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Doug Maoz

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Doug Maoz last won the day on December 6 2017

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About Doug Maoz

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  1. Exciting OR RNG crafting is back, and I have a problem with it.

    I could be persuaded that the minor bonuses are OK, and a fun little RNG. However the possibility of 3 vs 5 perm slots should probably be removed. This was always a problem with the old system, where 2/5 or 3/4 ships were relatively worthless. Also, I believe this disrupts the overall balance of permanent mods, since you can have 5 speed mods or 3 repair mods + 2 thickness on permanent slots. Where is the need to make a choice? Who puts nice ships in fleet???
  2. Patch 15: Tutorial testing and many other things

    I am also a big Dark Souls fan (over 5000 hours between all the games)! It is true that Dark Souls likes to have players discover things on their own, which is great in a story- and exploration-driven game. However Naval Action is neither of those; it is a combat and PVP-driven game. In Dark Souls PVP, one of the nice things (to my mind) is that every weapon has the same stats if it was crafted the same way. There are is next to no randomness in the PVP aspect, as each +6 Dark Carthus Curved Sword has the same base damage and scaling as every other. Damage is affected by character stats of course, but that is analogous to our upgrade and perk choices in Naval Action to my thinking. What I mean by all this is that introducing random crafting benefits does not really fit into the Dark Souls paradigm, and I'm not sure why it has made a return in Naval Action. Ships (our "weapons") should be fairly standard based on what wood they are constructed of, and should not have random bonuses that are impossible to predict. I am happy to test it out, but I don't really see a gameplay benefit here.
  3. Patch 15: Tutorial testing and many other things

    What are the new thickness numbers? I hope @admin will post a spreadsheet or list of the ships that changed. Woohoo!
  4. Hotfix for patch 14.

    @admin Thanks again for increasing the Wasa BR! Tonight at Hat Island we saw a very interesting mix of ships, where before literally everyone was in a Wasa. We even saw a heavy frigate in a port battle! Keep up the good work, we are all looking forward to the upcoming overall rebalance.
  5. Wind Tacking

    I have had success tacking by doing the following (esp in larger ships). Auto skipper into the wind until your sails stop billowing. Flip the rear sails through. Depower and reverse rudder as soon as your speed goes to negative (usually as you face directly into the wind, or a little after). Remain depowerered & reversing until your rear sails billow with the new course (about 45 degrees off the wind) Re-power sails. If going straight close-hauled, neutralize the rudder and enable auto-skipper. If you are continuing to turn, flip the rudder and manually sail once you are up to about 2-3knts positive motion. I'm sure more skilled captains than I have more advice, and can probably explain it better. But hopefully this helps!
  6. Wasa vanished in port

    Hello all, On Wednesday 1/17/2018 I had my Wasa in Tumbado vanish out from under me when I tried to change knowledge in the equipment tab. I filed a bug report in the hopes that it would be returned to me (NAB-75604), but I am now also making a support post. Here is the sequence of events: Went to Tumbado outpost Selected Wasa from the ship list (I was going to tow it to Hat Island, so I was going to empty it of repairs.) Went to equipment tab The Wasa looked very strange in the equip tab I saw all my perm mods (Cartagena Caulking, French Rig, Northern Carpenters) and cannons equipped. However all the knowledge slots had the blank "+" when I knew I had left knowledges equipped. I thought there were repairs left in the hull, but it looked empty. I clicked on the first knowledge slot, and tried to equip "Art of Ship Handling". An error popped up, saying "You can only have one knowledge of this type equipped". I pressed OK. Suddenly, I was on my Endymion in the equip tab in the same port, and the Wasa was gone. I had no record of selling the Wasa to either the ship market or the NPC vendor, nor was the Wasa anywhere else in my other docks. Which brings us to today. I would appreciate it if the Wasa and upgrades were returned to me, and this error was investigated. I wish I had some screenshots or video, but I was not recording when it happened. Thank you for your time in reviewing this issue!
  7. The Great Balancing of The 4ths

    I'm honestly not sure why a OW-viable ship with 10 chasers was introduced. Before the Wasa, the most chasers you could realistically have on an OW ship is 6 total (Surprise and Ingermanland). Wappen is not used in OW, neither is Ocean. 10 chasers seem like too much.
  8. This would be a very cool system. I was thinking it might expand gameplay to have a perm or ship knowledge that lets you add (or move from the broadside) X guns to the bow or stern. That way if some ships are balanced to not have chasers, you can sacrifice some other part of your typical build to have them instead.
  9. Turn inertia - discuss

    It feels much better than the "sailing on rails" of the old system. Feels like you actually have to plan maneuvers in advance, much like you would on a large vessel IRL. I don't have a problem with the turn delay re:shooting, it takes a little getting used to, but correct usage of the various cones and rear/front fire give the advantage to the more active and forward-planning captain. Also, can we get rid of random fire already? Or have an option to? Does anyone use this thing =p
  10. I like all the new sailing models for the most part. It feels like most ships have more of a role now (with a few exceptions). Pirate Frigate - I know the hull shape is short and fat, but it is really slow compared to every other 5th rate. It used to be good for its sail profile, gun loadout, turn rate, and have OK speed. Now it has OK comparative turnrate, bad speed, and a mediocre sail profile (gun loadout is still good at least). I think it should either get a much better sail profile, or a higher base speed. They are never seen these days because they are sluggish and don't turn as well comparatively anymore. Connie - Needs a little better base turn rate, it turns OK when you have sail force, but once you lose any turning it's completely awful. 3rd rate - There should be a reason (besides slightly lesser costs) to sail a 3rd rate. It is good that it gets 32lbs on the main gundeck now, but it still moves like a fat adult with the attack power of a child. Speed boost? Equal HP to Bellona? Mortar on top deck?!? Agamemnon - Is it supposed to completely not move upwind? I don't see this ship getting any play unless it can go upwind a little bit. Right now it is worse than everything in the game. Endymion - Is it too good? I like it myself, but its sail profile is far and away the best in game, especially given its gun loadout. A lower base speed, or slightly less good sail profile may be in order. Wasa - many people have already spoken to this. I would like to add it HAS been nerfed: the base speed is now terrible at 12knts, and it lees something awful. That being said, here are my proposed fixes given it is still the port battle queen... Classify it as a 3rd rate - It should not get the ship knowledge bonuses of a 4th rate; currently it gets more marines than a Bellona with 100 less crew. Remove crew to bring it in line with other 4th rates (500 at most). 32s and 24s are much harder to load with less crew; and/or... Change the 2nd deck from 24 to 18lb cannons. Needs higher BR - this is non-negotiable unless ALL of the previous fixes are applied. Given the crew count and gun type, its BR is far far too low. Overall, I am also looking forward to the BR rebalance (Indefatigable != Wasa).
  11. Leeway warning! Important!

    It's truly vacation time, everyone is going to the beach!
  12. Are we getting special gun types?!? Also the art is very cool. Merry Xmas to all!
  13. [POLL] Should 1st Rates be Considered "Rare"

    I have a hard time voting, because I feel they should have a special role (ie. they should not be able to go super fast) and should not be in every fleet, but it is wrong to lock them behind highly exclusive mechanics. Exclusive rewards should be cosmetic or marginally better, not an entire ship class better. The thickness of first rates currently makes them the mandatory core for port battle fleets; everyone else has already well stated the snowball problem, so I won't go into it. Making 1st rates more expensive may be a good approach to this situation, rather than placing them behind an arbitrary wall (PvP, RvR).
  14. Big news! Us on Global will have to consider how we will jump. I have few opinions on the matter, except to say that I would prefer the keeping of the 22 hour port battle delay so defenders have a chance to deploy. There have been other suggestions that would provide instant PVP that I think we should peruse before going back to same-day port battles: How about the one wherein you buy flags to raid a port - perhaps for that day's tax income or the special resource within? I liked the old pvp events, those were fun for getting people together to arrange fights.
  15. Politics and PBs (Patch 11/12 - "Clan Wars")

    Islamorada - 4800 BR French Successfully Attack vs Pirates The Battle in Brief - French forces win the battle on points by sinking defending ships and forts. One Wasa was sunk on the attacking side, and the majority of the defending fleet was sunk. Good evening all, It was my duty and pleasure to participate in the Defense of Islamorada on Dec 10th, 2017 server time. Pirates deployed their main squadron eastward, set opposite to the French main squadron further to the east. One defending Wasa was left to capture the home circle, and the other Wasa plus one Victory were deployed to the west circle to combat the French light squadron of two Wasas and one Mortar Brig. Fighting between the main squadrons was immediate and decisive; the main fleets sailed straight into one another, with many broadsides being exchanged. During this clash, a few defenders were heavily damaged and unable to defend themselves, snowballing quickly into a very solid advantage to the French. The light squadrons were meanwhile engaged in a game of cat-and-mouse, with the two French Wasas attempting to sink the Pirate Wasa while keeping themselves safe from the Victory, with only limited success. The defending Victory was able to board one of the attacking Wasas, scoring the only kill for the defense force. This was an interesting fight since the Devs had changed the sail and speed physics the night before, and some captains were perhaps not fully prepared.