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Showing content with the highest reputation since 08/23/2018 in all areas

  1. 48 points
    Hello Captains Patch has been deployed today to live servers. 29th August 2018 Diana wil be given out for testing to all captains in the Caribbean. It will be a timed reward - you will have to login and claim it within 15 days after the patch. if you miss this 15 days window for some reason do not worry. It will be brought to the game as crafted ship or as admiralty note ship in the next patch. Spanish frigate Diana Spanish heavy frigate filling the gap between heavy and medium frigates Gundeck - 24lb guns 42lb carronades Upper deck - 9lb guns 32 lb carronades. Major BR rebalance We are gradually moving away from the static BR based on HP and DPS characteristics and will also consider several other factors including battle performance data. How it will work Ships with much lower performance statistics will have lower BR even if they are a higher class vessel. For example 2nd rate pavel having a much worse battle performance than 3rd rate Bellona will have a lower BR than Bellona. The changes will be applied gradually as full performance based BR is currently impossible as it will break old mission system. Once new mission system is added in September we will let battle performance influence the ship BR slightly more. This will mostly affect the port battles and will require captains to recalculate their battle plans for future conquests. Speed changes Wind curves slightly tweaked for Hercules Privateer Speeds slightly increased for Mercury Niagara Lynx Privateer Prince Elite and Spanish/Pirate rig refit bonuses lowered from 30/15 to 20/10 Keep in mind that this speed change is a temporary fix to provide more options in the 6th rate category - all ships speeds, turning, and heel performance will be updated after port ui patch based on battle performance with the goal to increase gameplay depth. Current historical wind curves (fully based on sail plans) have been found to reduce gameplay depth instead of improving it, and will be adapted this autumn. Update 30th August 2018 Battle rating has been corrected for some of first rates: L'Ocean 900 BR Santisima 800 BR Diana sailing curve has been properly applied on live servers Hotfix was deployed 12th September Fixed the bug locking you in port if you wanted to claim tutorial rewards without the outpost Fixed basic cutter BR issues Fixed Diana bugs with decals and colliders Constitution Classic timed redeemable added to all captains. Hotfix 19th September All upgrades increasing crew rebalanced (data below) XP and Money for kills and assists rebalanced based on BR of vessels (slight increase for 1-2nd rates) Yacht can now enter port battles and can be added to fleets Determined defender bonus lowered from 30% to 0.001% Boarding max speed increased to 8 knots (previously around 4 knots). speed difference between your ship and enemy ship was lowered and now cannot exceed 5 knots to board (previously it was 8 knots). Both vessels must be below 8 knots. Barricades defensive bonus increased by 0.1 and attack penalty increased by 0.1 as well. Crew bonuses reductions Shipbuilding: Very cramped: 5% - previous 10% Cramped: 2.5% - previous 5% Extra crew trim: 7.5% - previous 10% Modules and books: Light ship hammocks refit: 5% - previous 15% Hammocks book: 7.5%-7.5%-2.5% - previous 20%-10%-5% Diana Screenshot
  2. 22 points
    Constitution classic historical skin will be added to game in the future
  3. 21 points
    All upgrades will be split into 23 groups, clearly identified by a specific icon for a group (something like this) All books will also split into groups. You wont be able to install upgrades/books from the same group. New upgrades will be introduced. Some illogical books will move to upgrades and vice versa. this might reduce the need to have hard caps.
  4. 19 points
    3 light frigates can destroy a 1st rate. Current tutorial permanently gives you the M&C rank if you pass the final and lieutenant if you pass all challenges. Limiting attack options by rank (or pvp rank or rating) has more negatives than benefits. Starting with Risk free travel - Start a new player alt and avoid all attacks, carry goods for your experienced high ranked player.
  5. 19 points
    Gentlemen Something I've been thinking about lately... It's become increasingly harder and harder to find PvP, I've found myself at La Habana and Charleston more often than I should. I’ve been attacking new players, PVE'ers and other individuals who really weren't too interested in getting their day ruined by a random British captain. I’ve had shit thrown at me in private messages by “honorable” captains from competing nations around French, American and Spanish waters for attacking them (PvP’ers), instead of attaking PVE’ers. This has made me think. Disclaimer: I know the devs have little to no interest in changing safe zones for now, especially with the new patches on their way. I'd like to propose the following: Make safe zones safe - no fighting PvP at all in safe zones.. let people do missions there for as many hours as they like. Remove enemy AIs from capital zones (have to leave the capitals if you want to engage AI fleets for books). Remove money reward for killing ships in missions, increase the cash reward for the mission itself. Make the cash reward higher for low tier missions, and lower for high tier missions. Make all basic books purchasable from the admiralty with CMs. Make ONE safe zone per nation. I believe that this will create a good, safe environment around capitals for new players, they will be able to get everything they need for the first week or two - if they want more money, skill books and marks they have to leave the zone. If experienced players feel like logging-in to fight some AI for an hour this can easily be done in the safe zone too. Most importantly: Casuals will never be annoyed again by any gankers or actual PvP’ers looking for a fight. PvP’ers can now fight each-other and brave PVE’ers can explore the beautiful map of Naval Action in hopes of finding new riches while I search for them.! Cheers guys. EDIT: Edited according to feedback. EDIT: For easier understanding.
  6. 17 points
    Dear @admin and players/testers. New proposal for hostility to activate port battles • In front of each port in OW a circle is drawn, the circle for the naval blockade of the port, with crossed swords at its center. We can use the same width of the circle used for patrol zones, no defensive forts must be in range to fire. • The enemy selects the swords and enters the battle phase by activating the naval blockade. This battle phase has no time limits, it remains always open. A ship that has spent 90 minutes in battle can choose to leave or continue for another 90 minutes. The ship that leaves is transported to the nearest friend port. • News is reported on reaching 10% hostilities in combat news. The defending nation has the ability to verify (a scout can join the battle and can report the extent of the threat) • The enemy who station in this circle begins to generate hostility, in proportion to their Br, every 60 min you generate points equal to your br. The friendly ships stationed in the circle generate negative hostility. • The battle remains open until there are ships in battle or until the PB is activated. When a ship is sunk, another can join up to the BR limit. • Battles have the same br limit of the PB expected for that port and remain limited to a maximum of 25 vs. 25. • Only one nation at a time can generate hostilities in a port (the first that triggers the battle). • If a ship is sunk it generates hostility equal to its BR (both offensively and defensively). • The circle can not be exceeded (as in the patrol zone) but it does not shrink. • You join the battle only from two points (one in attack and the other in defense). • The battle is open only for the attacking nation (clan who open the blockade and his friends) and for the defending nation (clan who own the port and his friends). • The port is assigned to the clan (attacking clan) that has generated the most points when the PB is activated. PRO Battles can last for hours and can involve many players. Variety of ships involved if the circle has adequate dimensions. PvP instead of PvE to activate the PBs Possibility for nations not involved to intercept the attacking ships in reinforcement. Battles that have a beginning and an end fixed and that therefore give the possibility also to players who have a pre-established time to participate in the RvR No need to take missions, I m in a group with friends and step in front of a port, the timer is activated and I decide to join to start the naval blockade, simple and immediate (remember the flags?) CONS Much PvP will take place in these areas, the OW will be even less populated
  7. 17 points
    Some people ask the open world to be more lively. Here is one way to add life to the sea and even connect a gameplay purpose with it: Generate small boats which appear randomly on the ocean, preferably closer to islands and shorelines, less so on distant waters. Upon sighting, you would need to close in and investigate further about the nature of that boat. Or ignore it completely and treat it as 'decoration' - your choice. When investigating, you find the boat to be one of three sorts: (1) fishing boat (2) smuggler boat (3) longboat with rescued crew of some sunk ship How you do interact with them? First of all, there is no battle instance with them, because they are too insignificant to enter fight with a big ship. They all get spawned in OW like AI fleets, but stationary and without a route for them. After ten minutes or something they vanish again. You just see them floating on a spot, waiting for you to contact or to ignore them. They don't show national flags, you have to get close to find out whose nationality they have. Fishing boats act as local 'memory' of the game, who store for a time a recording of who came across them and into which direction, within a certain diameter of their view. So you make halt at the fisher boat and interrogate them when you suspect an enemy was passing by. They will tell you size of ship (large, medium, small) and direction he took, roughly (West, Nordwest, Southeast etc). So when you are pursuing an enemy, the fishing boats, if there are any, give you clue where to head while chasing a disappeared enemy. This can be very helpful tracking a hiding opponent. Foreign fishing boats may give you deliberately wrong info or refuse to give any info at all if they have the same nationality as the chased enemy. You may now threaten to sink them if they don't tell. Chance will show if they do or still refuse. Upon refusing they get sunk. This hurts your reputation counter (I mention this here only in case we ever get a sort of 'honorable conduct counter' which measures actions according to honor of the captain). A cooperating fishing boat of your own nationality may even offer you information upon sight without you having to ask first, you will see them signalizing for you to come closer and get the message. Smuggler boats look just like fishing boats (they like to disguise) but serve criminal purposes along the shores and between islands. They give you some loot if you stop by and confiscate their illegal cargo. Cutters, Lynxes, Pickles and Privateers are far more efficient in arresting smuggler boats, so the loot will be bigger if you use small ships of this type to hunt smuggler boats (make small craft great again...). After arresting, smuggler boats disappear from waters, you don't capture a boat for use by yourself, as they are no ships in the sense of game mechanics, but local spawn tokens. To spice smuggler boats up a bit, let's have them carry sometimes permits from Admiralty they have stolen somewhere. Bringing up smuggler boats is honorable in the eyes of your government and thus brings you positive reputation too. You act as law enforcement (again, last remark refers to a honorable conduct counter we don't have yet). Longboat with rescued crew you may interpret as leftovers of any battles happening around you in open world. They head for the next shore to safety. If they share your own nationality, you may help them by giving some of your 'fishmeat' as provisions and thus get a positive impulse for your honor counter. Or you take them aboard and add crew this way to yours. In case they belong to an enemy nation, you may take them prisoner and receive a reward from Admiralty for it. Sometimes a famous person may be on board of that longboat, which will significantly increase the respective effect. You earn the gratitude of that celebrity, the gratefulness of your government - or the wrath of the enemy nation. As with the other boat types, you may simply ignore them and pass by, taking them for open world decoration and you won't be bothered. -- And before someone tells in the comments "we have other things to address now", I tell you suggestions don't have a "best consumed before XXX" date, but can be used any time and resurface from a drawer when they suit. Don't choke the flow of imagination. C'est même gratuit.
  8. 15 points
    Regarding port battle influence - issue will be fixed first (and will have a real working solution) BR should be a reflection of power Depth should allow or deny entry If rattlesnake heavy is 80 BR and le requin is 160-180 BR (with adjustments of other ships as well) then captains will actually have a proper choice for port battles, and might pick 2 rattlesnakes instead.
  9. 14 points
    Dear @Ink and @admin can I know why during the battles I have to read the comments and / or insults of players who are on my ignored list? Thank you.
  10. 14 points
    I totally understand what you mean. Fun for everyone is our mantra (in 2018) and we will see what we can do. I reset my character very often and try to always look at the game with the fresh eye. before the release we will try to give alternative options to get rare books and upgrades (giving a clear path - not a pure random chance).
  11. 14 points
    I'm a 20-year-old who has been fascinated with maritime history for over a decade. I love this game! Nevertheless, here are some suggestions to make the game more realistic. Suggestions for Endymion: Redesign her rigging and sails: Lead the tack of the innermost jib(Foretopmast staysail) to the Bowsprit cap (not to where the spritsail yard is). Lead the tack of the middle jib(jib) to the end of the jibboom( not to the cap of the bowsprit), and the head of the sail to the foretopmast crosstrees (not the topgallant) and make this the largest of the jibs. Add flying-jib-boom and extend the outermost jib(flying jib) to the end of the flying-jibboom(not to the end of the jib-boom), the head of the sail should lead to the top of the topgallant masts(not the end of the poles for royals) delete the spritsail topsail and spritsail topsail yard add a single (as on Trincomalee) or double (as on USS Consitution) dolphin striker. (Different ships carried different styles, but every frigate carried one Add a middle staysail (peak leading to the main topmast crosstree, knock to the middle of the foretopmast, and tack at the foretop platform) Delete the lowest staysail between the fore and mainmast, this sail would only be carried in a hurricane, in normal conditions it would interfere with the working of the riggning in the waste rendering the ship unmaneuverable in battle. Lead the peak of the highest staysail between the masts to the main topgallant (not to the top of the pole). Add a knock to the mizzen staysail(lowest staysail between the Mizzen and Main) Recreate the sizes of the sails and spars to fit those listed of HMS Endymion. Here are the parts of the sails listed above: Here is Endymion in the game: As compared to the rig of a 36-gun frigate built around 1795 (given the billet head instead of a figurehead, this was only used few ships for a short period between 1795-1797). Note the middle staysail lowered between the fore and main mast. Some sails that a ship of 1795 omitted on the model: Royals would be set on long poles above the topgallant sails(highest sails on the model) in light weather and the all the mizzen staysails and the main topgallant staysail are left out too. The lead of the martingale-stays suggest that the spritsail was rarely used and is indeed omitted on the model. Hence by 1797 Endymion would have rarely carried a spritsail. The spritsail topsail was obsolete and no longer rigged by 1795 and is omitted on the model. Notice the long dolphin striker similar to that of HMS Trincomalee. Here are the spar dimensions of the Endymion from 1808. Note all measurements of the length of the spars are in yards and inches separated by a hyphen. While the diameters are in inches Masts: Main: L 32-0, D 30+1/4 topmast: L 19-6, D 17+1/4 Topgallant: L 9-21, D 9+5/8 Pole (extension of the topgallant mast to carry royal sails): L 5 D 9+5/8 (dimensions not officially listed, but I reconstructed them from the spar plan of the modified Endymion class frigates) Fore: L 29-13, D 27+1/4 topmast: L 17-0, D 17+1/4 Topgallant: L 8-18, D 8+1/4 Pole: L 4-24, D 8+1/8 (dimensions not officially listed, but I reconstructed them from the spar plan of the modified Endymion class frigates) Mizzen: L 23-2, D 20 topmast: L 14-3, D 11+3/4 Topgallant: L 7-6, D 7+1/4 Pole: L 4-24, D 9+5/8 (dimensions not officially listed, but I reconstructed them from the spar plan of the modified Endymion class frigates) Bowsprit: L 19-19 D28. Jibboom: L 14-0, D 12 Flying jibboom: dimensions not listed, despite not being an official fitting, every frigate from about 1795 carried one. Yards: Main: L 28-26, D 19+7/8 topsail: L 20-24, D 12+7/4 Topgallant: L 13-8, D 8 royal: L 9, D 5 (dimensions not officially listed, but I reconstructed them from the spar plan of the modified Endymion class frigates) Fore: L 28-26 D 19+7/8 topsail: L 18-20, D 11+5/8 Topgallant: L 11-11, D 7+1/8 royal: L 8, D 4+1/2 (dimensions not officially listed, but I reconstructed them from the spar plan of the modified Endymion class frigates) Mizzen (Crossjack): L 28-26, D 19+7/8 topsail: L 18-20, D 11+5/8 Topgallant: L 11-11, D 7+1/8 royal: L 7, D 4 (dimensions not officially listed, but I reconstructed them from the spar plan of the modified Endymion class frigates) Spritsail: L 18-20, D 11+5/8 (same as foretop) Spritsail topsail: L 11-11, D 7+1/8 (This yard was obsolete never put up and should be omitted as it but instead carried as a spare for the topgallant yard, In fact, it was used so rarely that is was abolished issuing it by 1815) Dolphin striker: (Although not part of the official listings on spar dimensions, by 1795 Frigates had extended the flying jib with a flying jib boom that required a long dolphin striker with martingale-stays provide the downward force to prevent flying jibboom from braking, the very same martingale stays prevented ships from using the spritsail topsail as it was obsolete). Endymion might have had a double Dolphin striker like the USS Constitution and HMS Acasta (A British frigate of similar size to Endymion also built in 1797) Boom(spanker): L 20-24, D 11+5/8 Gaff(spanker): L 13-6 D 11+1/2 Note: Measurements of lower masts are from the mast-step not the deck. Also the masts would overlap at the tops and topgallant crosstrees. These can be seen in the spars of the modified Endymion class frigates (They had spars of reduced dimensions and greater diameter beacuse the ships were made of softwood): External Appearance: Add a large full body all white painted figurehead and delete the two rails running down the side of the waist not shown in the sheer plan. Paint scheme as of 1797 (The only one that doesn't require also redesigning the forecastle barricade,) The inside of the barricades were not red as they are in the game. This fell out of fashion in the 1780s. By 1797 they were blackyellow ochre. It is extremely unlikely that the Endymion was ever painted as she is in the game! The broad yellow band that extends between the wales and the rail above the gunports should be narrowed and lowered to the rail that is the height of the middle of the gunports to follow what was most common in 1797 (it is what is shown in most paintings and on most models). Compare the Endymion in the game to the model and note which rail the yellow band reaches on the profile draught: The unlikely alternative to this paint scheme for HMS Endymion 1797 would be a thin yellow band below the gunports similar to how HMS Shannon (and USS Chesapeake though not British)was painted as of 1813 and HMS Terpsichore was as of 1796. Here are the Shannon vs Chesapeake and Terpsichore vs Mahonesa: Stern: Her current stern in the game has a single curve over the transom which was a French and Spanish feature during the 1700s and early 1800s. British frigates by 1797 distinctly had separate curves over the galleries that protruded outside the ships hull and round stern gunports on the quarterdeck. They even went to the extent of redesigning the sterns of the ships they captured such as HMS Amelia ex-Proserpine. Here are examples of the Narcissus class 1801 and the Pallas class 1793: Furthermore, all British frigates of the 1790s had 9 panes of glass in their stern windows unlike in the game where Endymion has six: Here is the example on a model of the Ex-french Pomone modified to resemble HMS Endymion circa 1815 (although the paint scheme of the model is similar to that of 1797): Endymion's stern in the game wrongly resembles a French design such as that of the Volontaire shown below with a single curve around the whole stern galleries. Ships Boats As launched, Endymion was fitted with an 18 ft clinker built cutter(a small clinker-built multipurpose workboat dubbed the jollyboat), a 32 ft barge (a long narrow carvel built fast rowing boat), a 28 ft Launch (a wide heavy-duty carvel-built boat that could be armed with a 12 pounder carronade), and two 24 ft cutters (medium sized clinker-built workboats). The jollyboat was stowed on stern davits and the rest of the boats stowed in the waist. Post-1797 modification options By 1800: Solid barricades were built around the forecastle deck as shown in the earlier picture of the model. These are clearly shown on the inboard profile of the ship and on the model(note the model doesn't have the same position of the gunports on the forecastle because the model was originally of Pomone which Endymion was based on but had slightly different arrangements: The plan is accurate) and it is possible that Endymion was actually launched with them Modifications as of 1805(at this time Endymion was armed with 18-pounders not 24s): By 1805, Quarter davits were added and the two 24ft cutters were carried abreast the mizzen mast as can be seen on HMS Victory. Additional paint scheme option. The Nelson chequer was the most likely paint scheme as of 1805. Note the yellow band is narrower and follows the gunports, not the external planking. Here is the Nelson chequer as painted on HMS Euryalus in 1805 which was under Nelson's command at Trafalgar (note the solid forecastle barricades): Modifications as of 1811(also as armed with 18-pounders): Paint scheme: An order from the Admiralty of 1811 replaced yellow paint with white paint, nevertheless some captains continued to paint their ships yellow. Here is a possibility of how Endymion was painted, note the inside of the bulwarks are green. As of 1815 after her great repair and as she appeared during her battle with USS President: Ships Boats: Many captain's include captain Hope of Endymion replaced the 18 ft jollyboat with a 24 ft fast rowing gig. In preparation for foreign service (as opposed to channel service) a 24 ft cutter was replaced by a 25 ft yawl (carvel-built equivalent). The 12-pounder carronade was carried by the Yawl instead of the Launch. Hull Modifications: The full-length figurehead was replaced by a bust and the quarterdeck barricade extended forward to accommodate an extra gunport, meanwhile an extra beam was added to the quarterdeck extending the deck forward as well. The breastworks were deleted, top-riders (large diagonal timbers on the side of the ship to give the hull strength, but actually proved to weaken the hull) deleted, and gangways significantly widened. The result was what is shown on this model mean to depict HMS Endymion: The extension of the quarterdeck by one beam and the bulwark can be faintly seen drawn in pencil on the inboard profile (note the prominent diagonal fastenings in this plan: top riders were removed in the great repair): Furthermore, the opening between the forecastle and quarterdeck was further reduced by adding light gratings over the beams in the waist to create a makeshift spar deck as shown(ignoring the rounded off edges of the opening) on this model of HMS Lacedaemonian 1812 (model shows the ship post 1815 ) Pa)int Scheme: It had been documented in writing (the naval chronical) and in paintings that by 1815, HMS Endymion was painted all black as shown in these paintings: Rigging, spars and sails: Skysails, skysail yards and skysail poles were extended above the Royals, otherwise, the rigging remained the same. Thomas Buttersworth paints Endymion with a single dolphin striker, but all paintings of British frigates with skysails show double dolphin strikers. It is difficult to tell whether she had one or two. Thomas Whitcombe painting of HMS Acasta (1797), one of the other three 40-gun frigates built in 1797 like Endymion, as she appeared in 1806 rigged with skysail poles and a double dolphin strike(note the other frigate in the background only has royal poles and has a single dolphin striker): A minor detail is that after 1811, the sails would no longer be bent to the yards themselves(attached below) but rather to a jackstay allowing the sails to cover up the front each yard they were fastened to. Armament : Note: This section is displayed copied from Wikipedia, although I am the one that wrote the Wikipedia section. I listed this armament by cross-checking records in Robert Gardiner's Frigates of the Napoleonic Wars, Theodore Roosevelt's The Naval War of 1812, Andrew Lambert's The Challenge, and William James' Naval Occurrences with the plans of Endymion and the listed modifications to her hull. It is noteworthy that the exact innovations that Captain Philip Broke of HMS Shannon used regarding artillery were adopted and used to great effect by HMS Endymion during her battle with USS President. Prof. Lambert describes the structural damage that USS President suffered which resulted from Endymion's gunfire: 5/15 starboard (where Endymion engaged) main-deck damaged to the point of being disabled and 10/15 main-deck gun crews hit despite the battle being fought with both ships in motion with a swell from the gales the night before. Multiple holes between wind and water (24-pounders could pierce through the American 44s sides unlike the 18-pounder shot that bounced off USS Constitution giving her the name "Old Ironsides"). Shot from Endymion was even found inside President's magazine (aft power room). 6ft of water was in President's hold by the time she was captured (although some could have been from the night before). Many historians fail to mention in detain the effect of Endymion's firepower or the extraordinary accuracy allowed by Broke's system. Perhaps it would be worth increasing Endymion's reload speed and accuracy to represent Broke's innovations that captain Hope adopted? (By 1815 these methods were also used on the frigates HMS Spartan, HMS Euryalus, HMS Tenedos, HMS Shannon and perhaps more) 1797: Upper deck: 26 × 24-pounder guns (11 kg); QD: 6 × 32-pounder (15kg) carronades + 8 × 9-pounder (4kg) long guns Fc: 2 × 32-pounder (15kg) carronades, + 4 × 9-pounder (4kg) guns From Nov 1803 to 17 May 1813: Upper deck: 26 × 18-pounders (8 kg); QD:14 × 32-pounder (15 kg) carronades Fc: 4 × 32-pounder (15kg) carronades, + 2 × 9-pounder (4kg) guns From 17 May 1813: Upper deck: 26 × 24-pounder guns QD:16 × 32-pounder (15 kg) carronades Fc: 1 × 18-pounder (8 kg) brass long gun + 4 × 32-pounder carronades Additional unofficial armament: Ships boat: 1 × 12-pounder (5kg) gunnade Fighting Tops: Swivel mounted smaller guns
  12. 13 points
    The ranks we have are PvE ranks. They are totaly useless for PvP.
  13. 13 points
    After over 2700 hours of game play i have come to the conclusion that their can be no success in Naval Action as a solo player or even as a clan player who routinely sails alone. The reasons for this are as follows; 1. Low chance of success in open world hunting. Enemy players almost always sail in groups that are actively hunting for lone players or smaller groups. As a result of this it is inevitable that a solo player will be intercepted by larger, more powerful ships and sunk. The typical counter to this is for players to sail in lighter, faster ship. Unfortunately I have found that the combination of woods that grant those higher speeds also degrade the ship's fighting quality to the extent that they are unable to stand up in combat against other warships in their class much less their rate, making them almost useless except for hunting trading ships. 2. Solo Trade/Resource gathering in large traders is no longer viable. The ability to use Indiaman or LGVs to trade or gather resources successfully outside of a player nation's reinforcement zones has been reduced to almost zero. As a solo player I can expect to have one or two successful trips, but after that it is almost a certainty that going outside the zone will result in my traders being intercepted, chased down and sunk. If I remain in the reinforcement zone I have a somewhat greater measure of safety but limited chances to earn gold or find important resources. At the same time I also run a higher risk of interception by enemy Hercules and Le Requin in the green zone, that have both the speed and firepower to operate there successfully. The end result of this is to remove a vital piece of my income as a solo player. 3. Inability to acquire elite level mods or skill books. Despite the developer's and PVP cult claims to the contrary, mods and skill books are an essential element to success in playing Naval action. If this were not so they would hardly be concerned if the mods or skill books existed at all. In any combat instance, if the contending players themselves are of near equal capability, barring any flukes or random mishaps, the ship with the superior mods will consistently win. These winning ships earn large rewards in gold and PVP marks and random drops which in turn allow their owners to acquire better mods and books which then enables them to repeat the cycle again and again. Because of their rarity these mods and skill books are extremely expensive to purchase but because of the conditions set out above it is virtually impossible for solo players to earn the amount of gold needed to purchase them. 4. Over emphasis on the clan system. Most new players don't want to join a clan right away, they prefer to experience the game for a while and get a feel for it. The developers pushing for clan membership and the not so obvious benefits for being in a clan is somewhat off putting to many new players as well as quite a few veterans. As if somehow by not being in a clan you are a less viable player than someone who is. To further worsen the situation, many clans have become a status symbol for egocentric players rather than being a support system for their members, an environment that leaves the non elite membership sitting in the wings. The exclusion from port battles of non clan members or members of clans not listed as allies is a particularly glaring insult to individuals wanting to participate in game content but are unable to do so because of often toxic in game politics. There are quite a few minor issues that I have not mentioned, but in my opinion these are the four that stand out the most and prevent solo players, no doubt by design, from experiencing any real success in the game. Are their fixes for these problems, absolutely. Reducing the amount of gold, marks and XP rewarded to winners of unbalanced fights, making the AI on fleet ships more effective, granting access to unfilled port battles for non clan members or clan members who are not listed as allies of the defending or attacking clan and reducing the effects of mods and skill books. These would all go a long way to improving the situation. But unfortunately so long as the PVP cult is pandered to, this situation will continue to prevail and as a result solo players will continue to live on the sidelines of Naval Action.
  14. 13 points
    385 is caused by unbalanced upgrades remember that new upgrade system will remove upgrade stacking completely. Captain wont be able to fit his ship with Upgrades from the same group
  15. 13 points
    Hello mate. Here are the rules on any ship owned by a captain. Player can do whatever he wants: including Send it to another outpost Show it to his wife Sail 10 circles around shroud Cay Destroy it Add to fleet
  16. 12 points
    Recently, the mindset of "Make Safezones Safe again!" has gained a lot of supporters. Requins are sniping noobs all over the place. In this thread I would like to have a formal discussion about safezones, if they should be a thing, and if so, under what circumstances. I think the game (-devs) have to finally make the decision whether or not newbs should get absolute protection in a certain area or not. In their current state, the reinforcment zones are not fullfulling their role of protecting noobs. Those often don't even know how to call for help in nation chat. It's rather the more experienced captains that are gaining from it, so they can craft / trade in peace. The game is getting closer to a release state, Port UI should attract quite a few new players and perhaps we will also see some returning players. However, it will most likely not take them long to say *eff this* after getting sniped @ the capital and put the game away again. There was an attempt to fill the spot of PvP for those that want it, with the Patrol Zones. However, with a pretty bad execution. Personally I don't even dare anymore to attack certain nation players in the zones, because I know the probability of more of them spawning in half an hour later is pretty high. Thus, I think having a 100% safe zone (nation owning the zone is not attackable) is the right way to go, given... 1 Zone per nation Smaller zone than the ones we currently got Chooseable "High-Sec missions", which ONLY spawn in the green zone, granting significantly less rewards than... "Low Sec" missions, which spawn in an area outside the first, green zone, grant more rewards by @Christendom: Ships crafted in the zone are only basic (green or blue) Cannot tow a ship to / from ports within the safe zone The idea of a 100% sec zone should be to give new players a place to get into the game; not give vets a secret cave to hite at to produce all their stuff they need. *Ermagerd, where do I now go to kill stuff??* For there to be a safe zone; I think there needs to be a reliable alternative for players to find PvP. *You scrub, we got Patrol zones for that*... yeah sure, we do. However, with a pretty bad execution. 30 min open battles @ a place where both sides on their own will, to get PvP, is not a solution. A while ago, I posted a suggestion, how the ideal PvP zone (in my opinion, of course) would look like. As far as I know, the patrol zone IS on the devs to do list, however only after the Port UI (and localization?) is done. I fear that will be too late, though. The two zones explained: "High Sec" - Players of the nation owning the zone CANNOT be attacked, at all. "Low Sec" - Players of the nation owning the zone CAN be attacked, Only extra rule is battles stay open for a little longer than the rest of OW - perhaps 10 minutes Zones visualized (Just an example, not too sure about the zones size), just for you to get the idea: Pro's Noobs are safe. Better player retention rate Less salt. Con's Less sandboxy. PvP zones are more Arena-ish.
  17. 12 points
  18. 12 points
    Really??? A 6th rate with 385 crew? With my Niagra completely set up for boarding defense I had no chance. utterly ridiculous and very bad for game
  19. 12 points
    I disagree. I think you have missed the point of this whole thread. The problem is that its easier to sit in your capital and wait for some pvper to be called out then go gank him. we should not have to put ourselves in a gank to find pvp. we want 100%safe zone. where there can be no chance of pvp. this will make the coast guard fleets go find something else to do. we also want the 100% safe zone to be limited in content. (gold penalty/crafting penalty.) safe zone is for people who are learning the game. of course they want to safely pve it gives them access to everything in the game. without risking anything.
  20. 12 points
    There are opinions and there is data. We read opinions very carefully but rely on data. In the past vocal feedback turned dozens of ships to shit boring barges because players liked different ships, did not want to adapt tactics or just wanted everyone to sail what they liked or could counter. Players who liked line ships were asking to nerf stern camping, players who liked stern camping were asking to nerf rates. Players who died to surprise asked to nerf surprise, people who did not have santa cecilia asked to nerf santa cecilia. So we will repeat. We only rely on data. Data does tell that those are strong ships but there is no evidence they are overpowered. Data shows that the overpowered state of LR and Herc is just one of the opinion. We will continue monitoring the situation. All changes will be slight and gradual. No more nerfing ships to useless states.
  21. 12 points
    Important point This is a game first Realism vs gameplay balance is a made up dilemma, it does not exist in reality. full realism is amazing in single player and coop games (and we plan to do one fully realistic single player game after NA) PVP Games must be balanced and fun first. The concept of NO USELESS SHIPS is going to be applied going forward. If it will require some temporary bending of historical gun composition until new ship models appear in game - we will pick temporary balance over realism. Having said that - balance can also include good gun compositions.
  22. 12 points
    I think it would be wise to inform the community about the planned BRs for each ship and allow discussion. Else one or two ships might get underrated by a lot and thus spammed as the new meta in PBs. And there will be more crying and work for you to adjust the BRs, again.
  23. 12 points
    I hope this ship will not be DLC after the tests. 😏🙏
  24. 11 points
    As primarily a solo requin PVPer it is absolutely imbalanced and bad for the game. It made players like Lucinio here who were trash at PVP prior to the le rekt suddenly able to get kills. It's no wonder why he is so fervently defending it. At the very least it needs to be bumped up to a 5th rate. I enjoy sailing it, I like being able to rage board a noob and then hit the jets out of a safe zone battle away from reinforcements. It's unique and I think has helped PVP about as much as it has hurt it. But I'm not going to be delusional at how OP it is.
  25. 11 points
    Fixed the windows on the beautiful Endymion to a more british style will get to live in september
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