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Important news: First full asset wipe & Exclusive early access frigate.


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My 2 biggest "issues" with this game right now:

           1) Everything is balanced in favor of "getting away".  Ridiculous OP of chain-shot.  Stupid amount of AI fleets/forts to run to.  20% increase of OW speed means there's few places with enough open water to actually catch someone unless they're AFK.  Pretty much impossible anywhere in the Antilles (Danes, Swedes,French).  Magical abilities of hulking trader ships to outrun even speed-built frigates. Laser-beam stern-chaser that guarantee hits on sail while running.

           2) Silly "perk" and "bonus" sysytem.  The delta between basic and "gold" ships/mods is far too big.  Skill should ALWAYS be able to overcome magical "bonuses".  I'm hopeful that the new crafting changes will begin to address this.  An off-shoot of this is that it fosters a culture of "I dont want to risk my ship unless i know I can win"...  In my opinion, a big reason for the drop in OW players.  Thers a fine line that needs to be found between making crafting fun/challenging and making it relatively easy for players to get back in ships THAT ARE COMPETITIVE.  

Bottom Line:  In order for someone to "win", someone else has to "lose"....  Losing should not drive people away from the game so easily.  Half of it is mindset, yes.  But the other half is mechanics.

 

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Test the chain shot in testbed, you will like it and probably even suggest something on top of it, but test it first. Thoroughly.

Hard to tell from the testbed about the whole perk revamp as it is still on half half, with modules on, officers off, perks being the same.

Fleet related perks seem like a good compromise, being cumulative and correlative levels.

Also you will like the coastal defenses spread and roaming AI.

I am really looking forward to the wipe and all associated changes.

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I agree with Borch on this one.

Anytime I see someone use tired, overused and adolescent terms such as "carebear" or "just saying", I immediately become suspect. I would guess that most of the players of this game are long time Naval Action veterans who have cut their teeth on games such as, 'Arma 3,' 'Battlefield', 'Assassin's Creed' and many military style tactical-strategical games. Using the term 'carebear' to describe someone you know absolutely nothing about personally (or their intentions), is the height of arrogance on anyone's part. These days it is used solely to intimidate someone into shutting down their arguement. Let's leave this tired and meaningless term where it belongs; on the adolescent forums of other game sites.

The average population is in the 30's most of the day? I'm online almost every single day and have seen it rarely dip below the 270's. In the distant past I have seen it dip down to the 20's but that was a long, long time ago and even then it didn't stay there "most of the day". I think this may be an exaggeration on your part. 

Wouldn't one think that the current low population is due more to the upcoming wipe than to players being unhappy because of the Developers bowing to the wishes of 40-50 "carebears"? Again, a gross exaggeration.

The 'teleport to nearest friendly outpost' in the after-battle screen solved a huge, negative issue that was frustrating most Naval Action players. If you are unaware of this issue - or if you are aware and still don't understand the logic of the solution for it - then I believe that you are not being honest with yourself or again, you simply didn't understand the issue. It was truly hurting the game. 

 

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38 minutes ago, Borch said:

Can you please post more examples of care-bear game changes?

 

Patch and Major Hot fixes unless a Direct result of Care-bear crying

Starting Patch 9.7 April 2016

  • Ganking is considered a main problem by a large portion of the community and needs to be lessened a bit. We are bringing back an old feature FOR TESTING that was in game before the release. Initial attack does not have any limitations as before. But entering the battle is only possible if there is less than 1.5x BR difference. In this case if you got yourself into an even fight enemies close by will not be able to unbalance the battle. Of course if you see a large fleet on the horizon its still better to run.
  • Large NPC fleets added to open world
  • Fleet orders added to mission list – allowing players to participate in group NPC battles

HF 9.71

  • Ramming leaks bug increasing their size dramatically fixed - ramming leaks returned to the pre-patch level (Never to be seen again)

Patch 9.8 May 2016

  • Penetration models were completely overhauled
  • We are doing certain experiments for xp for travel for future exploration and other features
  • Exit timer is now going to reset if you are taking water. This will help in group battles where you always had to keep destroyed enemy tagged. (Yea ok this one was good)
  • Teleport between outposts(docks) is now without cool down

HF 9.82

  • Ramming leaks are disabled - we considered them unhistorical because ships collide above the waterline and by the time underwater parts hit most energy is lost due to water friction and bow destruction. This also fixed several game breaking exploits like using cheap ships to disable heavy vessels by ramming. They might come back in the future in another form
  • HP of masts rebalanced a bit. Approximate number of shots to destroy the mast based on the max possible caliber for that ship is 7 for the lower section 3 for mid section and 2 for upper section of the mast. Mast thickness still works so it is still going to be impossible to demast from 1km. (previous mast thickness was 10/5/3 for respective sections)
  • Chain damage increased significantly (Will not last)

HF 9.83

  • Boarding upgrade - Marines - no longer gives insta preparation. The speed of reaching 50 now depends on your marines %. (even tho they do nothing in battle they should be rdy )

HF 9.84

  • Chain shot accuracy lowered by 5% (formerly it was increased by 10%)
  • Chain shot damage reduced by 15% (formerly it was increased 100%)

P 9.9

  • Officer does not lose lives when you surrender in battle
  • The perk patch lol so much has changed, to many to even mention
  • Crew is not lost if you surrender in battle
  • Flag purchase cooldown increased to 2 days (48 hours). Initially we wanted to make it 7 days but based on player feedback it could create problems for several nations. Port battle rework is now set as high priority and they will be changed drastically by August.
  • Mast thickness increased for all vessels

 

OK its about July Now most of them not been so bad but it went down hill from here.  In a nut shell.  Everything form here on out is to help you live in PVP by avoiding it.
   If you are a Pirate you suck, you are treated as a Nation, but get no benefits of a Nation, And we are going to slow you down so everyone can escape but you can't how is that.  Ops was not enough lets move up that perk cost and nerf upgrades. on and on around and around.

 

 

 

 

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You had all the time in the world to discuss those patches in the respective patches threads.

I will risk to say that 90% of the population of PvP server do spend 80% of their time doing PvE activities.

I know a handful of players that did rank only by PvP and it includes Officers after they got implemented.

I have no idea where this is going of what is the idea you are trying to pass but it is not coming through.

So... we looking forward or what ? :)

 

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22 minutes ago, Captiva said:

The 'teleport to nearest friendly outpost' in the after-battle screen solved a huge, negative issue that was frustrating most Naval Action players. If you are unaware of this issue - or if you are aware and still don't understand the logic of the solution for it - then I believe that you are not being honest with yourself or again, you simply didn't understand the issue. It was truly hurting the game. 

Solved one problem created how many let me count.

  1. Only Have to be in open Water now to get to mission Safe from PVP
  2. Can gain Hostily with no fear of being killed by others trying to defend
  3. Can make 30 mil or more every half hour. exploit that not been fixed in months
  4. Waste even more time looking for pvp than finding it.
  5. Can move Large amounts of cargo instantly.  again exploit
  6. The use of the defensive tag as a get out of jail card that works every single time. even with 15 sec timers.
  7. No reason to have friends and/or escorts to move things around or do missions.
  8. O damn there is someone that might kill me, Never mind there a trader i can get to before he gets to me.
  9. 5 more I can name off, but don't want to never see PVP again. And with the login can't get into a port battle for x amount of time coming. 2 more

 

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You didn't read any of the Admin/Dev announcements then.

Updated mechanics would be deployed into Test server first. Fixes to known issues were already solved in Test. Once the patch would be ready it would be deployed into production.

Hence the wipe. Hence the update.

I know, it is a lot of information during a early access phase with a ever changing game :)

Can we move forward ?

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2 minutes ago, Hethwill said:

You didn't read any of the Admin/Dev announcements then.

Updated mechanics would be deployed into Test server first. Fixes to known issues were already solved in Test. Once the patch would be ready it would be deployed into production.

Hence the wipe. Hence the update.

I know, it is a lot of information during a early access phase with a ever changing game :)

Can we move forward ?

Diplomatic incident, just can't help my self. I will let it go for the now.  

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ahahahahah :D

also, they posted it on Facebook as well back then as much as in steam IIRC so to cover the most interested players as possible

Quote

facebook 3.3.2017:

Hello Captains. 

This is an information post as we are getting questions in private messages and in posts to a page about the updates. For quality assurance reasons all patches and changes in 2017 are first deployed to testbed before going out to user version.

Since beginning of 2017 more than 5 updates of varied size were deployed to testbed including Admiralty store, changes to durability, changes to perks with fleets, structural damage and many other features based on your feedback. 

We are currently finishing the feature allowing you to use cargo hold of your fleet and once its done the patch will be sent out to the main servers. We just did not want to spam you with unnecessary messages before the work was actually done and deployed to main server.

You can play on the testbed server yourself. Here is the link explaining how you can join and participate 
http://forum.game-labs.net/index.php?/topic/18684-test-server-branch-opens-today/

 

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Am I reading this right..a Pirate complaining about not being able to catch a trade ship? Even though pirates have full access to the fastest refit modification in the game. Hell the only other modification (Regional Speed) that was a very close competitor to it was NERFED to slow it down by 20% from what it was before. I have seen way to many instances where a pirate in a bucentaur was able to gain distance on my constitution which by the numbers should NEVER happen. (yes, i am accounting for upgrades).

Towards the complaint about jumping a passing trader to get away, I have seen a few pirates do this as well. So at best I would suggest that everyone accept the fact that using this tactic is always going to be on the table so plan your attacks accordingly. 

Oh and i love the "Can gain Hostily with no fear of being killed by others trying to defend" comment. There were several missions where my 1v1 fight turned into 5v1 with pirates jumping into the battle. 

"If you are a Pirate you suck, you are treated as a Nation, but get no benefits of a Nation, And we are going to slow you down so everyone can escape but you can't how is that.  Ops was not enough lets move up that perk cost and nerf upgrades. on and on around and around."  Why should the Pirates be treated as a nation? The ONLY thing they cant do is diplomacy and that is in some respects their greatest asset as they can attack ANYONE at will. One of the main issues the nations are dealing with is people creating alts and using them to undermine the nation knowing full well that there is ABSOLUTELY NOTHING that the nation can do to stop their actions. Beyond that, why are pirates allowed to even capture ports? The idea to be a pirate was to be VERY DIFFICULT. Do you really think the lack of being able to ally makes the Pirate Nation a very difficult group to be part of? Your current capital places you very near many sought after resources and it places you in a hunting area that has restricted passage due to shallow water and land mass.

So Joba, if your in a frigate and cant catch a tradeship, then you are using the wrong frigate. I would venture to guess you're using a live oak or mahogany build to gain the increased damage absorption and then start crying that it will not catch a tradeship that is built for speed. If you recall, tradeships had their speed reduced a while ago before the introduction of the new woods. So if you can not catch the trader you might want to reexamine your tactics.

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@JobaSet

Quote

...if your in a frigate and cant catch a tradeship, then you are using the wrong frigate. Didn't Say That, But so true, If they see me coming and turn up wind. you tag me where I have to run up wind also. I can't close distance before timer ends,  so now I am to far away when battle starts, you escape and are never seen again.  That is your get out of free jail card 100% of the time. The only counter to this is to have 2 people attack and one get above you up wind but now that is called Ganking. But your counter to this is dump cargo after you tag and waste our time.

Turning into the wind is the way it was done in RL. Once the target escaped, it was pretty much gone and never to be seen again. Unlike the game, repeated attempts to catch the same ship were pretty much futile. If you tag ships that can do this -- I'd say you need to rethink your tactics and get to windward before you tag.

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4 hours ago, Challenge said:

@JobaSet

Turning into the wind is the way it was done in RL. Once the target escaped, it was pretty much gone and never to be seen again. Unlike the game, repeated attempts to catch the same ship were pretty much futile. If you tag ships that can do this -- I'd say you need to rethink your tactics and get to windward before you tag.

That is just it, I can still catch them they turn into the wind I follow and I am still gaining just a lot slower rate as soon as I get close enough to tag them they do instead. Not me, I would not tag until I gained enough so when timer hit zero i was next to them or even pass them. So now I am so far away my longs might not even make it to them to tag them in. So i am in a faster boat by far. but still lose my prize.  Its not just traders either, anyone that knows they suck or can't win the fight do this now.  Hence the only way to counter this is have more than one ship. So Don't bitch about getting ganked any more.  No easy way to fix this on the system side that i can think of,(Edit someone suggested make the exit timer longer like 5 mins. Might work) so you got to do have 2 vers 1 now. Yea you can get lucky and they not see you but 3 out 5 will. i got video of just about every ship getting away from just about ever other in a 1 on 1, it more or less if you in same rate you get away,  If the boat is 2 lvls above attacking ship your not getting away, but you don't have the fire power to win unless you spend full hour doing a battle you should not win and get lucky hence you got to have 2.

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5 hours ago, Hethwill said:

Test the chain shot in testbed, you will like it and probably even suggest something on top of it, but test it first. Thoroughly.

Hard to tell from the testbed about the whole perk revamp as it is still on half half, with modules on, officers off, perks being the same.

Fleet related perks seem like a good compromise, being cumulative and correlative levels.

Also you will like the coastal defenses spread and roaming AI.

I am really looking forward to the wipe and all associated changes.

I think this is part of the problem no one goes to test and check things out.  With that why don't we have a current patch?   What the devs did that kinda screw things up is they should of released a patch (what is tesbed 9.98 or something) and than release the notice of the next patch in a month and it's testbed schedual.  That way folks got something new to play with until than and it gives us a reason to burn our mats and ships until the wipe playing with the new structure, Pirate vs Pirate and other things they put in like the AI distrubution.  That way I can make ships /MY WAY/ and test them  before the next big patch.  My biggest issue with the test server right now is none of the builds they gave us I would ever use unless it was a free ship and I didn't have anything else to use.

1. So if I was  the devs the smart thing to do right now is release testbed materials that they want into the game with a patch.

2. Drop the next patch sooner.  Realy April 10 means hardly a week to test it, when they originally posted 2 weeks ago we will see the patch in prob 2-4 weeks with testbed before it comes out.  It's been almost 2 weeks now....guess what no update since December and folks are bored and you want us to wait pretty much another month?

3.  Just DO IT.....put them into place and stop announcing and changing things.   That is what testbed is for.  That should be when we find out about the next patch is when they actually put it on testbed.  I loved the one map thing for PvE-PvP...I started out as a mainly PvE player, but I picked the PvP servers cause of population and that slight chance to have some and try PvP.   I avoided hot spots and rarely got tagged.  They would of had a whole zone and that would of allowed devs to work on both contents for both players on one server.  Though there reason saying it will take to much time to get it is understandable, but now they aren't doing it than that should hopefully shorten the time until the next patch is ready for at least testbed.  I mean they announced the ship thing for a patch back in Dec/Jan so they must of had some of it ready.

4.  FEED back and they really need to get a part time PR type person.  Some times the means and ways they give us info can be very confusing and the way they answer back isn't the most professional.  In my 20-30 years of gaming I found that Devs are the worse person for Customer Service work as there views won't all ways be the same as the customers and they tend to take every thing personnel.   So it's best to get a middle man in there.

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On ‎23‎/‎03‎/‎2017 at 1:50 PM, admin said:

 
All assets (including money) will have to be removed from the game. We tried hard to find the way to keep the assets, but unfortunately due to the sheer volume of resources accumulated during experiments (which sometimes provided too much money or resources or both). In addition to that keeping resources will not allow us to properly test the economy changes, ship changes (including 1 durability), upgrade changes, npc resource distribution. All assets will be removed. We will provide 4 ships of various rank as redeemables to all players to give some head start. 
 

Timeline (timelines are not final)

  1. Series of patches will be applied to testbed by the 10th of April (last patch to testbed was applied on 27th Feb)
  2. Asset wipe by 19th of April
  3. Preparation of the server merges and reorganization by 19th of April
  4. Opening of servers 19th-20th April

 

 

 

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1 hour ago, Hethwill said:

Series of patches will be applied to testbed by the 10th of April (last patch to testbed was applied on 27th Feb)

By the 10th means any time though and I'm hoping they get us the update to the testbed sooner than later and I still don't know why something that been in test for a month (as of last testbed patch) hasn't been put into game yet if they where happy with the results instead of us having to wait another month for it to be added with the next patch content?

I'm fine with them keeping a set date for the merger, but it's the lack of content and updates that got many folks saying why play for the next few weeks when there is nothing new and we will loos it all.  There response to this was open the battle windows for 5 mins?  Uh no give us a mini patch and content to actually burn all our resources and ships on to further test them.

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Good morning !

There's a misunderstanding or maybe just will not to want to understand, or maybe I'm just sleepy still.

The patches will be deployed into testbed first, to be tested...by us... it is a second level of Quality. All will be bundled together and then and only then deployed in Production build. Timeline says in April.

All the shortcomings of the last months were readily updated and fixed in the testbed build but due to the necessity of wipe... I think you get it. Or else we would be wiped every week !?

C'mon, the whole system is going changes that fundamentally change ALL assets. Ain't that hard to understand the why it is better to put everything in a package than release bit by bit :)

 

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What will happen to any remaining redeemables that we have on our account? I still have a few ships remaining from early access bonuses and hope to be able to redeem them after the wipe as it seems kind of pointless redeeming them just before.

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Just now, Remisis said:

What will happen to any remaining redeemables that we have on our account? I still have a few ships remaining from early access bonuses and hope to be able to redeem them after the wipe as it seems kind of pointless redeeming them just before.

Use them up. :) Because of the new ship building they will not be of use and I think wiped. 

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5 hours ago, Hethwill said:

Good morning !

There's a misunderstanding or maybe just will not to want to understand, or maybe I'm just sleepy still.

The patches will be deployed into testbed first, to be tested...by us... it is a second level of Quality. All will be bundled together and then and only then deployed in Production build. Timeline says in April.

All the shortcomings of the last months were readily updated and fixed in the testbed build but due to the necessity of wipe... I think you get it. Or else we would be wiped every week !?

C'mon, the whole system is going changes that fundamentally change ALL assets. Ain't that hard to understand the why it is better to put everything in a package than release bit by bit :)

 

The problem is we HAVEN'T HAD  A PATCH IN 5 MONTHS.   And well just about the majority of the player based have stopped playing and won't be back until prob after April 20.   So effectively once again like they did with the regional patch which they said would be out in a week and took a month, killed the game for a month.  Cause lets be honest do you really think with there track record they will have anything ready by the 10th for testbed and the 20th for live server?   Sorry I hope they suprise the hell out of me, but by there past track record I don't expect this patch until May.

So instead of waiting to do every thing all at once, they can throw us a bone and give us what was tested the last MONTH on testbed to test on a larger scale.  Like I would love to test the structure thing on a ship I would build instead of the crap ships they gave use I would never be caught in builds of those types.  Gives us a good reason to burn all these mats we have sitting around right now.  Yo know since every one has ZERO CRAFTING AND ZERO MATS ON TESTBED.

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I have a question regarding Nation Switching. I understand that if you want to switch, you need to do it now before the wipe. I understand that if you switch after the wipe, you will lose your rank and have to start over. However, what I don't understand is how I can go ahead and switch to Red Pirates (Outlaws) when they don't exist on the server yet. So, what I want to know is....even though I am already a Pirate, if I choose to switch to Red (Outlaw) Pirate once available, will I lose my rank if it is after the wipe? Or will already being a Pirate allow you to become a Red Pirate without losing my rank?

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On 3/29/2017 at 11:18 AM, Captiva said:

I agree with Borch on this one.

Anytime I see someone use tired, overused and adolescent terms such as "carebear" or "just saying", I immediately become suspect. I would guess that most of the players of this game are long time Naval Action veterans who have cut their teeth on games such as, 'Arma 3,' 'Battlefield', 'Assassin's Creed' and many military style tactical-strategical games. Using the term 'carebear' to describe someone you know absolutely nothing about personally (or their intentions), is the height of arrogance on anyone's part. These days it is used solely to intimidate someone into shutting down their arguement. Let's leave this tired and meaningless term where it belongs; on the adolescent forums of other game sites.

The average population is in the 30's most of the day? I'm online almost every single day and have seen it rarely dip below the 270's. In the distant past I have seen it dip down to the 20's but that was a long, long time ago and even then it didn't stay there "most of the day". I think this may be an exaggeration on your part. 

Wouldn't one think that the current low population is due more to the upcoming wipe than to players being unhappy because of the Developers bowing to the wishes of 40-50 "carebears"? Again, a gross exaggeration.

The 'teleport to nearest friendly outpost' in the after-battle screen solved a huge, negative issue that was frustrating most Naval Action players. If you are unaware of this issue - or if you are aware and still don't understand the logic of the solution for it - then I believe that you are not being honest with yourself or again, you simply didn't understand the issue. It was truly hurting the game. 

 

 No the game dies a little more with each politicallycorrect footsteps the dev team makes to cater to carebear cryhards. The fact that you consider battlefield and assassin creed " military strategy " type games and are upset by words like carebear is why there is no players.

95% of the gamers who would have kept this game going on for a decade or more where run off by military strategist who consider assassins creed a war game.

Usually when a game is released,  eve early access,  ut sticks to its original format and plan. In NA case its not even the same game that was released.  Unfortunately its still advertised as the original but now its carebeae creed. Thats why gamers left and bow give horrible reviews after buying it. It would do the dev team well to change the description on steam.

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On 3/30/2017 at 10:09 AM, Sir Texas Sir said:

The problem is we HAVEN'T HAD  A PATCH IN 5 MONTHS.   And well just about the majority of the player based have stopped playing and won't be back until prob after April 20.   So effectively once again like they did with the regional patch which they said would be out in a week and took a month, killed the game for a month.  Cause lets be honest do you really think with there track record they will have anything ready by the 10th for testbed and the 20th for live server?   Sorry I hope they suprise the hell out of me, but by there past track record I don't expect this patch until May.

So instead of waiting to do every thing all at once, they can throw us a bone and give us what was tested the last MONTH on testbed to test on a larger scale.  Like I would love to test the structure thing on a ship I would build instead of the crap ships they gave use I would never be caught in builds of those types.  Gives us a good reason to burn all these mats we have sitting around right now.  Yo know since every one has ZERO CRAFTING AND ZERO MATS ON TESTBED.

Do we still think its going to go live? I keep up with the news in the hope of a miracle that NA will listen and learn and revert some horrible mistakes it made and go back to a fun game for more people.

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