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About Borch

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  1. This bug exist in the game since the very beginning of OW. When dev team proposed changes that would allow only 3 cancellations per day I was arguing that they should at least fix mission spawning bug first. Guess what? Nobody cared back then. Nobody cares now.
  2. Borch

    Ninja Santi and One Shot Kills

    Its not only about ships with more guns getting more risk but also about having bigger chance to succesfully use leaks mechanic. More cannons equals more chance to cause leaks with one broadside. That mechanic will work against every ship. Question is if it should be more even between ship sizes? Game against realism.
  3. Borch

    Ninja Santi and One Shot Kills

    Incompetence of OP aside, but can a frigate sink another frigate with leaks caused by one broadside? Legit question as I didnt used that mechanic in ages. The last thing I remember was that you needed a lot more leaks than possible to get from frigate number of cannons (counting in misses, non penetration shots). Seems to me that leaks mechanic is more potent in case of ships with greater number of cannons than smaller ones (also pretty easy to do with NA cannons accuracy - more than mast sniping at least). Either make leaks more potent in case of small ships ( like you need relatively smaller number of leaks to sink smaller ship than bigger one) or give bigger ships better protection from them?
  4. Borch

    Naval Action needs a good story.

    Yes, but those takes also 50-75 hours to develop while PB's and PvP is still under developement since 2016. Even combat mechanic which long time ago would be sufficient for final release is all the time being tweaked. Its time to focus a bit on small fishes filling most of OW to provide everybody interacions with other players.
  5. Borch

    Incentive for nations to own more towns.

    Yep and that means more empty port battles. Boring. Content will be provided in different means than port ownership which is boring too. Again, more of empty PB's.
  6. Borch

    Incentive for nations to own more towns.

    If RvR activity is going to stay as it is - clan based, then I would say that port ownership should cost even more or simply not be allowed beyond some number. I understand that currently with the playerbase we have it looks like bigger no. of port ownership is needed but after release we should expect a large influx of players. When that will happen one clan absolutely shouldnt be able to keep too many ports as they will deny content for other clans in nation. Out of my head 5 ports for biggest most active RvR clans with possible teleports and tows plus outposts should ne enough.
  7. Borch

    Rework of Admiralty shop

    If safezone dont drop combat marks then it has to be "safe" otherwise no point in keeping it.
  8. Borch

    World Cup (annual event)

    Its not historical to have a world cup.
  9. Borch

    How to avoid cyclic player participation

    Main goal - PvP ranks with special small boost rewards and unique ship paints etc ( could be different ranks for every nation making it a good source of money for further game developement via forged papers) Admiralty deeds - Various activities being rewarded with special paints, mods, ships ( different for every nation, county, PvP, PvE, Trading, Conquest, Exploring) Carrer focus - Different perks and deeds for admiralty captain, trader, crafter, explorer. PvE - More PvE content increasing OW traffic thus making PvP more common and on smaller scale RvR - Raids as main activity taking place of PB's - PB's triggered and hostility lowered only by PvP with no hostility decay ( slow conquest with chance of nation to rebuild ). PB being server event with rewards given to captain of every nation for activities around said city. Notice RvR is still there because it just has to be but taking towns from other nation doesnt happen too often. Main goal of playing the game is player character advancement and rewards attached to that. This would not only decrease the number of only big group battles but also create more small scale fights across whole map as there would be plenty of solo achievements and deeds ( less ganks - still there but some people will just never learn ). Carrer focus gives you the chance to enjoy game content the way you like it and adequately to the time you can spend in game while also making your path important for the whole nation (no more carebear traders and crafter comments ). Making opposition conquering as a main game goal will always lead to game faster demise ( unless you develop seasons which basicaly are wipes every few months and wouldnt work in NA - its terrible content anyway). Wake up Game Labs.
  10. Borch

    How to avoid cyclic player participation

    How about simply not making RvR main end game content?
  11. Borch

    Pirate Dens around the map

    That feature would also be one of good reasons to add exploring and exploration ships to the game.
  12. This is the direction I wouldnt want NA to go. Its another boring feature but this time affecting the most important part of NA, which are ships. Again this will make casuals life more complicated and wont affect much hardcore players. What is the purpose of bringing it into game then? If anything this feature shouldnt affect such basic thing as money otherwise its just RvR ports with maintenance cost vol 2.0.
  13. Borch

    Reinforcement fleets: feedback

    Yes, please. Time to remove hostility missions altogether... Promoting easy gameplay in end game content is worse than actually NOT providing any... The sea is dangerous and unforgiving mistress... Time to force those RvR guys to PvP instead mindlessly bashing PvE fleets.
  14. Borch

    A Re-take to Regional Bonuses

    You simply need clear difference between the roles you can play. Navy captain, trader, crafter and (hopefully) explorer should have all different pros and cons, achievements and rewards that will make every activity interesting in game. If the devs goal is self sustained economy, they should also look into ship crafting. The only problem here is that you need big playerbase to make it work including those players that needs their "hand held" as they are not so skilled in combat as hardcore PvP'ers. They could be viable part of the game if not kicked a side. With proper role implementation even fine woods would work. In fact it would finnaly make the game interesting at every aspect trade, craft, OW PvP, RvR and (hopefully) exploring.
  15. Thats exactly the point. You do not forbid players from sailing first rates but you make it harder to choose between first and third rate. Basically first rate having superior firepower and third rate turn and speed with second rate in the middle. You dont need any weird artificial limiting mechanic in the game, players will make the choice.