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Challenge

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About Challenge

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  1. Rattlesnake + Gunboat + Paints

    Because historical references and realism are too hard for PvP...? Kidding aside, there are a lot of inaccuracies on some of the ships (the whole concept of CvC (what used to be called RvR) compared to the historical versions. But mostly it's minor enough not to matter -- other things, not so much.
  2. I agree. Rewards have increased and CM costs have decreased. It seems that actually sailing in the OW and doing things is now called "grinding." It used to be called "playing the game" and leveling up a character. I understand, crafting isn't for everybody. So don't do it and buy your ships from someone who does enjoy it. Issue solved. I believe, in the long run, the economic changes are not going to work out very well. Taxes are going to raise the cost of ships considerably as prices increase to maintain profit margines.
  3. Here you go George. All very much NA related; by some of the better players. Perhaps you do not learn well from other people, but I have not found that true of most new players. Naval Action Guides - YouTube Naval Action Tutorial 1: Ship anatomy - YouTube Naval Action ultra Quick Start Guide - YouTube Perhaps, if you wait until the game is in a more finished form, where the patches are no longeer changing game play, such developer made tools will be available. Until then, these seem to help, although not completely.
  4. Apparently, George, that isn't working very well. There are plenty of "how to" videos on YouTube for NA, but still there are people who don't know where to go or what to do. The game is complex and sometimes you just need to take the time to encourage people when the learning curve is as steep as this one. And you are wrong: you can teach people. But you have to want to.
  5. @George WashingtonWhat is the point of tutorials and manuals when the game changes faster than you could edit them? Yes, it's a tough learning curve, but if you want new players to be prepared faster... TEACH THEM. You are the tutorial for your clan, nation, or what ever. That is one of the advantages to the PvE server; the players would rather help and teach instead of crush and shit talk.
  6. Trade-winds

    Nice video, if a relatively monotonous narrator, but has nothing to do with what I said. See big animated map posted by Duke. That's what I am talking about wanting. And ships are slowed by load in the OW as well as in combat instance from what I've seen. Although that is a subjective and unmeasured impression. While this isn't about combat: I had no problem fighting is rough seas. It's just that most people want this game OW and BI to be too easy. Weather and trade winds would give it more a realistic feel.
  7. Trade-winds

    How about we just get more realistic weather modeling?
  8. Trade-winds

    Not a likely change. Trade ships were slowed by the load they carried because PvPers complained they couldn't catch them. Improving your chance to get away would just start that complaint up again.
  9. Wood

    I agree with you, but other are arguing the opposite in-game. So I'm searching for a definitive answer.
  10. Wood

    ON the tables there is a row labeled Fire Resistance, Crew Resistance, etc. Does a + in these areas indicate more difficulty to catch fire or damage or a higher resistance to damage?
  11. Shop Orders.

    Thank you.
  12. Yes. This post was much more understandable. Thank you.
  13. Shop Orders.

    I would like a dev response to this. Neutrality means the nation/region is not an enemy to any of the belligerents. As such they can freely trade with them. Yet in the game, apparently neutrals can't freely do so -- or the belligerents can't -- which makes no sense. Warships of factions are even allowed to enter ports for repairs, resupply, and medical attention for crew (as provided by international law) -- but here you can't even have someone put goods up for sale using a Shop Order. Is this a bug, an oversight when you made the Neutral ports, or a feature?
  14. Armed trade ships are a good idea. There are some things not taken into consideration that I think should be. For example, while the guns take up weight, the gun deck, which on a trader is used for cargo space, should be deducted from the number of cargo slots as well. Cannon, shot and powder don't just have weight they have volume. Being able to put partial (or even mixed) cannon load outs was a reality during the age of sail and wasn't necessarily done by the deck. I'm pretty sure the limits of the DB would exclude mix and match, but it should allow partial load outs. It would both help with expense of outfitting a ship, gives more choice to the player (rarely a bad thing), and teach the value of not going around under gunned. You can give the player the ability to use a partial load out, but that doesn't mean the AI would get the option to do that. Since all AI trade ships seem to have a full load out, I think it safe to speculate that it's always on. As such I don't see this as being of major concern. AI only does what it's programed to do. @Captain corn blower Please, could you use punctuation. You make some good points, but it's so damn hard to read your comments sometimes.
  15. Resource Imbalance

    Well, yeah... But that was the British... ;-)
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