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  1. 5 likes
    Here is the map from testbed: The main idea was to focus RvR in the middle of the map and mainland would stay out of RvR. I have lots of objections about current map look. Jamaica non-RvR zone. It's literally the centre of the map. During best times of playing for me, pirates, Spanish and Danish had ports on Jamaica. It was a hot PvP zone, the best place on the map for PvP. British nation should have capital in Belize and safe zone with safe ports over there. Jamaica should be left for conquest and RvR and PvP. La Habana with surrounding ports as Spanish safe zone, making Cuba only 75% RvR area? It's going to be huge gankfest around and nothing will change at all. The Spanish nation should have capital in Vera Cruz and safe area in Mexico Gulf to grow, start and live. Cuba is more or less in the middle of the map too, so should be 100% RvR area with no exceptions. Mortimer Town a safe zone area for Pirates? Pirates should have their safe zone on Kidd's Island aka Secret Island. Mortimer yet again like mentioned above regions is in the centre. Should be left for RvR. I don't want to speak for the French nation, but they had lots of issues with the Swedes and probably 50% of French playerbase changed the nation (some clans/players moved to US, Spanish, Danish, Swedish factions). I've seen French players requesting New Orleans to be their new home, giving them more living space and safety.
  2. 5 likes
    Wouldnt consider myself as an active ow pvper anymore; simply don't have the time anymore to sail the endless open world for hours. And the upcoming changes of removing speed boost after battle and therefore going back to the awesome phenomena of revenge fleets don't help either Personally I voted NO for a server merge. Sure, it might increase the population by a good bit for a few weeks, a few more battles etc. But in the long run, we will just go back to one of the following scenarios: Lord Protector; PB timers are set to times where the enemy is sleeping -> No Port Battles possible, no action, players lose interest. No restrictions: Nightflip. Gonna lose interest in this scenario pretty fast aswell. Also, the Drama getting created would be unbearable. I personally never was too much into rvr. Double standards everywhere. Kindergarden. My ignore list would epxlode but oh well Overall I think admin was right in saying the game provides content for about 60-100 for the regular new customer, not into RvR. Players dont play a game forever. But what CAN be done is trying to convert as many average players to veterans, who will stay around for a good bit longer and therefore increasing OW Content. But in order to do so, we need to provide a solid help for starters, in the form of an actually helpful UI and an embedded Tutorial into the game, and not just some youtube tutorials.
  3. 4 likes
    If you like your Porn without the storyline jump to the bottom of the post… “Quick PORN” What a great question @Simon Cadete… grab a glass of red, Summary of replies… “Too Hard Core…” “Second Job…” “Lack of content…” “Server Split…” “Returning PCs saw the New Grind and jumped overboard…” and it goes on. The responses from all senior Captains and most know more about the game than I ever will, even @admin joins in. So, I mulled this question over and hit a problem. I’m biased, I’m a Fanboy or Addict. I agree with a lot of the replies made and completely disagree with others. Admin’s view I don’t think answers the question properly either imho… So, @Simon Cadete if you’ll allow me I changed the question… “Why do I still play Naval Action after ‘000’s hours of input…?” My second question then immediately came to mind… “Why did I stop playing EvE Online…?” I put years of play into our big sister EvE one dare dent think how much in fact. Watching my three-old daughter leave for Uni and then getting married. It does that too ya… and NA has got that same addictive quality. Like that old girlfriend, you just keep looking back, that’s just the none playing STEAM forum guys. They don’t play but still write why? The clan I now run on all three servers [ELITE] had 30 to 50 regular players. Really now its PvP Global focus with a real solid CORE of just eight plus me. The eight don’t comprise of new clan members, all over a year membership and came from the original PvE start. SORRY but turning TOXIC… We actually like “playing” together. This is where my answer to the question lies. The Game morphs into a hobby, and that’s why we keep playing. We enjoy each other’s company. This extends out to other players and clans in the community including Bad Benny. Since the “so called…” server split the toxicity level from players of all nations as rocketed. I don’t want to write on the forums anymore or even reply to questions on STEAM. You might think that’s a result, but my clan and I have definitely become MORE introvert. And that’s BAD for the game as whole if this is felt elsewhere…? No NOT Hardcore… The Game is NOT too hardcore, EvE is much deeper. A small clan like [ELITE] has grind issues like you if not worse due to size. The issue impart is to do with legacy from the year without wipes and the thought of at least TWO wipes in the future if not more to come. The amount of input I’ve put into this game I find astonishing. Spreadsheets, research, analysis with most of it now redundant. This by the way was the same with EvE. I wouldn’t believe it if @admin on day 1 said Norfolk not only will you put x-amount of game time but also all the other parts that go into it. The difference is NA is not a Game it’s still in test mode. EVE was launched fifteen years ago. The Product will stall if the workers can’t see an end in sight. The game needs a START date even if it’s still rough around the edges. Starting over, again and again yes is needed but is exhausting. That’s different from GRIND and is where may I dare say it most of my peers make the wrong assumption. if you think I'm talking rubbish let me know, Norfolk Ps I left EvE because the underlying game play mechanic stopped improving. The Toxic player base wasn’t the key but stopped me returning for a long time. Then when I did, the game simply had just moved so far on the thought of having to do all that Re-grind again killed it for me… Quick Porn… The thought of Legacy grinding to be repeated drives up anxiety levels leading to a more toxic player base. This now unfriendly front puts new players off, simple as that. The player base always sinks after a restart, but fewer ppls return each time in an ever-decreasing circle… The Game needs a Launched date to re-focus all, or it will become terminal.
  4. 3 likes
    Hello captains and @admin! I read the forums a lot and i feel that the devs get a great deal of negative feedback and criticism. Getting almost all feedback as negative feedback is not fun at all, and can lead to the devs loosing their spark towards this game. (although negative feedback is required in game development so don´t get me wrong.) This thread is about the good things in the game, the things we like and love. Please respect that and only post good things here.
  5. 3 likes
    I was hoping once the PvP game play has been established in a such way most PvP'ers are satisfied, the developers would turn their attention to the PvE server and its community. Though it is small compared to the PvP's, I strongly believe it will increase and retain a lot of players if improved and marketed appropriately, maybe more as an Age of sail MMO trade and combat Sim with Cooperative battles and interactive player driven economy. Most of the ideas here are from other players that have posted in this forum, my only contribution is limited and mostly consist of my personal take of other contributors' ideas. This is what I would suggest to improve the PvE server. Most of what is listed is already in place or was in place at some point in the past. I'm hoping this will start a good discussion on how to make the PvE server viable past the 12-18 months life span advanced by the devs during the server merger discussion a few months ago. I have already discussed the potential of the PvE server thanks to its particular community and it's different game play, see post below: So, here we go! Please discuss and provide constructive feedback and suggestions that would make the PvE server more attractive to non PvP game play focused players. Career paths: Trader: cargo hold bonus, shipping fees discounts, less combat perks availability Navy Officer: combat XP bonus, crew bonus, more combat perks availability Crafter: resource/crafting mats discounts, LH/Craft XP bonus, less combat perks availability Other suggestions welcome. REPUTATION system: Piracy: Attacking nations other than the ones you are at war with turns you into a pirate. Privateering: If spain is at war with Britain, get a privateering licence from Spain, then attack British ships as a privateer and earn Reputation with Spain, this will not turn you into a pirate since you had a license/Letter of Mark against Britain. Trading: Only with nations at peace, Neutrals, Free Ports. Smuggling: No longer risk free, enemy warships will "randomly" attack you near enemy ports (AI aggressiveness). If you see an enemy ship alter it's course and heads towards you, you know it spotted/recognized you as a smuggler. Run away, when distance between enemy ship reaches a certain value, enemy ship abandons chase. Enemy Nation's "Customs ships" remain within a certain distance/radius from ports, if entering "customs zone" doesn't attract enemy warship then you are safe to smuggle goods in/out that port. If enemy ships starts chasing you, sail away till you leave the "customs zone", then chase is dropped. So players are not indefinitely chased down by AI ships. No need for circles like in PB's though, you know you got out of the zone, when enemy ship gives up chase. Out Posts: In any National, Neutral and Free Ports. Also in Nation at peace. If you have an OP in a friendly nation, then war breaks out, you won't lose it but can't use it either until peace returns. Aggressive AI: 1- Hot Spots or aggressive AI zones: Depending on state of war with other nations, hot spots may spawn randomly for a limited amount of time in different areas and those zones will show up on the Map. They will consist of AI enemy privateers/Fleets cruising in those zones and attacking unescorted/poorly escorted Players' trade ships or warships depending on a BR scale to be determined. Obviously an AI Pickle or Privateer is not going to attack a player's Constitution. Traders/Crafters may elect to avoid those areas or escort their trade ships for protection. 2- "Notorious pirate spotted in this region" Mission: AI pirates in good quality ships will cruise in limited areas for a limited time, attacking player's unescorted trade ships posing a threat to players trade routes. Taking on the mission to go and hunt down that notorious pirate will provide good XP/gold (depending on player's BR) and Marks, upgrades, books or whatnot. 3- Customs zones listed above will also be part of the more aggressive AI to spice up the game play. More Challenging OW combat: Escorts for AI traders: t-cutter with 1 or 2 7th rates, t-snow with 1-2 6th rates, t-brigs with 2-3 6th rates. Occasional Indiaman with really valuable goods, but escorted with tougher squadron. Making capping/looting traders worthwhile. Encourage player crafted ships: Limit capturable AI ships to poor quality (fir warships, slow traders). Better AI ships should be lootable only, but not capturable in order to encourage "better" player-built ships on the market. Shipping: Instead of "TelePorting", which is more like a Startrek thing than an age of sail, we may implement a way of transporting goods through "shipping" instead. Shipping may be limited/restricted to increase the challenge, maybe 1-2 shipments per server day/reset. Also make it so it takes more or less (see below) the same amount of time a player would take to sail from port A to port B. If it takes 1.5 RL hours to go from Cton to Habana, then the shipment should take about the same time. 1- Shipping goods through third party traders (25-30% faster than player sailing his/her own ships): 1.1- From friendly (not at war) port with or without OP to own OP: maybe up to 4,000 tons (an Indiaman): $10-15/ton. 1.2- From friendly (not at war) port with or without OP to another player's OP: up to 2,000 tons at $20-25/ton. 1.3- No shipping from hostile ports. To make Free ports maybe more interesting, they could ship for less. Other suggestions are welcome. 2- Shipping goods through player's own ships: a player can use a single trader (up to an indiaman) to "ship" his goods from OP to OP only. Once selected, the ship and the goods will travel "in the background", while the player is free to craft, do combat missions, hunt other ships in the OW or sail another trader/fleet on a trade run. During the shipping, the player won't have access to the ship/goods until they arrive to destination. This is free, but not as fast as through third party shipping. Hostility/wars/alliances: Instead of the current static diplomatic situation, where everyone is at war with everyone (except free towns and neutrals), we may try a variable/changing diplomatic status. Nations randomly create alliances and wars that last a few RL days. Players will refer to "Diplomacy tab" to find out what the status is: Peace (self explanatory), Tension (war is about to break out within 1-2 or 2-3 RL days), War (self explanatory). According to one's prestige with a particular nation, a player can build an OP in that nation if his/her nation is at peace with it. If a nation is at war with the player's nation, the OP remains, but player can not access it until peace returns. During the "Tension" phase, a player has to prepare and take care of business in his OP before the war breaks out, otherwise, he/she has to wait it out. Trade goods redistribution: Currently, most profitable goods are in National capitals. Most profitable routes are from national capitals to other national capitals with a few exceptions. Goods bought in Charleston can not be sold in any other US port with any substantial profit and vice versa. In order to diversify the trade routes and help new players make some profits early one, maybe change the price gradient to correspond to the distance traveled. Resource production/Crafting: Maybe give ports certain roles/specializations: Nation Capitals (Industrial center): allowed buildings: Workshop, Shipyard. Regional Capitals (Labor center): allowed buildings: Extra Labor Office. Dependent ports (Resource center): allowed buildings: Mines, Forests...etc National Trade Goods: Spawning in regional ports (not Capitals). Transporting them to player's national/regional capitals on short trade runs with early traders (trade cutter) will provide some profit margin to get started and build up early cash capital to purchase bigger traders, warships...etc. Transporting goods farther to foreign nation capitals should obviously provide better profit margins/returns depending on distance traveled and/or port consumption. Resource Production: Any resource required for crafting should be player produced only. This will encourage player driven economy. No resource or crafted goods should be produced by AI (maybe only in AI ships to be looted!). Woods such as Live Oak, Sabicu, Caguairan...etc, should also be produced by players (I think they are already in the crafting Menu). These "premium" ship building materials should be distributed in such a way to encourage international trade during peace time and smuggling in war time. Guns (aka cannons): Only Basic (free) and medium 4 pders are available in Shops. Everything else is either looted from AI ships or player produced in players' workshops. Crafting: Should provide some craft XP to CRAFTERS. Crafting materials that require another crafted material and/or more than one resource should provide craft XP. Not much, but not zero like it is now. EDIT 1: Taxes (from Patch 11.0) and Smuggling: Most of us PvE'ers have been railing about these taxes which have been cutting 20% into our profits. However, one of the reasons smuggling existed was that people did not want to pay them. So, this is what I thought about the new Smuggling system: if successful, players smuggling into hostile, neutral or friendly ports will not pay Taxes on traded goods. This adds an incentive and a usefulness to smuggle goods in and out of ports. Remember, smuggling is no longer the passive/safe activity we have been conducting till now (see Smuggling, Customs Zones above). This is how new smuggling is envisioned: 1- Smuggling is activated/deactivated while on a ship, not in port so it is not on all the time when checked in a home port. Reasoning: if the smuggler flag is on all the time, then a ship sailing through a Customs Zone, but not necessarily trying to enter that port will be attacked by the Customs Patrol Ship. A ship with smuggler flag on coming back to a home port will also be attacked by the Customs Patrol Ship of the player's own nation. So smuggling is activated when a player plans to enter a Hostile/Friendly port to deliver/acquire goods and avoid paying taxes for a larger profit. 2- A player activates the smuggler flag when approaching a port, if the Customs Patrol does not bear on his ship or if his ship is not drawn into a shore battle instance where his ship is pounded by shore artillery , then the player is safe to continue on into the port and all transactions (buy/sell) are tax free. If the player is spotted as a smuggler and chased down by the customs patrol or shot at by the shore batteries, then the player sails out of the Customs area, and deactivates the smuggler flag and tries again. Obviously, the player will not be able to enter a hostile port without the smuggler flag, but will enter friendly ports and conduct trade and pay Taxes. For Customs Zones: the same "Areas Protected By..." can be used as Customs Zones where there will be Customs Patrol Ships that will be triggered by Enemy Trade ships or Friendly traders with the Smuggling flag activated: Smuggling should be a feature of the Merchant/Trader career path. Navy Officer and Crafter can not smuggle goods, they will have other features/benefits. Also, the trader will have at his disposal a Perk that decreases the likelihood of being discovered and can be used as one of the 5 perks...something like "Corrupt Customs Officer". More Ideas to come...
  6. 3 likes
    I didn't say that Spanish dislike La Habana location, but the placement of this non-RvR exception doesn't make sense. Also if we bring 15-25 fast ships, you will get ganked anyway. We will board you in 2-3 mins and run away from reinforcements. You still believe that this won't happen? I know how reinforcements work. The main idea was for safe zones non-RvR to be on the mainland, thus for British Belize, for Spanish Vera Cruz. You think that British don't like Jamaica? That's going to be probably the easiest and the best nation to play. Whole huge island with super reinforcements, everyone will have ship production and crafting on Jamaica, there probably won't be any major changes to resources placement. Safe trading, safe crafting, safe PvE.
  7. 3 likes
    Wasn't it fun I cant wait. http://imgur.com/a/bhhG1
  8. 2 likes
    Sigh... 1. That's a big issue being discussed elsewhere. 2. You haven't played much lately? Crew is cheap. 3. I think you're pretty much alone in this.
  9. 2 likes
    I am not only RvR player, I am mostly OW PvP'r and I support traders, crafters and newbies. How putting safe zone of Spanish into Vera Cruz ruin your gaming experience? You're speaking really subjectively only about your nation and what you want. Jamaica safe zone is probably something that will make British nation the easiest and best to player for PvP, RvR, trading, crafting and anything and yet I say that it's a bad idea. It should be located around Belize.
  10. 2 likes
    He's not arguing what makes sense to himself, nor to Spanish players. He's arguing what makes sense for the game, beyond just individual factions. Within the vision that devs laid out originally, it makes very little sense to have to RvR around the safe-zones. As they are now the high-sec areas make barriers to RvR, so nations have to sail around the high-sec areas of other nations to progress in RvR, PvP and even trading. With the map as it is displayed above, Jamaica, Inagua and Habana will be barriers that block off the middle of the map, and make it overly complicated for War Companies to move around on the map in their RvR efforts, beyond just the sheer distance. With the map above, the Mexico Gulf will again be a dead area where only the Spanish go, and occasionally some Brits and US. Because for half the nations, Danes, Swedes, French and Dutch, you have to sail right past 2-3 capitals - which will now be made high-sec areas - just to get there. Please place high-sec areas on the map edges like OP suggests and as we were promised when the idea was presented.
  11. 2 likes
    I think everyone has experienced the kind of fog or rain that has been so dense that visibility is close to zero, while in some places it is rare, in others it is almost routine, the Grand Banks is notorious for it's fog and many ships have been lost because of it. Heavy rain in the Caribbean and the Atlantic/Pacific oceans is an everyday fact of life and the reduction in visibility is well documented. In game I think such phenomena is well represented at least as far as storms go, it is one of many hazards that occur at sea, (currently the only one in game and we are fortunate that we do not experience storm damage) always has been, is and always will be, despite the advent of Radar there will be losses like the Andria Doria. It is, I'm afraid, a natural fact of life, reflected In the game, be thankful that the game does not truthfully reflect real life, sailing in storms for days at a stretch is not a fun experience, it is however part of the sea going experience, further, be thankful that you do not have to fight your ship in such conditions.
  12. 2 likes
    The game should not dictate what to do, but offer opportunities/incentives for players to sail out and meet in battle without much (PVE) foreplay.
  13. 2 likes
    I guess now ships are made for OW NA and NA Legends, so the argument about the colonies in the Caribbean Sea doesn't stand anymore (if it ever...). IMHO ship selection is not a matter of nationality but of... ships. I'm sure there are always some nice US and British ships out there we need. All nationalities with nice ships and, in particular, available plans deserve to be in game. Plan availability is the key point. Still waiting for a greek frigate btw. And a 20/24-gun French (3-masted) corvette. And more light frigates (one of the purposes of this thread). And...
  14. 2 likes
  15. 2 likes
    2nd 3rd and 4th are by far the most lacking categories right now. We could really do with a couple of larger 2nd rates and if it was me deciding I would go for the famous large 2nds from Britain as they played such an important part of the British battle fleet, the two I would personally go for most would be the 98 gun Neptune class and the 90 gun Barfleur class ships, the dutch De Ruyter class would also sit nicely here. When we talking about 3rd rates we really should see an offering from the Téméraire class, and probably a Montañés too, This is also a good place to throw in an offering from Portugal, perhaps as Bungee suggested on the first post of this page the Rainho de portugal. Moving onto 4th rates, this is potentially the most versatile class, while 3rds are generally the backbone of fleets the 2nd rate Naval powers offered some fantastic 4th rates, this would be a lovely place to put in some love for the 2nd rate naval powers, The Dutch, Venetians, Portuguese, Danes Swedes and perhaps even the Ottomans. Although saying this the recent addition of Wasa for the Swedes, and the supposedly under development Christian VII for the Danes somewhat sorts them out a little. This leaves Venice, The Dutch and the Portuguese, again I'm unsure on what the best possible option is for the Portuguese, however I would most love to see Delft (1783) for the Dutch and Fama (1784) for the Venetians added here. What I really don't want to see for now is more smaller frigates, which is comparatively well stocked and balanced, 6th and 5th being the currently best offering the game has in a lot of ways considering the balance and options in those rosters, the other thing I really don't want to see is the addition of more US ships, because this game is slowly becoming too much of a homage to the US Navy, especially with the Prince de Neufchatel just in its final stages of development. Barfleur De ruyter Téméraire Delft Fama
  16. 2 likes
    I am one of the few that have been playing since when I started till now (a crapton of hours ingame then and for some strange reason I go on playing), so - since I'm lazy - I try summarize: 1) the game is more hardbore than hardcore and requires a huuuuuuuge amount of hours to achieve good results. 2) the game wants to be a sandbox but there is not much sand therein to play with and rewards for effort are ... improvable 3) after a loooooooong alpha, people are quite fed up to regrind their ...ss off (so if they full wipe before - or at - the release, there could be ... problems) 4) game is very unforgiving with new players and does not have a good name on steam Intriguing situation, isn't it?
  17. 2 likes
    I honestly dont think that merge will work. Ideally you want one of two scenarios. a). population so huge that it allows for Global server to function without any restrictions on time zone as we would have players to cover any time. One very large server b). a number of servers averaging about 500 population that are located in 5 different time zones. None of this is possible without the game being fixed first I think that should have RvR been implemented properly you would have enjoyed playing it too as well as the OW just to break down the monotony. At least wold have been so much against it. No matter how much one loves doing something there is a time when we all get tired of the same process. There are lots of aspect of PvP e.g. OW, PBs, trading, solo etc. All could have been balanced and played by all people at least time to time just to diversify their gameplay.
  18. 2 likes
    think about it.. currently you can sail in game from Coast of Cuba(at closest point) to Key West.. in less real time then it takes to fly between them . These speeds do NOT make for a game of strategic chess in the pre battle times
  19. 2 likes
    For those wondering what the map looks like
  20. 2 likes
    Tabletop miniatures is wargaming at its finest. Unlike computers, it requires a human being to interface with, enjoy a cocktail, and roll some dice. Plus, a full blown Linear Battlefield in minatures is just plain gorgeous when done correctly. I was part of a group many years ago, I have very fond memories.
  21. 2 likes
    And unfortunately you're at a standstill. you wont get new players interested enough to become veterans...and you will lose your veterans
  22. 2 likes
    @rediii first of the EU server is all but ground to a halt and lost far more players the global, so please stop with how great Eu servers is cause it's no better then global at current, so the truth is neither server is doing well under the current rule set but the issue we all have no matter what there will always be a time zone on this planet will always be hindered regarding RVR it's just the way it is, and I'm sorry limiting RvR in a game that's in testing/alpha is never going to work on release by all means I agree but by that time I hope we have a real player base, you all seem to forget we are not here to just play the game but test it and help improve it. And segregation is not the way I'm sorry especially as there are other people's perceived perception on the end game we have done nothing but talk about RvR with the #NOMORENIGHTFLIPS, what about the OW pvp'ers and traders in sure they would like a say to @koltes & @Liquicity if the server was one server and in a location that had a ping that was workable (hypothetical, it think it was @Wraith didn't you figure out the best location for a server?) how would you guys like it If there was a merge then? Sorry don't really know any traders Also maybe the discussion is now what rule set is worth a try? Especially around rvr
  23. 2 likes
    I can be patient - let's get all the bugs fixed first.
  24. 2 likes
    49 parts Sailing, 1 part fighting.
  25. 1 like
    Captains. We need to fill 3 gaps in the ship line up. Please propose ships for the consideration. Requirements in broadside guns Light frigates 32-36 guns (we have no ships in this range) Heavy frigates 50-60 guns (we only have trincomalee and constitution in this range) 3rd rates 70-80 guns (we only have 1.5 ships in this range) All other gun counts will not be considered Nation preference Dutch Portuguese Venetian Other great models will also be allowed but we would prefer underrepresented nations. Important update We won't accept long lists of ships. We want YOU to make a choice. Lists will be ignored. Please if you are interested in a certain ship getting into a game. List that ship alone.
  26. 1 like
    Just read a nice review on Wargamer.com about the game. Nice job devs! http://www.wargamer.com/reviews/review-ultimate-general-civil-war/
  27. 1 like
    Taken from the preliminary changes thread. Don't most of these things already address your concerns? With individual ports it also seems likely that Havana and KPR remains as single ports while everything surrounding them will be FFA. As for the French and the Swedes, with the Swedes reduced to 1 port (yes, 1 port, not 1 region) and no option of conquering nearby I don't really see why living in Gustavia would even be a choice anymore. Unless resorting to smuggling and alts en masse, it's gonna be a matter of living in the conquerable middle of the map or die trying.
  28. 1 like
    you caputure a port in a good location (i.e. a port which is used by traders for their routes), set free access to all factions, put taxes lower than IA and it is likely to become a trade hub: high number of transactions should generate a high income in taxes for the controlling clan.
  29. 1 like
    Good response ... Also I think there are a bunch of players who have not left or quit. They are just waiting for early access to end. By the way, the game is not too hardcore. If we sailed in real time in OW, were not able to teleport, had banks, would lose gold that was on a ship, could die and lose our character, had crews that required food/water/medicine, required ships to be tied to a dock or buoyed, had limited room in ports for ships, had damage to ships from wind, waves, collisions, had rocky shores and reefs that caused damage, had currents and winds that caused ships to drift from the heading, had to wait for items to be crafted or grown, experienced pitch darkness at night, and were able to adjust sails realistically, perhaps that would be too hardcore. Game seems balanced right now. Players that are quitting because it is too hardcore may be more interested in an arcade style age of sail shooter ... like the upcoming Legends.
  30. 1 like
    This game is not comparable. A death in WoW and many other games means nothing. In Naval Action it is worth hours of grinding/trading.
  31. 1 like
    Yes, of course. I mean specifically clever PvP missions, cause sailing around to find PvP is one massive time sink.
  32. 1 like
    For myself: The enjoyment from the game has always been the sailing, interactions with players and the trading. But they are all connected and really can't be separated. I still like the game now, more than ever. I've always wondered if the combat would get boring for those who play primarily just to fight. The battles without some sort of purpose would perhaps become stale quickly. Glad you mentioned it cause I've suspected that many players who complain they want to have PvP continuously would eventually get sick of just having battle after battle , over and over.
  33. 1 like
    Зарезали половину флота ? По мне так ни один корабль не зарезан . Для каждого корабля нужны свои условия . У кого то такие условия в каждом Бою , а у кого то раз в 10 боев . Но все они имеют право на жизнь в нынешнем состояние
  34. 1 like
    Mahmudiye wasn't the most powerful but she certainly was something to be reckoned with. Launched in 1829 her armament was a staggering 128 guns, her size even more so impressive. Comparing her to Santissima shows just how much monster she really was. According to Threedecks Mahmudiye's stats are; Length of Gundeck: 67.9704m Breadth: 18.796m Depth in Hold: 9.144m Draught Forward: 7.929m Draught Aft: 8.2623m Santissima was; Length of Gundeck: 61.299m Length of Keel: 52.3768m Breadth: 16.1588m Depth in Hold: 8.0794m While the measurements don't quite give the same stats or readings its clear how much larger the Mahmudiye was over the Santissima. where its a little less easy to distinguish is the broadside weight, mainly because it looks like threedecks is unfamiliar with turkish gun weightings, the Okka system seems to escape them a little, the broadside value they have given taken from an source talking about her armament in 1832 gives her a broadside of 934.21kg, however the Okka weighting doesn't compare so easily to the weightings given to her so her broadside would be much closer to 1000kg, possibly a little over. Comparing her at even the conservative 934.21 to the Santissima gives a fairly dramatic difference, Santissima and her heaviest armament in 1805 was given at a total broadside weight of 675.648 kg, giving Mahmudiye a staggering advantage of around 300kg. This being said she is certainly not the most heavily weighted broadside going, as from around about 1815 onwards navies started to experiment with arming their first rates with 32lbs on all decks, for example the Caledonia class was given 120 x 32lb guns meaning a broadside of a staggering 1741.8kg, over 10 years before Mahmudiye was launched. Threedecks also misses out some of the important aspects of the Turkish fleet, which is their attraction to huge calibre stone guns similar to those I mentioned in my recent post about the tirar bombe, allegedly the Mahmudiye was armed with a few of these over her career, whether they are modernised versions the 44 okka from my previous post or different calibres I'm not quite sure but its obvious she did carry some staggeringly huge guns. The other thing that is worth mentioning about Mahmudiye is that she would have been incredibly sluggish in the water, the Ottoman navy had a poor history of naval design despite heavy investment in their navy. She would have sailed like a bathtub even compared to much older super heavy first rate ships of the line, a mix of conservative naval design mixed with a completely filled in waist leaving her rather vulnerable in combat despite her heavy armament. The other thing to consider is that she was fairly poorly constructed and maintained, its quite the miracle she survived as long as she did, her service was littered with frequent dry and wet rot, she was notorious for hogging and being a bit leaky, despite this she still maintained a huge level of prestige, mainly due to her dramatic size.
  35. 1 like
    I cant believe i am doing this but.. Peleng-i Bahri 1777 https://threedecks.org/index.php?display_type=show_ship&id=21433
  36. 1 like
    very true , very true... i even think..... that 88 % are lookers ........and not participating development (with a reason of their own) if the product is not finished they will leave it as it is until the release i call it sneak preview gamers waiting for their early chance to get involved with a head start.... what also means the flud has not arrived..... yet .. if you look at that perspective , I don t understand why people get upset ...we must keep the fait .. till the END..
  37. 1 like
    Yep OW is treated like a cheap tool to enter and connect the beautiful detailed with sailing physics loaded instance. We can't move yards, we throw ship sailing profile overboard even other captains burn their flags and dump the cannons when using OW.
  38. 1 like
    The review in Wargamer had a large part in me purchasing the game. I'm glad I did, having a hell of a lot of fun.
  39. 1 like
    You don't have data to support your theory. I have. Their number has not changed for dedicated organized players (so called hardcore crowd). But their number has dropped significantly for the average players. (which was the goal of the patch = which was in retrospect the bad goal (to listen to hardcore crowd). Because as @maturin said once - 90% of feedback now is focused on getting your own chance to win bigger. Since this realization we are now focusing on our own vision and will ignore feedback catering to narrow groups of players. For example - invisibility will be removed. It was purely a solo hunter feature for people hunting near capitals. Who does not play anyway even after he got it. With new reinforcement fleets that feature must be removed.
  40. 1 like
    Burnt out. Be back later.
  41. 1 like
    The way it was fixed: Remove something that worked well because 5% players exploited it so 95% other players cannot enjoy it.
  42. 1 like
    coal is coming back as a universal resource next patch charcoal will be removed from cannon making taxation and city improvements will be a conquest coal - resources were not found to be a good goal for conquest and access to them would be improved and increased (with the exception of gold silver and trading resources).
  43. 1 like
    Lee marched onto Gettysburg and met the Yankees on their own turf. We all know how that story ends. And so, 1stVermont slinks back to the USB as Lee did over the Rappahannock River. Though, despite defeat, just as happened then, 1stVermont did not give up. We'll see to that this time around, as Grant did - put a final end to the nuisance.
  44. 1 like
    Yesss dutch ships please, i'd go with the delft or 7 provincieen,good workje pietjenoob
  45. 1 like
    The Civil War Trust organization has started a program called "Generations". It's an effort now that has been running for two years, that is meant to teach children (and some adults,) about the history of the American Civil War. Here is the most recent email I received regarding two upcoming events for September.
  46. 1 like
    Because without PvE there is zero way to get new players into the game. See how other successful MMOs do it. The absolute wall that is our learning curve in Naval Action has to be made more gentle to keep new players involved and you do this with PvE and missions that support that.
  47. 1 like
    I had completely unrealistic expectations about fun-loving pvp in OW NA. I've stayed away from all sandbox games so I didn't know what to expect. Now I know that the shining star of sandbox games (EVE) has an absolutely atrocious PvP/PvE ratio, how could the NA sandbox hope to be "better"? We have to consider that this is what sandbox fans want; They want to twiddle with trading, production, crafting, running to save their stuff, running because of role-play, winning the war... All that stuff takes a lot of time. From what they tell me it's more important that "it matters" than to have easy access to PvP. You know what Legends will be like, I don't understand what you're wary about?
  48. 1 like
    Well the income tax was in equal measure an act of the 13th Congress. As for Habeus Corpus, Lincoln was not the first president to suspend this, and this war power can be found in Article I Section 8 of the US Constitution. This clause, written to outline military powers in times of crisis, also allows the government to call upon the army immediately for the suppression of domestic insurrection. I'm not really sure what "controversial by shroud of mystery" means...many presidents have been controversial and mysterious, for better or for worse. Considering the context of Lincoln's government, he was comparatively transparent. The "Constitutional War Powers" remain controversial, but most historians concur that they were (mostly) vital to win the war, with the exception of some minor excess, and that Lincoln does not appear to have ever intended their abuse. Take for example, political prisoners. While far more men were imprisoned in the Union then were necessary, Lincoln freed them whenever he felt it possible. In 1862, when Lincoln was optimistic McClellan would take Richmond, he actually freed by Executive Order all of the Union's political prisoners. The same cannot quite be said for Jefferson Davis and the Confederacy. While I've no doubt he too would have surrendered his war powers at the close of the war, the Confederate government showed little restraint on their application, except where slavery was involved.
  49. 1 like
    Merchant Vessels Spanish 58 guns ship of line reduce to a Merchant ship called "Flora" Spanish Merchant Frigate ship Spanish 50 guns Merchant ship called "NUESTRA SEÑORA DEL PILAR DE ZARAGOZA" WORK IN PROGRESS From here on, You can write whatever you want, I just wanted to reserve some post for the rest of the classes
  50. 1 like