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Bjerg Bjergsson

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About Bjerg Bjergsson

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  1. What difference does any of this debate actually make when establishing a baseline is so difficult? You adjust the base stats for a ship but ignore the dozens of speed/sail/hull mods which pile on stats multipliers to the degree that the base stats become meaningless. What SHOULD be the fastest ship in the game becomes outdone by the second fastest ship in the game + all the insane speed mods/wood builds. I chuckle at the comparisons people are trying to make Person A: "I achieve X kts at Y degrees in a teak/teak" while Person B "I achieve Zkts at Y degrees in a teak/teak" when no mods are mentioned, no bowsprits or rig refits or all the other stupid BS that is piled on top of what should be universal base stats. "How many Captains did it take to achieve that speed?" THAT IS THE RUB. Negating the degree of skill/luck/chance involved in actually managing your yards, firing your guns by piling on MOD META is making this totally moot. If the fully upgraded sports car is the only one that will win the race then why get on the road at all in your minivan?
  2. How can you achieve "balance" and "performance" when you have over a dozen "upgrades" and wood builds that change all of these stats? Upgrades - both in the manner of acquiring them and the meta that they create - unbalance any small tweaks and changes made and further isolate the casuals from the hardcores.
  3. Upgrades: The Great Imbalancer

    So for a new player with 1 fighting ship and maybe 1 trade ship they are either going to lose at PvP or lose at PvE by that regard. How do you reconcile that? If they get jumped on the way to a PvE mission? With the current system in place the new player could be in a fast ship but easily get outpaced by a PvP built warship with speed mods. If you remove mods altogether or limit them to 1-2 (versus the FORTY-SIX that exist now) then you at least enable a bit more balance and lets ships play their roles a bit better. Diversity in cosmetics + ship type/play style would take over at that point.
  4. Upgrades: The Great Imbalancer

    So mods only matter on the same skill level meaning.. mods do matter? I also hate to point out your experience as a pretty high skill level PvP player is not emblematic of a new player experience. I do think mods are a problem - certainly not the only one. PvP experience is absolutely learned and the only way to do it is by playing and getting sunk and playing more. I've fought players in PvP and done alright and I've fought players in PvP and lost. The biggest difference I found when losing was the times I didn't feel I learned anything when I got crushed thanks to faster reloads and more maneuverability - it was noticeable. Not as noticeable a difference as the old exceptional mods were back in the day but enough. Ultimately that is my point. As rediii said mods make a difference. Maybe to him it only seems so on the same skill level but when the skill level is asymmetric then the mods will help even more. The difference for a new player between a close fight - or even a pitched battle - where they can see how they were defeated and understand the mistakes they made versus a battle wherein they were just outclassed at every level does not make them feel like they have a chance. I think of War Thunder in this regard. You can get matches where you get outplayed and that's that but then there are matches where you just get humiliated thanks to max upgrades etc - and that is in a game with actual matchmaking not the OW encounters of Naval Action. The advantage of the rounds and matchmaking means that you can get in another match where that doesn't happen. In Naval Action when a PvP ship sinks your boat in such a manner the player is stuck begging on Nation chat for someone to fight the PvP-er keeping them penned into the port and if/when that doesn't happen they log out - not something we want players to be doing. Mods can have a place in Naval Action: Legends as maybe that works better with the PvP and matchmaking system but in regular NA I just think it doesn't add anything to the gameplay and instead detracts from it. If someone can please tell me though - what do they add to gameplay - I would love to hear it!
  5. Upgrades: The Great Imbalancer

    Certainly a vet vs. noob is going to be an imbalanced fight based purely on experience of player, that's in some ways my point. It is already going to be one sided, adding mods + perks + wood types on top of pure player experience only tips the scales that much further. Does this make for good gameplay for the noob? Or even for the vet? Let me ask you, what does refits/books/slots bring to the table? What do they add gameplay wise beyond speed meta and many other issues? You say you do both PvE and PvP in your ship - what is your ship and what is the breakdown of your build? Would a simplified system and build not be also PvE and PvP capable?
  6. Upgrades: The Great Imbalancer

    Problem: As I see it experienced players gaining even more of an edge over new players through ship experience and upgrades/builds. For veteran players it upgrades + mods + builds means a player must have a PvE ship and a PvP ship if they want to do both. If they are on a PvE mission and are jumped they are at a disadvantage or if they want to now PvP they have to sail back and change to their PvP build (how many times have I seen/heard "let me go back to port and get my PvP build..."). Evidence: Two players encounter each other in OW, both of them in say a Lynx. One is brand new and the other is a veteran. The new player has a base ship (say oak with oak planking) and medium 6pdrs with no ship knowledge and thus no upgrades. The veteran player can use his ship knowledge + permanent upgrade slots to fit a combination of, what.. seven out of FORTY SIX different Upgrades that when stacked can give (him as a singular example) +16% hull penetration (Bow Figure - Rattlesnake + Almeria Superior Gunpowder) or +22% hull penetration if you can stack Guacata Superior Gunpowder on top of that - not including if he is using 6pdr longs. 46 upgrades is way too many - especially coupled with the various wood combinations and planking and then add Officer Perks and you can have a crushing imbalance for a new player to try and overcome. Are all these upgrades really necessary? What do they add to gameplay other than imbalance? Why does a veteran and experienced player even need these things? The example I gave above is regarding guns but the issue travels into the speed meta problems as well. Having a handful of speed mods + wood choices + officer perks and suddenly you are untouchable in your Wasa (or pfrig etc). You can gank and run as you choose and none can touch you. Solution: Level the playing field. Officer perks are gained through experience and they provide any sort of "mod" abilities across all ships. Ship "knowledge" is Ship Veterancy and takes the form of purely cosmetic effects like sail colours or paintjobs or signal flags. Number of woods reduced to 4 or 5 (not 8) and values tweaked accordingly. In Conclusion: A player shouldn't need a PvE ship AND a PvP ship. More Byzantine systems of mods and tweaks and upgrades and perks and woods do not great gameplay make. Getting people on the water and letting player experience and knowledge decide a battle is far more fun, realistic and challenging than who has the better upgrades/speed meta.
  7. I am totally stuck on swivel guns. Please, please, please can we have a different button for loading swivel guns vs. lumping them into the "Left Side, Right Side". Stopping a gun deck reloading ball 2-3 floors below the sterncastle so that the 2pdr swivels can load grape to ward off boarding parties is kinda crazy making.
  8. I really hope swivels autofire or something. I don't want to deal with a 2pd aiming and firing while I'm managing other gundecks! (that said pretty awesome)
  9. Ship speeds

    Get rid of speed mods (imo pretty much all mods) entirely except for copper plating which would operate as Hodo said above. In general they make no sense to me in a historical sense and are rife for abuse in a gaming sense. Ships go the speed that they have in their technical document page or they have copper plating and stats adjust accordingly. Having 7-10 different speed arrangements is overly complicated and totally unnecessary for gameplay. What I'm saying is speed meta is one problem but the MOD META is the core issue imo. It removes a degree of skill and creates a sense of uncertainty when in PvP. If you see a ship you would normally be able to take on, do you still go for it with the knowledge that they may have speed/gunnery mods? Their longs have an +8% penetration value over yours. They can aim better thanks to Pellew Sights and their dispersion is less PLUS the ship moves faster. Or it turns at a rate a ship of it's type shouldn't turn. Do you have new players learn the game and then reach a point where they start PvP only to realize that everything they learned about how to fight ships doesn't really matter now when you are in PvP? An Indefatigable can outturn you suddenly or a Wasa outrun you? I say remove mods almost completely. Maybe have 1 mod for each category (copper plating for speed, something simple for gunnery, something simple for sails) and convert the rest of ship XP growth into visual customization. Dirty sails or signal flags or hull paints etc to denote experience in a purely cosmetic sense and that is it.
  10. Sharing the beta key

    May I please have a key? Would love to give this a test too.
  11. Uninstalling

    You really want the forums to descend into seals begging nerfing of clubs?
  12. Uninstalling

    To maintain a semblance of the topic, I uninstalled Elite a few months ago. Nothing in it is worth reproduction and the methods used to develop it (still under development 3 years after release..) are questionable at best and downright insulting at its worst (half baked releases which hinge on people continuing to play them to ensure continued development). It is pretty to look at but a waste of time to play. If you want to look at a mission system I would suggest going back to the days of Aces Over the Pacific wherein there were 4 or 5 types of randomly generated missions (Combat Air Patrol, Naval Strike, Ground Strike, Intercept, etc) with randomly generated encounters en route and on occasion there would be setpiece battles of historical nature (Midway etc).
  13. Uninstalling

    Elite for ideas on mission content?! Surely you are joking.. That game is atrocious for grind/shallow depth of gameplay.
  14. Naval Action on Youtube

    Did I claim it otherwise? It's Naval Action. It's also not Youtube.
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