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About MassimoSud

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    Able seaman
  • Birthday 06/06/1971

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  1. NA is a simulation sandbox and one of the best things, after the fighting mechanics, is the open world, something that makes it almost unique! For this reason I like NA, for the "freedom" it offers to the players and for the chance to play with different approaches: TRADER: once the economy is better defined, I believe that even traders can be decisive in the game, especially in clans that do a lot of RvR. At the moment perhaps this aspect of the game is not really the best, but I hope that the developers will want to improve it. More traders, more open world, more PvP (this is ultimately a PvP server!). Devs please try to invent some escorting mission to the traders, it could be useful and fun. CRAFTER: I am not particularly favorable to the RNG, but I must confess that this has a little revitalized crafting. Perhaps you could balance the RNG with the xp of crafting, so that the more experience you accumulatein crafting, the more likely you are to make a better ship. Perhaps some ports could give a greater possibility to craft ships with particular refits (as in the past with the regional refits, but with the RNG component). PRIVATEERS: many clans and players, including myself, are more like privateers than captains of the national navy. For them the open world is fundamental, and having a ship that is the right balance between speed, agility and fire / boarding power is a difficult thing to achieve. These players have little or no interest in having the Patrol missions, because they are free spirits and know where to find action thanks to their experience (trading routes, port battles, free cities ...). But a populated open world is needed, otherwise they are destined to extinction. RvR CAPTAIN: the major clans are mainly interested in RvR, they do trading and crafting for the need of the game (finding resources and gold to support the war). Even here I think it would be appropriate to make more useful ports, diversifying the distribution of resources better and across the map. Perhaps it would also be appropriate to reinsert the possibility that in some ports the ships are crafted with special refits (nothing of OP) but simply to make sense and a utility to several ports in the map. These clans are those that keep the game alive, perhaps a more detailed clan management would be necessary. My dream is that we move from a logic of Nation vs Nation to a logic of Clans vs Clans, but perhaps the effort of programming is not possible to sustain (precisely it is and will remain a dream of many). NEW PLAYER: this is the "category" to be protected better, as if it were a protected "species"! Too many players leave the game after a few hours because they find it frustrating and too challenging, generating bad reviews that produce the effect of having less and less new players. With the tutorial and the next UI, I think we will have some improvements. The protected zones are ok, but they are too big, some are really excessive! The capital and a couple of nearby ports are more than enough as protected areas where to do missions and where to find the "basic" resources for crafting. For the rest you have to venture into the open world and be aware that you are in a PvP server, but only after having gained a minimum of experience and knowledge of the game mechanics. CASUAL PLAYERS: NA is a game that requires at least a couple of hours of time (if you want to be a PvP player), if the time is less you can do some mission or a bit of trading. However, devs are developing NAL which will certainly satisfy the PvPers category with less time available. So what do I think of the patrol missions? Frankly they do not respect my concept of freedom I want in a simulative sandbox game. Waiting for NAL and for those players with less time available I would suggest rather a modality like that of the FLEET PRACTICE with some differences. Waiting list where the server decides, based on the battle rating, where the single player can join, keeping the BR balanced. Do you want to join in a group? The server only makes you join when there is another group or a series of single players who balance the BR. The battle remains always open and all join in the same point (one on each side) adding to the battle from time to time up to the limit allowed by the server that handle it. The battle takes place within the well-known circle of death but must give the possibility of short excursions outside (as in the old PBs). It would be nice to be able to offer rooms with passwords in order to organize agreed challenges. All of this interests me very little but it would offer more "fair" fights as many seem to have been asking for some time (or maybe it's just a fake request?). Today, however, you must arrive in the patrol area organized in groups, otherwise it always ends up in unbalanced battles from which you can not even escape! And all the brave captains joining from the side with major BR (in the face of all fair fighters!). So for the "solo" players there is no space! I really hope that these patrol missions or these game modes per instance will be eliminated in the release of the game and include in NAL where it is right that they are, in a sandbox game do not really make sense (it's my personal opinion). Good job developers!
  2. Broken grape

    I used grape shots on a bucentaure (no hull on his stern) yesterday in a pvp battle sailing my Bellona from 100 mt and each time i killed only 15/20 crew. It seemed too little to me (in the past i could deal 150/200 each rake). Bug or new mechanics? I hope it s a bug because i deal more damage with balls than grapes now.
  3. [Caribbean] Great battle results.

    Ok as soon as possible i will contact you in game. Buc is coming with cannons and repairs i suppose. 😎
  4. ALT farming

    Otto's real problem is that he has too many pvp marks and does not share them with anyone! 😃
  5. Italiani ingame?

    Come dice Elite nessuna nazione ha dei bonus/malus, solo le reinforcement zones sono diverse. In queste aree di mare ae vieni attaccato da altri players puoi chiamare i rinforzi, che in sostanza si occuperanno di affondare il tuo aggressore o di metterlo in fuga. Se hai team speak il nostro server è ts.undergoclan.it vieni pure a trovarci sarà più semplice spiegarti le basi di questo gioco che è comunque molto complesso. Ciao
  6. Italiani ingame?

    Se ti interessa la nazione Inglese ci siamo noi dei FIRST Ciao
  7. Caribbean Invasion News

    @Admiral Horatio Hornblower it is not worth answering who is hiding behind a false name. What's your name in the game?
  8. [Caribbean] Great battle results.

    I remember when you "killed me", if I did not make mistake it was when you were 12 and we were 3 (and one went out of line after 10 mins!). I remember you "brave", you had to call your CH friends to be safe, and in 12 you still had three hours and you had to tag us four times to "kill" two "poor" FIRST! Baby you need to find a girl and to "live" a little more in real life! I know it is difficult but with much commitment even one like you can make it to be accepted in the real world 😊
  9. [Caribbean] Great battle results.

    Why did you leave the nation? We miss you so much, your poems and tales entertained us so well during the long trails in nothing! I am sure that even pirates now appreciate your writer and poetry qualities!
  10. [Caribbean] Great battle results.

    Dear Ram Dinark, it s impossible for me to reply to your russian, try to write in english if you can (i m italian and i try to do my best with english, so you can do the same, or just use google translator). There was nothing "normal" in your ship in that fight! You were fast, you had an incredible thickness, your broadside was op, your reload time was just too fast, you demasted two masts to a bellona in one broadside hitting not more than 3/4 shots from a long distance, you turned like a 6th rate, you repaired fast and a lot your hull and sails, your masts were impossible to demast (and you were hitted several times). So how can you put so many refits and shipknowledge on your ship? It seemed to me you had all the possible refits and shipknoledge on your ship! I find nothing special in your playing style, you re another good player, no "special" tactics, but a lot of special refits and shipknowledge all togheter on the same ship! So if you want to ask me if i m complaining ... yes i do, because "hero" like you can destroy a beautifull game like this!
  11. Game mechanics or something else?

    Dear developers, I am a new player (4,000 hours) and from time to time I suspect (and in some cases i m sure) that in this game you can use programs that can deceive the game about the characteristics of the ships and their performance. On many occasions I saw demasted ships turning into the wind with 60% of sails and even without the main mast better than a full sails ship! Question: It is a desired game mechanics or it is a steam engine ship (not yet introduced in the game). Three times in this week i was faced with "players" that I call "heroes" and "great sailors", who have fast ships, with an incredible thickness, impossible to demast and with an incredibile broadside. In two cases with other players, we were able to sunk them, and they were normal teak / WO ships with normal upgrades and shipknowledge. I m sorry i cannot do names because i cannot record videos (poor performance pc) and i reported several times with F11. But i can say that these "heros" are always the same players from two clans in particular. I'm sure there are aimbots for this game (and do not tell me that it's impossible because targeting is handled by the client), but I can even accept it because I realize that you can not solve the problem (it will be an hard work to do and now I know you re focusing on the release of the game). Instead, I can not accept that "players" can deceive the server by modifying the basic parameters of their ships (clearly in their favor and making them almost indestructible, fast and with incredible firepower). I hope you want to consider these comments for the sake of the game because otherwise your/our game is destined to be a battlefield where only the best cheaters and exploiters will face with the same weapons. I have a positive opinion on steam reviews, because I think that your/our game is the best game of warships from the nineteenth century, and I will not change my mind, but I hope I can continue to play "clean" because otherwise I will be the first to uninstall (i did the same 2 years ago with WoT when i discover that it was impossible to play without cheats). One last thought for all the "pros" of this game who will hurry to comment on this post arguing that I am a noob and that the players I met were better than me: I met players better than me and I was sunk several times, no problem with this, i had fun in the battle (in my mind there is my dearest "enemy" @Palatinose which is a really good player), and I recognize when another player has more skills than me in the game, but I also recognize when a ship behaves abnormally and in some cases even impossible! Good game to all the "clean" players of NA! @admin @Ink @Grundgemunkey @Batman @Red Jack Walker @bb3ar
  12. New weights system!

    @Liq@admin@Ink That s a good reply, but how a ship (pirate frigate) withaout the main mast and sails to 51% can turn into the wind several times from 60 degree to 60 degree without get stuck into the wind? And how this pirate frigate can turn better than a full sail Wasa? I have seen this twice (a pirate frigate and a Wasa) but i didn t have video (sorry next time i will do). If you have lost a mast (mostly if you have lost main mast) you should not be able to do that. In reality ships of XIX century cannot sail under 60 degree from the wind for several reasons, i m not asking this because of gameplay (but it will maximize the importance of wind and i would like to test this), i m aking if it s correct that a demasted ship with 51% sails can turn into the wind with a starting low speed.
  13. I think it's necessary to review the formula for calculating the BATTLE RATING of each single ship. I have prepared a spreadsheet where I have weighted the importance of the following features in port battles: Broadside Long cannons I gave a weight of 36% Broadside Carronades I gave a weight of 8% Hull (side) I gave a weight of 36% Crew I gave a weight of 10% Speed I gave a weight of 5% Turning I gave a weight of 5% In the attachment sheet you can change the weight of the individual characteristics (feel free to make a copy to do that). I'm not sure about the Hull data and anyway it can be corrected. I hope it can be useful. Good job developers. https://docs.google.com/spreadsheets/d/19xBCpR8x1Ojvwy1M_4leBYCONfv5etLoSluZbiGu7es/edit?usp=sharing