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Forthcoming shipbuilding changes [Heavily Moderated]


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Damn most of us just want to have fun and shoot at each other. Everything that is designed to refrain us from doing that is just bad for the game...taking hours sailing means you are mostly lost for the game...not doing pvp not participating in anything...making ships so damn hard to craft means that noone is willing to risk them...spreading people all over the map with our population means that chasing is useless...you can sail hours without seeing anyone. Only thing we get is one shiny pb per week where the only way to get in is just logging off in front of the port the day before. And even for that we are forced to do pve missions or just plant a bomb...Multiple flags were bad but when only one was launched at least it was fun and screening had a purpose....

 

Edited by Tenakha Kan
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4 hours ago, Destraex said:

Stroopwafel, but you will be fair and post a steam review AFTER release right? Does steam have a "alpha/beta/early access" tag for reviews?

Because Stroopwafel you are right. If people are posting reviews as if they are reviewing a finished product then the whole gaming industry is in trouble. Steam needs to fix that so people understand which reviews are of a half finished game.

Yes, steam reviews for early access titles are labeled as such.
 

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On 11/12/2016 at 0:08 PM, Hodo said:

The crafting system is something that was just a place holder, like the UI, it was going to get changed, they told us this for months, yet when it came people started crying like you kicked their dog.  

 

Problem is, that all the place holder mechanics keep getting replaced by new mechanics that are less fun, more work, and just plain worse than the simplistic placeholders. It's like the devs are deliberately squeezing the fun out of the game one update at a time, in an effort to make things more challenging or realistic.

Here is a news flash, "realistic" is not always fun.   

I really had very high hopes with the RvR refactor, but they never did answer that critical question I asked long ago when it was first brought up, "What do you do with the time between hitting the hostility cap and the 48 hour later port battle? "

Turns out the answer was not much of anything actually, just go look around at all the beautiful scenery, and grind trade mats. I personally spent over 12 hours looking for a way to get my hands on silver with a new account. Sailing everywhere in range, smuggling from local ports, setting up smuggler purchase orders in enemy ports that produce, hunting traders in and around those ports in hope of a score.  Total silver for all that time, 60.

Hard and challenging does not equal time investment and difficult to work around, which is exactly the direction all the "new" and final non place holder mechanics seem to be heading.

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8 hours ago, Destraex said:

Stroopwafel, but you will be fair and post a steam review AFTER release right? Does steam have a "alpha/beta/early access" tag for reviews?

Because Stroopwafel you are right. If people are posting reviews as if they are reviewing a finished product then the whole gaming industry is in trouble. Steam needs to fix that so people understand which reviews are of a half finished game.

Steam labels early access reviews as such - but please bear in mind that for players that already got scared away this will probably stay as such should they not touch the product again. I personally have no problem with adjusting my reviews however when I don't touch the game again my review will be a final conclusion at the time of me writing it whatever state the game currently is in and a badly perceived development process does shine a light on a game just as much as release reviews!

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8 hours ago, Rramsha said:

Quoting myself from another post... When the game finally converts to the two crafting qualities, as mentioned by Admin, they can always decrease the requirements of common ships allowing them to be built faster and use less resources, therefore less sailing for crafters and better prices for buyers. Remember the intent is for the majority of ships to be common (lower) crafted with very few  ELITE master-craft ships sprinkled around for those with the time or money. The Master Craft ships would be for those willing to take the time and money needed to craft them, this is creating an every day ship market with an endgame ship market. While in the real world, the quality is more dependent on the shipyard and materials used such as the current game version has. I doubt shipyards built bad ships and really good ships in the manner that the game currently works, warships were just too expensive to build in the real world.

The main problem I see with that is the fact that these golden ships will be nigh on unstoppable. Players who have the time to craft them tend to go out in experienced groups meaning just sitting on their stern will probably not work. There will be absolutely no chance for people to counter a ship with a relaod refit+relaod mods which fires 10% faster then you or and this is taking it to the extreme against a boarding fitted ship.

Lets say everything is gold.

Marines  will be present on both ships (50% each).

Now however come the bonuses of the golden ships!

Extra Hammocks will provide more crew and marines.

Swords, Grog and Boarding will boost the attack, defense and prep bonus of the golden ship!

Even in their nerfed state there is no realistic way for a grey ship to counter such an enemy. And nobody is really interested in meeting enemies with a massive advantage given just by the ship they sail. In addition the low amount of mods means you are very restricted in your actions - boarding is rather annoying against the boosted ai if you only bring marines! This will cause all those that can't match these ships to leave. The easiest and in my eyes most sensible way would've been to have only gold ships exist so everybody can have equal amounts of mods putting the challenge entirely into skill. Or even the possibility for ships to have as many mods as they can pay for as long as they don't collide at their location (i.e. either copper plating or planking). Yet we are sitting ehre fiddling around with broken mechanics being driven even further into the black hole that is a time sink or the fact that your ship quite frankly sucks in comparison.

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9 hours ago, Destraex said:

Stroopwafel, but you will be fair and post a steam review AFTER release right? Does steam have a "alpha/beta/early access" tag for reviews?

Because Stroopwafel you are right. If people are posting reviews as if they are reviewing a finished product then the whole gaming industry is in trouble. Steam needs to fix that so people understand which reviews are of a half finished game.

when i see a game I think i might I enjoy ...I read the reviews ... for one reason only ..do I want to pay for that game ... at the moment NA is £29.99 .. that is comparable with a lot of finished products ...I dont think, as much as I love this game I could recommend that anyone pay that level of cash for he game in its current state ..I have nearly 2000 hours in game and its not the game I ENJOYED playing even 2-3 months ago ... the last port battle i took part in was at least 2-3 weeks ago ... as opposed to pre patch when it was 2-3 a week .. last time I had any pvp at all was 4-5 days ago ... I havent crafted a ship since the patch ...not in a big clan and cannot get all the crafting parts in one place ... at one time ... so whats making it so hard to play

5 production buildings only makes it hard work  ... how am i supposed to build a ship that requires different wood when im only allowed 5 production buildings that drop on average 5-10 fine wood a day when 150+ are required  the maths are not hard thats at least 2 weeks to gather materials

i know the answer is build a lower quality ship...but why should I ....i don't play this game to be someone else  victim ,,(some people may say otherwise)  why should i sail in a weaker ship than my opponent

number of outposts allowed ...again makes it hard work ... to gather enough materials that are spread out all over the place ...

the overall verdict is it has become hard work to play this game ....it shouldnt be hard work ...

the online game population is dropping ...but 500 online is a fantastic amount considering how hard it is to actually get any fun out of the game ... if it was actually fun to play you would get 10- 20 times that many  players

my advice to devs would be ...if this game is to be a success listen to your customers ... read the reviews ... and instead of complaining that they are unfair because the game isnt completed yet ...use them to produce something positive when completed ...it may not fit the vision you have for the game ..you need to question your motives in building the game who are you building this game for ... because if no one ends up playing.. it will be a massive shame ...

 

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On 11/2/2016 at 8:05 AM, admin said:

Hello Сaptains!

 

We will abandon the 5 color grades for upgrades and ships. Fine (blue), Mastercraft (purple), Common (green) are not used and thus are useless. Nobody makes them and nobody buys them. 

 

As a result of testing the final ship quality and shipbuilding system will look like this. 

  • Captured - captured (grey) will be assigned to all ships captured (except for ships captured from player fleets) 
  • Сrafted (yellow) - ships built by players
  • Special - events, rewards, tournament vessels, or maybe extremely rare and hard to craft (months of effort required)

Instead of quality (who would try to make a bad ship) players will select things they want they their ship to have sacrificing other elements if they want to improve one of the characteristics

 

Definitely will be done

  • For example if a shipbuilder wants to increase speed it will increase ship cost AND will have to sacrifice the hull quality
  • If they want to have additional slots for upgrades they will have to sacrifice space or increase weight
  • If you take more crew you might need to reduce hold
  • Cannons and ammo and powder supply will affect cargo hold and will reduce ship performance if you overgun it

Under consideration

  • If you want to take 200 shots per gun instead of normal supply to battle you might need to sacrifice some space (this will solve cases of light ships unloading 10000 rounds in a battle into a first rate)
  • You can determine the number of repair kits you can take for the vessel and affect the weight.
  • Unstable designs - add to much sails (to increase speed) your ship might capsize in some cases
  • Other experimental ideas like 1 durability ships and other changes

 

Good Changes.

Wipe the server. Let them whine. You kept it too easy too long.

 

I would be much worse...

  • Delivery nerfed. Players should be doing the transports, escorts.
  • All durabilities should be 1. Get rid of it.
  • No teleports. Get rid of them. Send ship instantly to other side of map? ridiculous.  
  • Put in turn acceleration.

You have made tough changes before in the face of great WHINE and they were all positive and good for the game.

Easily the best sailing game I ever played. Keep up the good work!!!

 

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1 hour ago, Horror said:

Good Changes.

Wipe the server. Let them whine. You kept it too easy too long.

 

I would be much worse...

  • Delivery nerfed. Players should be doing the transports, escorts.
  • All durabilities should be 1. Get rid of it.
  • No teleports. Get rid of them. Send ship instantly to other side of map? ridiculous.  
  • Put in turn acceleration.

You have made tough changes before in the face of great WHINE and they were all positive and good for the game.

Easily the best sailing game I ever played. Keep up the good work!!!

 

First of all, we are not whining...we are just giving a feedback and doing our job as testers. My opinions (and those of many other dedicated players out there) are just diametrically different from yours and based on a big love for Naval Action: please try to accept that!

Second...judging from the list of your suggestions I have to deduce that 1) your day is made of "at least" 36 hours if you can still manage to play Naval Action with no teleports and so on and 2) you surely like to play in an almost empty environment.

We don't want an easy game at all, we just want to keep "the best sailing game" funny, playable and enjoyable for as many players is possible! 

Edited by Red Jack Walker
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Quote

First of all, we are not whining...

Maybe not, but for the most part I wouldn't exactly call it constructive feed-back either. The current system for crafting ships makes it too easy to build gold ships and supports the dev's comment that pretty much mastercraft and gold were the only two worth having. It also made 2nd and 1st rates way too easy to find. Why is it so hard to accept that the system we are giving up was there to make those ships readily available to test the effect on battles and the game in general and isn't balanced nor equitable.

Unfortunately it also meant that you don't stand a chance in a fight unless you can pay outrageous amounts of gold, or spend hours chasing around to find the materials to build them. People complain that some of the changes hurt the casual player: how do you think this situation effects it? Reducing the difference between the basic ship and the top end in the same class makes it better for the casual player and the beginner alike. Instead of overwhelming someone with gold ships, you have to out sail and out fight them. Sorry if that makes it too difficult for some.

More historic regional location of goods was part of the list of things the dev's mentioned a long time ago: why the surprise when it was done?

It should take time to craft a 3rd rate or bigger. Months is about right IMO. Considering how long some of these ships actually took and the amount of wood (1000 mature oak trees for Victory IIRC), the resource limits and time to build make perfect sense -- I guess having to work to get a decent ship of the line is too much to ask of some people.

The changes as I understand them will do more to even the playing field for battles, reduce the number of high-quality heavies, and make the game more appealing to casual players. All you folks who have thousands of hours should quit thinking you know what us casual players want. With only 174 hours, I think I qualify as casual, and what I want is nothing like what I keep reading here says I want.

I want to compete with an opposing captain, not the same class/name ship that someone built "gold". The system outlined in the OP will go a long way toward that. That is what will keep people in the game after they try it. Getting crushed by people with massively superior stats will chase them away and, in my opinion, is one reason player numbers have dropped.

@Redii

I think your a bit off-topic, but...

I don't see those timesink things as much of a problem (except ship delivery... like to see that one, but I think it would make this a game for shipping management, not sailing). I already have outposts in free ports. And OW speeds are fine for me. I understand some people just want to fight, but if that's all this came had, it would be very boring (and there are games doing that already).

Edited by Challenge
Redii
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6 hours ago, rediii said:

You want to see 100 players primetime on both servers? because that's how you get that. Making even more timesinks isnt good for the game

Just a reminder as to what the devs promised:

'Naval Action is an exciting, realistic, and beautifully detailed naval combat sandbox immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas.'

I should say they have done this impressively well.

For those like yourself I do not oppose incorporation of a minigame where you can press a button and you are instantly transported to a 25 on 25 Exceptional Victissama smash 'em up. You can press that button over and over, No time sink. None at all.

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3 hours ago, Horror said:

Just a reminder as to what the devs promised:

'Naval Action is an exciting, realistic, and beautifully detailed naval combat sandbox immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas.'

I should say they have done this impressively well.

For those like yourself I do not oppose incorporation of a minigame where you can press a button and you are instantly transported to a 25 on 25 Exceptional Victissama smash 'em up. You can press that button over and over, No time sink. None at all.

beautifully detailed ...nearly could be a little better with crew animation ..but i can live without that .... realistic ..in the 18th century ships sailed for weeks without sighting another sail ...so they have that spot on ......exciting yes when you can get into a port battle it is ..but the insta port battle log in means if your not one of the 25 in a first rate its not exciting ....if you can get pvp its exciting but the war supply bomb has decimated pvp hostility .... so we are back to the boredom realism of sailing around hoping your in the right spot at the right time hoping for your enemy to pop out of a pve battle

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6 hours ago, Horror said:

Just a reminder as to what the devs promised:

'Naval Action is an exciting, realistic, and beautifully detailed naval combat sandbox immersing players into the long drawn out experience of hours and weeks of sailing in the most beautiful period of naval history - when sailing ships ruled the seas.'

 

Fixed that for you. I have these things called screen savers that are just as beautiful, and have more variety.

12 hour of real time empty sailing just to find one mat, to make one ship, is not exciting. This coming from a player with over 1700 hours of experience on how to get mats and deal with trading.

Oh and for the record, this new forum model sucks badly.  I used to be able to two click to find all the threads I had comments in and had changed, and after half an hour of trying to figure it out, I still haven't.

Good design is like a joke, if you have to explain it, it isn't.

Probably done here now.

 

 

 

Edited by KrakkenSmacken
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7 hours ago, KrakkenSmacken said:

12 hour of real time empty sailing just to find one mat, to make one ship, is not exciting. This coming from a player with over 1700 hours of experience on how to get mats and deal with trading.

Strange, in a little over an hour from now I can build a Santi just with stuff lying around. I have much less in game time than you and I have cash, mats, and ships coming out of my ears. Are you really finding it that hard? 

 

Sandbox games are different than mobas. You think this is tough? try EVE

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2 hours ago, Horror said:

Strange, in a little over an hour from now I can build a Santi just with stuff lying around. I have much less in game time than you and I have cash, mats, and ships coming out of my ears. Are you really finding it that hard? 

 

Sandbox games are different than mobas. You think this is tough? try EVE

My main has enough mats from the old system to build probably 10-15 Santi with "stuff just lying around", as you put it, but I started over with a new account, in a less popular nation, on a new server, and refused to trade directly with players for profit. (Could have sold my lvl 50 crafter hours or harvested fine woods for boatloads).  I was trying to see if the conditions for a new player were fun or not.

Even being able to build up to a Santi, I spent as I mentioned over 12 hours just looking for enough silver to build a non upgraded frigate. (Needs furniture). Add to that the several hours I spent gathering the funds and other resources to get to that point, I put in well over 24 hours into a new account, 16 of those simply trading and selling to get enough cash to work up to construction. another 6 looking for any enemy trader I could poach. (Found 2).

22/24 hours of sailing looking for mats is not exciting game play by any stretch,  and I actually know what I am doing with the markets etc. A new player would have had an even less exciting time than me.

The "realism" and "challenge" has become nothing but a huge and pointless time sink.

May as well play progress quest.

 

Edited by KrakkenSmacken
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2 hours ago, rediii said:

12 hours sailing?

Use the deliverysystem please.

Um, I would need to have multiple out of nation free port outposts to use that, assuming they even sold what I was looking for.

 

You ever had to shop out of nation for silver? Try it some time, see what I mean.  No player trades, and assume your nation holds no silver mines so you have to smuggle and actually find some for sale in enemy ports.  The mechanics as intended are designed to force nations to win, or be completely unable to build new ships.  Try that as a new player and see how long you enjoy the experience.

Edited by KrakkenSmacken
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56 minutes ago, rediii said:

are you pirate?

you just experienced what its like to be pirate

I was, and yes, that is what it used to be like to be a pirate.  In fact I was always very much on the side that being a pirate should be harder.  But it's not harder, its just stupefyingly boring now.  You used to be able to find enough traders (AI and Real) that even owning a resource hub was unnecessary, you used to be able to rely on AI outpost production purchases to fill the gaps, and you used to be able to supply your own needs from any countries starting resource construction abilities.

That's what I am saying. With every change they have made to make the economy part of the game "more realistic", and "challenging", they have eroded the game being fun. They are also making it more impossible, less action, more sea trucker, and far less appealing. I just watched my third guild completely disintegrate and have no more active players, with long time players/acquaintances handing off resources and ships to me, because they know they are not coming back. I won't bother to do that with the upcoming wipe, even if I could find one of them online.

Just this week I had a couple of spare hours, and chose to watch "Fantastic 4" rather than log into this game.  Mother of God, how bad must it be that I figured I would get more entertainment from that POS than NA?

Let me repeat that in case you missed it. Fantastic 4 has more appeal to me now than playing NA.

It's the Job of the developers to make a game fun, and put that fun in the hands of the players, not fight against human nature at every turn to try to create the "experience" they seem to be wanting players to participate in.

Whistle past the grave all you like, and keep finger pointing at the players being the problem, but the end result will be the same. 

No players and no game.

Shame really, because the idea has such potential. 

 

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23 hours ago, KrakkenSmacken said:

I was, and yes, that is what it used to be like to be a pirate.  In fact I was always very much on the side that being a pirate should be harder.  But it's not harder, its just stupefyingly boring now.  You used to be able to find enough traders (AI and Real) that even owning a resource hub was unnecessary, you used to be able to rely on AI outpost production purchases to fill the gaps, and you used to be able to supply your own needs from any countries starting resource construction abilities.

That's what I am saying. With every change they have made to make the economy part of the game "more realistic", and "challenging", they have eroded the game being fun. They are also making it more impossible, less action, more sea trucker, and far less appealing. I just watched my third guild completely disintegrate and have no more active players, with long time players/acquaintances handing off resources and ships to me, because they know they are not coming back. I won't bother to do that with the upcoming wipe, even if I could find one of them online.

Just this week I had a couple of spare hours, and chose to watch "Fantastic 4" rather than log into this game.  Mother of God, how bad must it be that I figured I would get more entertainment from that POS than NA?

Let me repeat that in case you missed it. Fantastic 4 has more appeal to me now than playing NA.

It's the Job of the developers to make a game fun, and put that fun in the hands of the players, not fight against human nature at every turn to try to create the "experience" they seem to be wanting players to participate in.

Whistle past the grave all you like, and keep finger pointing at the players being the problem, but the end result will be the same. 

No players and no game.

Shame really, because the idea has such potential. 

 

 

In a way, no matter how you play it, it is the players' faults.  We wanted these changes and we got them.  For my part, I like most of them (but it's also not that hard for me to find resources, or I make do with something else in the case of wood)  Silver is a significant issue, as the production is highly limited.  But there are several areas that can produce it.  The answer to the shortage could be to take a region with silver production.  These areas should be highly contested.  However - I will agree that the crippling effects of not having silver are too great.  I think the introduction of Fine woods has mitigated the need for silver in notes.  So increasing Silver availability would probably help.  

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On 11/12/2016 at 3:51 AM, admin said:

Online will drop even further closer to release. The closer wipe is the lower online will be. We need to test things that cannot be tested once game is released. 

Agreed. If you wipe ships I will probably come back and test for a bit, if for no other reason than to check out what it takes to build the new stuff.

But in general I think a lot of people who have quit are simply waiting for the final big wipe and don't see a lot of point to investing a ton of time into something that's going away sooner or later.

At some point we have to test what still needs testing and get that big looming "final reset and launch" party going.

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I understand that you are thinking about get rid of the quality system since it was not realy used. But I don’t think that the Idea was wrong.

The game needs a long term motivation to be keep the players playing. One possible way is to use the player’s natural instinct to get the best possible. They should have a grate goal and a way to achieve it. But that’s not all the game should evolve and give them better goals then as soon as they achieve their goals many will lose the interest.

The concept of qualities was a good idea but the players skip all the steps between because they can. Just force the players to walk slowly through the process.

My Ideas to improve the system:

1. Make crafting harder: Fine wood was a good start. But it could be further improved. * Increasing the quality should not be linear. Higher quality could always need more Wood types. Since the wood is now quiet regional it could be challenging to get at least a small amount off all wood types for quality ships. And maybe add further extremely hard to get materials for the best quality’s Gold (For example: Swedish Iron, gold coast Ivory, …)

2. Make better quality ships rare. Lower the ships Duration by 1 for every quality level better than usual. Maybe increase the basic dura by 1. This would keep beginners away from the frustration of losing their ship and challenge the experienced players.

3. A ship you’ve build is better. Knowing your ship from the keel laying let perform you better in it. This would prevent players from skipping the whole evolving process by just getting the best ship by a clan crafter. Represent this by decreasing the quality levels by 2 for ships which are not self-crafted.

4. You have to master a thing. Two ways here maybe do both: 1st crafting a better quality could use 5 more ranks in crafting for each quality level. Crafting level 60 for a exceptional Consti would make them quite rare especially if you need the level yourself. (Btw. Just don’t cap the crafting level just make it very had above 50. Maybe you need to visit certain (enemy) Ports to be able to improve beyond. Just make a challenge - the people like it.  2nd you have to build one quality level after another to be able to craft the next better one. Maybe additional achievements to solve with each ship to unlock the next quality level.

For example:

-10 Fights won against players

-100 Days on sea

-sink a ship of a higher rate

-30 Harbors visited

  This slows down the process of getting to exceptional a lot. And it’s plausible since you need to know what to improve.

5. Imitated the amount of a ship type: Something is declared the best and everyone like to have the same. 25 Santi vs 25 Santi … again - That’s boring. Let’s say that there are limited amounts of shipyards witch can maintain a special kind of ship. An extra Fee four building could be established for those ships. Maybe Maintenance prices could explode. So increase the shipyard repair costs dramatically for those ships. And implement a System that repairs on open Sea can’t repair 100 percent of the damage mark 10% of any damage as permanent until in Dock to force them into the docks. Or a Maintanance fee just for having the ships could be established resulting in a “judicial sale” if you can’t pay.

All that means you can have it but at it’s price.

6. Decreasing quality: Ships which were heavily damaged could lose benefits permanently because of heavy damage which can’t be repaired not even in a try dock. That could also happen to upgrades.

For example a copper plating with dozen of holes from leaks can’t be exceptional any more. You just can’t repair you have to replace.

I think if it is common to have non exceptional upgrades because no one can’t afford to keep them all in perfect condition, people will tend to accept that not everything needs to be perfect. It also leads to a point where not every boarded ship is a good prize to keep.

 

Finally about the planned changes. I think the possibility to customize your ship is a great feeling of a free choice for every player. But the Meta game will force them to choose a special combination and everyone tend to use the same. It’s not that much of a win for the game.

 

* The implementation of Fine wood just made the normal wood useless since now everyone is just going for Fine one. Instead of the Fine wood just increase the amount of needed wood to represent the selection of the best wood parts.

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On ‎02‎/‎11‎/‎2016 at 0:05 PM, admin said:

Hello Сaptains!

 

We will abandon the 5 color grades for upgrades and ships. Fine (blue), Mastercraft (purple), Common (green) are not used and thus are useless. Nobody makes them and nobody buys them. 

 

As a result of testing the final ship quality and shipbuilding system will look like this. 

  • Captured - captured (grey) will be assigned to all ships captured (except for ships captured from player fleets) 
  • Сrafted (yellow) - ships built by players
  • Special - events, rewards, tournament vessels, or maybe extremely rare and hard to craft (months of effort required)

Instead of quality (who would try to make a bad ship) players will select things they want they their ship to have sacrificing other elements if they want to improve one of the characteristics

 

 

There is some confusion going around. Could you clarify whether or not a ship built NOW with regional build bonuses will be wiped along with all other ships? I don't want to waste my time building ships only to have them wiped. :)

Thanks.

 

Buster

 

 

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I have played naval action for a while ... i am commandeur , and i love the game. Bat..... Common,Fine,mastercraft ships arent useles , i am busy with a project right now were i need all type of ships of naval action, i dont care if they are common or something like that... removing the common,fine,mastercraft would make me very sad.... I hope that you guys will change your decision about deleting all ships which are common,fine,mastercraft.

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Stopped reading through the numerous pages at around page 12, so maybe some more things been said that could change my opinion compared to what I've read so far.

I am not against most the proposed changes, removing the 5 colour grades and just tailoring the various characteristics instead seems great. I imagine more uniqueness in designs, better system with casual players, less fear with loss. Also makes the ships sound less like some enchanted magical wand in some warcraft-like game.

Am rather unsure about the 1 durability though and reckon that might undo whatever improvements to casual players and fear of loss are gained through the above change. Though the games in testing and an wipe is going to occur at some point anyway. So I've no problem with such things being tested to determine whether they are better or worse.

Edited by tipsypo
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1 dura ships I cant see any benefit or good side to. Unless ship crafting became trivially easy to replace said lost ships all single dura would achieve is people being far less willing to engage in pvp, that is hardly the intention?

similarly single durability is the only reason i have personally never bothered with a 1st rate. And I could afford several at this stage but simply too much of a loss and beyond the ships which can be replaced your modules you would lose along with the ship can nearly be harder to replace.

I get image of using a SOL, most powerful ships available but with common/fine upgrades and this just seems stupid.

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@ Smithy: I understand that you are afraid of losing your upgrades. That is a point which maybe needs a rework. But If you don’t want everyone to have the best ship you need to reduce their numbers by a mechanic. Limited durability is just such a mechanic. We don’t need a variety of 18 ships if everyone just use the best one. Since port battles are still fought with 25 Santi vs. 25 Santi there are too many of them. Remember that the Santi already has dura 1. So Dura 1 is no reason against PvP.

My opinion: Please decreasing the dura of non-Rookie ships and make it harder to get the best ships until every ship has its place in the game. Just as I posted last time.

BTW: I’ve never had a Santi or any other super ship with the best upgrades. But I play PvP and I like it. I can’t understand the argument of so many people that they need the best ship for PvP.

Maybe someone can explain it?

Did somebody ran out of ships? I can hardly imagine that. But if that happens - We can talk about improving the Basic ship which you get for free at higher ranks.

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