 40/50 enemy first rates out of the port. Big nations found the breach. Congrats. @adminIs this working as intended?
  3. Caribbean Red Squadron (CRED) CRED (pronounced "c-red", or "see red" if you prefer) is a band of private men of war operating under letters of marque and reprisal granted by His Britannic Majesty. In game terms, we are a small friendly GB clan with a strong focus on PvP and RvR (i.e. port battles and related stuff). We do not look down on players who prefer only to PvE (you bought the game - you are entitled to play it whatever way you want). But if that is your thing, this clan is probably not for you. This is a server that not only allows but actively promotes PvP. So unless you never leave the capital zone, you may not have to look for PvP in order to get it. Soon or later it will find you! As a clan we try to do all the usual things to support our members and make their game experience as enjoyable as possible. We provide access to ships, mods and books which a solo player might find difficult to obtain. We replace ships lost in pursuit of clan objectives. We offer advice on understanding the game mechanics, surviving in OW, and basically enjoying the game as much as its current unfinished state will let us. So all the things that nearly all clans promise. We just like to think we do it a bit better! To be recruited to CRED, you must be prepared to abide by our four basic rules, which are that members must:- 1. Be mature both in attitude and age (over 18) 2. Treat other players with politeness and consideration 3. Have a basic understanding of English 4. Use TeamSpeak/Discord when asked (with working mic) To progress to being a full member (officer) of the clan, members will need to demonstrate that they:- 5. Contribute to the material wellbeing of the clan 6. Have completed the in-game tutorial 7. Have achieved at least one solo PvP kill 8. Command the liking, respect and trust of existing full members A happy and efficient ship - a very happy and a very efficient ship. Some of you might think I'm being a bit ambitious wanting both but in my experience you can't have one without the other. A ship can't be happy unless she's efficient and she certainly won't be efficient unless she's happy. Captain Edward V. Kinross (from the movie "In Which We Serve" 1942)
  4. Red Banner Fleet [REDS] Russian Empire (War Server) For the Great and Glorious Mother Russia! The Red Banner Fleet [REDS] has been chartered by our beloved Tsar Alexander the Blessed to pursue conquest in the Caribbean. Captains taking up arms in our Company are offered steady pay and commission aboard some of the many freshly build vessels already fitted and prepared for the Caribbean Campaign. To join us you must hoist the St. Andrew’s Cross (or plan to do so), you must have Teamspeak, and you should understand English. Find us on our Teamspeak, fleet.red, for an interview with one of our Officers. Server: War Server / PvP Nation: Russian Empire Teamspeak: fleet.red REDS is the merger of clans PLANB, CHAOS/KINGS & RDNN/LEGO. For our freedom and yours! The Russians are coming!
  5. [SNOW] is now recruiting. Applicants much use Discord, be over 18, and have passed the final exam in-game. Please PM a SNOW member for more information on our recruitment process. English speaking clan with a few peculiar foreign people such as Germans and Greeks. PvP/RvR focus. Benefits of membership are to be accused of being a ganker solo in a snow and to make excellent puns such as, "you stand snow chance of escaping" or "it's snow problem sir!" This is the SNOW Discord link: https://discord.gg/9J8YHBt SNOW is a democracy, upon full membership you get to vote, use clan warehouse and use our fun GoogleDocs spreadsheet. We pride ourselves on being a modern clan and have made an effort to boost diversity and be an inclusive clan. We have a token Pole, a woman and a stereotypical organised German! Believe it or not we know Dean Martin and he was kind enough to record our official theme tune which can be found below Bing Crosby not wanting to be outdone had a crack at is as well. You get the general gist. Be a special snowflake today!
  6. Dear captains of Naval Action.💗 this is very awkward. i have been a part of the danish-norwegian community since i started playing for about 3000 hours ago. i have my share of portbattles, screening, ganking, pvp hunt, and pve. i have had a extremly fun time and i loved it, but i think its time for me to try something new. i need a clan that has active players on Teamspeak, players that love to speak and laugh. a clan that is not afraid of supporting the nation in RVR or PVP i have much to learn and im willing to learn. i would like to find a clan with only norwegians, but thats impossible. the main language need to be english( or almost english) I dont use alt because i think its crap. i am online mostly daytime and after kids asleep. i cant join a russian clan, if BF suddenly ask if i would like to join i say yes, ( they are extremly good sailors) i can join other danish-norwegian clans. i hope for positive feedback i dont need to leave my nation, im good here, but i want more.
  7. After 3 years of being on the front lines of RvR action WO will be fading into the pages of history in naval action. There has been a lot of long nights and hard fought battles. However, with the extreme lack of content and enemy fleets during our timezone, we are docking the fleet for the last time. If the server pop during the USA timezone is ever able to sustain 600+ we may return. Until that time WO will cease to exist as a RvR force. Best count to our memory is that we have a verified Port battle record of 27 wins-5 losses. Only counting contested port battles. also not counting battles we were screened out of. One last trip down memory lane for the history books. These are some of the pb victories. Santa marta Les cayes pb Georges town. San Augustine Kidds harbor North inlet Pointe a Pitre pb Tibron pb PB for Apalachicola Salina point pb AYS PB Bensalem pb Honorable mentions that are not pbs Fair winds and calm seas gentlemen. O7 KoC.
  8. Suggestion: RvR needs a reward boost imo and I believe that redeemable woods chest would be very good reward for RvR players. So after defending/attacking successfully players get a wood chest as a redeemable. The wood chest are not that hard to come by anyway if your willing to grind PvE, so it is not to good/much. Current reward and why it's not enough: The victory marks (VM) we get today is not that useful for players in a immediate and individual way. In the beginning VM where extremely valuable for clan/nation to upgrade/invest in ports. Now on the other hand most nations are done investing in all their ports, and the VM are just stacking up and are useless. Even selling them is a difficult, because the current status is the same for most nations so the marked value for VM is decreasing rapidly. Alternative reward buff: Make a section in the Admiralty for stuff to buy with victory marks, then players can buy special upgrades, ship permaits, BP etc.
  9. Hi devs! Question: Ratty can tag privateer, but privateer cant tag Ratty. Same is for the 3rd rates. Is it possible to fix this?
  10. Hallo na community. Öfters liest oder hört man das es an rvr Spieler mangelt. Ich habe mich bemüht um in so ein Gefecht mal rein zu kommen. Leider dachten sich die Schweden es wäre gut um 2 Uhr morgens so ein kack durch zu ziehen. Naja gut ich hatte große Erwartungen und wünsche auf das Gefecht. In den streams sehen diese Gefechte immer sehr interessant aus. Dieses aufeinander zufahren ne Lücke finden und dann brawlen. Ich liebe das kämpfen in na. Zurück zum pb Thema. Nun unser pb beginnt. Zu meinem überraschen waren da weit mehr Schweden unterwegs als wir hätten stemmen können. Wir mussten aber nirgends hin fahren deshalb konnte uns das ja egal sein. Im Gefecht angekommen sah ich ein paar Namen von denen ich wusste die sind gut. Gooser Liam etc. Ich habe mich gefreut da man so wohl am besten lernt. Nun das Gefecht war ne absolute Katastrophe. Es gab keinen Kampf. Kein brawlen. Nix. I'm Prinzip haben nur die requin gekämpft. Wenn man mal auf einen Gegner schießen durfte hat man fast keinen dmg gemacht bzw konnte nicht mal penetrieren. Da keine Seite wirklich ins brawlen gegangen ist Als die runde dann eigentlich schon verloren war dank den requins. War meine Motivation für rvr absolut im Keller. Andere pvp battles oder screening battles waren nicht viel besser da eine Seite immer weg rennt. Gut zugegeben jeder rennt irgendwann mal weg. Aber das passiert halt ständig. Der Kampf mit den 1st rates is nicht so gut wie ich es in streams sehe oder es mir vorstelle. Mit den Screening battles die eigentlich bisher noch nie ein battle waren (außer einmal als wir unterlegen waren) und dem wissen das meine rvr Erfahrung absolut nicht zufrieden stellend war, frage ich mich ob es wirklich Sinn macht da weiter zu machen. Vllt gibt es hier erfahrene Hasen die damals auch ihre Zweifel hatten und mir sagen können was ich ändern müsste damit mir der rvr Modus bzw das segeln in einer 1st rate Spaß macht? Wünsche jedem einen schönen wochenstart und Vllt schießt man sich mal LG Lukas
  11. Beware the rise of the blood moon [SNACH] Scalawags Naval & Charter Haus We are the scourge of the sea always looking to expand our international navy of scalawags who are not afraid to shed some blood upon the decks of our enemies. Our focus is PvP/RvR and are part of the all-call rats ready to join any battle anywhere. We also dabble in econ and have a few blacksmiths and shipwrights ready to build armed fleets for our squad and others. Simple requirements: Participation - Be ready for the call to arms. Be willing to help fill the warehouse with reals, doubloons, resources, and materials for our blacksmiths and shipwrights. Be willing to participate in the grind helping everyone to rank and gain ship knowledge. Be willing to help build our ports. Be willing to use your labor hours for materials. Communication - Once in clan we need you in TS as often as possible, even if it is only to listen. We are primarily English speakers with a couple French-Canadien. Maturity - Be an adult. Be courteous to all, even our enemies. Be confident. Be courageous. Be ruthless. Pixel Fodder - Remember this is just a game. Don't be afraid to lose a ship or few, for they can be replaced if everyone does their part. OG Founders: Big Balls Buck - Squadron Commander, Ball-dragger extraordinaire, Hunter of the big buck - USA TZ Nek Von Kraak - Diplomat - CAN TZ Yonar YawWalker - Diplomat - CAN TZ Dread TakeFam - Diplomat - USA TZ Poonhound - Officer - USA TZ Farrago - Officer - USA TZ Rhumb - Officer - AUS TZ Vinnierial - Officer - USA TZ van der Clam - Officer - USA TZ Onbekende - Officer - USA TZ Scalawags: billy bowlegs - Officer - USA TZ Captain Grundal - Officer - CAN TZ Egregious Twat - Officer - AUS TZ Harley Davison - Member - USA TZ John Jean - Member - CAN TZ Mishmash - Member - USA TZ One Eye One Horn - Member - USA TZ Purple People Eater - Member - USA TZ Speedy Gonzales - Member - USA TZ Be not afraid to shed some blood and join the SNACH squadron!
  12. Hi devs, What happens in case a nation get totally wiped out of the game, in this case Poland? The players of that realm will have to restart everything from a free town (Shourd Cay) ? In my opinion every nation should have some non-conquerable home ports like GB or Spain. Are there any news about the seasons system?
  13. A l’attention des développeurs et nouveaux joueurs potentiels, je me permet après plus de 1000 heures de jeu (pvp) et ma présence depuis l’alpha, de modestement donner les raisons de mon insatisfaction et départ probable à terme de Naval Action. Je sais en effet partager un nombre certain de ressentiments avec de nombreux joueurs, et pour certains qui ont déjà délaissé ce jeu. La première d’entre toutes les raisons est le déséquilibre total existant entre les factions. Le nombre de joueurs étant la première des richesses, il est inadmissible qu’il n’y ait pas d’équilibre obligatoire en nombre de joueurs. Vous avez souhaité réparer cela en octroyant des avantages aux petites factions comme de meilleurs bonus de ports, et les nouvelles fleet IA qui s’attaquent aux grosses factions. En l’état cela ne suffit pas, le curseur est mal réglé et vous intervenez trop tard, regardons la carte et surtout les assauts menés sur les villes par les clans pour s’en rendre compte. Vous pouvez avoir tous les avantages du monde, si vous n’avez personne, vous êtes faibles. Cette première raison est désastreuse et passe à mon sens rapidement l’envie à un nouveau joueur de s’impliquer dans ce jeu. La seconde est votre incapacité à maintenir la communauté de joueurs dans un cadre de règles garantissant à tous un jeu équitable. Et vous me voyez venir, les comptes alts (ou doubles comptes) promettent à n’importe quel joueur honnête de se faire léser par d’autres qui survoleront littéralement les difficultés économiques, de grind, et ne se priveront pas d’utiliser ces alts pour faire de l’espionnage, du dumping commercial, aspirer d’une manière opportune un ensemble de joueurs dans des combats qu’ils ne veulent pas afin de les ralentir ou pour mieux les exposer à d’autres dangers, etc. Vous promettez de donner des avertissements à ces vilains garnements qui s’en contrefoutent ouvertement et continuent, puisqu’à l’évidence l’immunité est la règle, devons nous une énième fois donner et redonner encore les noms ??? Vous manquez à vos obligations et c’est épuisant. Tant que nous en sommes aux joueurs, une mention spéciale aux groupes de joueurs toxiques et expérimentés qui passent leur temps à pourrir le peu de choses viables. Je pense bien sûr aux membres du clan NN (ex-fr devenu russe) qui pour de tristes raisons trouvent leur plaisir dans le ganking, le harcèlement, bref la mise en difficulté de tout ce qui est français dans ce jeu, car s’en étant trouvés eux même écartés pour sociopathie lourde, et qui ne parviennent pas à avaler la pilule. Nous sommes d’accord, vous développeurs, n’êtes pas responsables, mais : 1/ C’est aussi ça la triste population de votre jeu (la France n’est pas la seule dans ce cas, mais avec eux on a du level...) il faudra faire avec, et cela ne vous autorise pas beaucoup d’erreurs 2/ C’est au stade actuel seulement vous qui pourrez réagir, mais pour cela il faut écouter la communauté Enfin, s’il est besoin de le préciser, ce jeu est très chronophage, long au grind et le niveau PvP est élevé pour un nouvel arrivant. Ajoutons que s’il ne joint pas un clan il n’ira pas loin, si ce nouveau joueur rejoint une faction défavorisée, comment objectivement, peut-il vouloir continuer? Sur qui va-t-il s’appuyer? Les anciens joueurs désabusés et fatigués de votre incurie? Nombre d’entre eux n’ont plus la foi. Donc non, il rejoindra une super faction ou désertera le jeu une fois fatigué. Autant de raisons qui concernent les potentiels nouveaux joueurs et à qui visiblement vous ne pensez pas. Et avec seulement 500 joueurs sur le serveur, je ne sais pas si vous vous rendez bien compte du problème (Vos objectifs n’étaient-ils pourtant pas de 4000 joueurs??? Laissez moi rire, puis m’attrister). Cette incapacité à séduire de nouveaux joueurs est un grave problème (que vos dlc payants ne résoudrons sûrement pas). Au lieu de vous atteler à la tache pour enrayer cette situation plus que critique, vos mises à jour portent sur des bonus de vent, des loki et loggbook….. De qui se moque-t-on ? Où sont les nouveaux navires en jeu ? Où est la viabilité et l’intérêt du commerce ? Où est la protection des nouveaux joueurs martyrisés par le premier **** qui passe ? Et encore une fois, où est l’équilibre entre nations absolument nécessaire à la survie de votre jeu ???? Bienvenue aux nouveaux ! Nota Bene : A l‘attention des admin, si ce post (qui n’a rien d’irrespectueux) comme d’autres devait être supprimé, je me ferai un plaisir de le remettre dans la note Steam de NA (c’est mieux, ça s’adresse à des joueurs qui n’ont pas encore acheté le jeu)
  14. I would have probably put this suggestion in the patch notes thread...but that has devolved into yet another Nation vs Nation Drama. Overall I feel like the recent change was a good one, perhaps a little heads up would have been in order...but what's done is done. I'm not necessarily sure all the recent port battles will or intend to be filled, but this definitely has rekindled the good ole land grab mentallity we see after every wipe. RVR does seem to finally be going in a better direction that what was given to us at release. I would however pefer a more restricted and planed approach consumate to what I would call a front lines system. So I'm suggesting a couple of changes. - No more capital pulls from freetowns - Pirates can pull any of the closest 3 ports (no restrictions) - Nation must own 2 ports in that region before being able to pull the capital. - Must own Capital port before pulling missions for other regions. To elaborate on this, we were able to pull and flip Santa Cruz from Cayman Brac last night. While great for us, it's a little cheezy in my opinion. - Ports show on the tool tip on the map what ports can be pulled (for that nation) - Smaller port timers need to change to reflect BR of the port. The above would allow nations to save on capital timers, while still being required to put timers on the smaller ports. Attacking nations would also have to work their way into a region rather than randomly just pull ports. You would also need to conquer that region before moving on to the next making this a true front lines approach. Anyway, just some thoughts.
  15. A lot of what you will read are my opinions, my conclusions. My opinions are based on my observations, my experiences. Different people have different experiences so have different opinions. Roughly summarised there are 3 groups of RVR player types within the NA community. The group of "Everyone else" is not taken into account for this proposal but those player might join the casual RvR'ler circle when this part of the game is more appealing to them. What kind of player is a semi (casual) and dedicated RvRler? Semi dedicated / Casual RvR‘ler Dedicated RvR‘ler he /she sometimes RvRs RvR isnt main focus of his/her gameplay RvR is main focus „small“ clan & solo player Part of a dedicated RvR clan puts small effort into RvR activity Invests huge amount of time into it Currently the semi dedicated and the dedicated players share one playground. But because those players are so different especially in their mindset it leads to situations like this... So in my opinon instead of trying to get both grps into the same sandpit and trying to make the casual RvR player play like a dedicated or a dedicated RvR play like a casual why not create 2 sandpits? In the following i will focus on the semi dedicated /casual RvR side, because thats the grp I count myself to it. Maybe @rediii (when he has space and time) or someone else can contribute to the dedicated part. So before I start the actual suggestion lets define the reasons why I RvR only sometimes. More specifically what I dislike/like. What I like What I dislike · The battle · Having a good time with a bunch of firends · The grp size · That a screening fleet of 25+ player is mandatory for the attacking side · That dedicated RvR clans can dictate RvR goals because (see points above) · Requirment of diplomacy (related to screening) So what need to change to offer a more pleasant experience? Player number requirement has to change The way to enter the portbattle. Hostility missions (bonus change) Before I talked about 2 sandpits. So its important to understand that not all ports will be like the proposed changes (offer semi screening protection, hostility, reduced player numbers). During the conquest week ports cant change their status of being semi dedicated or dedicated Semi dedicated ports obey proposal above Dedicated ports have the Hardcore rule set (see this link) What makes a port semi or dedicated? This could be achieved by port investments, revenue over the last week. Furthermore I think that ports should get "micro investments". Micro investments are investments that can be fulfilled by a small player number in a short amount of time (within a week) that offer the player unique chances for mods / books etc. Those investments are a onetime thing. So that there will always be pressure to conquer new ports. And it would create a resource sink hole beside ship building. A micro investment mission could look like this: Deliever 2000 coal + 1000 Iron + 3000 oak logs and recieve a Gold chest ( It have to resources that are not produced by the port) A 4 star mission could look like: Deliever 10 Bull sharks + 20 Parrotfish + 2000 coal + 1000 Iron + 3000 oak logs and recieve 2 gold chests.
  16. Problem outline: This is a summary of a typical RvR session from the Aggressor: 1. Sail out of a port around 30-45 minutes away from where you want to attack. Spend 60 minutes or more because there is no way to match speeds, so Half-Sail juggling is maximum. 2. Fight in a port battle, up to 90 minutes. 3. Lose, and be unable to logoff - now have to spend 60 minutes or likely longer, while being harassed by enemies trying to catch someone sleeping. Considering the battle timers, that often means late night for most people, and it becomes a real pain to execute a strike. Design Goals: 1. Keep the opportunity to engage and sink enemies "after the PB" (whether this is good for the game should be evaluated). 2. Eliminate as much of the boring sailing, especially on the return trip. Solution: Port Battle creates an even larger "RvR Retreat Circle" after it concludes. This circle is large enough to allow one opportunity to get tagged once outside of battle. When every ship in the Battle Group manages to sail outside of this "Retreat Circle", each player gets a "Retreat to Home Port?" prompt button. If they Accept - their ship has to wait 60 seconds while stationary. When the timer is up, the ship disappears, and the player gets ported to their closest outpost. The ship in question cannot be used for twice the sailing time calculated by the game. It appears in port, but is disabled for that duration (grayed out, no access to cargo). Bonus rule: The only acceptable cargo are Doubloons, Repairs and Upgrades. A ship with any other cargo (books, goods, etc) cannot use the Retreat circle. Interception: Enemies can still intercept ships regularly on their way to RvR, or sink them in the Port Battle, or tag them right outside of port, or while they wait on the retreat timer once outside range (this new circle). Whether this applies to offensive anti-screeners (in clans on the PB list) could be an extra feature.
  17. Please, do not nightflip Great Britain. We want to sleep. Thanks
  18. Based on an Old Topic I made way back when: So myself, my clanmates, and I am sure a lot of people have really enjoyed Investments to a degree. The idea was nice, the intentions were probably fair.... the problem is that the outcome has created a terrible environment for RvR and the lack of it. There are other issues with RvR at this time. but i'll leave that to other threads. Investments have turned what should be an active RvR conflict into a no-mans-land of dead content and everyone hesitating to fight each other for fear of "forcing" people to make the choice to stop playing this game. I firmly believe no one here wants people to stop playing, but they also fight the urge to "go pvp regardless of the future population decline." I write this with a clear understanding that port bonuses and investments are probably "too far coded" that the Devs may never revert them. When I originally created the Topic about regional bonuses, I had the idea of what investments became, but I was geared more to economical incentives and not straight up power creep that it has become. So if I had the ability to choose to Kill investments the way they are and completely re-build how they should be --- Yes, I'd kill the port bonus investments. I still think that "regional bonuses" of what I argued before would work - we still have a port county system, the frontline system could use adjustments - but otherwise would be fine with this. So to re-state how regional bonuses would take effect. 1. A nation needs to hold the entire region in order for regional bonuses to be activated (after a downtime maintenance) 2. Nations can "take away" regional bonuses by taking a port within the county to disrupt the stability and defending nations (and all nations in the county) would lose the bonuses. The reason why I believe this would work better is that Overall I feel a large group of players in NA want to disrupt their enemies and have a real feeling of negatively affecting their opponents economic backbone without "destroying" a nation like what we would have if you take someone's invested crafting port. Example: Imagine Russia owning the entire Santo domingo County - all Denmark would need to do to disrupt their economy in that county is to hold Higuey. Or the County of Vera Cruz, you would only need to take Alvarado away from Russia to disrupt these bonuses. Regional Bonus Perks and Investment changes - I originally had 4 in mind and I believe the Devs have at least implemented "some" of what I was looking for. having the ability to invest resources (both rare and basic) is really nice and I think really helps create the idea of building up "your" ports to be these great economic machines. I also feel that the better chances for better ships in ports that can be captured is going in the right direction. Even with these changes, I don't really think it's enough and I advocate again for a change to investments and new additions to be worked on. Investment changes 1. Drop ALL port bonus investments. The intended goal was to create ships with "unique" stat bonuses. but unfortunately it just got geared to a ship outright being better than anything else - Including the side-effect that people not in a friendly list or clan just can't take advantage of this (and only hope that a ship is sold on the market). delete port bonuses 2. keep resource investments as they are - The goal should be to create economic benefits for nations and clans, not just power creep on ships. Regional Bonus Perks - Improved - Remind yourself that these ONLY take affect when a nation owns the entire county 1. Reduced Port Maintenance cost - I am bringing this one back again because I STILL think it's both needed and would be a welcome change. When a county is controlled by one nation, reduce all maintenance costs of ports in the county by 25%. Example -- 4,000 reals cost becomes 3,000 while regional bonuses are activated 2. Lower all Crafting resource costs by 10% - If something costs 100 fir logs to make - it now only costs 90. This creates incentives for players to craft in the region WITHOUT restricting them to a port with port bonuses. Port bonuses have the adverse affect that essentially force players to craft ships in that port, if a nation/group lose this port they lose a shit ton more than they really deserve to lose. Now players can be in any port in the region and gain the benefits of it. If a region gets contested - players don't immediately lose their ability to play because players can craft a ship or mod that's the same as everyone else - only you use more resources again. 3. Ship Trims are added to the crafting and "special trims now have a chance" - What I mean by this is the following: ship trims like we have them now, Cramped, Fast, mast, etc are now able to be chosen in your crafting window when you also choose wood types on your ships. advanced ship trims like - "very fast," "very cramped," "Heavy Rig," are now able to be chosen for the crafter to get a "Chance" to get these trims. Elite/NPC Trims like "Redoutable refit," "Bermuda Refit," "Build Strength" that you normally only can find on captured NPC ships now have a chance to be added on the ship you craft similar to how trims are now. Further clarification: A. Agile, Cramped, Fast, Sturdy, and Strong Rig - Crafter chooses which one they want on their ship when in the crafting window B. Very Agile, Very cramped, Very Fast, Very sturdy, Heavy Rig - Crafter can now "choose" one of these trims for a chance to get them on their ship -- If the crafter does not get the trim, the ship has no trim. C. NPC only Refits/Trims like Barbary Refit, Bermuda Refit, Stiffness, Build Strength, etc - When Crafting a ship, these trims/refits now act like trims do right now - crafter does not get a choice on these refits, but gets a chance. Effectively this Regional bonus would become the "NEW Port Bonus" on what I believe port bonuses should have actually been. A Crafter could get a surprise with agile as their choice - and with luck get the liverpool refit for a better bonus on turn-speed A Crafter could now attempt to get Very Fast on a surprise - but still have the chance to not get it (The chance for the NPC Refits still works here too) A Crafter could get a legendary ship with Very Fast and Bermuda Refit for an extremely fast ship. Heck the Crafter got lucky and got a GOLD ship too! A Crafter could have the bad luck of not getting an elite trim and then getting the Shabby trim 4. County Capital owner gains choice of rare resource generation - What I mean by this is that when a County is controlled by an entire nation - the Clan that owns the County Capital gets a choice (after maintenance) to garner support from Europe in bringing in resources to further the war effort. Essentially this would allow a nation to choose the county port to "spawn" Swedish Carpenters, or Spanish Square Sails. These would spawn like they normally do now - on the open market and everyone has the ability to place a contract to buy them. Clan Owner can "change" the support for a different resource, but the cooldown is 2 weeks. So if you chose to garner support from France, you could then choose to get French Sail Cloth or Diplome D'Artillierie (but not both) - You then must wait 2 weeks before you would be able to change your support to a different resource. ----------------------------------------- The ultimate point is that Investments, Port Bonuses, Regional Bonuses - should ALL be geared towards an economic background. Better economy, and better economic bonuses towards crafting would ultimately make the incentives for both controlling a county as best as you can, as well as attempting to disrupt the opponent so they do not get these bonuses.
  19. Recently, Russians asked to take over Cap-Francais in order to launch a war against the Dutch in an effort to expel the cloggers from Haiti. The agreement was set to give Russia temporary control of Cap-Franc until they capture Port-au-Prince to further advance on the Dutch. The reality is that the Russian Empire intends to control the entire world. Rather than taking only CP, they are poised to consume the entire Cap-Franc regional ports. What will the rest of the Caribbean do with this information? Will other nations take heed against the dirty deals from all Russians? Will any nation be able to stand up against the Russian Horde? Will more captains leave their nation as despicable traitors and fly the Russian flag? Will all other nations simply evacuate the Caribbean leaving the Russians with nothing to do but farm their own national friends who "sail under flags of pretense" because there are no true enemies to find? What will the world do? Considering the recent massive emigration from the Caribbean, it looks as though the latter has occurred.
  20. Here are my thoughts on how a Civil War Mechanic should work: 2 days to choose a side, 5 days to wage war, 20 day cool down. Within the same Nation, 1 clan Declares a Civil War against another clan via the Operations Menu / Civil War. From a drop down menu select a clan. (Only clans in your nation will show.) An automatic in-game email will be sent to everyone in said nation announcing the Declaration of Civil War from one clan on the other clan. (Clan X Declares Civil War against Clan Y.) All clans within that nation have 48 hours to choose which of those two clans they want to ally with. Any clan not choosing either clan is not privy to the following mechanics. In OW, all players from one allied side will see all players from the other side as "Traitor Player" rather than "Enemy Player". (Plz for the love of God change "Player" to "Captain".) They can attack each other, same as attacking someone from an enemy nation. ??? This battle will instantly close to everyone from every nation? ??? This battle will instantly close to only enemy nations? (The "Battle Side Locked" will prevent those in the Civil War from joining wrong side.) ??? This battle will have standard OW Battle Mechanics allowing enemy nations to join a side? (Would require listing the two Civil War clans in the Battle Info, so enemy nations can choose which side to help) Both Civil War Clans can raise hostility against each others' ports. Only those clans who chose a side can join in these hostility missions for whichever side they allied with. Port Battles will schedule the same as normal (24 hours after hostility completed) The Port Battle Winner owns said port after server maintenance losing 1 level on each Port Bonus. I'm no game coder, but it seems as whatever tag "Enemy Players" have it would be required that those within same nation would be required to have a Sub-Tag 1 (for one side) and a Sub-Tag 2 (for other side).
  21. I am pleased to announce that [VCO] Voodoo Shipping Company is recruiting Captains of a Piratical Disposition We are a PvP and RvR-oriented pirate clan with a solid reputation on both of those fronts. Established in 2016, VCO has been with Naval Action since the beginning, testing and contributing to the development of the game. We primarily play a PvP/Privateering playstyle, with a healthy amount of RvR thrown in. VCO’s diverse player roster enjoys our blend of PvP and RvR, with some PvE events and trade operations thrown in as well. We are Content Creators in Naval Action. VCO is an independent clan. We work for our own interests, first and foremost; but we also make every attempt to consider what is best for our nation as well. To this end, we’ll definitely cut deals to work with other clans for a common goal. We have no permanent alliances and every alliance or deal made is made with the understanding that we’ll likely end up on opposite ends of the cannon at some time or another again. It’s a PvP game and that’s just what happens. If you wish to begin alliance talks, or wish to hire us as mercenaries, contact Christendom, Coraline Vodka, or Wraith. In VCO, we take pride of our ability to work together to form the People’s Shipline that provides all of our players with the necessary supplies needed to succeed in the game. You’ll never have to worry about juggling crafting hours, buildings and workshops and shipyards ever again. Just contribute your share and you’ll reap the dividends in on-demand ship construction (with cannons provided to avoid incidents), repairs, and mods. In VCO, we have people from all walks of life, logging in from all over the world to enjoy this unique game with us. We don’t ask much of our recruits, but we do have a few requirements: Use comms: we have a Discord server for text chat so everyone can stay up-to-date on whats going on, and we have a TeamSpeak channel for voice chat when playing together in group events. Have a bit of thick skin, good-natured ribbing is to be expected—don’t take personal offence if you’re the target end of a joke once in a while (as typed by the master duelist who is constantly reminded how he lost Surprise vs LGV). Maturity: we have no real age limit in VCO, and our clan has young folks just out of highschool and retired folks who remember a time before the internet. All we ask is that you have a bit of maturity when the situation calls for it. Our discord has text channels for discussion of politics and beer choices…if this offends you then it is suggested you avoid those channels. Remember that it’s a game. Have fun and if it starts to feel like work, don’t stick around and get stressed. Its not a job and you’re not expected to be online at every opportunity. No Eagles fans. Must understand that Naval Action is at least 70% scrolling through Reddit or watching Netflix while waiting on some battle or a long sail. What you can expect from joining VCO: Regular PvP hunting squadrons. Almost every day, someone from VCO can be found looking for enemies to sink. If you aren’t experienced, we can teach you. RvR action like Port Battles and Screening. We are fortunate to have some excellent Port Battle commanders and tacticians in our clan, with thousands of collective hours of Port Battle experience between us. The best shipline in the game: the People’s Shipline will take care of you. We know that grinding ship slots together makes the grind much more enjoyable, and sometimes you just don’t have time to dedicate to PvP activites. That’s why we do PvE events like fleet missions, cargo deliveries, epic events, trader escort duty, etc. If you’re into it, we dabble in a few other games as well, you can learn more about that on our Discord once you join. Some VCO achievements: Destroying Nations Professional Nightflippers Destroyers of PvP1 75% of the clan is forum-banned for offering critical opinions of various changes Having the longest grudge match in the entire game against Kingy Hated and Loved by the top 5 most prominent EU content creators Content Creation. Some prominent VCO members, and their cheeky titles: Christendom, The Thrice-Banned Night King, Maker of Deals, Destroyer of Worlds the Screen Master, Santi Disaster, Amplify, CNN Reporter, former Lord of Key West Coraline "Cupcake and Craft" Vodka Tiargo "Dont' Call me Russian" Studying Aussie and lady's man, Dusty "Dusty-San" Attenborough skmarsh "Can I take a Snow?" "Master Planner Mcmannis" ElrictheTwo. Or the "faceless man" Louisvann "Oh gotta go, my kid woke up" Boxtel The proud Grandfather, John Paul Smith William Death, Master Demaster, Duelist, Admiral of the fleet, loser of Surprise to LGV, etc. “Duel me brah” "Banned…Again?" Wraith the Master of coin, Aventador Lady “here’s some pictures of my silly cat” Hamilton Midnightlight, Anime Lord and Master of all things anime and first prize-winner of BLACK’s March Madness Campaign Souless, “You gotta remember, Midnight’s a noob” Spikes, The Sidekick Para Bellum “I’ve got boarding prepped!” Cheeky "I need a first rate" Breeky, Meme-master “Lol he reported me for sinking him” Privateer “Where’d your masts go?” "Anyone got a Christian permit?" Storm Crow “I’m tagging him” …. “Yes I know there’s a fort; I’ll get him before the fort gets me.” Hammy “I’m in my Trinc if you wanna come hunting.” WarlordSquid “We need ‘stars’ guys!” JD Shots “U want an Ocean m8? I’ve got 30 of them” Jack Aubrrey "Oi! I see an LGV over there William!" Fat Thor "I gotta make dinner for the wife" Contacting VCO: Contact any VCO member in this thread, in-game via nation chat, or at the unofficial Naval Action discord: https://discord.gg/pXyNjF2 Someone will direct you to an online-officer who can get you in the clan and get you our TeamSpeak and Discord information. JOIN TODAY! Gone out for some vodka, recruitment closed for now. 8/27/18
  22. So is it intentional that the Mortar Brig has to be in firing range of a fort now to be able to hit it, while dealing almost no damage to it with mortar hits? Are forts supposed to be indestructible in battle now and if so why has the mortar brig's reload and accuracy been nerfed instead of simply removing it from the game entirely? Am I missing something? @admin @Ink Please clarify, thank you.
  23. Since release not much actual RvR which wasn't against NPCs has happened but what I am noticing is many clans/people are afraid or incapable of doing any meaningfull RvR with the current frontline system, as they lack players to fill a 20-25k BR port and also have screening. I agree the frontline system made RvR a lot better, but I think some teaks could be done to it. So here are a few points I think could be changed in the frontline system to make it more interesting (all below are my personal opinions): 1. Make it so a Nation has to take 1/2 "small ports" before they can attack the Capital that belongs to them. Advantages: A nation can not loose it's crafting port in two days, loosing crafting ports will dirve players away from the game so some stability there would be very nice. Smaller BR ports are easier for a smaller nation to fill and would probably lead to more RvR. A Nation has more time and tries to defend their Important ports, and the closer a nation gets to the main port of another nation the mopre people will get involved In my opinion taking ports should be hard. At the Moment I see many nation giving up entire regions when the Capital falls. Nations don't have much reason to attack small ports, as there is no reason to take them to get to the Capital you want to get to. Disadvantages: Very hard to hurt a nation, by taking the crafting port. Upgrading ports is a great money drain so the more upgrading happens the better for the games economy. 2. Decrease the range of how far away you can take missions for Ports .At the moment Denmark can attack Santo Domingo, Puerto Plata and Grand Turk from La Mona. I feel this is a bit too far. Advantages: . The idea, at least for me, behind a frontline system is that Nation can not just appear half way across the map with 1 or 2 port battles. This again leads to less RvR as you can just "skip" regions you are not interested in. Disadvantages: Some regions of the map will probably never/rarely see any RvR as they are too hard to get to (Mexican Gulf/Central America) 3. Give some great rewards for taking ports to all people in the nation (or at least to the ones in clans on the friendslist of a defending/attacking clan). Yes Victory marks are great but probably gonna inflate soon when port upgrading is done. THis could lead to people being more interested in RvR. I am thinking of Admiral chests, maybe some ship Permits or the sort. Advantages: Casual players have more reasons to participate in offensive RvR People have a few more reasons to go and attack/defend small ports once the capital has fallen. Disadvantages: Can't see any feel free to add them in the comments Hope we can start a discussion about RvR here and maybe find a common line most players would like to see in RvR
  24. Can anyone share their experience with the Mortar Brig post release / nerf? How effective is it against ships and fortifications compared to previous stats / performance? How did the damage model rework affect it? I remember the MB was already not very popular generally in PB lineups, just if you needed it someone had to sail it... Is there any more efficient / faster / enjoyable way to unlock its slots than fighting tiny bots with its broadside?
  25. I would like to suggest a post release wipe front line suspension for a couple of days. Why? Right now we experienced a bottle neck (2-3 capitols limit per free town) with clans not being able to expand anymore and even tho we wont have big boats post release we might get more clans and players coming back willing to expand. Flippin a port with hercs just might take a little longer but wont stop organised clans to start taking one of the few available capitols. With the wipe just being an artifact and to ease the tension in the beginning I suggest a suspension of the frontlines for a couple of days so missions for all capitols can be taken from any port. Everyone can settle in the place he likes, no whining, then after the couple days we go back to frontlines with current mechanics. Discuss.
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