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  1. 105 likes
    Hello Captains. This is an important announcement on the asset wipe. Most importantly - your xp is safe. Bad news All assets (including money) will have to be removed from the game. We tried hard to find the way to keep the assets, but unfortunately due to the sheer volume of resources accumulated during experiments (which sometimes provided too much money or resources or both). In addition to that keeping resources will not allow us to properly test the economy changes, ship changes (including 1 durability), upgrade changes, npc resource distribution. All assets will be removed. We will provide 4 ships of various rank as redeemables to all players to give some head start. Good news We mentioned some time ago (several times) that all participants of the early access will receive rewards for all the pains endured during this hazardous voyage. Today we can announce a first exclusive reward (there could be more) that all players who have owned the game during early access will receive. Pandora - beautiful, fast and agile light frigate famous for the search for the Bounty after her mutiny. The ship will be delivered on release of the game or maybe earlier (for testing). It will be added to redeemables in one of two forms (we do not yet know which and will provide more information on this closer to release) un-tradeable permanent blueprint, or an eternal redeemable ship similar to the yacht. Timeline (timelines are not final) Series of patches will be applied to testbed by the 10th of April (last patch to testbed was applied on 27th Feb) Asset wipe by 19th of April Preparation of the server merges and reorganization by 19th of April Opening of servers 19th-20th April We understand that the action we take could be painful but it is absolutely needed for proper testing of the game before the release. Thank you for your attention.
  2. 83 likes
    Captains Patch is being deployed to live servers What's new Special event added that will happen from time to time somewhere in the Caribbean Knowledge slots previous ships unlock requirements removed from the game, ships still have knowledge slots and require xp on this ship, but don't have pre-requisites PvP marks and PvE marks removed and replaced by Combat marks PvP kills now give 2x combat marks to the previous pvp marks (if you got 2 pvp marks for kill you would get 4 combat marks) PvP marks conversion added to convert left over pvp marks into combat marks Rookie Brig and Rookie Snow added to low level missions Added the ability to switch ships with fleet in ports (even without outpost) Skillbooks and Books now provide a tool tip in the admiralty/pirate den store (to see the requirements and bonuses place the mouse over the result of the exchange in the right window which appears after you click on the skillbook or book) Book tab is added to port store Improved (relaxed) speed requirements and time requirements to pick up loot from sinking ships Fixed bugs Fixed the bug that did not transfer the crews between gunnery and sailing crew focuses when you had extra crew Fixed the bug that did not start the storm preset in the instance Fixed the bug that did not apply hold optimization bonuses in the instance Fixed the bug that did not repair ship in the OW if you had minor damage Fixed the bug that you could sell items to port if the port was not supposed to buy those items Fixed the bug that did not let you place contracts in neutral ports Fixed the bug that sometimes locked the amounts you could sell to 1 Fixed the bug that did not start the port battle if the port battle time fell onto the port battle lock down times (1 hr before or 1 hr after of maintenance) Fixed the bug that blocked purchase of 36lb guns under contracts Tunings Hull repairs, Rig repairs and Rum are now placed into consumables section in the port Trading goods consumption by Npc traders slightly increased Furnishing requirements for 4 lower level vessels reduced Several ships were removed from NPC stores to promote crafting, the margins for the remaining ships were reduced Removed explosion strength from basic cutter Reduced resource requirements for 7th and 6th rates Minor speed rebalances were done for Bucentaure, Pavel, Endymion, Wappen, Agamemnon OW speeds slightly rebalanced
  3. 81 likes
    Dear Captains. It is an important announcement. As promised last Autumn - we are bringing significant changes to your vessels that will streamline and improve the experience removing a lot of pain points from ship fitting and crafting. It will also solve the problem of ships being less expensive than some upgrades. Here is what will happen. Ships Ships lose their quality levels - as it was deemed redundant All Ships become have 1 durabilty as it should have been from the start All captured/crafted ships are grey You accumulate experience level sailing that particular vessel By sailing that vessel you unlock better options for that vessel class. If you lose that vessel in battle you still have that experience and can use those unlocked better options in the future. Example - after a lot of months at sea in the surprise your surprise will surprise any fresh leda captain, if you lose that surprise you still know how to sail it well. You don't need to search or worry for rare upgrades anymore (if you have them) Upgrades Upgrades/refits are no longer craftable. Upgrades/refits lose the quality level and no longer can be lost. Upgrades/refits finally have size requirements. (large pumps can only be installed on large ships) Upgrades/refits can be received in the admiralty and/or as loot items Upgrades/refits are basically turned into ship skills Example: If you have Spanish Silk Sail and a Naked angel figurehead - you won't ever lose them if you lost your ship Crafting Regional bonuses turn into refit items/blueprints Shipyards will be brought back Example: You can buy bermuda refit in bermuda, bring it to shipyards in Port Royal and refit your ship there These changes will make all existing ships obsolete and impossible to use due to database structure changes. As a result all ships and upgrades will be removed/deleted from the game ETA - Estimated time - within 30 days but not less than 2 weeks from this announcement. Changes will be rolled out to testbed first All current crafted or captured ships will be removed from the game All Upgrades will be removed from the game All Permanent upgrades will be removed from the game Ship blueprints will not change significantly so you can and are encouraged to stockpile resources and materials for ship crafting after the wipe. Apologies for all the inconvenience caused.
  4. 74 likes
    Good Afternoon Captains This summer we are going to start closed beta testing of the Naval Action Legends (formerly known as Naval Action Arena). Naval Action Legends will be a pure age of sail game with no compromises and no features interfering in getting to combat. In some ways it will be similar to the original spirit of the first sea trials where nothing interferes with combat, all battles are balanced and everyone has to fight to progress. Naval Action Legends will be provided to all buyers of Naval Action (Caribbean Open world game) for free. The payment model for the game has not been defined yet. If you are interested in helping the development of the arena game and would like to help us shape the product into its final form you can apply for a closed beta tester status in this topic. Requirements Knowledge of age of sail combat Active participation in weekend testing runs (testing will be done on weekends in several stages). Ability to provide constructive feedback Positive attitude APPLY HERE https://docs.google.com/forms/d/e/1FAIpQLSf2YjVKQzGP-7hUX9m18DgJm_jaL2EANime2G3Wb-LMZDg0Yw/viewform Application does not guarantee immediate invitation as spaces for closed testers are limited.
  5. 73 likes
    Captains. Patch has been deployed to live servers. All assets, ships, resources have been reset. Player experience and Craft experience has been provided in form of redeemables. Please use them wisely. 4 ships has been provided for a head start Pickle Surprise Indefatigable Trader Brig Forged papers have been provided to all captains in case you are unhappy with your choice will want to change nation in the future. Remember that deleting your character no longer saves XP. Do not delete your players unless you are absolutely sure about it. If you delete a player you will get a fully fresh start. Unused redeemables will remain in the redeemables box even if you delete the player. Do not use redeemables until you are absolutely sure about your name or nation. Game has 3 servers PVE PVP EU - with restricted port battle timers PVP Global - no restrictions on port battle timers Changes provided in the last couple of days to testbed New regional refits blueprints and skill books have been added Heavier guns still require coal, lighter guns require charcoal for production Coal was repositioned to provide more goals in conquest UI bugs were found and mostly fixed Random teleport bug has been logged and we are working on the solution, please report random teleports when they happen PVE server has conversion store (allowing conversion of pve marks into pvp and conquest marks) PvP server has conversion store switched off - but it might come back in the future in some form. Trader ships BPs were added to admiralty stores. Preliminary hostility changes Nation has 3 Port battles allowed instead of 2 Port battle starts in 22 hours after hostility reach 100% not in 46 as before War supplies can now only be delivered to the regional capitals (not every port) Patch changes: Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking). Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle. New sounds system is implemented. Crew responds to your actions and intensity of combat. All ships now have 1 durabilities with the corresponding change of required resources. You can now use the hold of your fleet ships. New perks are introduced for fleet management Admiralty store has been added. The following rewards were added (names are temporary and might not survive) PVP marks - for high end frigates permits and skillbooks PVE marks - for certain ships, skillbooks, resources and some other items Conquest marks - for port battles and permits for lineships Trading Manifest - reserved for potential future use. Each reward can be used for exclusive content in admiralty stores. PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists. Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers). Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future. Perk reset cost introduced - to reset your character perks you have to pay 50 PVE marks. Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards. Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming Ship paints can now be stored in clan warehouses. Chain shot damage fall off from distance implemented and added to game. Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details) Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies. Bot routes and npc fleet composition significantly improved. Guns are now sold in units and can be crafted. Rookie zones removed. Rookie capitals are added back to respective regions. (Details) Assign crew functionality in instances updated and somewhat improved. Resource transport between free towns removed Ship transport between outposts removed Teleport to freetown removed. Outpost to outpost transport is now only available between national towns. Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back). Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery) Shipyard is added back and is a required building for ship crafting Lineships blueprints are now available in the admiralty. Lineships require permits to construct Gifted perk removed Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty. Antigriefing is now based on curve - not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force. Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. This requirements is not valid for trading vessels. Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. . Contracts on cannons can be placed in stores. Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated. Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over. Player exiting battle spawns in the open world. If you alt-f4 in battle you will be sent to the OW after battle If you exit the battle and do nothing - normal disconnect mechanics will apply. You can now loot hold from sinking ships if you are near the sinking enemy vessel. NPC Ship capture on the PVP server From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore. PVE Server: NPC ships will be capturable on the PVE server with no restrictions. PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders Alliances tab disabled temporarily until alliance rework Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. (Details) New planking trims added to game. Redundant trims removed New wood types added to game Invisibility added when exiting battles under following conditions Both Sides will receive 1 min invisibility on exit. You cannot be attacked or attack during invisibility. Invisibility persists even if you die and spawn in port (lets say Free town) Cannons can now be stored in the warehouse Tunings: Map zoom increased 2x in commander tablet Port battle time increased to 105 mins Accuracy and damage from land based guns increased by 15% Points for kills increased by 50% in port battles instances Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds If you sink in battle you will still be able to see the compass and wind indicator Brace command is now a toggle All contracts that are more than 15 days long are going to be automatically cancelled from now on. All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles). Military NPCs now sometimes drop repairs as loot Sugar added to many regions as resource - for rum production Boarding preparation growth increased Perk points are given to player faster - you will get 10 perk points 2x earlier. Crew requirement lowered on 4lb,6lb and 12lb carronades Tow to nearest deep water port do not check the hold weight any more Redwood logs abandoned; blueprints using redwood now use lignum vitae. Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed Fire damage is increased by 25% Split function is improved Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback) Fixed Rattlesnake figurehead bonuses bugs Added a tooltip to cannon crafting blueprint Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew. PVP content in the admiralty store rebalanced. PVE server will have different prices and mark conversion options Fleet and fort kills are properly counted to your fleet if you did the most damage Added a button to sink a ship during cargo transfer interface (to receive kills and assists) When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them Recently killed flag is not given if you were sank by NPC Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced) Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat) Minimal crew requirement lowered on all traders Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports. It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds Copper mine building removed, copper removed from all blueprints. Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels) Changed NPC production limits on certain resources Port battles now properly allow PB battle points for recently killed captains (including pvp marks) Wood planking splinter crew resistance now properly affects crew damage Skillbooks tooltip now properly show if you know it or not Fixed bugs appearing during redeeming of the Yacht Recently killed status is not given if you surrender to fix the denial of marks exploit when players would surrender en masse before large battles to deny marks Missions now only accept ships of the mission level and below. You can no longer do low level missions in 1st rates. This opens up more possibilities to create better and more challenging PVE content. Nation change item added to the game. We will provide it for mass testing this week. Free crew of 40 has returned the game to fix issues where a player can get stuck without money not allowing him to buy crew even for the basic cutter. Fixed bug causing your knowledge level to work on a ship captured from you Ship knowledge skills now work on your fleet ships Food supplies added to certain regions allowing the construction of the Farm Copper completely removed so you can now make war supplies and muskets without copper Barrels blueprint updated Fixed the bug that did not allow entering of missions as a group Missions now should allow fleets of mission rank and bellow Fixed bug that did not repair leaks during OW repair Fixed pirate bot distribution in the pirate regions Fixed the tooltip of the ship that now properly shows bonuses from trims and wood type Fixed the bug causing all items to be bought in stacks of 1 Fixed the bug causing permits to drop when breaking up crafted vessels Ship reverse speed bugs fixed Trade window bug fixed (players lost their ships they traded via trade window) Cargo duplication bug fixed Fixed bug that did not allow to access hold for NPC ships in missions and events Fixed bug that allowed to receive marks for basic cutter Fixed bug that allowed your sank vessel to magically appear in the BRS screen Fixed a memory leak with open combat information window. Fixed UI bugs in ship to ship transfer Bug causing blueprint drop during breakup removed Fixed most bugs not giving rewards for sinking surrendered ships Shipyard and workshop resource requirements bug fixed. Several instance crashes bugs fixed Fixed bug that did not allow you to craft even if you had a free slot in the port Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances) Fix bug that allowed ships added to fleets without the perk in outlaw battles Fixed several bugs with hold informational updates Fixed bug that allowed bots to repair guns indefinitely Fixed bug that increased deceleration on the Cutters A lot of minor bugs fixed Next steps Better PVE content (including some ai improvements) UI rework and localization Hostility improvements (including raids) __________ NB: Per admin: If you have NOT used or deleted your redeemables, you can safely delete your character and create anew. H. Darby: Please provide feedback on the changes to the map in this thread:
  6. 71 likes
    This was a test. And we do take exploits seriously. Captains in question could have just asked french not to come - they could have shoot some forts and get rewards. Which is normal for undefended port battles Instead they persuaded french captains to suffer through humiliation of sinking in front of the world without cannons live on stream. They also tried to ask the same from the Spanish. In addition to that captains on stream decided to show the world by live streaming that rules don't concern them. And have not shown any attempt to reconcile in this topic. As a result French captains who sank with no guns suffered enough humiliation by bending over to the enemy sinking in front of the world - will lose one rank French captain STC88 Le chat duc who came to the battle armed and stroke colors to avoid humiliation will be rewarded Pirates will be punished as well. The mildest punishment will be done to Christendom for his attempt to repair and reconcile. The rest of pirates participants in the battle have been demoted to thiefs for exploiting and streaming their exploit to the world. Conquest marks are going to be removed from game for rework and replaced by PVP marks. Topic can be closed now.
  7. 69 likes
    Regarding recent preliminary announcement. Based on the community feedback and the analysis of player data and numbers. PvE server will not be closed down. We guarantee that it will exist for at least 18-24 months after official release. and will revisit this promise then. In addition to that we have not mentioned it before - but we are developing additional PVE content and new types of missions for PVE players. AI will be worked on after release and will provide more challenge in the future.
  8. 69 likes
    These notes contain some very emotional and explosive changes. While we understand some players may be angry or upset by them, please remain respectful and constructive in your replies or your post will be hidden and a warning may be issued. This is a feedback thread, please keep your responses to constructive feedback. Thank you - H. Darby Hello Captains Here is the information on forthcoming testbed patch and future patches The goal of next couple patches is to bring more players to the open world. At least 2 will be deployed before wipe. The rest will follow after. We will be gradually changing features that hide players from the open world. Most game mechanics from now on will have to motivate players to sail out and do something on the Open world map. We also will change some areas that were causing pains for players (and potentially introduce new pain areas accidentally - but this will be fixed if we made a mistake). First test bed patch (estimated time to deliver end of next week) Removal of current upgrade system and ship quality level We were not satisfied with the fact that upgrades were worth more than ships themselves. Most upgrades will be removed from the game and transferred to individual ship knowledge, with bonuses that will depend on individual ships and/or class. Sailing a ship and getting kills will add to XP on that ship that will unlock knowledge slots over time (currently all ships have 5 slots). All crafted ships will only have wood type and trim (designed by crafter). Every ship will have 3 permanent upgrades which will allow installation of bow figures and regional refits (crafteable permanent upgrade) Repairs changes Repair kits for fleets will be gone and replaced by another system. Standard ship repairs will be removed and replaced by another system. Port repairs remain (and will remain the cheapest way to fix your ship) Players will have to stock hull repairs (working title) and rig repairs (working title) to be able to repair. Every use of repair for hull will consume planks, every use of repair for sails/rig will consume rig repairs. Players will be able to decide which materials to stock for their gameplay style. Going to port battles you might need more hull repairs. For open world hunting more sail repairs might be necessary. OW and instance repair amounts will be equal. If you repair in the open world you can also use your fleet cargo to do so. You will be able to pick up repair materials from captured enemies. Or surrendered ships. Hold management in instances added, hold management for fleets is revamped. You will now be able to interact with the hold in instances between your fleet ships and your captured ships as said before you will be able to pick up enemy repairs and hold without taking the ship, because of this feature This is a complex feature but it can bring exciting new opportunities in battles especially if you are a good player Ability to pick up enemy hold from captured ships opens up new opportunities to change the flow of the battle We are currently researching the ability to interact with the hold of sinking ships as well (if you are close and the ship is still above water) Preliminary crafting overhaul Regional trims removed and transferred to permanent upgrades (crafteable) you will be able to craft a ship anywhere and install a refit in any port (refit can only be crafted in the regional port that has that mastery). For example Nassau boarders refit only be produced in Nassau RNG on blueprints removed. Most ships can now be received by 2 methods Unlock automatically on level - majority of vessels Admiralty rewards - freely available for pve/pvp or conquest marks (minority of vessels) Regular upgrade slots turn into ship dependent knowledge levels (allowing access to skills) Certain vessels blueprints will change and will require permits For example Lineships will require a special permit to manufacture Permits will be available from the admiralty for marks Admiralty store will be populated with more things to buy. Certain things will be removed from the admiralty Technical issues ship state system in instances overhauled to the release state, due to ability to change ship (and hold) multiple times within one instance. Old system was too rigid and partially used systems from the old sea trials and was holding us back Regarding next patches After this patch hits it will take some time to prepare the infrastructure for the wipe and map reset Next patch will focus on new missions revamp (+ some potential changes to hostility) and will be deployed during wipe. If not we will deploy it right after the asset reset. We still expect to be able to do the asset reset by end of April. more information will follow but those are main features that will be deployed to testbed next patch. additional information on the patch In the spirit of the goal - more people to the open world the following additional changes will be deployed. Resources transport from FT to FT - will be disabled (might return for a battle related consumable e.g. 25 pve marks or 2 pvp marks) Ship transport from FT to FT - will be disabled (might return for a battle related consumable eg. 25 pve marks or 2pvp marks) Port missions will provide farming options only for the first 1-3 levels. Small battles and all other sorts of lobby events will be removed PVE challenges will be temporarily disabled (will be a foundation for tutorials in the future) NPCs will provide ships for players to buy in almost all ports (but unlike old system they will be 2-3x more expensive than crafted ones). Captured NPC ships will be mostly useless and will not be a source of income (through ship or cannon sales) Update 2 on communication with enemies global chat will be removed Communication with enemies will be removed as well (both in the OW and instances) Toxicity in national chats will be worked on as before (based on reports)
  9. 66 likes
    Good day Captains Patch is being deployed to live servers What's new: Conquest mechanics changed. Conquest marks converted to combat marks at 10 combat per conquest mark New mark added - Victory Mark (pve server will receive a combat mark to victory mark conversion) Victory mark will be granted for map wins (not port battles) using the legacy system (old control will move to the next round) The whole nation (captains who logged in during last 7 days) will receive a victory mark if their nation wins the map Map is won by the nation having largest number of conquest points. Points are received from 3 sources: port control - nation gets 1 point for most ports, 3 points for important ports: Santo Domingo Cartagena de Indias San Juan Port au prince San Iago Morgan Bluff Vera Cruz Campeche Nouvelle Orleans Bridge town Road Town wins - nation gets 1 point per win losses - nation loses 2 points per port loss This reduces the incentives for port trading as you lose a lot more points by trading ports Current map win cycle is set at 1 week for testing New group type added - Battle Group If battle group is attacked only battle group is pulled into battle If battle group attacks only battle group is pulled into battle If attacked by another Battle group BR checked between battle groups only Battle group size - up to 25 ships Important - all allies who are not in a battle group will only be able to join using reinforcement circles PVP combat mark rewards increased significantly Invisibility now has a speed buff and allows you to ignore wind We added a possibility to review the ship that you just boarded in the inspect ship interface Combat news channel added allowing you to see whats going on in pvp right now Admiralty pvp daily leaderboard added - showing top 15 captains by pvp kills The pull circle has moved to defender as an experiment Fleet ships will now be pulled to outlaw battle We have brought the ability for the clan creator to transfer the creator (founder) status to another person We have added the ability for officers to promote other members to officers Clan warehouse expansion is added Blueprint and permit changes Blueprints of Rattlesnake heavy, Ingermanland, Niagara, Wappen von Hamburg have been added to game (they all require permits that were added to the admiralty as well for victory marks) Ocean, Santisima and Pavel permits are now available for victory marks Bucentaure, 3rd rates and HMS Victory permits are available for combat marks Fixed bugs: Fix the bug which did not trade the ship you were trading to your counterparty (thanks to Banished Privateer) Finally fixed the bug with random teleports in the world Fixed the bug when the player could be present both in the OW and the battle instance Fixed the bug which randomly removed the player from the open world if he Alt F4 during exit from battle Fixed the bug which did not update the Open world speed if the fleet was dismissed Fixed a ship duplication exploit (thanks to Banished Privateer) Tunings Agamemnon now requires shipyard lvl 2 NPC no longer can gain hostility by sinking other NPCs Tow to port does not tow you to county capitals anymore (to fix the potential PB exploit). It sends you to common deep water port, but excludes county capitals Ships sink a bit longer Permit prices were rebalances slightly Trincomalee side HP and thickness was buffed slightly NPCs no longer sail rattlesnakes, Niagaras and Ingermanlands War supplies can now get 100% hostility Removed the outdated ability to leave the battle for the side with large BR difference After this patch is stabilized we will be starting to work on Unity 5 transfer Update: Hotfix 1 (07/18/2017) Mark limit increased from 1000 to 10000. Lost marks due to previous limit were compensated via redeemables. Fixed bug with contracts not listed in port shop. Fixed bug with invisibility state after battle is over on players that left that battle earlier. Some UI fixes in the conquest tab Update Hotfix 2 (07/21/2017) Fun for everyone The exclusive content despite being a good idea is not received well by the players. Victory marks could converted from combat marks on all servers. Players of less competitive nations would be able to get access to victory marks using pve or pvp (but a bit slower). Speed upgrades and skill books rebalanced (severe nerf) - total bonuses from speed upgrades and wood types won't exceed 22-23% (previously 45% which was too much) Wood types speed characteristics slightly rebalanced as well (http://i.imgur.com/Siq9RRa.png - changes in yellow) Caps for thickness, armor and sail hp increased by 5% Victory marks will only be granted to captains with rank post captain and higher Fix bug when forts and towers did not spawn in battles Update Hotfix 3 (07/26/2017) Crew sailing requirement reduced for speed upgrades and skill books Conquest information changed to provide more clear information about conquest mechanic Wapen von Hamburg naming corrected Fixed bug with NPC ship distribution in ports (thanks to Captain Banished Privateer) Update Hotfix 4 (07/28/2017) Some survival upgrades rebalanced (significant boosts to repair time reduced) Leaks rebalanced (it will be possible to sink ships with penetrating holes under waterline again) Ship capture from NPC returns to PVP servers. All ships from rank 7 to rank 5 are captureable from NPCs. Update Hotfix 5 (08/15/2017) Fixed bug that allowed both repairs to be used on the ship if you recaptured a captured ship (Thanks @Moscalb) Fixed bug that sometimes shown the negative time on the battle entry timer Added ship names to escaped and captured ships in the Tab Interface Significant streamlining changes to crafting levels and ship crafting XP due to ship capture ships are now unlock in groups (by ranks) to give you the chance to craft popular ships instead of forcing you to pass through ships no-one wants overall xp level required to progress is lowered
  10. 65 likes
    Captains. Wipe patch is coming this month. The following content will be deployed to live servers. The deployed content is going to be more stable as it was properly checked on the testbed servers by a QA team and our amazing community volunteers who spent a lot of time on the testbed and provided a lot of feedback on bugs and improvements. Estimated time of deployment of the patch is between 15th May and 24th May. We are testing the Nation change item (Forged Papers) now that is absolutely critical for the problem-free delivery of the wipe patch. Here is what you can expect in the patch to live servers. New changes: Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking). Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle. New sounds system is implemented. Crew responds to your actions and intensity of combat. All ships now have 1 durabilities with the corresponding change of required resources. You can now use the hold of your fleet ships. New perks are introduced for fleet management Admiralty store has been added. The following rewards were added (names are temporary and might not survive) PVP marks - for high end frigates permits and skillbooks PVE marks - for certain ships, skillbooks, resources and some other items Conquest marks - for port battles and permits for lineships Trading Manifest - reserved for potential future use. Each reward can be used for exclusive content in admiralty stores. PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists. Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers). Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future. Perk reset cost introduced - to reset your character perks you have to pay 50 PVE marks. Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards. Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming Ship paints can now be stored in clan warehouses. Chain shot damage fall off from distance implemented and added to game. Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details) Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies. Bot routes and npc fleet composition significantly improved. Guns are now sold in units and can be crafted. Rookie zones removed. Rookie capitals are added back to respective regions. (Details) Assign crew functionality in instances updated and somewhat improved. Resource transport between free towns removed Ship transport between outposts removed Teleport to freetown removed. Outpost to outpost transport is now only available between national towns. Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back). Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery) Shipyard is added back and is a required building for ship crafting Lineships blueprints are now available in the admiralty. Lineships require permits to construct Gifted perk removed Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty. Antigriefing is now based on curve - not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force. Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. This requirements is not valid for trading vessels. Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. . Contracts on cannons can be placed in stores. Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated. Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over. Player exiting battle spawns in the open world. If you alt-f4 in battle you will be sent to the OW after battle If you exit the battle and do nothing - normal disconnect mechanics will apply. You can now loot hold from sinking ships if you are near the sinking enemy vessel. NPC Ship capture on the PVP server From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore. PVE Server: NPC ships will be capturable on the PVE server with no restrictions. PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders Alliances tab disabled temporarily until alliance rework Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. (Details) New planking trims added to game. Redundant trims removed New wood types added to game Invisibility added when exiting battles under following conditions Both Sides will receive 1 min invisibility on exit. You cannot be attacked or attack during invisibility. Invisibility persists even if you die and spawn in port (lets say Free town) Cannons can now be stored in the warehouse Tunings: Map zoom increased 2x in commander tablet Port battle time increased to 105 mins Accuracy and damage from land based guns increased by 15% Points for kills increased by 50% in port battles instances Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds If you sink in battle you will still be able to see the compass and wind indicator Brace command is now a toggle All contracts that are more than 15 days long are going to be automatically cancelled from now on. All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles). Military NPCs now sometimes drop repairs as loot Sugar added to many regions as resource - for rum production Boarding preparation growth increased Perk points are given to player faster - you will get 10 perk points 2x earlier. Crew requirement lowered on 4lb,6lb and 12lb carronades Tow to nearest deep water port do not check the hold weight any more Redwood logs abandoned; blueprints using redwood now use lignum vitae. Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed Fire damage is increased by 25% Split function is improved Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback) Fixed Rattlesnake figurehead bonuses bugs Added a tooltip to cannon crafting blueprint Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew. PVP content in the admiralty store rebalanced. PVE server will have different prices and mark conversion options Fleet and fort kills are properly counted to your fleet if you did the most damage Added a button to sink a ship during cargo transfer interface (to receive kills and assists) When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them Recently killed flag is not given if you were sank by NPC Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced) Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat) Minimal crew requirement lowered on all traders Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports. It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds Copper mine building removed, copper removed from all blueprints. Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels) Changed NPC production limits on certain resources Port battles now properly allow PB battle points for recently killed captains (including pvp marks) Fixed bugs: Ship reverse speed bugs fixed Trade window bug fixed (players lost their ships they traded via trade window) Cargo duplication bug fixed Fixed bug that did not allow to access hold for NPC ships in missions and events Fixed bug that allowed to receive marks for basic cutter Fixed bug that allowed your sank vessel to magically appear in the BRS screen Fixed a memory leak with open combat information window. Fixed UI bugs in ship to ship transfer Bug causing blueprint drop during breakup removed Fixed most bugs not giving rewards for sinking surrendered ships Shipyard and workshop resource requirements bug fixed. Several instance crashes bugs fixed Fixed bug that did not allow you to craft even if you had a free slot in the port Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances) Fix bug that allowed ships added to fleets without the perk in outlaw battles Fixed several bugs with hold informational updates Fixed bug that allowed bots to repair guns indefinitely Fixed bug that increased deceleration on the Cutters A lot of minor bugs fixed One more hot fix will be deployed to the testbed before the wipe patch, the team is fully focused on the delivery of the wipe patch to live servers. this topic will be updated with clarification and cross links to detailed information on some of the issues mentioned in the notes.
  11. 64 likes
    Player saddam will be banned from game for 2 weeks with full reset of his in game progress. Other players are still under investigation New group type will be created Port battle fleet allowing 25 members Port battle fleet if attacks or if attacked will be pulled into battle in its entirety (if in the pulling circle) and will ignore other ships of your nation in the pulling circle All other ships will have to enter using reinforcements. This will remove the ability for your nation members to interfere with your port battle fleet and if you fleet is full you have 100% guarantee of unwanted ships getting into the battle or splitting your fleet.
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    Content plans for 1H of 2017 We will keep it short and only focus on new features or important points Admiralty Certain activities will provide marks of victory, honor, conquest that you will be able to convert to exclusive content or buy other activities. Hostility system will get dropped and port battles will be arranged by purchasing them in the admiralty (simliar to the old assault flag system but without exploitation). Lord protectors might return to provide some clarity for port battle timers. Mission changes We believe the game was actually better before missions existed. As a result missions might turn into dailies. Hopefully we have enough time to tie them to admiralty orders and admiralty related organizations which will provide their own missions. Raids Raids will be implemented. Pirate mechanics reversals Pirates will be able to attack each other again. We found the way to eliminate exploits in levelling or hiding. Implementation of rookie zones and later admiralty events now allows us to do it. Pirates attacking pirates will create a unique FFA instanced battle. We are not sure yet if we want to split pirates into two groups The Pirate Republic of Nassau under black flag acting as nation and Outlaws – real pirates under red flag of Moody with no Capital. Smugglers might get disabled. Initial goal of smugglers was to provide risky trading with enemy nations, but exploit fixes made this feature something else. Officers Officers will be removed and will perks will moved to the Captain him/herself. Officers might return in the future in a more traditional role and implementation. We are also considering a reset/retire option for veterans who will be able to retire, and start a-fresh continuing a dynasty. NPC changes Bots will change and will start changing from January. Privateers will be added to the OW attacking players and traders in enemy waters. Elite NPC captains will also sail around and join battles from time to time (like before release) User Interface changes Self-explanatory Localization into main European and Asian languages Self-explanatory Final player ship voting event - previous voting can be found in the shipyard. American ship pack Kickstarter event. We constantly receive requests to improve USS Constitution to the level of new ships like Endymion. Constitution was the second ship we built in NA. To make it happen we will arrange a Kickstarter to fund this project. The Kickstarter will also contain additional US based ships on stretch goals. If this event is successful we will set up such events for other underrepresented national vessels too. Content tuning, fixes, improvements of current features Community relations heads up In 2016 we have been very active on the forums, responded to you multiple times a day, participated in the discussions, argued with you and sometimes fought with you. We found that our openness/directness started to be used against us, sometimes because of us. We will be doing some changes in the way we talk and discuss things with the community. 2 Half of 2016 development list is here Once we get more clarity on the estimated time to code everything in we might provide the list split into monthly patch plans.
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    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)
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    Hello Captains. Here is the development roadmap for the next 3-6 months for your consideration. Significant milestones Move to Unity 5 (complex task with unknown ETA) Current version of unity does not allow us to add more content due to several limitations of memory and the engine. We cannot add new ships because of 32bit application (thats why a lot of ships were removed from game engine to just allow us to patch the game after the introduction of the new sounds. Move to Unity 5 might also increase FPS across the board due to improvements to the engine in general. Port UI complete rework - self explaining. Open world UI improvements - once 1-2 is done Battle UI improvements - once 1-2 is done Localization into first batch of languages - once 2-3-4 is done spanish french russian german simplified Chinese During these milestones the development will slow down and there will be less patches and hot fixes. Especially during the Unity 5 transfer. Once transfer is made it will be provided to testbed for testing. Tunings Finalization of conquest and conquest rewards Additional PVE content (missions, raids other improvements) Finalization of PVP Rules of Engagement and PVP rewards If you think something must be done asap and added to the tuning list please provide list of 3 changes most critical to you or to those who you play with. Example how it might look like Add speed increase during invisibility timer Remove conquest marks and replace them with additional labor hours per day Bring back pvp rewards and pvp exclusive content and increase pvp financial rewards by 50%
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    We are sorry to inform you that the port battle of cap francois is under review If it is found that the battle was arranged the participants will be demoted to thiefs and guarde marines. Again sorry for the inconvenience. Please avoid toxic comments in this thread
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    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.
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    In today's port battle for Cap Francis, pirates exploited to avoid a 25vs25 PB and win the defence without contest. The following pirate alts were involved in the exploiting: [CRT]GriezMann Saddam [FUHRE]Sir Sepp Stuart The accounts GriezMann, Saddam and Sir Sepp Stuart sailed with our PB fleet in Lynxes and basic cutters. GriezMann tagged a small fleet of pirate frigates to drag our PB fleet into battle just 10 seconds after the PB started, while we were 500 meters from the edge of the joining area and waiting for the 2 minutes to pass in order to ensure that all our players would get in. There was no pirate screening fleet in the vicinity that would be anywhere near enough to drag our fleet into battle. Inside the PB the pirates had less 25 1st rates. This was clearly an intentional action to prevent the PB from happening. The use of lynxes to tag also meant that some of the 25 slots in the battle we were dragged into was taken by the 3 exploiting players and their fleet. Meaning that some of our L'Oceans that were inside the pull circle were not dragged into battle and were left outside as easy pray alone for other pirates screeners to capture. Inside of the battle we were pulled into, Sir Sepp Stuart and GriezMann quickly left, while Saddam stayed in the battle to do Green on Green at our 1st rates to keep them tagged. In the end we had to sink his basic cutter to get out of there. By the time we were all able to leave the battle the port battle was already over at 850+ points. Several F11 reports were made from the battle and can be checked. Several chat violation reports were also made from within the port battle. Screenshot: From the PB: If stuff like this is not dealt with, RvR is pointless. A 25 ship PB rate fleet should not be possible to split up like this. When sailing together like we did they should either all be dragged or none. And alts should not be allowed to drag PB fleets into battle to grief them like this. Because of this the port was defended without a single shot fired in the PB, even though the defending fleet would have been outnumbered severely. We request that the Danish 1st rates that were lost outside the PB because of this griefing and exploiting are returned to their rightful owners, and that at the very least, invulnerability is removed from the region or the region is turned over as rightful spoils. The offending alts should be banned, and anyone connected to them should have their steam accounts banned as well. Clearly, demotion to first rank is not harsh enough of a punishment to act as a deterrent.
  18. 47 likes
    Here is a short update on ship crafting and crafting XP There will be no more dropped rare blueprints. Crafting XP will only be granted for crafting ships Ships BP will be split into two groups 1) Available - most ships that unlock based on rank (not based on grind) 2) Admiralty or other organizations - blueprints available for marks (pve/pvp/conquest) or loyalty points (or that organization level) Certain high level ships will require admiralty items for construction (available from admiralties for marks) for every ship built. As a result. All ships (except for developer gift ships or potentially 2-3 premium vessels) will be available to all players with clear way to receive them based on their effort (and not luck).
  19. 47 likes
    Based on the player feedback and design deep dive internally we now think that limitation on economy slots should not be done. It will work only when ports could be controlled by clans and when clans can invest into ports to increase the number of land plots available bringing more players to their towns for taxing them. Before that this feature will hurt small clans and solo players. Topic can be locked now.
  20. 47 likes
    Dear Captains. We wish you wealth, health and happiness and hope that 2017 will be amazing for you and your families. A special new year gift (a rare ship) will be added to all players on the 1st of January 2017. Name of the gift ship is Wappen von Hamburg: a unique german convoy vessel. To receive a gift you will have to have an account on that date. So if you bought the game and have not yet played - please log in and create a player before 1st of January. Ship will be added to the redeemables. Merry Christmas and Happy New Year.
  21. 46 likes
    1. All servers are global, that's what the Devs say and that's why US and EU servers got same settings and rules and timers regardless their name or location. This is the way it works, no one can shut down a server during night or block Asians or Americans or Aussies from playing the game while others sleep. Spanish can have Mexicans playing during their nights, Frenchies some French-speaking Canadians, there are lots of options. Also the smallest 3 nations should get indicators like 2x EXP / GOLD with such information at the nation choosing window to encourage more wise spread of the players across the nations. 2. Currently the biggest problem is low server population caused by several reasons: - Mistake of Devs talking about wipe (many players that quit think wipe will be soon, they don't come back until wipe happens, even if it won't. The only current official wipe is before the final release of the game) - Fine woods took down lots of the players from the game - Nations knocked down suffered a lot, this includes Spanish, US, Dutch nations, whenever nation gets knocked down to a few ports, players tend to quit, switch nations. There must be some kind of official in-game treaties, call for peace, end-war diplomatics etc. - Lack of blueprints for Endymion, Indefatigable, Gunboat, Wapen and rare blueprints really harsh to get (Exluding Santa Cecilia which is meant to be semi-premium reward ship) - Pirates quiting because of lack in additional Pirate Mechanics and Raids - Solo hunters / Sea Wolves / Privateers quiting because of massive AI fleets spam and difficulties in hunting alone (2x AI escort fleets, lots of AIs arround, forts and towers spammed arround). This just encourages hunting in massive packs, big fleets of Surprises or other fast ships scouting areas, "ganking" and destroying players with force not to bother about forts and NPCs. 3. Old players are burning out, quiting but not many new players are coming to replace them. This is caused also by several reasons: - High price of the game in Alpha / Beta (More like a price for final version of the game) - Lack of advertisments / reviews / promotions / sells / "Free Week / Weekend etc. - Not user-friendly GUI - Lack of basic tutorial, new players vanish quickly as they got no idea what to do at all 4. Devs seem to be having weird development priorities, somehow all the time implementing things "wanted" or "suggested" by players that we have never heard of or seen or they get implemented in the totally different way. Stop wasting time on implementing stupid things or low-priority. There must be a community voted development priority, just like in other EA games. Things that are a huge question / mistake / failures in this game: - Pray button (a Devs joke? Real feature?) - Fishing salt??? - Mast Thickness changes (stupid and not expained, tried to be fixed by some hotfix but failed) - PvP Events (Originally were meant to be like Fellvred Small Battle Events, turned to be OW zones. No balance, no fairness, gankfest). Changing this to 6v6 will not fix the problem, dear Admin. - Implementation of Ship Structure (3rd HP factor added on test server). I believe none of the players asked for new damage model, we have other high priority things needed to be done. 5. Bugs. There are many bugs in this game for months and years, acknowledged by Devs and "known", but not as important to be fixed soonish. All of the bugs should be in high priority to be fixed. Game with hundreds of bugs arround is not a good sign for new players, unless some new bugs popup after new patch. I would rather see a huge patch fixing all known bugs from past then new damage model added. Just looking of how playerbase had to push by force fix of the alliance bug several times making the Devs quite upset by forcing to fix it makes me feel said that such "bug fixes" are not in high priority. 6. Server Merge, many PvP 1 want to enforce the merge, the last standers of PvP 2 tries to defend it... I can only say that the merge is rather not going to be a success until the servers and network gets an overhaul and overall optimization. For some players pings are sky-rocketing during huge fights, random disconnects, delays, new boarding must be added not influenced by PING (we saw pics). Better options to reconnect to the game (The "BATTLE_OVER white window forcing us to close the game and launch again to get back needs to be gone and several other things) 7. FPS improvments. No matter what, but Having Port Battles and just turning everything to the lowest settings, ships shoting with visual delay of 30 seconds, players with best GPUs and CPUs playing the lowest settings with 10-15 FPS, this needs to be gone. 8. Low response / dialogue with Devs. The biggest Devs activity is in Tribunal / Support and maybe some feedback threads. Other than that it's silent, queit. This doesn't feel right. 9. Detailed changelogs. We are the beta-testers. We need to know what has been changed. Don't force us to look into API or find changed on our own. Changelogs in form of "Minor bug fixes" or "Some speeds of ships changed" are a semi-message "you got a changelog, now f*ck off, we are busy". Cooperate with us, this is not closed development. 10. Economy based on gold / currency without coverage. Basically all players can be farming / producing infinite amounts of in-game currency which is gold. This leads to abnormal inflation or hiper-inflation, ridiculous prices, players being super rich. The in-game economy needs a balanced market with coverage. There cannot be hundreds of players with 50m gold in the pocket... 11. Lack of OW content while sailing, sudden ship wrecks, special triggered events, unpredicted events, special fleets, secret burried treasure? To remove static sailing through the sea without expacting something to happen any second ____________________________ That's quite a wall of text from me, hope I won't get warnings nor bans haha, feel free to comment, discuss, troll, like it, subscribe, follow, send memes, tip and whatever folks do in internet.
  22. 46 likes
    Hello Captains. Land in port battles was deployed today. This is an experimental feature and will require a lot of testing and tuning. Key concepts. What is removed Removed - battle circle of death. It will be no longer necessary as we found the way to completely eliminate the need for kiting, running and griefing in port battles. Removed - BR difference requirements. It is no longer necessary due to objectives in the port battles. Control objectives and you win the battle. Removed - Tower requirements. If you controlled key points in real world port battle towers and forts would eventually surrender. Towers and forts are no longer a requirement for victory. But they are still going to be present and sometimes make things easier for the defenders. Tower and fort placement will be based on their current open world positions. What is new. Port battles will be conducted in the harbors of regional capitals Tower and fort placement will still be somewhat random but their number will depend on the city size. If new port battles will be fun some forts could be placed near objectives. Entry to port battles. Entry to port battles will be purely positional from the open world. There will be two large circles around the port. Defenders can enter anywhere within the smaller circle. Attackers can enter anywhere in the large circle sometimes attacking from several different directions. Initial wind will be determined from the open world on first entry to the port battle. That wind will stay static for a certain time and then will change based on the old proven formula sometimes providing equal opportunity for both sides. This means that timing the port battle start and entry matters and attackers have to carefully decide when to enter the port battle. Capture zones (a-la BF3 conquest mode). 3 1.5km circles are placed in the harbor. Controlling those zones gives points. Sinking enemy ships gives points to your side Losing ships subtracts points from your side Destroying towers and forts gives additional points (approximate time to destroy a large fort for a perked mortar brig = 12 mins) The side which gains 1000 points first - wins Alternatively you can get an immediate victory if you sank all opponents (or they all escaped exiting the battle). To test the port battles properly we suggest the following to reduce the cool downs between failed port battles and won port battles to the minimum provide ship chest reward for successful attacks or defensive action to all participants. Concerns Some port battles will be immensely fun due to harbor geography. Some battles will be very weird (especially in narrow passages). Some harbors will favor attackers, some harbors will favor defenders. Example of entry circles and capture points attackers will be able to enter anywhere from the outside circle, defenders will be able to enter anywhere in the inner circle. Approximate time at good wind to sail through all capture points is 25 mins on the good speed frigate. Against the wind it will take up to an hour. Thus attackers will have to control wind carefully. Points distribution Kills/Sinkings Sinking enemy ships or losing your ships grants points according the following scheme. Lineships 40 pts All other ships 25 points. Because entry to battles is limited by battle ratings we believe that all ships are important to victory. The system with different points for ships is also supported. This also provides somewhat equal time for both battles (because if cutters are worth less - battles in light ships could last a lot longer). Forts and towers. Towers 50 points Forts 150 points Capture zones Captured zone ticks 2 points every 5 seconds. If attacker controls 1 zone and if defender controls another (with third being not captured) no points will tick for both sides. For points to tick your side has to control more zones than the enemy. 1 ship will capture the zone in 120 seconds 3 ships will capture the zones in 30 seconds. Zone can be captured if you have more ships in the capture zones than the enemy. It does not matter which size of vessels is in the zone - to promote diversity. So 2 frigates will capture the zone even if there is 1 enemy victory is present in the capture zone (of course 1 victory will not sail alone and will try to be in the main line with escorts easily sinking those frigates. All numbers are initial and will require testing and tuning. For testing purposes cool downs on port battles were reduced. Failed PB can now be repeated in 1 day (instead of 3) Captured regions now can be recaptured in 3 days (instead of 10) Paints and Ship chests from events are added as victory rewards to port battles (both attacking and defensive victories) To improve the ability to enter the port battle from distance if the port is behind land you can now click on buildings to bring the entry screen up. (you can still click on swords to enter the port battle). Battle result screen camping fixes Battle result screen camping options were reduced. For the discussions on this topic please visit this thread When the battle is over you will now have 2 options: Exit to open world within 5 mins Exit to the nearest friendly port If you don't exit to the open world in 5 mins then you will only be able to exit to the nearest friendly port. This feature solves 2 important problem - sitting in BR screen to deny battles, wasting time for you and those chasing you. And camping in BR screen to attack unsuspected players from the safety of the BR screen. Other changes Some upgrades, perks, regional bonuses increasing ship speed were reduced. Speed adjusted for 2nd rates, 3rd rates and HMS Trincomalee Mast HP was modestly increased (30% on average) Speed penalty for reinforced masts was slightly reduced Сrafted quality bonuses were slightly reduced Gun repairs slightly reduced Some boarding upgrades bonuses reduced Determined defender perk was removed. If you have DD it is a useless perk now. Bot routes were changed to reduce dense NPC distribution in certain areas Bot composition were changed to reduce numbers of line ships Number of forts and martello towers now can depend on the city size (1 fort + 1 tower for smallest cities 3-4 forts + towers for largest cities) - this feature will be tuned further going forward. Free camera (with some limitations) returned to the open world. Fixed bug where towers were shooting at captured ships on your side Several other minor bugs fixed
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    Hello Captains. We would like to share some information on the potential changes to conquest. Current Problems New player experience is uneven and heavily depends on the nation you join. New players who come into the game have completely no information on what is the state of their nation they just joined. Sometimes they join a happy strong nation, but often they join weaker nations As a result players who joined a stronger nation have a much better experience than players who joined a weak nation and leave the game. Current national conquest system (take everything from your enemy) reinforces this problem. Fluctuating online increases the problem even further - if you nation has 10 captains left you cannot play normally because you become completely uncompetitive in conquest, which in turn reduces quality of other types of gameplay As a result most new players (who did not join a winning nation) become unhappy populace and leave the game instead of having fun. Alts. Alts interfere with conquest. There is not much to add Solution Decree on the changes in the political systems in the Caribbean. Initial proposal European and North American (current nations or further Nations) powers will agree to not give away ports to other nations. Updated version: Nations will not give away ports only in certain areas (main coast). The ports in the center of the map will be capturable by war corporations for their nation (but they will be able to tax them) Captureable regions Cuba (with the exception of havana) Jamaica Bahamas Lower parts of florida Hispaniola Turks and Caicos Puerto Rico All minor island chains Capitals for two nations might move to a more appropriate safe place Port royal and havana will still remain secondary capitals but the spawns of new players Might be moved to Sisal Bridgetown or Belize Pirate republic capital might move to Nassau (with a secondary capture able capital in Mortimer) Hard/Easy/Medium descriptions will come back to nation selection Pirates/Sweden/DK - very hard VP/France/United States - medium Spain/Britain - easy Nations will close eyes on the privateering activities in the Caribbean region allowing free combat in the region. Nations will start taxing all activities in the caribbean (stamp tax) on all purchases, mining or forestry and player to player trade Nations will grant charters (allow to create) for new type of chartered companies: war corporations or clans that will be allowed to establish control over regions in the Caribbean. current guilds and clans will remain the same new chartered war company will be able to be created by players for the purpose of region control and taxation. Current guilds will be able to enter to ally - forming war corporations Captains who are not a member of a chartered war company will be able to enter any port in any ship. Removed as it will create a lot of confusion and potential grief Members of a chartered war company will be able to enter the following ports national ports ports other chartered war companies of their nation control all other ports where the governor allowed entry (this is still under consideration) Nations will allow such chartered companies/corporations to tax regions that they control Chartered war companies will be able to change tax to lower or a bit higher than a government level. All tax collected in a port will go to a chartered war company for the development of that region. Only chartered war companies will be able to participate in the port battles. Only clan (war company) who is attacking the port and who is defending the port will be able to participate in the port battle. so for example if East India Company will decide to take control of the region from the Hanseatic League only captains who are members of those companies will be able to enter port battles. They will be able to do it even both companies belong to the same nation. Nations will allow chartered war companies to freely attack each other even if they belong to the same nation. This will allow chartered war companies to settle score between each other if they believe someone is interfering with their chartered activities This feature will make ROE hell. It is impossible to make it work while keeping it simple at the same time. To make it work nations mush be removed or pve player class created (NCO rank who cannot pvp and cannot be attacked) To keep national unity War corporations will not be able to attack each other on the open seas if they are in the same nation But War corporations will be able to fight each other for control of the ports (only in port battles) Chartered war companies will not have a warehouse but will use a special port warehouse assigned to a war company by a port (1 warehouse per region) Because warehouse is city based if another chartered war company conquers the city (takes control) it will gain access to that warehouse with all belongings including tax money. This means the chartered war company will lose all tangible assets (with the exception of ships) if they lose the port to another clan Removed as fake feature - it is very easy to avoid losing assets in port by moving to peaceful friends or alts to make this feature work we would have to reduce quality of life for other warehousing services and we don't want it. Captains joining war companies will have to serve a minimum time period and will not be able to exit the company for certain time After exit they won't be able to rejoin a company for a certain time (to avoid jumping back and forth between war companies). Potential results: This will completely eliminate alts from conquest and will stabilize the map for new players who will have an equal experience irrespectively of the nation chosen. Lets discuss. Systems rework might take some time, but will be delivered with tweaks found during the discussions in this topic. In this matter we recommend captains to not sweat much about conquest until this feature is done because map will be reset to its original state once this is implemented. UPDATED SHORT VERSION (simplified based on feedback and discussions War corporations and national unity Clans will be able to form war corporations Port battles will ONLY be available to war corporations War corporations will be able to change tax rates in ports (for example if the standard national tax rate is 15% war corporations will be able to reduce it to 0 or raise up to 30%) War corporations can fight other war corporations in the same nation ONLY in port battles War corporations will be able to set their controlled port as free town (enterable by all nations) or as national town (enterable only by their own nation) War corporations will have to vet their members themselves but if they do it properly alts will no longer interfere with port battles Hostility changes will be done Hostility grinding will be removed Some kind of flag will return - but the placing time will be increased to 30 mins to give time to respond Potentially we can bring back timers set by governors Regions Regions will split into individual ports for conquest (tentative) All ports will be split into captureable (all large islands in the center of the map and island chains) and non captureable - coasts All capture able ports will change status to neutral after reset History fans can relax because in 2-3 weeks port captures will shape the nationalities of ports themselves. New players will come to a live fluid map, which will have stability along the coast and constant instability in the center. Rare resources will move closer to the center of the map.. the closer to center the more potential profit would be on trading Some resources required to ship of the line construction might also move to center Map will be reset Coastal experience Some capitals might be moved (with simple ID change so you don't have to reposition your resources). Or we can just move all assets players have to redeemables to give more options. Free towns will be removed from the coasts Reinforcements in coastal ports will come back to game (as fleets no longer give xp) to those who don't remember this is how they worked If BR of enemy was higher than yours if you were attacked near your national port, the port would send you the support equal to the difference between your BR and enemy BR. For example - if you were in a surprise and were attacked by two surprises port would send you 1 surprise to support you in battle (which you could command) Potentially clans will be able to invest into improving port reinforcements class Additional wipe announcement. There will be no asset resets/removals or wipes during this rework. Only map will reset (which will cause some inconvenience when moving resources).
  24. 44 likes
    As we go post wipe, can we get a better spread of 'key resources', for example Live Oak. We don't need 100 places that build this. I think having perhaps 6-8 ports spread far and wide with the 'rare' resources would be about right. Make these Ports worth fighting over. And please no heavy woods in shallows.
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    Captains. Please pay attention to the important announcement regarding the pvp servers PVP EU will be renamed "Caribbean" PVP global will be closed down All assets from the PVP Global will be transferred to the redeemables tied to steam account including combat and crafting xp slot xp knowledge books learnt ships money and monetary costs of buildings and outposts and dockyard slots resources clan warehouses are under review - we will try to merge them too to the officer who logged in last Defence timers will come back: clans will set the 2-3 hour defense timer that will be used to set up port battles Defence timers will cost 100k per day, clans can choose to not setup the defence timers if they choose to do so. Next day port battles will be partially abandoned. Majority of port battles will start the same day from the hostility generation. If you raise hostility before the defense timer port battle will start during the defense timer (which sometimes mean immediately) you raise hostility at 2pm UTC defense timer is at 4-6pm UTC Port battle will start today at 4pm UTC if you raise hostility to 100 from 4 to 6 port battle will start immediately if you raise hostility after the defense timer port battle will start the next day during the defense timer you raise hostility at 8pm UTC defense timer is at 4-6pm UTC port battle will start at 4pm UTC the next day TLDR: One world - one pvp server. Discuss.
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    Christmas is near.. so I've been working on a little wishlist regarding changes / features I'd like to see in Naval Action.. Just a little brainstorm - I've stolen some suggestions I liked Feel free to discuss Dear Santa I have tried to be a good boy this year and sank as many pira... emm... BANDITS as possible =) In return I would like to present you my wishlist for this years christmas Buy-Contracts for ships, pretty much self-explaining Nerf or remove current PvP reward modules, add paints instead (even if they are only 1 dura; I'm sure it would be a much appreciated feature - I know for a fact there have been some 1 dura paints given out for "testing") Leave the safezone's size untouched BUT make it so only players up to and including Flag Captain (650 Crew rank) get to enjoy it - IMHO a more experienced player should not experience a safezone in a pvp mmo game - That way a player can still try out a ship of the line, 3rd rate or bellona, while being completely safe Allow clans to "hire" up to a certain amount (e.g. 5) of players from different nations and invite them to battle groups, and join their Port Battles ... Nerf the Wasa "Disguised Perk" which hides your name for enemy nations until you are in battle - Players of your nation can still see your name though Remove most of the speed modules - Before the big wipe we only had Copper Plating and Speed Trim (-10% HP), and it worked out perfectly fine. Let wood be the deciding factor. Introduce an exponential reward curve for PvP - a 10v1 should not be nearly as rewarding as a 1v1 - Limit it to 200% rewards (maybe for 1v3) to avoid exploits Slightly buff Carronades Limit chain shot Introduce Control Perk as a default mechanic for every battle Make the santa cecilia more accessible Let players vote for a Commander at the beginning of a battle - The commander can then draw stuff on the map (M), e.g. the general direction, focussed target, or whatever - Useful for bigger battles (especially port battles)
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    Captains Patch have been deployed to live servers today. Solo orders are now available for all ranks (despite they were reducing the feel of the hunt - players loved them). It was a mistake to remove them before mission agents were implemented. Basic cutters are no longer pulled into PVP battles with the following conditions basic cutter cannot attack other ships (including basic cutters) basic cutter can be attacked basic cutters are not pulled into battles if you attack another ship basic cutter ARE pulled into battles if you attack a basic cutter Snow HP is increased Trader ships can now carry cannons - and will carry them. This will allow cargo hunting and baiting unprepared privateers. Trader ships overall speed slightly reduced (by 0.4 knots) Deceleration times reduced for the following vessels Cutter Pickle Brig Navy Brig Snow Cerberus Frigate Belle Poule Essex Indefatigable Pirate frigate Snow, Cutter, Lynx speed slightly increased Sailing rigs and refits rebalanced (with speed bonuses reduced) Defensive War supplies dumps now give correct decrease of hostility Crafted set bought by freetowns now contain more shipbuilding materials (to provide more ship building options for players operating from freetowns NPC will sell those resources they bought at cheaper prices ROE timer problems fixed and some timers are tuned. Players will no longer be able to attack directly from invisibility Invisibility timer reduced to 30 seconds (players coming out of invisibility won't be able to attack for another 30 seconds) Battle closing time reduced to 3 minutes from 5 minutes Demasting rebalanced. We were not satisfied that too many pvp fights focused only on demasting and it will be much harder to destroy lower mast sections from now on. Labor hour costs of repair rig materials became lower Lower caliber guns costs were reduced Loot tables updated and npc combat ships will drop rare refits and admiralty skillbooks (previously only available for pvp marks) Endymion now uses correct pumps (and no longer requires 60 men to operate) Fort positions updated for several ports Furnishings price changed from pvp marks (25) to pve marks (300) Discuss
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    Raids They will provide an opportunity for a group of people to raid and rob any port in the Caribbean. Ports for raids will be defended by a random number of NPC ships depending on several factors from city size to port status or other parameters. Basically you can get lucky and find a rich lightly defended port or you might have to fight through 20 ships and find dirty socks. Sometimes letters will drop telling that certain ports have good resources stocked and in this case you are better of not linking that letter to chat as the port will be raided. But there is a PVP twist. Raids can be invaded. Any player of the allied nation who owns the port can join the instance and take a NPC bot ship helping them defend the port from the raid. This can be done by two methods. You can enter the raid on defending side from the raided port You can enter the raid using invasion ticket (available for battle ensigns in the admiralty) Successful raids give City keys (marks of conquest) and port resources. Port resources are split for all participants so the less captains you bring the more rewards you get. You also have to get them to the nearest friendly port after a raid unless you are in a raiding trading ship with smuggler flag.
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    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)
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    This was a day of joy when we found out that we could access ships cargo in the battle. With all my heart I hope that this beautiful mechanic of looting in the battle will be used to its full potential. Specifically allow players to interact. I think that today Surrender mechanic in the game mean that surrendered party lost without any chance for recovery. It also means that as a winner I have no choice, but to destroy or take surrendered player's assets. Surrender mechanics should open interaction between the winner and the lost parties. Proposition. The surrender mechanic comes in two stages. First stage is Surrender. Second stage is Abandon the ship. If player wants to surrender same way as now he first hit Surrender then Abandon Ship. It will have exact same results as now so surrendering player in control of HOW he wants to surrender if he wants to do it in the old fashioned way. When player Surrender the battle is NOT over yet. It continues. What it means is that surrendered player has lost control of his ship. White flag is up. Sails are down. He is out of combat (cant control his ship), but still in possession of his ship and the battle timer keeps ticking. As a pirate I have an option to park next to him and inspect his cargo, thus gives me number of options: 1. If I decide to loot I will transfer goods to my ship; 2. If I decide to sink him I will by pressing Sink button (player and his crew lives); 3. If I decide to let him go there should be Let Go button. Pressing Let Go surrendered player gets back the control of his ship even after I looted it 4. I may ask for ransom instead of taking player's goods, which means that any ships which are stationary and in close proximity should be able to open trade window and exchange loot and money. 5. If I simply leave the battle the surrendered player automatically gets back the control over his ship The BATTLE is OVER only when the battle timer has run out, or one side left or sunk. Surrendered player may abandon the ship any time after he surrendered, thus also ending the battle.
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    News flash on the situation in the West Indies. Upheaval in Europe Colonial navies of 3 European Nations will start arriving to the Caribbean in the beginning of next week. The estimated point of arrival is not yet known, but rumors point to Shroud Cay. It is already known that colonial navies will have no capitals and will have to establish the base of operations by conquest to get access to resources and admiralty services. Captains who were sailing for foreign nations will be able to change allegiance by means of forged papers that will be provided to all. Captains who want to be ready to switch to their new nation right when patch hits could prepare by closing outposts in national towns moving assets out of them to neutral or free towns. On the economic front The windfall tax allowed governments to find the way to provide tow services to captains. From the next week captains will be able to tow 3 ships per day to an outpost of their choosing. To compensate for the cost of the tow service the reinforcement zones will be slightly reduced around uncapturable cities, to not cover 70% of the upper antilles.
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    Please repair OW PvP. Current state is unacceptable and does not fit to announced by you "we want people to go pvp". To do list: - fix the PvP rewards, they are DRASTICLY too low; - Revenge fleets (inverse ganking), we need ANY way to safely exit the battle; - Lack of "fair fight" factor - signaling perk; - Some kind of tp to freeports (for example with long, even 3-4h cooldown). Please look into it and do something. I really belive that i speak on behalf of many devoted PvP-ers.
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    Captains. The balance in the world is threatened. 3 nations invaded the Caribbean. Prussian, Russian and Commonwealth Navy was spotted in the Bahamas in the vicinity of Shroud Cay. Other news Battle experience can be received for damage even if you did not kill the target. Prize money will remain on the traditional privateering "No prey No pay" Tow to port added - players will be able to transport one ship per day instantly. Hostility missions can be taken in free ports Reinforcement zone slightly reduced Improved national descriptions on the map Tuned damage caused by ramming (almost removed it due to bugs with unity 5 physics) Added surgeon button during boarding - surgeons could work during boarding and invisible button was unfair to those who did not know that. Fixed the bug causing incorrect number of resources produced in buildings Fixed bugs with sails on Wasa Enjoy and Discuss
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    CONTENT 1. Introduction 2. Hunting vs Trading 3. What makes you money 4. Hunting areas 5. Tools of the trade 6. Player skills 7. General notes INTRODUCTION There are number of ways you can get PVP in Naval Action. They all have their advantages and disadvantages. The advantage of hunting in small fleet for example is that you could take on bigger targets and larger groups. The disadvantage however is that you need other people to hunt with and this could be limited at times. You will also have to share your fortunes and fame and sometimes limited to what your mates want to do. I have been mostly a solo hunter ever since I have raised the black flag. The freedom to act, the thrill of being chased, earned fame, fear and respect gives second to none satisfaction. As a solo hunter you will sink a lot at the start until you master the trade, so be ready and don’t worry about it. The good thing is that losing your ships won’t break your bank as most expensive parts of your ships will be the upgrades. It may sound strange, but in your early solo pirate career you need to make sure that you sink a lot. This will achieve the most important thing - you will become ok with sinking. You will stop being afraid of sinking. Being ganked or losing the fight will not have a negative effect on your fighting abilities. And most importantly instead of getting upset and being salty with your enemies you will actually enjoy being sunk due to having challenging game and would congratulate your opponent, which means you will ALWAYS get pleasurable experience from the game no matter if you won or lost the fight. Get the right attitude and not only your skill will improve, but also your gaming experience. In this guide I will share some first hand knowledge that I’ve learned from my clan mates, from my enemies and what I have learned from my own experience sailing solo for a year and a half. I will teach you few tricks of the trade that will come handy, will help to avoid few mistakes and hopefully save you a bit of money and time. Solo pirates are a special caste. It requires lots of work and a long road to become successful, but it’s sure as hell worth it. And what’s more important the path itself is very enjoyable too. I will not go into basics such as what rank you need to sail 5th rates or crafting level to craft Surprise or what building and the materials you need. If you haven’t figured this out yet then you might want to wait with hunting solo. All I will tell you is that you need to be able to fully crew your 5th rate (higher the rank the better it is) and be able to provide yourself with ships, cannons and consumables. Being in a clan also helps because your mates can craft you the ships and upgrades. HUNTING vs TRADING You can say that you have become successful hunter when your hunting starts paying for itself so you don’t have to trade or do PVE missions in order to afford your solo pvp gameplay. As a trader you will always make more money. Always… Unless you keep running into me of course. Then its the other way around, but no one is that stupid Before you decide to go solo you need to make a call of what is more important to you. What are your ultimate goals in this game. Some people play to accumulate in-game assets. They are awesome at trading, finding those sweet deals and avoid seadogs like you and me. They make millions of cash and every day that they play they make 10 times more than you do. I’m ok with that. Are you? The way they experience PVP is by setting aside a budget that they happy to invest into PVP experience. In their mind they have already lost or prepare to lose this money/assets. Because of that they don’t like to go over that budget so if they have sunk too many times we won’t see them PVPing as active until they fit within their budget again. We are the opposite. We might be short on cash and this will make us go hunting more. Let’s make this clear right from the start. You are not going down the solo hunter path to earn lots of money. In my humble opinion its not what its about. I hunt purely because of the experiences that I get out of it. Whatever assets that you have earned in the game will disappear when you stop playing (which will happen eventually), but your experiences, your achievements, the joy will all stay with you in your memories forever. Well that’s just my opinion. It also depends on how good your memory is too Everything that we do in terms of earning money is dedicated to provide us means to pvp. This is the key attitude there. Do not be afraid to lose your assets. Below I will show you how you can afford to PVP all day long without trading at all. WHAT MAKES YOU MONEY As devoted PVPers you will come across few valuables that others will buy off you. - Combat Marks. Fortunately PVP victories pays out well. Just make sure that before you sell them you have all the books, bow figures, upgrades, BPs etc. Saved Combat Marks could go be sold for a good amount of gold. Current price is a 1000 per mark. You get 200k gold for 200 marks. - PVP fights also good source of income. That’s of course if you can win them. Most of the time I will sink the ship to get experience from the kill, money and combat marks. - Sealed bottles may also come handy. Relocating from one area to another means you are on long sail trips, might as well get some fishing done. You always must be alert though. If you meet the enemy fleet and get tagged you have little time to convert fish to meat and then get rid of it. Else you will be so loaded you won’t get away. A bit risky, but I was careful enough not to get in trouble yet because of that. Collect your sealed bottles. Open them in your friendly waters so they are as close to your capital as possible. You will have to collect them on a trader. Labor hours can be sold for some good easy profits if you lucky enough to get them. - Capture player trading ships. You don’t get much rewards for sinking them so capturing them and delivering to your capital to sell in the shop is a good way to make money. Trader Brigs is your money making machine in the early stage of your hunting career. They are defenseless and provide good source of first PVP combat experience. You will need to learn how to cap them, how to turn them into wind. How to keep the tag. All this requires some training and there is no better way than to practice on traders that can’t sink you. Currently Trader Brigs can be sold quickly for around 50k which is a good income for the beginners. When you are an established hunter and just started your hunting day and got your trader brig captured, check the loot. Nothing valuable? Sink it. Keep looking for other traders. You will get some cash for sinking the ship + the Combat Marks. You will also get some experience that you need when you grind those skill knowledge slots of your ship. It’s not worth to go all the way back to your free town base just to drop off 50k worth of ship that you still have to deliver to your capital later. That of course is you are not short of money to get you the replacement ship, cannons and upgrades. Remember we are not here for the money (they will come anyway if you do everything right) so unless you are wrapping up your hunting day and ready to go home, don’t bother too much. It’s better not to miss opportunity to tag a bigger fish. Then there are your best finds - Indiaman. This is a true trophy stag. The ship itself has a lot of value even if its an empty trader. You should always bring it back home because it won’t get much better than that. Each India can be sold for 500k quick cash. Make a spreadsheet and start 8 column database. Collect your Intel. When you see players sailing one take notes. You want Name of the player, his Rank, his Clan tag, Ship - Fleet that he sails, Place and Time spotted. Also if you tagged him in distance from land then he is on a specific course. Work with your map. Note his Bearing, draw a line. Find which port he left and where he is heading to. Here is my version. Clan Name Rank Ship - Fleet Departed Bearing Place Time BLACK Koltes Curse India - India, India Carl WbN, Savanna La Mar KPR 11:55 PM Reason why I like to run spreadsheet is because you can sort your notes by columns and study specific area. It’s amazing how much and how fast you will gather the information. Soon you will be able to see which areas gets lots of activities. Make sure that you type names of the places first and then make notes, so when you sort by that column it sorts properly. - Player loot. Sometimes you score the jackpot and get that India man with a good load of trade goods. I capped one with x4 Parisian Furniture. Sold the goods and the ship for little over 2mil. - Capture player fighting ships. Yes, sinking it gives you experience, money and Combat Marks, however. Sometimes you will get lucky catching damaged players coming out from missions and you could get yourself a nice fighting ship. Mission grinders usually pimped up their ships well, which means with all the upgrades it will sell well. Good 4th rate could easily go for as much as million or even higher considering the installed upgrades. HUNTING AREAS Start with capital. Yes right away. How else are you going to learn? Remember you will need to sink a lot so you get accustomed to being ganked. This will help you to keep your cool in any situation later. I always say its better to lose lots of low rate cheap ships earlier and learn your mistakes than sink your expensive ships later to the same mistakes. You need to practice running. Reading and predicting the wind. First thing I did when I become a pirate I got me half decent rattlesnake and went straight to Charlestone. When I joined BLACK on PVP2 I asked where is a good place to find PVP? I’m outside US capital at the moment. The guys were like, this dude is asking where to find PVP and he is outside enemy’s capital and his rank is only Raider. Yeah, he is BLACK material, get him in. He will learn fast… and I did. So be bold. Hint #1. Every time you dock in free port check what trade goods are sold in the shop. Make notes of the most expensive ones. Hint #2. Trader tool is your friend. Check it regularly (preferably straight after downtime as thats when its most updated). Take notes where are the most expensive trading goods usually are (dont forget to filter by “A” column (Available). That’s where you find lots of traders. Be smart. Hide, let them collect the goods and tag them on their way back. If they spot you they will stay in port. Hint #3. Look for best and heaviest building materials. To pull out Live or White oak you need a large ship no smaller than LGV. Most likely will be India. When you find one don’t tag him right away. Note the bearing. Check where he is heading. Make notes. Often they sail afk on long sails. An easy afk catch. Hint #4. GB and US clans like to leave their capital and setup in some distant areas where they can develop safer. Again, work with trading tool and some online 3rd party websites that give you info where to find what. Obviously resource rich regions will have players naturally setup there or near by. Such port for example is Cartagena de Indias. It almost has everything in it. There you will find traders almost guaranteed… as well as few revenge fleets which is great because you want to be ganked as much as possible so you learn how to get away. At the end of the day what is a true pirate who doesn’t like challenges? Hint #5. The whole Antilles Islands are packed with nations. Danes, Swedes and French. You sail North to South you almost guaranteed to meet few traders. You also have lots of free ports there to setup hunting bases and drop off you catch. Hint #6. Most “young” traders will trade close to their capital as its just easiest way to make money despite competition. So do check other nation ports near capitals. Remember that no matter who those ports currently belong to they still produce trading goods of their original nation. Hunt #7. Once you have decided on the area, sail there and work it for a day. If you spent few hours there and saw nothing or only couple of targets, then move to the next one. Good hunting grounds will give you targets every hour in average. Of course some days could be quiet, but in general if the area is busy its busy. TOOLS OF THE TRADE There are few crucial items that a true solo hunter should possess. Just like in the real life dedicated hunter would have his trusted gear designed and tested for the specific type of work. Once you truly start hunting other players you will quickly realise that your gear is half of your success. Ship You want speed, speed and speed only. Everything dedicated to speed and I can’t stress this enough. No matter how good of a fighter you are you will get sunk by a revenge fleet if they can catch you. So they must not. Ask yourself how. The answer is simple yet complex. You need to be faster than them. In pre-patch speed cap such a ship was Renommee. My black Brest Harbor Reno was a menace to sailors around KPR. Flying close to 17kn she was one of the fastest if not THE fastest boats on the server. Being so light she would take off easy very quickly increasing the distance. Today when even Connies are as fast on the same Point of Sail (POS) as Renos, this role have been solely taken by Surprise due to her wonderful sailing profile. Next time you take her out count how many stay sails she has. Nine of them. This allows her to sail against the wind very fast for a square rigged ship. There are lots of crafter building tools online that will give you information on best speed setups. The best speed built in my opinion is Fir Frame / Bermuda Planking. It has same speed characteristics as Fir / Fir, but less penalties to armor, HP and leaks. So Fir / Bermuda is your base Surprise built and you can work from there with upgrades. If you have never sailed Surprise start immediately. Good thing is that you already given one for free as redeemable. It is Bermuda / Bermuda, but it’s good enough to start with. If you dont have one they are not that expensive to make or buy. Be advised. The hidden information is pre 10.4 patch and is now outdated. New info pending. Cannons. One word - longs. If your ship = speed = distance, than your cannons needs to be able to hit from the distance. In NA shorter the range of the cannons more damage they deal, but this also means that you will receive more damage in return and your paper armorer ship will not like it. Simply put longs gives you more flexibility. They can hit at all ranges. Repairs Those a must have if you don’t want to sail back and forth wasting most of your game time on sailing rather than hunting. The amount of repairs is largely depend on how fast your ship is. You want to take as much as you can without sacrificing too much speed. For example if your ship does 15kn on 150° angle and your repairs slows you down to 13.5kn then check if there are any more upgrades / skill knowledge that you can throw in to increase the speed further and cap max speed while carrying more repairs. Surprise eats 7 hull, 10 rig and 72 rum per repair in the battle. This is why on long voyages I usually carry 49 hull = 7 in battle hull repairs; 70 rig = 7 in battle rig repairs; 216 rum = 3 in battle crew repairs. If your Surp doesn’t go much faster than 15kn hard cap you will have to reduce these amounts of hulls and rigs. Rum weights little. Sails They are your single most important survival tools in the battle and in the open world. It may sound obvious, but you must ensure that your sails are healthier than your opponents so in SHTF situations you still will be in control if you need to disengage. General tips on saving your sales: - if your opponent is sailing fighting ship, but is a newb you can try to take on him right away and tag him close. If you appeared to be mistaken and he is in fact going to kick your butt you could disengage, get on to the right POS and hit repairs; - if your opponent is sailing fighting ship and you think he is pretty good you could tag him in distance and work his sails down. Test him and decide if you want to stay or keep fighting. - when enemy working your sails down it’s always bad. Try to mitigate damage to your sails by turning and lining up both yards with the line of fire to expose as little sail area as possible. Also depower during enemy fire to protect stay sails. During this phase you are testing what canons your opponent has, his shooting skills and if he has rig repairs. If he hit repairs early and you still have the distance don’t bother to repair. You will always have enough time to repair and get away. If he has mediums or carros you got an advantage of distance. Go 750 meters away (1.5 square on the in battle map) and work his sails down. He will be missing most of his. If he still hitting your sails increase the distance a bit. You want his sails to be badly shredded when you repair and get in close to get on his stern. Perks I have tried all sorts of different setups to fit various play styles and found that this one is the most efficient. Prepared. When you get into battle you want to be able to start shooting right away. This will help you to get out from hard situations or shred sails of those nimble fore-to-aft traders before they have a chance to run away. Having this perk will allow for great flexibility at the start of the battle. Once you logged into battle instance, but before battle started you can switch loaded cannons to Double Shot or Chains however you like starting the battle all ready with an itchy finger on the trigger. Double Shot. It is basically carronades loaded in your longs that deliver huge alpha damage in one go at short range. They even act similar to carronades in terms of aiming and accuracy and penetration. Beware your penetration will be greatly reduced so you can’t use them for sniping at long distances. In my view this perk is more important for your type of fighting than Double Charge which has better penetration. Once you are ready to engage the target close and personal and rake his stern, load Double Shot and you will take it out in one go even if you miss few potentially saving you lots of time zig-zaging behind the enemy and reducing the battle time. Rigging Specialist. Remember, your sails is your life. This one reduces sail damage taken by 15% as well as adds 10% to your sail repairs so when they are really shredded, it helps to fix them back to 100% again. Emergency Master. Once you get into melee range and start fighting with the opponent for wind and angle positioning your ship’s turning rate will become just as important as your sails. Having an ability to reduce repair time by half goes long way in winning the combat. Fleet control 1. This is needed in order to turn your hunting into money. At the end of the day you have to deliver that loaded trader to sell it. Common sense. Upgrades Speed upgrades are the most important ones here. Bow Figure Gazelle +5% maximum speed Crooked Hull Refit +6% maximum speed Bovenwinds Refit +5% maximum speed Those are what you need. Find them. Pay for them. They worth every penny. Whatever it cost. Better still get the BPs and be able to craft them yourself. Look up places where you can buy them. Work one night, make a trip and bring enough to make you few upgrades. Copper Plating is cheap man Bovenwind replacement. It will do too Skill Knowledges If you don’t have at least 3 slots opened on your Surprise you have to start working on them now. Dedicated hunter will have all 5 opened in no time. I got all mine done through 100% PVP. Its doable, but if you can't win lots of fights then it's probably better to grind with AI first until you get your first 3 slots. I would even suggest making Surprise heavy on armor (Live Oak / White Oak) and go grind missions. Its that important to have. Do not use Studding sails on Surprise. Those gives you push downwind, but negate upwind power which is canceling what Surprise is shines at. Staysails should be used instead. It will negate some of the downwind push, but those maximum speed permanent upgrades gonna still get you to 15 kn max cap. Staysails will increase lift power against the wind making your ship traveling faster on various points of sale, not just downwind like everybody else, thus gives you very large room to maneuver and improvise. You will be able to race people downwind and at the same time will be much faster upwind if you need to disengage. Optimized Ballast gives another 3% to maximum speed further increasing your racing capabilities. Art of Proper Cargo Distribution is stackable with Optimized Ballast and gives additional 3% max speed. Art of Ship Handling is what you REALLY want to get. It will make you an ultimate hunter and fighter. NONE | SHIP_MAX_ROLL_ANGLE | -8% NONE | SHIP_MAX_SPEED | 4% NONE | SHIP_TURNING_SPEED | 5% NONE | RUDDER_HALFTURN_TIME | -10% Found as recipe. Needs: 1x Notes on the Best Rudder Angles 1x Art of Proper Cargo Distribution (from Black Spawn’s [modules] ShipUpgrade book modifiers [Patch 10.3] guide) In other words you will sail 4% faster while being able to turn on a dime and what's important maintain your speed while doing that. Muskets and Pistols is an excellent skill to throw in. I would even sacrifice any of the 3% max speed skills above to take this one. Having paper thin armor you will be fighting in true pirate style - first crippling the enemy then approach and take them by abordage (boarding. - french). This means that most fights that you will be winning will end up in boarding. Having this upgrade gives you lots of shooting power and another offensive option. (!) I would vote against Marines. They have been greatly nerfed. Taking them on board also cripples your crew, which you can’t really afford. You can use whatever you like for the 5th slot. By this stage your ship will be mighty fast. It will be able to carry x7 repairs of each type and x3 Rum and still be faster than anything comes to race against you. Boatswain - allows for faster crew transfer. Great for macromanagement of your crew when you have to switch between tasks. It also helps to prep for boarding faster. Boarding Cannons (my personal preference) - if you have taken Muskets and Pistols it will help to deal more damage to your enemy. Good to have. PLAYER SKILLS This guide assumes that you already have some fighting experience and know the basics such as manual sailing and boarding. I will not go through basics of how you have to do those things. There are plenty other guides that you can use and train. I will just set the standard for you to look up to. I will also share some hints and tips and mention things to look out for. Manual Sailing is absolutely crucial skill you have to master and must be used every time when you want your ship to turn. Practice it always even when you are fighting AI in missions. This should become a second nature for you to the point that when you sail in OW (not in battle) and start turning your fingers will automatically want to manual sail. While Auto Skipper will set sail for the best position speed wise controlling your sails manually will increase your ship's turning ability, thus allowing you to win positioning in the duel. You should master manual sail control to the point that you use it without thinking just like driving manual car. Your car won't move if suddenly you stop controlling its gear. Same here. You can't afford to be selective and lazy and not use it in “easy” situation like fighting AI. You must use it all the time taking every opportunity to practice. Its very easy to understand and learn and not so easy to master. Every little tiny mistakes you make will come at your own cost. (!) If you turn your sails slightly, just slightly incorrectly it will catch on wrong wind and slows your turning, which often means you either have to re-approach (which takes more maneuvers and time and means you might do more mistakes) or take damage. And you can’t afford to take too much damage in your paper thin ship. There will be a moment in every single fight when you have to outturn the enemy and you just can’t afford not to. Often you will only have one chance to approach and board before your ship falls apart. Practice, practice, practice, so it's ALWAYS perfect and I just can’t stress this enough. (!) Practice tacking through the wind. You are an amature sailor until you can do 8kn tacks on Surprise. What this means is that you can tack so fast that at the moment when your ship is directly facing the wind during the tack you are still doing 8kn speed. Anything below that and sooner or later it will cost you your ship believe it or not. If you hate tacking, learn it until you fall in love with it. Tacking should feel swift and easy. When you start feeling your ship so well, when you play in the same tune with her, you can execute perfect tacks without even looking at the wind indicator with your eyes closed then you can start using tacking to get away from your enemies or outmaneuver and win positioning. If enemy is on heavier ship or not too good at controlling sails manually (by that time you will be able to judge your opponents skill quite easy) it will take him longer to tack no matter what he does. This means you will get on the other side faster and speed up for few seconds while he still finishing his tacking maneuver. Once he has done his tacking you already got enough speed to perform the next tack and so on. Each tack will increase distance between you and your opponent and there is nothing they can do to prevent that. They will have an option to give up tacking and give you broadside of chains and you need to be able to read their intentions and position sails so they take less damage and take off after that. Hit repair if you need. You have just escaped. Time to open that bottle of champagne trophy from French trader you took the night before. (!) Do not drop sails to slow down. This is bad. There is no skill in that and you just wasting time. Good sailor will always predict his wind position. For example if you need to stop fast you would be in Beam Reach or slightly facing the wind. Then flip all yards onto the opposite side facing the wind and using your sails as stopping power. Don't forget to depower your stays too. You will stop 5 times faster helping you to arrive and stop where you need to be for the boarding. (!) Often your opponent will depower or drop sails trying to make you overshoot them so you could take a broadside of their “hospitality”. Using your sails for breaking will greatly assist in not overshooting the enemy. Watch the speed, flip sails back and forth to maintain the same speed that you need. (!) Practice maneuver we are calling “Candle”. Its when you sail Beam Reach, depower and flip your sails onto the opposite side until your ship stops completely. Notice that your sails are still fully up. Once your ship stops it will be pushed backwards. You will need to line up your sails with the wind direction to cancel your sails power. Play around with it until you can reach completely stationary position 0.0kn while your sails are fully up. This maneuver allows you to hang in the air in one place and if you need to suddenly take off you just hit “F” for Auto Skipper and you will gain speed in mere seconds. Raking is another skills you have to master. In sailing naval warfare, raking fire is fire directed parallel to the long axis of an enemy ship from ahead or astern. In our case it mostly will be from astern (behind the enemy). Of course not all your rakes will connect perfectly, but if you master them enough they will be devastating for the enemy. Again I assume that you are familiar with shooting and know when and how to use Locked or Unlocked firing modes. Some people use Unlocked firing when they rake the ship and I strongly advise against that. Unfocused means all your cannons aim at one point in a cone. The best damage done to the stern and the crew is when each cannon’s fire connected directly perpendicular to the stern thus your shots will cover longer distance in enemy ship and cause more damage. Unfocused fire mode is best used when you need to take out rudder because you want you shots to aim at one point. However for Grape shot to maximize damage to the crew it is easier to use Locked fire mode. You cannons look directly perpendicular to your ship and enemy’s stern. Obviously you're firing needs to be set to Roll from the front cannons. As you pass enemy ship behind fire soon as your front cannon aim reached the ship. With a little bit of lag your first shot will connect in the center of the enemy stern. As you ship moves forward empty cannon will be replaced by the next loaded cannon which will also fire into the enemy’s stern and so on until you unload all cannons into the enemy’s stern. Another reason why to use Locked focus is because you will not be required to turn into the enemy ship to connect all your shots like you would have to do if you would use Unlocked. Turning into the enemy ship will expose your ship for his broadside. Instead of turning into the enemy’s ship using Locked sector focus you would turn away and avoid most of his cannons, then re-approach again for next stern rake and repeat the process. (!) When you have done your graping properly you will take out 150+ crew in one go. You could also play “boarding whistle” mind game with your opponent. Hitting 9 for boarding whistle will let your opponent know that you are preparing for boarding. Often they will do the same and you will hear their whistle as well. After hitting 9 , hit it again straight after you done whistling. This means your crew is still on cannons and while he is preparing for boarding. More crew will be transferred to boarding more devastating your graping will be. (!) Your best raking will be done in the samurai fighting style. Very little movement, two slices and your opponent is down. Here is how in step by step: 1. Before battle has started use your prepared perk to load Double Ball on the side that you will use for the first raking; 2. Load grape on the opposite side; 3. Give your opponent Locked sector rake with Double Ball taking his stern out in one go; 4. Soon as your ship passed his hit 9 to give him an early boarding whistle and letting him know you are preparing for boarding. Receiving such powerful rake will often make your opponent to start preparing for boarding as well and you will hear their whistle. Do not cancel your boarding; 5. Turn around and give him Locked sector Grape raking. By that time he will be half way prepared for boarding and if you done it properly you will take out 200+ crew in one go putting him into crew shock; 6. Turnaround, push him into the wind and board; All this can be done in less than 4 mins sending your opponent to the nearest port with that “WTF just happened?” moment. Boarding skill is just as important as everything else. Your ship is not setup for duels and exchanging fire. If you give your enemy too many opportunities to broadside you it will be a lost fight in no time. That’s why boarding is your main fighting style and this is how you will be taking out 95% of opponents. Outmaneuver, stern raking while staying away from his guns, kill crew, then boarding. In that order. It's imperative that you are good at boarding. This is the time when your ship is most vulnerable. If you start losing boarding it will be incredibly hard for you to break away and run. You can get jumped by his friends too while in boarding. This happened to me also putting me in the worst situation possible (he is the video of what happened). He could also have some boarding upgrades or skills to make your life more difficult. (!) Generally most of your solo hunting skills will be done by killing crew prior boarding to you can win 100% of the time. (!) If you lacking crew, but still must board hit Rum repair the moment right before you engaged in boarding. It could be changed later, but now it works and for the first 2-3 rounds you will be gaining crew during boarding as some will be “fixed” by Rum. Practice boarding with friends, on AI, or other players. When you have your friends with you ask them not to sink the guy, but let you board him. Get as much practice as you can possibly have. Boarding is a pure mind game. Using offensive action in last seconds might confuse your opponent, but beware he might be able to use the same against you. This is where your Muskets and Pistols will become handy as they give you another option to attack and confuse your opponent. Do not Attack when they are Bracing and have same or equal crew and morale because you will inflict just as much damage to yourself. If you done your raking properly and he has lost lots of crew prior your boarding his moral will be low, but if you had to board early try to trick him into using his offensive skills in the last minute reducing his preparation (make sure to be on defensive. If your moral just as high you can take 2-3 attacks even while Bracing). Once he is below 50 in prep you can start shooting with Muskets in the last seconds without fear of being counter attacked. After the battle this is when it become handy to be of a higher rank as you can restore your crew in the OW without using Rum. The Wind Whisperer is who you must become. The wind is the only driving force that gives you power. It's also the same to everybody else. Knowing how and when to take correct wind positions will literally save your life. It's a little use to have a speed boat when you don’t know how to power it. Read carefully, use and master Captain Collister's Escapomatrix by Pilgrim. Even though it’s outdated it is still true on most general POS. In my early solo career I used to have it open all the time constantly alt-tabbing to refer on which POS I should be running from the specific ship. Today its part of the nature. This knowledge has sunk in and burned into my memory core. I come up with the right answers instantly not wasting my time on checking the references. This means my response to any situation is also much faster. Open World wind is constantly changing. As a true sailor you will always tell the direction based on where the wind is coming from. Not where its blowing to. Every 2 minutes the wind changes 1 notch. Make this a rule to note wind direction every time you enter the battle. After battle is over you can easily calculate where the wind is coming from without even leaving the battle instance. Sometimes you will get caught in a tricky situation surrounded by lots of taggers. Using defensive tag (when you know that you can’t escape and you tag the enemy early so he appears in the battle far away from you, thus allows you to run and escape the battle) you will often have your enemy’s mates waiting for you outside the battle. Because your best running away Point of Sail is beam reach or even slightly more into the wind it would be nice to have the right wind in the OW. If you are able to calculate the wind from within the battle don’t rush to leave. Calculate and if you have to stay until the wind changes to your preferred direction. This will give you an advantage when running through the blockade. Nothing worse to be locked with the wind blowing into the land on a such angle that you can’t run into the open sea. If you do get caught use defensive tagging again. Buy yourself some more time from within the battle, then exit on the right wind. (!) When running turn on laud your Situation Awareness. See who is following you and what chances you have against them. Identify their tagging ships that will be racing you. Those are your priorities. Defensive tag again if you need to. Also be aware what’s going ahead of you. They will try to use all sorts of tricks. Teleport to the port you are heading to to cut you off. Use wolf pack chasing to intercept and come at you one by one and keep turning into the bad wind. Again defensive tag, wait for wind to change then try again. By this time you have sunk lots of times in your early career which is now hopefully helps to keep your cool. Enjoy the chase. Its also part of the game. This is your most dangerous time. Play with fire, but don’t be cocky. Nothing will make your chasers laugh louder when you’ve been so cocky and then got caught and sunk like a newb. During defensive tags talk back to them. It is ok to mock them a little, but don’t be a troll. Few jokes is enough. If you do get caught in the end, thank them for the wonderful chase. Tell them that you have enjoyed your time and the challenge. Congratulate them. Tell them that you will be back with wounds licked up and the revenge plan. Reading In-Battle wind is also crucial. If you are chasing, try to be between their best wind direction. This way pointing bow at them will put you in better wind position and you will have better chances catching them. If you are running from the enemy you want to face the wind slightly and the enemy to be behind on the other side of the wind. This way they have to stay parallel to you, but won't be able to shot. Every time when they turn away to give you a broadside they will be sailing away from you. Coming back will be harder and harder each time they do that. Pointing bow towards you is also not an option. Not only this is not their best wind position, but also they have to be facing sharper into the wind, thus getting more resistance. During the fights you need to watch your opponent and how he uses the wind. In the past when leaks were much more powerful it was imperative to win the position. If you could get to the enemy’s leeward side his ship will be heeling away from you exposing his lower hull. Placing 20+ holes under the water line would ensure a fast sinking ship and used to make people call you a cheat. We very much hope that leaks will be rebalanced again and come back to its glory. Even without leaks winning the wind is still important because it will allow you to stern camp the enemy ship and not take the damage. Know your limits. If you get too cocky you will get caught. Know when to retreat or disengage from the fight. If the enemy is really good at manual sailing and you already took couple of full broadsides maybe it’s the time to let him go. You are not sailing on the fighting dueling ship. You are sailing the “glass cannon”. Always remember the terms that you are prepared to fight on. Don’t let the enemy to dictate their terms. If they do - disengage. Look for weaknesses, not challenges. This is what good fighter will do to kick stronger opponents. Being faster than your enemy allows your to play by your rules. Remember that you are in control. If you can sink them they can’t run. If you can’t sink them they can’t catch you. Knowing your limits also means don’t give up too early. I had people chasing me for hours and I would identify the weakest target and work my way to separate them in the OW. Pretend to give up, but always be alert. If there is a mistake on their part then hit fast and finish rapidly. They won’t know what just happened and how you have ended up tagging someone while they were chasing you. Sometimes you get lucky and chasers make a mistake escaping too early leaving some of the their guys behind in the battle. Usually it’s the fastest ship that is the weakest so keep an eye on the rest of the party. Tag your closest chaser once others start leaving. If they were tagged they are now 1 on 1 with you. It’s very disturbing for them when they came hunting you in numbers and you still managed to sink some of them. GENERAL NOTES Show good personality to your enemy. In my early career when people didn’t know me I used to hear lots of trash talks. Now, people start recognising me as a decent person and I start having nice conversations in the battle. When I sink people they seem to be less salty. They even congratulate and thank me for the lessons. I do the same in return. Little bravade in global is allowed if you don’t troll and thank them. Remember we are the special caste. We live and fight by our own rules. If people start trolling you badly in the battle or global, just ignore. Bigger the trolls - smaller the balls. You can trust me on that. If they get too loud challenge them for a duel and they get quiet. It works like a magic. All of a sudden they need to go. Pirate Magic! Don’t be an assh..le. Let people go too. If you see the guy clearly don’t know how to sail because it is his first week in the game and he asks to let him go do it. You can tell if people are new. He probably doesn’t have anything valuable in his cargo hold anyway. Breaking people’s bank is a sure way to get them upset with the game. During our war with CKA before October patch, we used Port Antonio as our base for hunting in the area. I personally used it to help GB newbs. When I saw person could not really afford the ship he just lost I would ask them to come to Port Antonio on basic cutter and give them money, often time more than what they lost. There were multiple instances when a new person is trying to fight you and get stuck in irons and just can’t get out of it. I would start talking to them, we cease fire and I would explain how to get out from the irons. We would use the battle instance as training ground for some basic manual handling. Sometimes I let people go even if they are the highest rank. Not that long ago I tagged a trader and he said that he really needs to go on appointment to see vet. His cat was suffering from pain. You don’t know if they are lying or not, but its them who will have to live with their conscience not me. This one wasn’t lying. Even sent me in game main telling me that his cat is now doing better. Don’t be a DH rule is what will make you a better player in the long run too. Be adventurous. Check different areas on the map. Don’t be lazy to sail. Pre-plan where you want to be the next day and start sailing a bit early. Watch a movie in between. Get into destination and log off. The next day soon as you logged you can start hunting and “working the area”. Screenshot everything. You hunt for personal achievements and challenges and we don’t have a killboard. I use imgur.com. Making albums by area where I worked. If I sink / capture someone, I take a screenshot with their name and then place it in the album under that area where he was tagged. So later if I need to check who I was catching around Cartagena de Indias for example I just select Cartagena album and voila. Sometimes I do the same with specific clans or even individuals. Nothing more satisfying to answer to someone’s trolling in global with an album of screens where you sunk him number of times. I suggest checking ScreenCloud app. It allows to set hotkeys combination to take screens. It will allow to take a screen of just a specific part of the screen. And what is more important is that you can link to your imgur account (or other image storage provider) and ScreenCloud will automatically upload your screen and copy the link. So when you take a screenshot you can place the link to it in few seconds without doing all the work. Great tool. I wish you best of luck in your endeavors. Hope this write up have been helpful. Hit me up if you have any questions. I don’t do personal training outside clan, but will be happy to answer any questions. Sail dangerously my friend. Koltes
  35. 38 likes
    Investigation is completed. The players were proven to be alts and were found to be guilty of supporting enemy nations in battle. Verdict: Captain Saddam is banned from game for 2 weeks with full reset of his progress. Captain Sir Sepp Stuart is banned from game for 2 weeks. Captain GriezMann is banned from game for 2 weeks. Please inform everyone that using your account to support enemy nation can result in account XP resets and long or permanent bans
  36. 37 likes
    Captains Next week testbed will be opened for testing for several days (from 16th August till 21th August) Goals Test stability and issues with Unity 5 build Test 1 or potentially more new vessels Test the potential workaround for the vertical gun sector increase upgrade bugs Ships, rank and money will be provided in sufficient quantities. Captains will be requested to start as pirates and win or lose as many engagements as possible against each other in the outlaw battles. Access key to testbed will be provided before the test Updated (08/15/2017) Captains, we are checking infrastructure now and will open testbed as soon it is ready.ETA 24-48 hours max.it will definitely be open on Thursday. Updated (08/17/2017) Testbed server will be live today a bit later. Captains who already played on the server keep their access. Captains who did not participate in testing, please follow this instruction: How to get access to the testbed Find the game in your steam library Right click and go to properties Go to Beta tab Enter the key - key FcaH2KzZXutz Select the beta called: Testbed And click close It will download automatically. To return to the main game select none instead of testbed in the beta tab.
  37. 37 likes
    One of the big issues that I've seen brought up again and again is the new player experience. We know that many people never make it into the brig, and only the hardest of hard core make it on to rear admiral. Most of what we argue for as a community is focused on our experience, the end game stuff. With the test bed getting patched pretty regularly, I finally had a chance to knock out two birds with one stone: Testing the patches (this was on the 4th hot fix) I played with the goal of getting out of the Basic Cutter without annoying my fiance. I sat down with a pad and pen and jotted down my thoughts on the way. -------------------- Hello world! Here I am with my Basic Cutter, though the waters seem a bit thin at the moment. No worries, I know that I can take a mission and start learning how to play the game. (It might be advisable to shunt the missions into a basic tutorial. They essentially serve as training wheels now, I'd suggest simply formalizing the process.) Regardless: 1st Mission! A Lynx to face off against my dreaded Basic Cutter! As I start doing the pew-pew bit, it occurs to me that it might be a bit obtuse to a new player as to how to actually sink a vessel. I know that it needs to lose its middle bar, but others may not know that. Maybe make it a different color, glow-y, or some crap like that to signify that that is the important one. Regardless, down it went. I go to its hold management (this is also not intuitive for people who are just getting into the game. "Assign Crew" should be renamed to "Access Enemy Hold." Looks like an upgrade book of some sort and some... crap. It sank. Ah well, such is life. I return to port to see about upgrading my guns. I have a little bit of XP, I've unlocked my first ship knowledge slot (hurrah!) and I have a little bit of cash. Into the shop I go and... crap. No cannons. Upgraded cannons would make a great first quest reward. Ah well, I repair my vessel, hire more crew (these two functions should be merged, so people don't accidentally leave without crew after repairing), grab another mission, and return to sea. On to the 2nd Mission! I square off with another Lynx. This time, I board it instead of sinking it so I have the time to figure out the hold management. I get a skill book for some French gunnery, but I'm unable to take any guns off. This is unfortunate, because I really want to get away from these basic 4 pounders. (By the bye, Basic 4lb Mediums should be renamed to "Cracked 4lb Mediums" in homage to the song "Barrett's Privateers.") I return to port with a bit more XP, a bit more money, but no new ship knowledge slot. I do however, notice that I have two perks I could use. Fleet control sounds good, but I know that I cannot capture NPC ships. This will be an issue for new players. Getting a little bored with missions already, I reluctantly take a 3rd mission. 3rd Mission. This one winds up being a cutter. As I work on its hull I realize, "The thing only has one mast, I'll just knock that down and board it." So I do that. Intuitively, once an NPC's sails are at 0%, they should simply surrender. Waste of time otherwise. On returning to base, I see I have no new ship knowledge slots, no new perks, nothing. There is no real reward for this 3rd mission. I'm still schlepping my basic 4lb guns around. I decide to take the double shot and double charge perks to speed things up. 4th Mission. Another cutter. Dismast it, take its stuff. I did test the "if you leave the battle without sinking the NPC, it will automatically sink." This did not work, and a bug report was filed. I did discover that mission XP is not applied to ship knowledge slots. No surprise, but I was a bit disappointed, still having just the one knowledge slot. 5th Mission. A Privateer this time, and it packed a whollop. Whatever guns it had, I wish I did. It was a very near run thing, but, down it went to my basic 4lb mediums. This time, I was able to move stuff from its hold to mine just before it sank, so I got a pump out of it. ----------------------------------- After five missions, I was at a good breaking point. I had enough XP to level up, and 8 PvE marks (I had to log out and log back in to get both the level and the PvE marks). I spent about 2.5 hours going from Level 1 to Level 2. (Or, in an equivalent game, level 1 - 10, as we only have 10 levels to the usual 100 levels). My goal was to get into a new ship. The ship store had a Niagara in stock for about 22000 gold, and I had just shy of 25000. I grabbed an extra basic cutter to pull its guns so I'd have enough for the Niagara. Alas, Rank 10 guns do not work on non-basic vessels. Not only was I unable to equip guns on the vessel, I was not able to crew it either. (I knew this going in, but was trying to think like a new player.) There was nothing to tell me how much crew it needed, or what sort of guns it needed. I had to buy it fairly blindly. Because of that, I finished with: Level 2 A Basic Cutter Basic 4lb Medium Cannons About 3,000 gold 3 Perk Points 2 Cutter Knowledge Slots About 15 of each repair type 8 PvE marks A new player might feel very disheartened at this point. They did everything right, but perhaps feels as if they haven't advanced much at all. I'm hesitant to suggest giving a Privateer vessel to them as a reward for leveling up, but by the same token it's a good starting point for them to learn how to manual sail, as it's fairly forgiving. With both rewards I suggested offered (new cannons and a Privateer), a player at Level 2 would have: Level 2 A Privateer A choice of 6lb guns or 12lb carronades About 25,000 gold 3 Perk Points 2 Cutter Knowledge Slots About 15 of Each Repair Type 10 PvE Marks (the two missing were a bug to be resolved) Also has - A vessel to learn a new skill in (manual sailing) A new vessel to admire ---------------------------------------------------------------------- In conclusion! I would encourage the dev team to formalize the missions into a tutorial. For a quick and dirty way of doing it, I'd give new guns after the first mission, some basic repair materials after the third mission (to fill the gap of "no reward"), and a Privateer after the fifth mission. This should smooth out some of the early progression, while setting the player on a footing to further explore the game - easing the training wheels off rather than yanking them off. __________________________________________ DAY TWO: Another two hours for Naval Action this morning. My goal this time was to make my way out of missions and into the OW. Still with my Basic Cutter and Cracked 4 Pounders, I continued to enemy waters. Along the way I saw a Trader's Snow, and sought to capture it. After demasting it, but not yet removing its crew, it was able to pull me in and board and capture me. For... recreation of new player experience. *Cough cough* With a fresh Basic Cutter, I went out and either found the same one again, or one very like it. This time, more cautious in my approach, I demasted him, graped his crew, and boarded him to find... nothing. The hold was empty. Such are the fortunes of war, I suspect. Off I go and find a Trader's Brig. Smash the hull a bit, grape the crew, into the wind. Same with a second one. Between the two, I make off with some oak and lignum vitae logs. Sell them at a free town for about 4000 gold, and continue on to find a Niagara. Fair enough, says I. I think maybe I can grape it down before he sinks me. It's a near-run thing, but alas, the boarding was unsuccessful. Though his morale was down to two (two!), they simply outnumbered me and my sinking cutter. I attempt it again, and alas, this was far less successful than the first. Such is life. Five fights later, I finish the session with: 12000 gold, 110 XP towards Rank 3, a 3rd Cutter slot, and... that's really it. Maybe I should be grabbing more missions to do more with the Basic Cutter. But, I want to explore the OW. But at Rank 2, there really isn't anything better for me to sail than a simple cutter. (A fore-and-aft rigged vessel might be fun for maneuverability, but the reality is, the cutter is fine at this rank.) Hunting down traders nets a handful of XP a go. At the rate I was getting it, I'd have to take out 20+ traders to get to rank 3. This seems overly steep to me. I did finally find a place with guns, but a suite of twelve 6lb mediums would have ran me 33K. (Even if I had not bought the Niagara last session, I would have lost those guns in my first boarding.) This seems a bit of an issue. Right now, leveling up feels like a bit of a gravity well. The further "out of it" you get, the easier the going is, but getting out of it, in this case, is seeming to be quite a production. _____________________________________ DAY THREE: Day three, I went out for another two hours' sail. Captured five different vessels - two trader's brigs, a privateer, a pickle, and a lynx. I did manage to get some iron in one of the trader's brigs, some hull repairs out of the lynx, and a pump out of the privateer. The other two hulls were empty. I am now about halfway to level 3, with 4XP shy of my 4th cutter unlock slot. I have an outpost in a free town, a Niagara I bought in Charleston (which I cannot yet man or outfit), and some fish. I am still using basic 4lb guns. I have now played this character for about 10 hours. When I got the iron off the trader's brig, I wanted to keep it to make my own cannons. That prompted me to make the outpost in the free town, but, alas, I found a workshop costs: 150,000 gold, 1000 oak, 500 stone blocks, and 100 iron fittings. There is no way a new player can make his own guns due to the requirements, unless he is funded by external individuals. The workshop should be broken up into levels. 10,000 gold for the first one, 40,000 gold, 250 oak, 125 stone blocks, 25 iron fittings for the second one, and 100,000 gold, 750 oak, 375 stone blocks, and 75 iron fittings for the last one. The immediate reaction from me building the outpost was "regret" since I couldn't spend the money to build the workshop. Further, I found that I could not sell the goods I captured from traders to the outpost itself. Maybe I need to haul it all to a national market, however, it makes all those fancy fish rather useless. The basic cutter is good for doing missions and some basic PvE, but it is simply a stagnating point in the game. Because it has a single mast, some of the most formative hours of the game (after initial missions) are spent not learning manual sails. Further still, because of how light the vessel is, it makes for a very unsteady shooting platform. Hethwill and I were discussing some of the issues with the vessel, and one of the ideas he proposed was Getting people in the Brig faster. It is a more stable platform, it lets players learn the basics of manual sailing, and it opens up the player to attacking a few larger NPCs. To that end, I propose the following: Allow people to buy a "Basic Brig" at Level 2, with basic 4lb cannons on board. Get players more crew sooner. Enough to man a Brig at Level 2. I further propose that buildings and costs be visible before building an outpost, though this is a UI issue. __________________________________ DAY FOUR: I have finally made it to rank 3. After about 15 hours of play, all of them in a Basic Cutter with basic 4lb cannons, I have attained apotheosis. I played for five hours today to just bust it out and finish this experience. I needed to know how new players felt playing, and, I think I've gotten a shred of their frustration. (I say only a shred as I already understand things such as sailing, firing, and even basics such as the UI.) I did no crafting, merely aiming to try the combat side of the experience. That said: I started off the day with two. TWO empty Trader's Brigs. I find that on average, they are empty 50% of the time. It would be fine if they were traveling in ballast, but at least let me take that. Knowing that I will eventually need a Trader's Lynx to function as Milkuh for my cutter, I go up to the last port I saw one and went to buy it. Alas, I could not do so without creating an outpost, and an outpost would cost me 25,000 gold for the slot. The first two outposts should be free, and the third one cost 10,000. I decided to break off on traders. They were fruitless. A few OW AI Privateers and the like later, I was nearly in range of my third and final level. A couple modules made for some nice icing on the cake, and I even found a TLynx in a place I already had an outpost. Red letter day! (I took it in combat with me once, and it seemed determined to escape. So I'm not sure how useful it will be long term, as I re-docked it.) I also saw a Snow for sale, and, knowing that I'd be wanting one soon, I bought it as well. Guns for it, just the gun deck, 16 medium 6lb cannons cost 44,000 gold, twice what the ship itself cost. For the most part, I'm actually OK with this. I know the economy will provide them when people get set up, assuming the cost of workshops is broken into three levels. And cannons are expensive. To wrap up the experience, I just took a few more missions to polish off the last 300 or so that I needed. I averaged about 125XP per mission, total. I completed the experiment owning: One Snow 16 medium 6lb cannons 30 hull repairs 29 rum 135 iron ore 2 modules 1 TLynx 1 Niagara 2 Outposts 5, very close to 6 perk points Cutter fully unlocked 9163 gold 32 PvE Marks ______________________________ CONCLUSIONS: In a lot of ways, I understand the new player frustration now. I spent 15 hours in one boat (the Basic Cutter), with one set of cannons (the basic 4lb cannons) and I already knew how to play the game. I imagine it'd've been closer to 20 hours if I had not. Much of the pricing on the initial content is based around older players coming back for it later, and wanting it to be a viable price-sink. Some things, such as the workshop, need to not have all the cost upfront so it is accessible to new players. Other things, such as Medium 6's, could perhaps stand to be a reward for hitting your first level. (This helps reduce the cost component of guns for new players while still having them cost more for veterans, as then I'd've only had to buy 4 guns for the Snow.) However, perhaps the most glaring issue of all is that the Basic Cutter is the worst vessel for new players to learn on and be stuck in. It is the only single-masted vessel in the game. Learning how to sail it is non-intuitive in a way manual sails on a two masted vessel is. It's not even representative of other vessels the player might be sailing later on. As most players will be sailing square-rigged vessels of varying sorts, it makes sense for players to start off in them. Alternate rigs are "expert mode" for Naval Action. It's why so many of the most skilled players sail Pickles, Privateers, and Niagaras. To solve this, I'm going to borrow from other suggestions. 1. Training missions to have players manage only one aspect of a vessel: Sailing or gunnery. These can be NPC fights where the player handles just one thing. Further, it allows for them to see a wider variety of vessels earlier on, and hear a variety of the cannon sounds. 2. Shift players into a Brig to start with instead of a Cutter. It makes the low end missions more lopsided, but that's OK. We want them to win a little bit early on. And honestly, it's better for them to learn on square-rigged vessels anyway. 3. Lower the prices on a few of the initial outlays, or give them as rewards for missions: 6lb cannons (give them as a reward) and Outposts (2nd slot should also be free, 3rd slot should cost 10K). If we want to increase our player retention, I think, at this point, we need to get them seeing and sailing a greater diversity of ships.
  38. 37 likes
    Here is the video french ships did not even have guns. Thats a clear exploit real politicians captains would just ask french to not come and shoot forts. But no. you need to exploit and shove it into the everyone's face by streaming it?
  39. 37 likes
    Admiralty pvp events work with no bugs and allow us to implement another feature that we wanted to add long ago. Such defined pvp zones with no AI provide interesting options to reward OW battles before and during port battles (screening rewards). For example. 1.5 hours before port battle starts and 1.5 hrs during port battles all kills in the PB harbor and vicinity count to leaderboards and provide rewards to those who intercept fleets and sink stragglers. In case port battle does not happen due to large fleets intercepted players will be rewarded for such successful interceptions. Of course number of players on the leaderboards should be increased in this case. I am not sure if points from OW action (for kills) should be added (influence) port battles themselves. But it could also be an interesting mechanic which might eliminate all friction that arise because of instanced PB. (some players suggested many times that PB could be a series of battles in the harbor - not one decisive battle). Discuss
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    Are you tired of spreadsheets and tables? Look no further. The ultimate clan-tool is finally here. Features: Trading Tool Production Overview Blueprint information Garage sale Shipyard Admin section Fully adjustable language file Specs: Dynamic data processing of the Naval Action API Access right management for members Responsive design HTML5 Boilerpate + PHP + SQL Multi-Language support CAPTAIN FILES Base of all processed user data, having the following information of each user: crafting level blueprints available production buildings and location available portbattle ships with location "Commander's view" to view all fleet locations of members TRADING TOOL Plan your trips based on reliable data. Every maintenance the data of the game is dumped into an "API". Search features: materials ressources upgrades ports PRODUCTION OVERVIEW Members can assemble a crafting group and give an overview on how many wares are theoretically produced per day. A member can assign themselves to a group leader. Data for production is fetched from the captain files. Scope should be to maximize ship output through having an optimal output on ressources per craft group. BLUEPRINT INFORMATION Probably all of your spreadsheets combined. shoutout to navalactioncraft. API as data base with captain files as additional source for: Ship stats and information Knowlege slots unlocks Sailing profiles Crafting materials and information Which clanmember has the BP for the selected ship GARAGE SALE 2nd hand shop for ships and upgrades. Members are able to list their offers so others can contact them if they are interested. CRAFTING SECTION Intended as a journal for transactions inside the clan since there is no option ingame. Crafting logs can be shown as a ranking to show the most involved players. SHIPYARD Members can order ships and refits here. Crafters can then accept the order. Prior ordering members should have the crafting ready materials in stock. If you want to try it I have a live-version hosted here (not in productive state so feel free to experiment): http://p412148.webspaceconfig.de/clantool/ Login-data: Name: Test_User Pass: test Different rights for different needs: - 3 Crafting Tiers (Supplier, Junior-Crafter, Master-Crafter) - 7 User Tiers (No-Access till Admin) What you will need: - a webhoster that allows fopen - at least one MySQL 5.6 database - PHP7 and above Coming (maybe) soon: Prettier code Dynamic Crafting and shipconfigurations adding location of portbattle ships of the captain files completion of the blueprint section Shipyard logs Information about crafters having the refit BPs unlock slots map of some sort Ship skins (if they come back) More Admin stuff for backend data Still work in progress, but any feedback and suggestions are apprechiated.
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    Hello Captains Patch have been deployed to testbed. Here is a brief description. Challenges: PVE challenges now provide the ship for you. No need to purchase the ship anymore to participate in challenges. 1 durability for ships of the line did not achieve its required goal and is removed. It did not have any effect on rich veterans and was just punishing casuals who left the game instead of converting into pvp/conquest players because they lost the ships they worked so hard on. All linesips now have 3 durabilities with the corresponding increase of required resources. You can now use the hold of your fleet ships. Admiralty store has been added for testing. The content is not final, prices are not final and what is sold in stores is mostly for testing the systems. The following rewards were added (names are temporary and might not survive) City Key - for raids or port attacks or defences Battle Ensign - PVP reward Short Pennant - PVE reward Trading Manifest - reward for trader ships or trading missions etc. Each reward can be used for exclusive content in admiralty stores (test content to test systems provided in testbed). All rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists. Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. The system is not final and will continue development. Officers in their traditional sense might come back in the future. Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves huge number of problems for a minor price. Ship paints can now be stored in clan warehouses. Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles. Chain shot damage fall off from distance implemented and added to game. All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment Discuss. Please avoid off topic in this thread and discuss the substance matter after you have tested the content and if you really have something constructive to say. N.B.: You can find directions to join the test bed server here.
  42. 36 likes
    Genius solutions sometimes come unexpectedly. Maybe users proposed it before but we have not seen it for some reason. We found the way to solve the screening fleet problem completely. The 4x modifier that does not allow griefing will be replaced by a curve formula. The simple explanation of the formula is this. Size of the group and its BR will determine the modifier (simplified explanation below) To attack 25 victories you will require 25 victories To attack 1 victory you can just require a cutter (exaggerated example) . This will both solve the screening problems and also solve the solo hunter problem (who could not attack heavy solo targets because of BR difference)
  43. 36 likes
    1) What does the pray button do?
  44. 35 likes
    Captains Part 2 of Patch 14 is being deployed today Ships of the line and frigates sailing performance is finalized based on: Sail percentages on individual masts Spankers Jibs Staysails Spirit sails Displacement to sail power (amount of sails in comparison to weight) Block coefficient Waterline length Width to depth ratios now better affect acceleration and deceleration Width to Length ratios now better affect speeds and turning Crew on sails are adapted to the square area of sails Speeds, yard power, turning, sternway (backward speed), accelerations, decelerations were changed for all 3 masted ships. As a result. Performance of vessels in combat is now extremely realistic. If your ships has a bigger spanker or more jibs you will see a slight difference on how this ship reacts to wind. You can fail a tack if you do things wrong and do not use yards. If you try to tack at low speeds you will get completely stuck in irons if you don't use your yards. Example of the failed tack Other changes Speed will be affected by structure damage. If your structure is below 70% you will see a degradation of speed and will have be more careful when conserving structure. In other words you will not longer see light frigates zooming away at 14 knots having 2 bars of structure left. Open world speeds slightly improved at bad winds (you will travel slightly faster) - this is done to compensate to significant changes to square sailer curves Next patch: Part 3 will cover hp, br and speed performance for light vessels (2 masted and 1 masted ships) some indicative stats https://docs.google.com/spreadsheets/d/1vpd0gIGgJNqaRYqAppB3IbX_TX8zNhx-nVY1jq72QFA/edit#gid=0 Please use this topic to feedback on the sailing performance of frigates and lineships.
  45. 35 likes
    Hello Captains. To avoid future ship wipes before the release we have to delay the patch for 1-2 weeks. We want to get one more ship change in before the wipe. (There might be some money and resource resets in case new loopholes are found). UPDATE We plan to deploy 2 additional hot fixes to testbed. We don't yet know how much time it will take After that - the wipe patch will first be sent to testbed and after couple of days of testing it will be deployed to live. There are still some bugs with surrendered ships that take time to fix + we decided to added a nation transfer item together with the wipe patch to avoid potential losses of XP if player misuses the redeemables.
  46. 34 likes
    as you can imagine, I've gravitated towards naval paintings! i thought some here might like to see them, a meager distraction while waiting for the patch.
  47. 34 likes
    Basic cutter will be a basic ship for basic pve. It won't be able to attack players or enter pvp battles.
  48. 33 likes
    Captains Patch is being deployed today (might take a while). Contents include Unity 5. New ships Wasa - ship note for combat marks L'Hermione - ship note for combat marks Prince Neufchatel - blueprint + permit Life improvements and better rewards Improved rewards for pve and pvp - to give better ability to recover losses Reduced XP for knowledge slots Reduced weights for ship building resources to minimize travel times (approximately) Pirates can now enter neutral towns Number of free towns dropped to 9 to reduce ganking and sealclubbing near capitals. Most free towns have became neutral towns. Neutral towns now give missions Admiralty store Prices for skill books reduced Prices for permits reduced Victory mark conversion lowered Reverse victory mark conversion added National Taxation National cities started to charge tax for all purchases or sales using money (inlcuding private trade and contracts This is required to support maintenance of reinforcement fleets. All uncapturable cities now provide amazing support for nationals of those cities if you were attacked in the vicinity of those ports by an enemy of your nation Clan taxation Clans controlling the port can lower taxes Clans controlling ports have to pay maintenance (which was previously paid by the governments) Clans can increase port maintenance to add the following improvements Open access to port to everyone (declaring it neutral) Reduce labor hour costs in the town Increase NPC goods supply in the town Benefits and numbers are for testing purposes and might change If maintenance cost is not paid the town will turn back to neutral as government officials will abandon the town if not paid. Hostility missions we brought back to give clear and easy way to get hostility to 100% without mindless searching for NPCs. Hostility missions are back, but only spawn in the vicinity of the town Approximate number of missions to raise hostility to 100% - 4.5 missions (each mission has 10 NPC enemies) PVP kills also count towards hostility. Port battle entry rights is limited to captains who are members of clans to allow conquest players better control on who enters the port battles. Port battles are now set up by clans for the nation Clans and guilds can add other clans of the same nation to friend lists (allies) Only players in clans on the friend lists (allies) can enter port battles set up by the clan Because hostility system and port control system have changed drastically - map was reset. Other fixes and changes and tunings More than 150+ bugs fixed. Post will be updated if we forgot to add something. list of uncapturable regions The rest of the ports turn neutral Please discuss. Update 18th September Patch update message (main post updated too) Hotfixes done over last week (including today) Cities set as neutral by clans will have their own unique marker Cities set as neutral by clans allow outpost construction and place contracts Port battle attack limit set as 3 per enemy nation (it was temporary remove during last weekend to give some more freedom). Previous limit of total 3 port battles was too small. Production bonuses now work both on trading resources (more trading resources spawn in the city) and on production in buildings (more volume can be mined or grown) Other fixes Hostility quests disappear from the list of available if your nation has already set 3 port battles for one enemy nation. Teleport is allowed to free towns Forged papers allow usage in free towns and neutral towns Nation descriptions and difficulty levels added player creation description. Update 21 September Changed the icon for available for all ports (so they look less ugly) Removed hostility missions for ports that cannot gain hostility Hacked in the bigger limit for the number of neutral town port battles Improved bonuses for clan controlled ports Added new upgrade French Gunner Added new upgrade French Gunnery Sergeant Added blueprints for French gunners and french gunnery sergeant Several tunings to trading were done (improving chances to find profitable trades) Reduced the distance for hostility missions from the pier by 15% Fixed bug that limited national reinforcement zones by other cities Fixed bug that craft did not work if item was supposed to receive a Labor hour bonus Fixed bug that did not update craft info after teleport from outpost to outpost Fixed bug limiting stone production Fixed bug that did not let players exit the Available for All ports Fixed bug closing the missions near free towns immediately Fixed decals bug on Radeon video cards Fixed several other graphical bugs Other fixes and tunings Update 29 September You can now control the square sail under manual skipper on Cutter and similar ships Hostility missions in recently captured ports work correctly now Fixed bug that did not let players take hostililty missions against Guacata Fixed bug that blocked player contract to be filled by NPC Fixed description of French Gunnery Sergeant module blueprint Also several other bugs were fixed Update 3 October New module Cotton Sails added to Admiralty shop (blueprint) Economy tunings - trading will generate more profit Interesting hidden new trading opportunities added to key cities Pray button was removed Reinforcement and capital waters protection will be displayed on UI once you sail into such zones or select a target within these zones. Fixed visualisation of ship wrecks Fixed bug with weird looking sails on Wasa Update 4 October Bonuses for ship building woods were slightly rebalanced, ship will retain thickness for a bit longer when losing HP Raking fire through the bow cause the same damage as through the stern now (if shots penetrate) Potential fix for the ship flip bugs. Please continue to report if this bug happens again after today's hotfix
  49. 33 likes
    *omg another unneceessary thread about this*.. jajaja. Alright, there have been made several posts about this. But I still think the way it currently works is BROKEN. Broken AF. What is broken Player A tags Player B. They have a battle and fight. However player B has no intention of fighting because he knows he can call for mates to set up around the battle location, abusing the OW speed buff, so player A would be trapped. Omg why did you hunt in enemy waters? You deserve to get killed I have spent 3920 hours in this game. Most of which looking for pvp. My experience has shown, if you sail around blindly in the ocean looking for someone to fight.. Yeah right, good luck. It can already be hard to find someone in enemy waters. The point is, if you finally get to fight someone, the probability of all the 'rats' coming out of their holes is incredibly high, and they will then profit of the huge OW speed compression to set up a trap. Important: I am NOT saying everything should be fair. But it should be hardcore, as it is advertised as such on steam. So if you'd get ganked 5v1, so be it, you loose your stuff, as it should be if it's realistic / hardcore. No need to give anyone an arcadey second chance to take revenge. So if you think, profiting from an OW speed boost to set up a trap is either hardcore or realistic... I can't help you, My definition of those two words is that in real life, a ship after combat would leave to port, and not have to deal with Fallout Constitutiuons, being told where to go through teamspeak. And that you need to be careful of where to sail in what ship rather than using the current brolen game mechanic. On December 29th the USS Constitution under the command of Captain Bainbridge was off the coast of San Salvadore. Bainbridge spotted a British ship closer to shore. The ship was the 38 gun HMS Java commanded by Captain Henry Labert. The Java was quicker then the Constitution while the 44 gun Constitution out gunned the Java. The Java was towing an American Merchant ship that it had captured. When it spotted the Constitution it sent its captured ship into San Salvador Harbor and raced to face the Constitution. At 2PM the two ships were within cannon range. The two sides faced each other with broadsides While the Java initially out maneuvered the Constitution, the latters larger number of guns and the greater accuracy of its gunnery took a steady toll on the Java. By 3PM Captain Lambert had concluded that his only hope was to board the Constitution. That attempt failed when an accurate broadside struck his ship by the constitution that brought down his Top Mast and foremast. By 4:20 the Java’s main mask fell. An hour later when the Constitution was nearing for another run on the stricken ship the Java struck her colors and surrendered. After this engagement, do you think 1) the connie sailed back to port and refilled its supplies or 2) had to deal with inteleporting ships being called through teamspeak? So basically, right now you're massively discouraging players to actively seek for pvp, as they will be trapped, but rather wait in their greenzone for someone 'stupid' enough to deliver PvP. How dare anyone deliver pvp. Either increase the current invisibility timer and give players leaving a battle a speedboost of 150% for a certain amount of time or implement a logout feature. Because as it is right now, PvP is suicide Sidenote: Slowclap @Kaempfer86 and @VeeForce for leaving a 1v2 (being the two) to then absolutely be positive to Zerg Rush me in a 10v1.
  50. 33 likes
    There were other statements that someone is forcing US players OUT FROM THE GAME. Which is BS. There are 2 servers PvP One EU PvP Two US Proof EU = European Union. It is for EU players it is conveniently located in Europe for lower pings .. etc etc etc. This whole problem arises from an an issue of framing and some design mistakes. Framing.. Framing the problem as negative changes your attitude to the problem as well. US players are trying to frame this problem as a crusade against them. No. Us players think they are forced out. No. In reality EU players are forced out by nightflips. And an issue have to be addressed. To avoid framing issues we can propose the following solution. Which will address the framing and show that US players are wrong about being forced out. We will create a new EU server with EU timezones. We will transfer all (willing) EU players to that server. We will rename PvP One EU into PvP Global (merging it with PVP USA) EU players will leave to EU server if they wish (but i guarantee the majority will leave). It just looks ridiculous that US players DONT want to understand EU player problems but still want to force them to be playing together. We will handle EU player problems the way EU players want without affecting current servers. This will change framing from force out to leave everything as is The reaction of US players just shows that no compromise is possible. Majority of EU players don't want to play with PBs at 5am.
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