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Showing most liked content since 10/23/2017 in all areas

  1. 53 likes
    Captains Patch is being deployed today Epic events reworked. Epic events now allow only 6 ships to enter (spawning 9 enemies) Epic events now spawn epic (strong) enemies. If you sink or board a ship in an epic event you can pick up a chest from a destroyed ship. Players will have to show strong coordination to be able to destroy those stronger enemies. For first stage of testing we will run the Lineship event (that spawn in unprotected waters around the caribbean). After this initial test we will add a frigate event as well. Port battle changes Port battles now allow limited battle rating based on the city size. We used historical city sizes initially. Please comment on the port battles sizes in the comments and propose changes if any changes needed Open world loot Open world bots and hostility missions now drop better loot depending on ship size. Mission bots drop less rare loot on average. If you are searching for a particular rare book - you have a better chance to get it by hunting NPCs in the open world. Other changes PvP marks have returned. PvP rewards added to the admiralty store. pvp kills now grant both pvp marks and combat marks 2lb gun has been added to game for use on the ships with swivels. First ship with swivels will be added to game in one of the next hotfixes Timers have been tuned slightly. Invisibility timer is now 30 seconds, cannot attack and be attacked is now 45 seconds Reinforcement bot stats slightly changed Speed cap has been increased to 15.5 knots All % caps have been increased by 5% to provide more variability in fitouts Turn rates have been improved for Endymion, Constitution, Agamemnon, Trincomalee, Indefatigable Damage from fire slightly increased (for testing) Explosions now affect ship structure Shot logger has been switched off Fixed the bug that some contested ports are not shown in the list of the contested ports Fixed the bug that did not auto-repair the rudder on the Indefatigable and several other ships In the next hotfixes Ship stats and BR rebalance (more on this later) Le Gros Ventre Refit Epic event tuning and frigate epic pve event Port battle BR limits tuning based on feedback Next large patch Tutorial Le Gros Ventre Refit pictures Hotfix 1 November 1 Significant changes New ship - Le Gros Ventre Refit, with swivels. The ship is available for pvp marks in the admiralty. Outlaw battles have been removed - they were a cause of multiple exploits that unfortunately could not be fixed in a reasonable time. Fixes Minor changes for loot tables (some upgrades were dropping too much) Fixed the bot distribution (some regions did not have enough bots) Minor tunings for some upgrades (for example fixed bug for trim by the stern providing incorrect bonuses Fixes of several bugs with ship trade that were not clearing the knowledge slots for the traded ships (creating confusion as they did not work if you did not have the skill yourself)
  2. 48 likes
    Farming marks of friends is against the spirit of PVP and captains who are doing it should know that it might lead to full account reset on all servers. 7 players have received the warnings and had all their mark holdings (combat and pvp) confiscated. If reported again those captains will be demoted to lowest ranks. 16th November update 8 more players have been demoted for multiple cases of pvp mark farming. Half of their experience were wiped. If more cases are found full xp wipe will be applied.
  3. 40 likes
    Significant changes New ship - Le Gros Ventre Refit, with swivels. The ship is available for pvp marks in the admiralty. Outlaw battles have been removed - they were a cause of multiple exploits that unfortunately could not be fixed in a reasonable time. Fixes Minor changes for loot tables (some upgrades were dropping too much) Fixed the bot distribution (some regions did not have enough bots) Minor tunings for some upgrades (for example fixed bug for trim by the stern providing incorrect bonuses Fixes of several bugs with ship trade that were not clearing the knowledge slots for the traded ships (creating confusion as they did not work if you did not have the skill yourself) Update 2nd November Updated the swivel 2lb gun characteristics. It has very low damage to hull, very good penetration to represent their accuracy using current gameplay mechanics and has very good damage to crew (using ball). Basically it is only good against crew at 150 meters or less. Fixed spawns for hostility missions that sometimes spawned in locations closer to other ports which granted pvp kills to other cities. Temporarily, Updated the drop rates for ship notes in gold chests from epic events and increased chance for permit drops. Chests will be updated again in the next couple of days Tournament room brought back (with password). Tournament participants should request the password in private from @Liq. Update 7th November Sink express. Previous mechanic of spawning after sinking was outdated and was replaced by the following Captains who sink now spawn in the nearest friendly or neutral port In addition to that they will have an option to transport to the nearest outpost if they don't have a fleet or do not have an outpost in that port (feature not yet working due to bug) Fixed bug that sometimes cut the parts of the message. Update 9th November Warm up timer is increased by 15 seconds to allow for longer loading times on some systems or after first load It is now possible to stack books and upgrades in warehouse. You can now install correct number of cannons without splitting the stack - just drag and drop Fixed bug that caused sink ship button to be unclickable in the ship inspection window Update 16th November - Yard Power Experimental Agamemnon To not break all things at once we have decided to start work with wind curves update with Agamemnon. Changes for Agamemnon Rudder turn rate for the ship were reduced Wind effect on yards and rotation increased Curves for stay sails group updated Curves for square sails group updated % of sails updated to correspond to their realistic square areas As a result Agamemnon sails well down the wind. Tacks a bit slower than before. But due to realistic wind curves it now is capable of several amazing maneuvers that if used by skilled hands can challenge any frigate opposition. For example it will be able to sail backwards at 90 degrees with right sail positions. We will continue changing the Agamemnon and if the experiment is successful we will update several ships in this manner giving every ship its individual distinct role in terms of wind and ability to withstand damage (tanking). 2 Agamemnon were provided to each captain in the redeemables - take it out for fighting preferably in PVP. Other fixes Capital cities now supply repairs (including Shroud Cay), repair crafters can increase their profit by supplying repairs to free towns. Apologies for the inconveniences dear repairs crafters. Several crafting blueprints updated to reduce number of clicks required to craft a good supply (ballast. knees)
  4. 32 likes
    This game is quite simply awesome. Yes. It has problems. Yes. There are some things I don't like. Yes. Some additional content is needed. BUT....... What a game!!!!! Total freedom. Fantastic combat. Great graphics. Immersive play. Heart stopping moments. Fight. Run. Trade. Sneak. Clan or no. Nation or no. Pve. Pvp. The list goes on and on. NOW..... I know some of you have been here a long time and get frustrated but Eff me stop with the negativity it is suffocating. Stop with the 'game is dead. Freefall. Dying out, finished. I'm leaving. The Devs this. The Devs that.' It's no longer cool to be naysayers. If you really feel that the game is like that please close the door as you leave because if you continue with the negativity you only add to the 'impression that the game is the way you see it. I have a blast every time I log on. This game is the nuts.😁👍
  5. 29 likes
    Hello Captains. We are glad to inform you that Naval Action Legends has passed internal load/performance testing, received its separate SteamID and we're waiting for the final confirmation from Valve to release the game to all Naval Action owners. Unfortunately there won't be a test session this weekend, but we hope to release the game next week. Thanks everyone for your help! P.S. Some of you may notice Naval Action Legends in your Steam game lists, but it won't connect because servers are off.
  6. 25 likes
    Hello Captains While programmers are working on the tutorial and the user interface we will address the long overdue Battle ratings, combat performance and sailing performance of the vessels in the series of patches. This patch is first part of the final ship performance rebalance and addresses sailing performance of ships of the line (from 4th rates to 1st rates). The goal is to bring more realism into sail curves and yard power. 1000-1200 square meters of sail of the fore mast on the first rate should provide enough side force, allowing amazing realistic maneuvers and more options in combat. Maneuvers like this become possible (to an certain degree): Changes done (4th rates, 3rd rates, 2nd rates, 1st rates) 1) Exact (better) Balance between staysails and square sails 2) Exact (better) Balance between front mast and stern mast + spanker 3) Yard powers was reduced (based on agamemnon testing from 4 to 3) for better more realistic performance. Rudder power slightly increased for Aga based on the testing. Speed changes example 4th rates (ignoring indiaman) 4th rates are split into 3 groups Downwind sailers - excellent performance downwind due to more square sails area Agamemnon (67% square sails area) Ingermanland (68% square sails area) Universal sailers - ok performance downwind but great performance upwind Constitution (60% square sails area) Wasa (61% square sails area) Good turnrate brawlers (ok performance everywhere, but great turning) Wapen Implications Damage model will improve drastically due to exact calculations of square areas of sails Constitution has more square sails per mast it will get an additional buff to yard power (effect on rotational force) Some ships will get lee on bow (bow will turn better) Some ships will get lee on stern (stern will turn better) Main mast role will be significantly reduced for turning for all ships due to mast position Example of main gameplay change Constitution/Wasa will not catch Agamemnon downwind Agamemnon/Inger will never catch Constitution upwind Open world speed will be slightly relaxed to give more flexibility and will be adjusted more if needed Remember that this is a first draft of changes and they WILL require tuning. But its a great start for finalization of the sailing model and making every ship unique Some ships might require additional tuning based on our additional testing and research and your feedback Known issues: Bots are affected and might need rebalance (especially making sternway). Bots in epic events are also affected and became dumber. OW speeds might go down for some ships at angles closer to wind - we will monitor situation and adjust it if needed)
  7. 25 likes
    Red Banner Fleet [REDS] Russian Empire PvPEU 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, you must have Teamspeak, and you should understand English. Find us on our Teamspeak, rus.rdnn.eu, for an interview with one of our Officers. Server: PvPEU Nation: Russian Empire Teamspeak: rus.rdnn.eu REDS is the merger of clans PLANB, CHAOS/KINGS & RDNN/LEGO. For our freedom and yours! The Russians are coming!
  8. 23 likes
    Contrary to the tags on this thread (clickbait ftw) I have a nice solution (and easy to do!) for the ganking issues that plague PVp at the moment. here it comes... Make PVP rewards scale to BR difference. mind blown yet? Please follow my thinking: Target BR : attacker BR x100%= % of rewards. And I do not mean rewards per player, but total potential rewards across all players for the attacking group. Group of players x attacks player y. The BR difference is X: 500, Y: 100. So the maximum rewards for the players in group x can be AT MAXIMUM 20% of what it would have been in an equal br situation. Same goes the other way around. Guy in small ship (e.g. @The Red Duke/Hethwill in a privateer) br 40, attacks an LGV br 110. This gives Hethwill a potential (110:40)x100= 275% for possible pvp rewards! Relatively simple solution to a relativly complex problem. PVP rewards will force down large groups of attackers leading to less ganking. Because face it: Outnumbering an enemy BR wise is NOT a show of skill. This way it would be high risk, high gain, no risk, no gain.
  9. 23 likes
    I've been wondering why this feature hasn't been implemented yet - Surely I'm not the first to come up with the idea. But anyway: What about a new tab in ports, called Ship Contracts, where players can essentially put up a contract with a desired build, at a certain price - If a ship crafter feels like the offered amount of gold is reasonable, they got a deal - MUCH better than crafters having to craft out-of-the-blue and guess what players might like. Supply-and-Demand balance could then possibly also make ships cheaper. Once the contract has been taken, a crafter should have about 2 hours to complete the order and deliver the ship. If he doesn't, the contract will be available again for others. This is more or less how I'd imagine it to look like:
  10. 21 likes
    Ahoy folks, I've been engaged in this lovely experience for a few days now and have been reading the forums for a week or so prior to that, and I thought I'd toss in my two pennies' worth of talk now that I have my feet slightly damp. Most of this is very likely exhaustively covered elsewhere on the forums, but honestly I can't stand reading a lot of stuff on here because of the caustic salt levels of some people. - The new player experience is, obviously, terrible. For a litany of reasons that don't need to be recounted here. - The existing playerbase, at least on the forum and subreddit, seem to lean heavily towards bitter salt. Potential buyers SEE this and it's a huge turn-off. Especially on the subreddit, I see a lot of arrogance, a lot of contempt, a lot of stubborn refusal to compromise. Essentially I see a lot of middle-aged guys steadfastly believing their opinion is the best opinion, at the expense of the game they allegedly enjoy. - There is nothing significant to do in-game while traveling in the OW. You can't review your ship stats or the stats of your fleet, no viewing access to outposts, etc. - The first two hours of the game (IE the steam refund window, IE the "will I keep this" cutoff for a huge number of buyers) offer no significant impactful gameplay unless the new player knows exactly what to do and 1) doesn't take a mission he shouldn't 2) doesn't attempt to travel somewhere else 3) doesn't get ganked. These four reasons, in my opinion, are primary contributors to the lack of player acquisition and early player retention. Continuing: - There seems to be a schism in the community between people that want absolute realism (and use it as a defense against / argument for any change), and people that understand that realism at the expense of gameplay, especially in an MMO, is a great way to kill a game. Ya gotta have quality-of-life systems in place, even if you feel like it should really take weeks to sail from A to B. - There are a ridiculous number of factions in the game, which seems to be a horrible idea given the small playerbase available. I've seen the same names, over and over again, in nation chat since I've started. And no one else. Fragmenting an already tiny playerbase this much isn't healthy. - Development of the game seems to be very slow, and the studio has been actively developing a different version of the game. Regardless of assurances this is obviously alarming to those playing the base game. That, and the fact the game has been in development long enough to officially join the "will probably never actually get finished" club.' - There's surprisingly little to do in the game. You have a couple of mission types (that are extremely repetitive), general hauling, PVP and port battles. There's no flavor, no "quests", no storylines to follow. Given the time in development and the fact this is supposed to be an MMO that's not enough content to keep players interested. If the playerbase was larger the politics of an open-world PVP game would, in theory, be self-sustainable. But you don't have that, and the players you DO have are split into a dozen factions and three separate servers. These four reasons, in my opinion, are primary contributors to the low retention rates of longtime players. Anyway. That's my bit, had to get it off my chest. Personally I'm enjoying my time but I can feel the time limit on that enjoyment; between the uncertainty of the game's future and the general lack of playerbase and content, I know I will very likely put the game down after 200-300 hours. I have dozens of ideas as to how the above could be fixed, but again I assume this has been exhaustively covered so I won't bore y'all with my brain droppings beyond what's already here.
  11. 21 likes
    wait until next week - we will enable the tournament button in missions (its still there but disabled)
  12. 20 likes
    o7, I am hereby speaking for the Dutch High Council that we decided to officially declare war on the Swedish clans of HRE and CABAL. We decided this after multiple attacks on our interests. I am talking about: 1. Swedish capturing La Blanquilla port in Dutch waters and hunting Dutch ships in our waters. 2. Attack on our ports in the west. 3. These Swedish clans have been actively fighting against French clans that we see as allies. 4. These Swedish clans have been actively fighting Prussian clans (our allies) in our own waters, close to Maracaibo. So to sum it all up, CABAL and HRE have been actively attacking us and our allies. Because of this we are obliged to declare war. We will show them what we do with traitors to the Royal Dutch Provinces. Dutch Clans behind this declaration of war: PERVS, GU, GWC, BFLL. Luctor et Emergo
  13. 20 likes
    Captains Hotfix was deployed today Sink express. Previous mechanic of spawning after sinking was outdated and was replaced by the following Captains who sink now spawn in the nearest friendly or neutral port (not deep water port as before) In addition to that they will have an option to transport to the nearest outpost if they don't have a fleet or do not have an outpost in that port. Fixed bug that sometimes cut the parts of the message. Main post updated
  14. 19 likes
    Currently game indicates several hit/action factor recording option: Hull, Sail, Cannon, Crew, Module, Fire, Shock, Assist, Kill Whenever player hits a mast, it registers as a sail hit and you can see splinters coming out of mast. What does it mean? Technically nothing besides that you hit a mast. Was it effective? We can't know without a shot log which got removed. My suggestion: Add new hit factor "Mast" and only record it if shot penetrated enemy mast, for example: "x5 Mast"
  15. 18 likes
    Great News Everyone! Naval Action Legends beta is now open to all Naval Action owners. If you own Naval Action you should be seeing NA-L in your Steam Library already. Servers are now live. Development plans Main patch 1: Events and group challenge Main patch 2: Integration of tutorial Main patch 3: Premium content options integration Hotfixes will be provided on the weekly basis. Good luck at seas Captains.
  16. 18 likes
    in a day or two will update all lineships with new sail curves, % of sail groups, yard power and other things. We will keep it running for a week and will then update all 5th rates. Changes 1) Exact (better) Balance between staysails and square sails 2) Exact (better) Balance between front mast and stern mast + spanker 3) Yard powers was reduced (based on agamemnon testing from 4 to 3) for better more realistic performance. Rudder power slightly increased for Aga based on the testing. Here is what we will get 4th rates example (ignoring indiaman) 4th rates are split into 3 groups Downwind sailers - excellent performance downwind due to more square sails area Agamemnon (67% square sails area) Ingermanland (68% square sails area) Universal sailers - ok performance downwind but great performance upwind Constitution (60% square sails area) Wasa (61% square sails area) Good turnrate brawlers (ok performance everywhere, but great turning) Wapen Implications Damage model will improve drastically due to exact calculations of square areas of sails Constitution has more square sails per mast it will get an additional buff to yard power (effect on rotational force) Some ships will get lee on bow (bow will turn better) Some ships will get lee on stern (stern will turn better) Main mast role will be significantly reduced for turning for all ships due to mast position Example of main gameplay change Constitution/Wasa will not catch Agamemnon downwind Agamemnon/Inger will never catch Constitution upwind Same logic was applied to all line-ships which will mean that Ocean will never catch victory upwind and vice versa. Open world speed will be slightly relaxed to give more flexibility and will be adjusted more. Remember that this is a first draft of changes and they WILL require tuning. But its a great start for finalization of the sailing model and making every ship unique ps. the interesting thing is that we don't even have to provide for gameplay tuning exaggerations as historical sail plans give enough differences by themselves.
  17. 17 likes
    Hello Captains! Let me introduce bot Mishka. His mainly task is watch conquest information on PVP EU and make tweets about changes. This project still in development state. I made special hashtags. #PBpvpeu - information about port battles. #PBpvpeuHaulover -information about port battles for specified port (Haulover). #HOpvpeuHaulover - information about hostility for specified port (Haulover). Hostility reported only if it changes more than 5%. I think often report is useless (look at #HopvpeuLaBlanquilla)
  18. 17 likes
    A Rover lies dead.... Murdered in a tavern by rakes which have been identified as agents of the United Pan-Dutch-Prussian Care&Trade Commonwealth. They were promptly cut down and some captured by the men serving aboard the Rover ships but not before revealing, under harsh interrogation, that Chiriqui, a beautiful jewel of a city, open to all travelers, would be offered, as vassal tribute, to Dutch overlords. And to be forever closed and its free population subjugated... The Pan-Dutch-Prussian Care&Trade Commonwealth shadow council arranged and made sure, through a shady way of nation versus nation combat instances, that hostility would be raised. As such a invasion force under the Dutch overlords sails to Chiriqui to land the forces and take control of the town at the 19th hour, and 15 minutes, on the year of our lord, 2017, 21st November. Chiriqui will be defended. Prussian corsairs will defend the colony in Costa Rica / Panama the same way they faced the Sweden behemoth in the Bahamas. Outnumbered. Not outmatched. Any privateers of all nations wishing to help the Prussian corsairs and sink Dutch-Prussian Care&Trade Commonwealth ships during the hours prior to the port battle are invited to do so. We welcome the blood bath. Today is a good day to die.
  19. 17 likes
    Captains Patch has been deployed to live servers Deep water port battles now only accept ships of mortar brig and above (mb/cerberus and up) BR limits for port battles rebalanced (mostly increased for deep water ports and decreased for shallow water ports) Zone diameter reduced from 2km to 1.2 km to reduce efficiency of kiting on the edges the objective zones IMPORTANT CHANGE: Victory conditions/points for captured zones Every port battle has 3 zones (objectives) that accumulate points if captured (as before) Zones are still captured by the side that has more ships in the zone (as before) But the captured zone points don't accumulate if even a single ENEMY ship is present in the objective (NEW FEATURE) Expected effects This means that you no longer need to have all the ships in the circle to win the objective. You no longer need to brawl in the diameter of the objective. You can maneuver normally around them and fight without the need to enter the zones. You only need to send 1 ship to stop the points from ticking even if enemy has a numerical advantage (which still matters but matters less) If enemy have capped the point with many ships (and your ship is blocking the zone) they must get you out of the zone to start getting points, promoting aggressive action (and not kiting)
  20. 17 likes
    Due to the game being on sale by -60%, we've been seeing a lot of new players in the chat lately. Obviously as there is no tutorial, most of them don't have a clue what to do. I think it's important to help them as much as possible, to keep as many of those new players in the game as possible. I've been working on a very basic guide of some of the most frequently asked questions - useful for copy-pasting answers so you don't have to type them manually every time. Feel free to add stuff! And try to help as many players as possible for a bigger playerbase https://docs.google.com/document/d/1KeRhivZZZBFoCmB_kScCxpVN4SldftB4h-Xm1ylJMAg/edit
  21. 16 likes
    Skill? You can make 400 mistakes in a battle and run with your fast ship to repair and come back to the battle with a new ship every 12 mins. This repair system do not reward skill at all.
  22. 15 likes
    Ok with the new sail physics plan going in, this is good... now to fix other issues. First, no need to increase the thickness or hit points on the masts, just decrease the accuracy of all of the guns. Currently you can get that accuracy down to the accuracy of a M256 on the M1A1 Abrams... and that is stupid for smooth bore ball shots fit in the barrels with wadding. Next for the sails, or sailing, is fix the crew requirements for sail crews. If you are sailing around at full sails you need a FULL sailing crew. Thus more of your men are on deck, and exposed to incoming shots, higher crew casualties. A deck sweep with grape would be devastating to a ship with full sails going. Now with that said, you will now have more uses for battle sails and other sail settings as it would reduce the amount of crew on deck. Lastly.... repairs and rum. Repairs should be VERY crew intensive. You pop a repair, 90% of your crew should be on that task, and during this time crew damage should be doubled. Rum should not restore 100% of losses, at best it should be 50%. It is meant to get you able to get out of the fight, not stay in the fight forever.
  23. 15 likes
    Several nations hid in battles before. hundreds of times. several nations logged off before the PB (which caused us to add a 30 min pb timer log off timer) several nations teleported to battle using TP to regional capital forcing us to change the tp city.. all those were allowed valid mechanics, but were used to get to PB without interference. But this one is hard because we can't remove attacking other players . Also if a screening fleet is attacking a port battle fleet does it in reality also keeping them in battle (sometimes with no intention of fighting)? Maybe players can just relax and play normally instead of turning into trash asshole dickmans?
  24. 15 likes
    Tbh I dont think pvp rewards should include deciding upgrades, but rather be oriented to optical rewards (paints, maybe a seperate title, sail color, actual figureheads, different crew shouts (TAARN), different bell sounds, ...)
  25. 15 likes
    We found the potential compromise that will still promote the mixed fleet, but will also remove the desire to kite in light ships Next hot fix will be applied in a day or 2 In it we will add Deep water battles will accept only cerberus and above Points will not tick for captured zones if enemy is present in it. So even if you captured a zone by light ships with numbers, you will still have to push enemy away from the zones if you want those captured zones to get you points. BR limit will be somewhat increased for large ports and reduced for shallow water ports
  26. 15 likes
    hopefully next week legends will automatically provided to all NA owners on a separate steam ID
  27. 14 likes
    With the new sail force update. Position of hoisted sails get more and more important. I looked at the pirate LGV on battlesails: And thought how fast she will sail with the new sailing force update. Would I hoist differend sails as her captain? Yes i would. Now to my suggestion: What you have to know: Sail key position 1 = dead slow Sail key position 2 = Slow Sail key position 3 = half No sails and full sails cant be changed and are hardcoded positions. (That would allow to keep the current cycle of sails by using W and S to switch through the position = no new key needs to be introduced) In port you would be able to change the used sail area for the differend postions. It could be done under Equipment (like the picture) or under a complete new tab. By clicking the checkboxes ( for example) under Sail key postion 1 to custom the player would be able to change the used sail area by enable (green) or disable (red) the checkboxes linked to a certain sail area. Like i said before no sails and full sails cant be changed to prevent the player messing up his sails set. Combined with some other suggestion it could give varity to ship speeds and increase real ship customization.
  28. 14 likes
    I just redeemed the Agamemnon and was very impressed with the ship model. I know most of you have seen and maybe played every ship in the game, but I am a slow player who enjoys every ship I own to the fullest. I am so enthralled with the rendering of these magnificent ships I still spend most of my sailing time using the free cam and looking at the ships in every angle. Now that I discovered how to move around with the free cam, I have been going into the bowels of each ship and appreciate the work that has been done on these models. This is the upper gun deck right abaft the main mast, looking at the starboard guns. The ship wheel is above me just a little to the left. Forward is the main mast, waist capstan. Through the door ahead is the fore access to lower deck and stove (theoretically). Just wanted to let the dev team know, that despite all the criticism (sometimes harsh, often warranted) I know most of us feel you have done a great job. Keep it up!
  29. 14 likes
    This statement is incorrect for 2 reasons 1) The development is very fast for 2 programmers and 2 artists. Its just when the server code or speed curve bugs or systems are prepared for easier design work you probably don't see it and don't consider its necessary. Some player once even said that Bucentaure (the legendary french ship) is not content. Ships are the main content on the game and multiple new ships were delivered over last several months. It takes HUGE effort to make and add them. You probably don't know that it takes up to 60 man days to integrate ONE ship into the game - thats why most other sailing games ships look like shit, they just don't care. I hope you do. 2) The game is live so we have to make things work which forces us to actually spend a lot of time stabilizing code because we can't just say - early access all your assets were lost yesterday. 70% of time is spent on Quality assurance. The other statements depend on the position - the game shines in pvp and conquest, captains who stop doing pve and start fighting other captains never run out of content after that. This game is about age of sail ships - ships are content. there is no other content in game and we don't pretend there is. Ships are complex and amazing. all other content is basic (its on green light promise on steam page and we never backed down or backed out of this promise)
  30. 14 likes
    Pvp rewards should be cosmetic, like paints etc.
  31. 14 likes
    Yesterday we had a great battle of unrated corsair schooners and frankenrigs versus two pirate rigged frigates near Charles Town, swedish territories. One 7th and two 6th vs two 5th. Started with the corsairs engaging one of the frigates. Second one joined shortly after the battle started. One of the frigate captains was in "panic" mode at first but his companion surely put his brains to work and they developed a nice Thach Weave to counter the razor blade passes of the small ships. There was this moment where one of the 5th was so low on crew that we tried to force the boarding but he kept his cool. Kudos for their teamwork. They kept changing from chain to ball, from rigging to hull to grape. I wish more of such attitude and team bonds would develop between a clearly experienced veteran and a not-so-experienced captain would happen more. One of the most enjoyable display of "air combat" tactics in Naval Action in a while. The similarities between bigger fighters fighting off weaker more nimble fighters in a air combat sim is exactly the same. It ended with the loss of the 7th and one 6th rate after a few crew shocks on both frigates, armors being stripped also, and proper rakes on the 5th rates, and masts falling on the unrated and eventually water pouring in. One lived to tell the tale and was brave enough to sail to both wrecks and salvage all the goods from previous raids and escape from the combat. Salute to the Swedish navy captains for the great NA moment.
  32. 14 likes
    I'd rather have 6-7th rates be more viable than the opposite tbh and while this griefing you described sounds like pure toxic cancer, there has to be a better way to fix it... i know im in the minority with my opinion but i think the game would be more interesting, if more people sailed 6-7 rates... Also this would be easily fixed by removing the retarded endless repairs.... as well as alot of other issues that are caused mainly by multiple repairs. Just saying...
  33. 14 likes
    To the French and Dutch fighting late on tuesday North of Aves. After fighting some Brits North of Aves, you guys came out of fight and the Swedes had a same sized fleet outside waiting for you. You were splitting you group fleeing into different directions, so far no issue, but.... I have seen 3 instances of Dutch taggin French or French tagging Dutch to deny any usefull tag by the Swedes. It is clear that you guys are allied, and that is improper play, in the fights we were joining, no shots were fired and tag was at maximum distance. This miss-use is one of the reasons why such a popular feature as the outlaw battles was removed. We will not accept a such missuse and we will document the next fights to be able to raise this issue in the tribunal next time we see that. Be warned.
  34. 14 likes
    Thought I'd post some pics of the "Tallship Downrigging Weekend" I just went to. The night shot shows most of the ships involved, but since many of them are double-parked, it's just a jumble of masts and rigging The ships there were the Kalmar Nyckel, Pride of Baltimore II, Lynx, AJ Meerwald, Lady Maryland, Sultana, Sigsbee, and Elsworth. Went on a 2+ hour sail on the Kalmar. Signing up to take the course to become a crew member on it too (can't wait to play with the cannons )
  35. 14 likes
    Outlaw battles is/was a great feature, but its flaws could not be fixed. Tutorial will have a massive impact on retention of new players and we are focused on the tutorial now instead of trying to figure out how to fix outlaw battles.
  36. 14 likes
    we are currently focused on tutorial user interface localization and new vessels. weather is not on the priority list unfortunately. The game already features some amazing weather and day/night conditions and spending more time on it will not be as effective as good tutorial and user interface.
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    Statistical Institute of Inagua Weekly report 16/10/2017-22/10/2017 (prev report) Revenue by nations Nation Tax Cost Revenue Max Owned Ports Pirates 12 636 195 11 362 402 1 273 793 21 Danmark-Norge 16 799 694 19 231 366 -2 431 672 36 France 20 205 250 24 498 938 -4 293 688 43 Great Britain 22 520 001 41 002 389 -18 482 388 70 España 9 857 908 17 469 905 -7 611 997 41 United States 7 139 637 15 747 715 -8 608 078 36 Sverige 52 376 102 32 170 041 20 206 061 41 Verenigde Provinciën 14 106 355 20 703 941 -6 597 586 32 Russian Empire 18 841 880 9 147 256 9 694 624 11 Kingdom of Prussia 7 350 238 6 016 405 1 333 833 10 Commonwealth of Poland 3 655 864 1 820 400 1 835 464 6
  38. 13 likes
    We will research the issue of course just too prove the awesome powers of authoritative server again. But here is a side note Ram dinark was one one of most active pvp players in POTBS and is one of the vets in NA. + nice advertising for an Agamemnon. People were saying that Wasa is OP, and solo sailing is impossible. I wish this battle was on video so i can learn a tip or two from this battle. Topic locked until further notice
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    Portbattle BF vs Russian Empire @ Bahia Escocesa Commanders: BF: chaos & anarchy Russia: Babay Result: BF wins Pizdec and nothing else %)
  40. 13 likes
    Nonononono no, no more converting pve crap into pvp marks. You want marks, go risk your ship in combat.
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    yes we indicated that in one of the next hot fixes we will address some stat rebalancing (including wasa) + ship BRs
  42. 13 likes
    Yes... well, no. It's speedmods that are broken, and has been broken since the beginning of time. This is working as intended in a eco driven sandbox where player's prime impulse is to avoid loss. As far as I can tell from observing forum and admin comments (and only they have access to the true numbers); Whenever we have had changes that help OW hunters numbers have dropped. Yes, yes, yes, yes, yes, yes, yes, yes, yes, yes, YES! The problem is not the Wasa, or any other individual ship, we had balance going from Sea Trials to OW. Balance has been broken in one or several ways ever since speedmods. We can't hope to have balance with speedmods. Nerf the Wasa and some other ship will take it's place, with speedmods it will be and endless whack-a-mole. I'm told the eco dudes and PVE grinders will throw a hissy-fit if speedmods are removed, is this true? Will they feel the game lacks "content" and that they have nothing to grind bots for without speedmods? Do PVE'ers demand god-mode equipment in return for their massive PVE capacity? I'm absolutely sure many pure-pvp'ers would come back to an OW without speedmods, where a terrible amount of PVE isn't mandatory and a functioning global ship balance can exist, but maybe the eco and PVE hardliners would leave in greater numbers since the OW is specifically tailored towards their gameplay? (With a precious few exceptions) Imagine the OW gameplay without speedmods with the resulting deliberate balance of ships and roles... You all know it would be terrific. How much is the grind for "The Magical and Legendary two-handed Sword" worth to you in comparison?
  43. 12 likes
    Epic fight against brits 1 minute it was not enough to end the fight
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  45. 12 likes
    The question is why can a pLGV be nerfed asap (only a few are using it). But the Wasa is still racing to the moon (a lot of people are using it)
  46. 12 likes
    Actually if a 4th rate in real life encountered 2-3 6th rates it would fear being boarded because real life doesn’t allow 1 ship at a time for boarding or 3 knot speed to climb on board. In real life the 6ths would have a fighting chance. So this argument about a “real life scenario” in game won’t work. 6th rates have purpose, to harass and be underestimated in battle. 2 snows can easily take on a 4th rate. 2 skilled snows can take down even the most skilled 4th rates. There isn’t enough 6th rate hunters in game, but they have their place right now and currently I enjoy it. No reason a 6th rate captain can’t have their fun because a 4th rate captain doesn’t think it should be allowed. Realistic does not have a place for this since the games combat is 50/50 on realism anyway.
  47. 12 likes
    I'm sorry for the spam in advance, but why not make these names known to the public knowledge?
  48. 12 likes
    This guide is aimed at new players who are done with the small ships missions. When you get good at capturing bot Le Gros Ventres it is one of the most time-efficient ways of getting xp, money and combat marks. Ventres are everywhere and you don't need expensive ships, friends, fleet ships or other elaborate schemes to get going. Buy the cheapest square rigger in port, medium guns, crew and nothing else to start.
  49. 12 likes
    Punish who? Punish how? Wipe an ensign in a brig? Ban the account? Delete account/ create an alt/ attack again. Do you think we removed it because of one shitty tribunal post about some brig attacking pirates and leaving? We spent full programmer month on outlaw battles and fixing bugs internally (it was very hard to make). We really wanted to make it work. It did not work out. It was interfering in many areas and we got hundreds of reports on it, just because it sucked. PvP players will find pvp. No-one will remember this feature in 6 months. If outlaw class comes back it will come with full wipe of xp on boarding by nationals. regarding you leaving? Fine. we knew some pirates will hate it with passion. But 1000s of others would be happy (and 7000 other nationals from our average monthly audience) If you don't care what overall community wants for the game perhaps its not the community for you.
  50. 12 likes
    We are satisfied with the pirate republic. New mechanics always can cause problems and if they cause problems consistently they will get removed. We tried outlaw thing 2 times and in both cases it was causing more problems that it was giving benefits. Remember when you could attack your own nation and turn pirate.. great mechanic for a single player game. Not so great for mmo. Because to work well it required a long questionnaire with multiple cancel opportunities. Outlaw battles are gone - forever. I am focused on the tutorial and UI and figuring out how to make 1 server work.
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