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HarryButpain

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Everything posted by HarryButpain

  1. yea, currently the key opens the loot window after you capture or defeat an enemy. 'Assign Crew', therefore, perhaps means to assign crew to a captured ship.
  2. Under options/controls there's the default key F9 to "Assign Crew". Has this one currently any practical purpose in-game?
  3. Hey, the driver, version 382.53 did the job with my GTX760. In fact, FPS are even slightly higher now than they were before (30-50FPS in combat). However, versions 384.76 + 384.94 caused BSODs on my machine. Driver 382.33 works, too but reduced FPS (was sometimes dropping below 20 FPS in combat).
  4. lol, GTX760 here, too! Which driver are u currently using? I run version 382.33.
  5. hey, I never had any noticeable frame rate issues in NA. However, I think since ^this update hit the servers my FPS in combat seem to be lower than usual. Maybe it's just the warm weather, but I was wondering if anybody else has lower FPS in combat instances now?
  6. What I meant is that if it was possible to allow players to switch servers by simply sailing far enough west (EU->CAR) or east (CAR->EU), ppl could freely choose on which server they wanna play. If we merged all servers regardless if some people can play on a different server or not, you would upset those ppl who cannot play due to latency issues. If both servers were connected, ppl could choose on their own.
  7. Well, if it was possible to connect the EU and US server but without replacing one another, then the EU server could get a map of europe and the US would keep the caribbean map. If a player left europe to sail to the caribbean, he would automatically switch to the US server. If he sailed back to old britain, he would switch back to the EU based server. It's a compromise, cause players could go and stay where they've the best ping but with the option to change if they so desire.
  8. I like the idea of one big server where something is always going on. However, ppl who cannot run the game because of their ping should be allowed to get their money back, shouldn't they? Maybe make it so that you can test your connection to NA's servers via http://www.navalaction.com/, even when you do not own the game? People on steam's store page should have a fair chance to test their ping, too , before they buy NA. People will call NA some sort of scam if you don't do something like that.. You know how ppl are and how that will result in bad PR..
  9. How would that even look like on steam's store page? If some people cannot play due to distance from server, it would be necessary to point that out on its store page..
  10. well, I understand that many australians complained about ping issues last time. So EU/US ppl are probably not the right ppl to decide??
  11. Sounds surprisingly interesting! RvR and ports/region always lacked complexity. NA should be more than just blunt action where ships shoot at each other.
  12. Let's say one nation starts to dominate a server and all players of the losing factions leave their nation to join the winning one. How can the game be repaired in a scenario like this?
  13. maybe with unity 5. I think that admin said at some point that it wouldnt be technical not possible.. Like a game without instances.
  14. baQa', 'Iq ghew! https://www.youtube.com/watch?v=cTuD6xf-ync
  15. This is a pvp game, and I, therefore, believe we have way too many pointless ranks. You want a learning period where new players learn the basic combat mechanics but once that is done there's really no real reason to be forced to grind your way through the ranks. A pvp rank and a port battle (or rvr rank) are as far as I am concerned fine. The current rank system is fine for pve server, though. First Lieutenant - Post Captain should be one rank, the pvp rank. Flag Captain - Rear Admiral the rvr rank. Let's face it, there's always reason to grind anyway to unlock knowledge slots, modules, cash or resources from AI traders. Again, this is a pvp game and not some mmorpg. People don't wanna go pvp in a low lvl ship because of the time it takes to even find an appropriate or equal opponent. Who are we to dictate what someone willing to actually go and pvp is allowed to sail? Isn't it alrdy time-consuming enough to find a fair fight (spare me the 'but I am a badass' responses, please)? Why not let ppl decide what they wanna sail to a pvp fight? I'm just saying that I don't really see the point in ranks except for being able to sail a SOL or learning the game at the beginning.. If ppl wanna use a lynx in pvp there's nothing that stops them from doing so..
  16. I, as well, suggested here: that capital region could use longer 'join timers' for the owners' of the capital region. I was thinking about increased timers in other regions, too, but to be honest, I really do not think that that would help pvp in any way.. Imagine you actually go the extra mile and sail for hours somewhere farther away from the enemy capital only to get surprised by a hoard of defenders thanks to increased join timers.. Like, where is combat allowed to happen? xD When we assume that more players are at the capital, then we can also assume that longer join timers will I) help noobs and II) lead to bigger battles, which is great as far as I am concerned.
  17. the most important thing is rvr, pvp, and economy. You cannot treat these three parts individually, you have to create a 'circle of life' where all 3 parts are intertwined with each other. I think once you've done unity 5 you'll have more room to play with.. I'm sorry but due to the nature of rvr, pvp, and economy being so dependent on each other, I simply see no way to be more precise in this format..
  18. Ye, there are many older players trying to explain to them in nat chat that they should leave their capital when they start with their newbie rants, but for whatever reason they still seem to stubbornly refuse to listen and rather write angry steam reviews. I couldn't figure out yet why that is exactly. Maybe because they don't wanna afk sail in their cutter for too long? I saw in many steam reviews the anger about the lack of a tutorial. That might be indeed very helpful! I think the devs of planetside 2 use integrated youtube videos as tutorials in their game. Maybe devs wanna approach someone on youtube about the creation of tutorial videos or something?
  19. I understand that NA bleeds players, and that the majority of new players believes that you made starting out in NA as a lvl one simply waay too hard! I also hear a lot of people talking about EvE and those 'high sec/low sec' sectors. So why shouldn't we try to turn every nation's capital region into a sort of high security sector where new players have an easier time doing their grind missions? I mean, it is obvious to me, at this point, that new players assume that because they spawn at the capital, they're also supposed to stay there to do their missions.. I even read that in nation chat and in steam reviews several times by now, so perhaps we should start to accept this fact of life rather than to simply try to ridicule new players and call them noobs for that? In order to make the captial region more 'high sec-like', we could, for example, try to increase the 'join timers' for the owners of the capital region, so that people have more time to come to each other's defense? However, another thing that I find severely irritating is that it is very hard for someone in the OW to find out if an ongoing battle was PvP or not! Furthermore, many people will even become upset with other players when they jump into their battle instances out of fear that they might steal their reward! This makes trying to help each other even more difficult! I believe the game should make it more obvious if a battle was pvp or not. Maybe make it even so that, besides adding a PvP marker when you click on a battle in the OW, players inside a battle instance can call for HELP what would be indicated when you click on a battle in the OW? NA is still in early access and many player convenience features aren't even remotely touched yet by the devs (item descriptions etc.), but at this point, I believe, NA really starts to bleed players and exponentially accumulates negative steam reviews due to player inconveniences such as the situation described in this thread. Personally, I don't really care, I don't even own an outpost in my captial, but I heard from a lot of new players that they have no chance to start in NA due to grinds and ganks. I think you should really encourage 'group grinding' ('fleeting' in potbs language). Due to the vast amounts of grinds, necessary to lvl up, buy cannons et cetera in NA, new people should ask in nation chat all the time for that, but somehow I rarely ever see it.. You seem to lock every player in his own 'lone wolf' battle instance and even make players angry when other players join their battle! Devs, I hope you start to understand where I am going with this..
  20. Yes, I'm generally thinking in terms of a 'dynamic weighing scale'. In other words or in the case of RvR, the stronger you are, the harder it is to maintain your strenght or dominance. This could also work to make ganking less interesting. If the game would 'think' and adjust to the ever changing nature of a player driven game dynamically, rewards would be way less in an unfair fight than in a fair fight, thus would encourage players to seek more even challenges. Ganks should turn more into clans training their noob players instead of a reasonable source of income for everybody: To go back to the idea of a 'dynamic weighing scale', the game should adjust to the amount of existing players on a server and their allegiance. If everybody on a server sails for let's say the pirates, as an extreme example, but the pirates own only the region of mortimer town, then the game should adjust to that fact and extend production periods before mortimer town's region becomes exhausted. If the pirates, however, or whatever nation you wanna use in this example, is in control of countless of regions and every player of this nation still stubbornly refuses to leave the nation's capital region, then this region will naturally face the resource exhaustion period faster than when your nation only holds one sole region.
  21. yes, currently NA's RvR mechanics rely entirely on human behaviour and 'good sense', I wonder how that will turn out, especially with alliances in mind..
  22. Look at the requirements to make a niagara. You don't need that ship at all to survive this game. What you need to survive and have a fair chance in NA, however, should be accessible to everyone (winners, losers, big or small nations). Not accessible to everyone should be 'bells and whistles' ships, modules, and maybe even an additional type of ammo or cannon that you can only obtain through the accumulation of victory marks et cetera (just get creative) but still isn't necessarily better than the stuff that everyone in NA can obtain. Such rewards could even have crass drawbacks that make them worse in some situations where 'normal' items are actually better. People wanna get creative with their ship builds.. I, therefore, think only thing devs have to do is to look at 'ship paint' and expand on that. It is, however, nonsensical to expect weaker or smaller nations to fight increasingly greater odds, what devs do when they reward winners or bigger nations with flat out better stuff. For the last time, you need counterbalances to keep strong nations in check. After PB either all players of a nation or participants of PB will be able to make bids to auction off the conquered harbour (kinda like ebay). If nobody bids the port will remain in the hands of the original owner. At the beginning of the game or after a server wipe regions in possession of a nation will have no owner (governor), once people start RvR and ports change ownership this will change. People can, however, sail to a given region and make bids regardless. What I would like, for example, are weekly fees owners of regions have to pay so that a nation or empire can maintain its size. Region/Harbour owners, however, get taxes from all business that is being made in their region and can use their/his income to make their/his region 'better'. Like build better defenses or create buildings to lower labor hours for everybody in the entire region et cetera. The more regions a nation owns, the higher the weekly fees. If an owner doesn't pay fees the region will go back to the original owner (or maybe even the pirates (the port wouldn't require an immediate auction to get an owner but bids are possible just like after a server wipe) or 'neutral white flag nation'). Owning all the regions in the game shouldn't be financially possible or at least not reasonable as long as every single player of a server isn't sailing for the same nation, but every region should have unique bonuses at the same time that make you wanna capture them. Like bonuses that make ships 'different', for example, besides available resources, wood types or bonuses that help a player economically. Let's say one region makes all crafted ships in that particular region or harbour faster and one makes sails tougher, for example. The point is that regardless of modules or wood type et cetera there can still be surprises in pvp when ships made in different regions fight each other. Add on top of that wood types, modules, and skill books to make ships become very different from each other. It's is up to the devs to find a geographical balance for regions and their individual benefits, ship buffs, or whatever you wanna add to make regions more interesting. A way to force ppl out of their capital is to add 'periods of exhaustion' to a region. Like when every single player of a nation builds ships and gains his resources in the capital's region, the region will be very soon exhausted. Trees will be cut and gold veins be drained.. At this point players will have to wait or pay very high production costs for some time until the particular region has recuperated. Players are expected to leave and spread over the many different regions their nation controls. There needs to be an extra town tab of course that inform players about the port's general situation (e.g., economically, level of exhaustion in relation to players that alrdy build there et cetera). If a nation has more regions than the playerbase is able to finance or use for that particular matter, the nation's amount of regions will shrink to the size adequate to the playerbase's financial and numerical capabilities.
  23. Hey, might sound odd to some people but I was wondering if bigger cannons, loaded with round shot, also have a greater effect on sails, or is the effect of 4pd cannons and 42pd the same as long as you shoot sails? Additionally, has the cannon size any impact on chain-shot when you attack sails?
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