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The Ghost of Sir Edward

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Everything posted by The Ghost of Sir Edward

  1. The Ghost of Sir Edward

    Success as a solo player

    After over 2700 hours of game play i have come to the conclusion that their can be no success in Naval Action as a solo player or even as a clan player who routinely sails alone. The reasons for this are as follows; 1. Low chance of success in open world hunting. Enemy players almost always sail in groups that are actively hunting for lone players or smaller groups. As a result of this it is inevitable that a solo player will be intercepted by larger, more powerful ships and sunk. The typical counter to this is for players to sail in lighter, faster ship. Unfortunately I have found that the combination of woods that grant those higher speeds also degrade the ship's fighting quality to the extent that they are unable to stand up in combat against other warships in their class much less their rate, making them almost useless except for hunting trading ships. 2. Solo Trade/Resource gathering in large traders is no longer viable. The ability to use Indiaman or LGVs to trade or gather resources successfully outside of a player nation's reinforcement zones has been reduced to almost zero. As a solo player I can expect to have one or two successful trips, but after that it is almost a certainty that going outside the zone will result in my traders being intercepted, chased down and sunk. If I remain in the reinforcement zone I have a somewhat greater measure of safety but limited chances to earn gold or find important resources. At the same time I also run a higher risk of interception by enemy Hercules and Le Requin in the green zone, that have both the speed and firepower to operate there successfully. The end result of this is to remove a vital piece of my income as a solo player. 3. Inability to acquire elite level mods or skill books. Despite the developer's and PVP cult claims to the contrary, mods and skill books are an essential element to success in playing Naval action. If this were not so they would hardly be concerned if the mods or skill books existed at all. In any combat instance, if the contending players themselves are of near equal capability, barring any flukes or random mishaps, the ship with the superior mods will consistently win. These winning ships earn large rewards in gold and PVP marks and random drops which in turn allow their owners to acquire better mods and books which then enables them to repeat the cycle again and again. Because of their rarity these mods and skill books are extremely expensive to purchase but because of the conditions set out above it is virtually impossible for solo players to earn the amount of gold needed to purchase them. 4. Over emphasis on the clan system. Most new players don't want to join a clan right away, they prefer to experience the game for a while and get a feel for it. The developers pushing for clan membership and the not so obvious benefits for being in a clan is somewhat off putting to many new players as well as quite a few veterans. As if somehow by not being in a clan you are a less viable player than someone who is. To further worsen the situation, many clans have become a status symbol for egocentric players rather than being a support system for their members, an environment that leaves the non elite membership sitting in the wings. The exclusion from port battles of non clan members or members of clans not listed as allies is a particularly glaring insult to individuals wanting to participate in game content but are unable to do so because of often toxic in game politics. There are quite a few minor issues that I have not mentioned, but in my opinion these are the four that stand out the most and prevent solo players, no doubt by design, from experiencing any real success in the game. Are their fixes for these problems, absolutely. Reducing the amount of gold, marks and XP rewarded to winners of unbalanced fights, making the AI on fleet ships more effective, granting access to unfilled port battles for non clan members or clan members who are not listed as allies of the defending or attacking clan and reducing the effects of mods and skill books. These would all go a long way to improving the situation. But unfortunately so long as the PVP cult is pandered to, this situation will continue to prevail and as a result solo players will continue to live on the sidelines of Naval Action.
  2. The Ghost of Sir Edward

    Success as a solo player

    Your not listening, again. It's not about the loss, it's about the mechanics and how the game has evolved. I'm fine if a better captain in a smaller ship beats me, I was not a great pvp player. But in that battle, because of a dlc ship and determined defender, I bore risks he didn't and not because of his personal skill (he was good though) but because he possessed a fantasy skill that enabled him to play his style of game while preventing me from playing mine and not because he was better, but because the devs who play NA don't like being boarded. He hugged my side for a long time and I could have pointed up and tried to board sooner, but I was worried he'd have DD and didn't want to get in irons(too bad the Ganj-i-Sawai didn't have determined defender when Every tried to board her). But DD alone really isn't the issue, it's those hundred other little BS mods, skills and ROEs that have piled up in NA that I'm just tired of pretending are somehow legitimate. And again, you shrug them off like they're no big deal, but if the devs said tomorrow they were being pulled out of the game you'd scream murder. With regards to the dlc ships. I'm not sure they are OP, they don't seem to be, but the fact is if you see a lone ship now it's always one of them and let's not pretend we don't know why (free). IDK if they'll break the game, but they have definitely limited it. Yes Wraith, you critiscize the game and the developers, but only to make it more of what it is now. Your probably a fanboy, but that's fine too, maybe even great, unless that attitude ends up burying a game you want to see go on. As for my posts, I chimed in when the game started to change, but I learned quickly that the devs are not interested in hearing the views of a player like me and you know that too. As for Norfolk up there. Don't take offense, but please don't piss on me and tell me it's raining. Yes I played two years, and yes I had many many millions in gold, full warehouses, lvl 3 shipyard, etc. But this isn't the same game it was when I started in August 2016. Most things have changed dramatically. What worked back then doesn't work now. Most of the things you can do now are because of the low server population and you, as well as everyone else, knows that. Anyway, this is my last response and my last post, Im signing off now, you guys take care.
  3. The Ghost of Sir Edward

    Success as a solo player

    Wraith it's cool I'm not gripping I'm only explaining some game issues I thought were problematic, why I was thinking of leaving and why I ultimately left. In my view determined defender and so many other NA game mechanics are absurdities. But this is only because I think the game is better when it anchors more in reality and not in fantasy. I know you and many others like the game the way it is and that's fine, but if you log in one day and there are only a few dozen players maybe this might help you realize why. Hopefully though there will be thousands of players and my views will end up being an outlier. Take my ball and go home? Jesus man I put two years and almost 2800 hours into NA. I think me and my ball are entitled to go home now
  4. The Ghost of Sir Edward

    Success as a solo player

    Unfortunately, at least for me, that is no longer true. Last night I fought a herc in a new bellona. After a long battle, the herc was able to stay on my stern and bring my crew down to 190. He then hugged my side took down my armor and started on my hull. Unable to bring my guns to bear, or pull away, my only alternative was to board. So I prepped my crew to near 100, slowed to 3.2 knots and clicked G....... determined defender. I didn't mind losing to the herc, I gave him a gg at the end, but this battle broke the spell NA has had on me. I went into the open world, risked and lost probably 2700 or so labor hours, maybe 450k in materials for the hull and guns and 150k in repairs. What did he risk in his dlc herc and what were his rewards for sinking me? No, after almost 2800 hours of playing, the first 1500 of which were great, I'm happy to leave now. And because by nature I am far to competitive, my character is gone and the game itself is now gone, so it's all yours guys, enjoy it. o7.
  5. The Ghost of Sir Edward

    Success as a solo player

    Thanks for all the comments gents, it's been a great game, but when I originally purchased NA it was to play a historically accurate simulation (as far as possible) of 17th-18th century naval warfare. I gave it another try over the last few weeks, but the game has moved on so it's time for me to move on too. Best of luck to you all and many years of good hunting.
  6. The Ghost of Sir Edward

    New mission type: Escort merchant fleets (all player)

    If the proposed mechanic is relatively easy code to and implement than I would say add it, The game is in Alpha so why not just test it if it is practical to do so.
  7. The Ghost of Sir Edward

    Success as a solo player

    Most of the time its difficult to know who to contact in order to reach out to the clan. I have tried several times on nation chat to get into contact with a clan for a port battle, either to join in the battle itself or screen, no response. Perhaps they assumed I was an alt. I know of many port battles with too few Spanish ships to fight it. My original suggestion was never to open the battle automatically, but allow the clan to open up the battle if they saw the need.
  8. The Ghost of Sir Edward

    Success as a solo player

    I do not understand why in the Naval Action community the opinion of one type of player is more important than the opinion of another or how one type of game focus is more critical than another. I am not aware of any player that trades alone or hunts alone ever asking for special mods or books that will help them escape when cornered yet the PvP player cult is constantly demanding and getting concessions to make their task easier and make avoiding PvP harder. As to my mood I am more perplexed than I am disgruntled, and as far as success, I am not interested in discussing the size of my gold mines I will only say that I use four Indiaman regularly. As far as playing as part of a nation, I joined Spain and do my best to defend her interests. Show me the Spanish clan that places Spanish interests above their own, one clan that represents the nation and I will join. only one example would be required.
  9. The Ghost of Sir Edward

    Success as a solo player

    Uh huh. I can see it all now....,... Shhh, shh, just click accept, it's only for a little while. Sorry been there and i've done that, I know that there are good clans out there for the players in them, but I also know that most clans are just run for the benefit of their top players and no one else. As for the effectiveness of clans at getting anything done, I have raised more hell riding a Santi in my one man clan than the entire nation of Spain managed in a week.
  10. The Ghost of Sir Edward

    Success as a solo player

    Yeah I see that. Reminds me of the Borg on Star Trek.
  11. The Ghost of Sir Edward

    Success as a solo player

    The issue is not one of trying or putting yourself in a position where defeat is possible in exchange for significant reward. I have years of experience in the game, I am what many would consider a veteran so I do have a measure of what can be done and what can't be done in the current game environment. Right now, if I meet an enemy, it is far more probable than not that I will be overpowered and capped or sunk, regardless of the ship I'm in. Players in faster ships need only tag me and keep me in the battle instance as other ships are brought up. And because in the battle instance I am not actually making any distance between my point of entry and point of departure there is virtually no chance that I will be able evade. The only way I know of leveling the field in this situation is to make fleet ships more effective. Provide more command options and give them better AI, no buffing of the ships themselves would be desirable.
  12. The Ghost of Sir Edward

    Success as a solo player

    I have found that small clans have too few members to provide protection or resources to it's members and unless you belong to the inner circle of a large clan, there is very little benefit at all to being a member there as well. Most of the large clans are either busy with RvR or feud oriented PvP to help regular members with their more mundane tasks. As for port battles a simple solution would be that an attacking or defending clan with fewer than 25 ships could, after entering the instance, click a button and open the port battle to all ships of it's nationality. I have seen many instances where the ships were available but not employed because they were not allies of the defending or attacking clan and could therefore not enter the battle. Such a mechanism would result in a first come first served situation for the non clan ships but would at least give solo players an opportunity to RvR. The point is not to be given a crutch as a solo player but to stop being barred from content because I'm either not in a clan or not in the right clan.
  13. The Ghost of Sir Edward

    DLC ships and Crafted ships

    Why can't I quit this game? It's like cocaine, COCAINE! But yes the redeemable DLC Hercs and Reqs are a broken game feature. I escort three Indiaman in a Buc and I am regularly attacked by both of these ships, both die readily enough, but the fact that they attack is complete idiocy and shows that there are no appreciable consequences for doing so.
  14. The Ghost of Sir Edward

    FLEET SHIPS & THE MONKEYS THAT CREW THEM

    Fleet ships need to be buffed, re crewed with humans or have dramatically improved command options. One of the single most annoying aggravating/infuriating elements of NA is the utter uselessness of fleet ships to do anything more than carry cargo. And before anyone uses the counter "just sail with clan mates", I'm in a clan, a Rear Admiral & rich, yet it is still almost impossible in today's NA environment to find any player in a clan or otherwise, who will escort your 3-4 Indiaman for 3-4 hours at a time.
  15. The Ghost of Sir Edward

    The top 10 problems of NA, my view.

    Fanboys take a breath, what I wrote was not a whine or a moan, it is simply an observation. I didn't recommend any changes because I do not know what can effectively be changed to improve the game. NA has good combat mechanics and beautiful graphics, the cannon balls fly and ships get sunk, but that is where it ends for me. I am at max crafting and xp rank, have lvl 3 shipyard, workshop, multiple 1st rates and millions in gold. I can lose a 1st rate and shrug it off, buy victory marks on a whim and lose three indiaman with all their cargo and replace them in a few moments. So what is left for me to do? RvR? I have tried pushing my nation into war by attempting to organize players to generate hostility on enemy ports, no interest. I have even tried raising hostility on enemy ports alone to generate a port battle, again no interest. Wheres the patch to fix this? So because RvR in my nation is dead what do I do? PvP? While in a Santi, I recently watched three friendly third rates and a second rate run past me going in the opposite direction while I was trying to get upwind to join a battle that they had declined to join because the odds were to even. By the time I reached the battle it was closed and the three friendly ships inside were lost. I have seen this scenario in one form or another repeated over and over again. But lets say I accept that my fellow countrymen won't fight and I take my 5th rate alone to MT looking for a battle, in NA players consistently shy away from 1 v 1 or even 2 v 1 in order to fight 5 v 1, meaning I would just be spending an hour to have the privilege of dying. What patch could be employed to fix this? I have seen L'Oceans broadside modded Bellonas with no effect, fleet ships disappear in patrol zones, Surprises overtake Lynxes going to windward, ships with one hull bar almost fully repair while in battle, Ingermans doing 15 knots, multiple Indiaman sunk by a single player in a snow and much, much more, but no patches are needed because these are desired game mechanics. Fans of NA in the form it is now have a right to like it as it is and the developers have the right to continue to move it in that direction but I just don't see myself going along for that ride.
  16. The Ghost of Sir Edward

    The top 10 problems of NA, my view.

    After logging over 2600 hours into Naval Action I can honestly say that I enjoy Sid Meier's Pirates far more. Why this is the case I'm not sure. I can recall what seemed to be a golden age of Naval Action back before 2017, but what made it so, and why it no longer has this quality I am unable to pinpoint. Perhaps it's the player base or maybe it's the players themselves that have changed. Or maybe instead of one thing or ten things that have gone wrong, it's the hundred or so small changes that have caused the game to lose it's luster. Either way I no longer have a desire to play NA or even own it.
  17. The Ghost of Sir Edward

    Port Battle, Hostilities & Setup

    Questions related to generating hostility and port battles How is hostility generated to create the conditions for a port battle and what is the duration of the hostility generated, 2 hours, 24 hours? Once hostility reaches 100%, how is the port battle set up, is it automatic, or do you set the time for the battle to begin. What happens after a successful port battle, is administration automatic or are there certain actions the winning clan need to perform?
  18. The Ghost of Sir Edward

    A new approach to Portbattles, with troop ships involved

    Why not just rework the war supplies feature like the OP said. Instead of war supplies they could be called Infantry Regiments or something similar. Each regiment would have a weight of 400, which would allow only larger ships to be used as transports. An invasion flag (port specific) could be substituted for the smuggler flag, with the objective being that the aggressor would be required to land a certain number of infantry regiments into the port within a certain time frame. The defender's task would be to prevent those troops from landing. Hostility could still be used, but the port battle itself would be rendered obsolete. The only downside would be that either the number of troops landed would need to be very high, to prevent swarm tactics, or a smaller time window utilized.
  19. That's what I'd like to know. Sometimes you sail a long way in a battle and it be very realistic if that distance wasn't lost. Maybe the game should calculate the distance travelled from the point of entry and then give invisibility for the time period necessary to make up that distance in the OW. This would allow players who put in the effort to have a better chance of avoiding contact after leaving the instance.
  20. The Ghost of Sir Edward

    Too many 1st rates!?

    One of the pleasures of Naval Action is crafting and sailing the different ship types. If you restrict the number of 1st rates a player can own at one time you restrict one of the games more interesting features. The realism factor, important as it is, is more threatened by other game mechanics currently in place such as the teleport feature, extensive in battle repairs and fleet ships that disappear in patrol zones just to name a few.
  21. That might be true but I cannot imagine a situation where a player would discard gold or silver currency won in a fight. They would load it on their ship and thus become a target themselves.
  22. Increasing the risk to PVP gankers by forcing them to carry their rewards home is a good thing. Like the admin said traders have all the risk now so why should PVP players get a free ride.
  23. The Ghost of Sir Edward

    A new approach to Portbattles, with troop ships involved

    Perhaps make it necessary for the port battle ships themselves to carry the infantry or marines, which they must land at the end of the battle to take the port.
  24. Imo I don't see these changes causing people to quit. Super mods that can only be acquired by the PVP elte, fleet ships that disappear in patrol zones, etc. these cause people to quit, I don't see the creation of physical money as a deal breaker for new players.
  25. That is all true and there are even accounts of pirates passing fake checks to buy supplies. That said, there wasn't a magic transfer system in place, the coin still had to be moved by ship at some point so that those transactions could be settled. Port upkeep could be solved by the issue of credit from a national bank that clans could settle every month. A single ship or group of ships would be loaded with the necessary amount of coin and then travel to the port to make payment to the bank issuing the credit. It could also be arranged that the clan wouldn't need to make payment in the port in question only at the national capital or even county capital and then it becomes the banks responsibility to provide the currency via ship to it's port branches. And perhaps that transfer could take place in the form of player missions.
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