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Found 49 results

  1. Greetings, Once upon a time the developers proclaimed that you cannot hack/ cheat in this game, "because the client only renders the world and registers your input. All calculations are done on the server." And yet, I've got reports from players that have 1000+ hours into this game and are experienced players of very strange things happening when in battle against certain individuals. These occurrences include but are not limited to: Crew assignment changing to repairs, or guns being disabled. Sails being depowered or set to 0%. The ship not responding to any player input via keyboard, total loss of control of the ship. So, if the developers keep their stance that the game cannot be hacked, then the only conclusion can be that the hackers are the developers themselves. This would make a certain amount of sense, since they have the tools and more direct access to the server than regular players. So, @admin@Ink ,myself and my fellow captains would like an explanation for this. With the recent changes to the game, it looks as if you're trying to kill this game as quickly as possible and these "impossible" hacks are contributing to this. I've heard rumors that this game might be "finished" in your opinion and that another project might be in the pipeline. If this is the case, grow some balls and at least admit it and don't hide behind these game-changing decisions that most of the players hate. I'd hate to spend all my time in a game that is essentially, going nowhere, or rather backwards.
  2. Increased join timers — due to OW travel speeds — gives a chance for everyone to receive reinforcements. It allows battles to grow bigger. Obviously, depending on how that particular battle plays out, that can be a good thing or suck. You’re holding your own right when 6 enemy ships join and turn the tide against you. That sucks. You’re barely hanging on and the cavalry arrives. Hooray! Numerous good and complex suggestions have been made on how to deal with the whole revenge fleet, gank, or other problems associated with unrealistic OW speeds and battle join times, most of them dealing with circle size and placement, tagging, control perks, and BR limits. I suggest that right now, with the extremely low populations on both servers, we try simply increasing the join timer just to get more players involved in PVP. It would seem like it would be an easy thing for the Devs to implement and adjust. As it is, not only do you have to find a PVP situation on a very big map, you only have 3 minutes to do it.
  3. http://www.nelsonandhisworld.co.uk/forum/viewtopic.php?f=1&t=1679 Make cannonballs bounce, it supposedly even extended the range. Likely considered to be measure of gunnery excellence.
  4. We still struggle with problems caused by the difference between OW speeds / time compression and battle instance speeds. Here's a new (I think) idea. In port battles, attackers already have to be inside an outer circle while defenders join inside the inner circle. Could we use an expanding outer circle idea in OW? The first circle represents the tag and immediately after. Players within the tag circle are pulled into battle like they are now. Players outside the tag circle need to be within the outer ring (but not inside the inner circle) to join the battle. Obviously they will be joining further away from the battle start and will sail to the combat at real world speed. As time passes, the outer ring grows larger and further away from where the battle started. One can still join the battle, but only from inside the outer ring and will join the combat at battle instance speed. Eventually, the join ring is quite far from the original tag. With this solution, I don't think you even need to close the battles. Reinforcements may join at any time while the battle is going on but the more time that has passed since the battle began, the further away they will be when they join. The camping of crossed swords problem will still have to be dealt with by the player invisibility/hyper speed "solution" but ALL PLAYERS and AI NEED TO BE INVISIBLE while you are cloaked.
  5. ONE currency

    Conquest Marks, PVP marks, PVE Marks, Gold... There are so many currencies in this game that it is impossible to balance them all. Get rid of them all except Gold. Combat earns XP and Gold. Crafting earns XP (and profits in gold if you sell your wares). All items in admiralty are priced in gold. Adjust the amount of rewards and prices as you will based on difficulty and desired scarcity. It seems to me that a) this system would be easier to get the economy right and b)would allow players to pursue their own paths to "success".
  6. Defeat / Escape Rewards

    I find it really injust that if you manage to run away from your enemy (trader example) succesfully, or have to flee after causing major damage to enemy but also take fatal damage to your self that there is 0 reward for this. After you have given your very best and fought till the end you should get reward! It is frustrating that after 30mins of fight you might need to run and get no rewards at all, its not often this happens but when it does its like wet rag to your face. Also there is no xp for traders that are bullied / chain pulled to battle that they escape succesfully. There should be rewards for those. Just my thought, didn't find thread of this yet. If there is one please move my comment there.
  7. We can't capture the ships, but at least allow us to remove cannons for later use or sale from AI combat ships we successfully board. It's not going to make anyone rich but it would provide a bit of income to pay for the crew and ship damage we sustain in combat.
  8. Am I doing it wrong? I thought we were now aupppsed to be able to remove some cannons from AI we successfully board on the test bed? After boarding more than a dozen enemy AI combat ships, I have yet to see a cannon in the hold when I'm removing loot. Is there a button or screen I'm missing?
  9. On the test server, I noticed that If we get into a boarding action (By choice or unwillingly) we get NO REWARD despite all the cannon fire exchanged. Historical Context: The nations of the world considered it preferable, by far, to capture an enemy ship. It was taken as a high achievement of skill and courage. The capture of vessels was preferable, and well rewarded, because the ship could be refit for use ti strengthen the navy, or striped for vital materials, to save cost on other ships. Why then do we receive "No Reward" for capturing a vessel in combat? It makes no sense to only reward potions etc for blasting a ship to match sticks. Even the crews got a share of the Prize money for capturing. We should receive the mission and combat rewards for defeating enemy ships, no matter how that victory is achieved. Pyrate Context; Post script. When prize money was rewarded the vaunted Royal Navy officers often screwed the men out of their share of $… Which is just ONE of the reasons so many crews mutinied and turned pyrate! But I digress...
  10. I know that cannon loadout, mods, and build quality (color) are not reflected in your AI fleet ships' combat capabilities but what about wood choice and regional trim?
  11. This might only work in conjunction with a reputation system, but what if players could craft and trade Letters of Marque. They would temporarily assign the creating nation's flag (with its restrictions on who is an enemy) to the player holding the letter. There are a few options how this might be interesting: 1. Only Nats could make them and only Pirates could get them. 2. Or since alliances are being "turned off" perhaps one Nation could give it to another Nation's player. They would not be free to make and presumably whoever accepts the letter will want some sort of payment as well. A player could only hold one letter at a time I'm sure there are other ways this could play out but it seems like it would have positive impact for low pop nations while avoiding alliance entanglements and provide a mechanism for pirates to do some privateering. Please discuss.
  12. Mortar Handbooks

    Only stupid question is the question not asked, but this one may come close... Despite the name, do Mortar Handbooks assist with deck guns? It says they affect: DECK_CENTRAL CANNON_DISPERSION_PER100M, CANNON_DISPERSON_VERTICAL_PER100M AND CANNON_DISPERSION_REDUCTION_SPEED
  13. I'm hoping this thread can stay constructive. Please don't bother to use this as a place to whine about how much you hate the idea of a PVE zone in the Gulf coexisting on the same server as PVP. Unless the Devs change their minds, it's going to happen and unless there are things we don't know about its implementation, it is going to cause some pain points. Hopefully we as a community of PVP and PVEers can make some constructive suggestions about how to minimize these pain points. @admin if there is something we just don't understand about implementation, please clarify. BTW, I'm not saying I like all these "solutions" but I'm putting them out there for discussion. Community, please add pain points you see and possible solutions as well, Pain Point: Admin has indicated that players will be able to freely move between PVP and PVE. Also free ports will not exist in PVE zone. Still, assuming all resources can be obtained in the PVE zone, ship construction and resource accumulation can be accomplished in relative safety either by PVP players in the PVE zone or by ALTS specifically created for the purpose. Possible full or partial solutions: 1. Disable the ability to have ALTS or at least make it a huge pain to switch back and forth between characters. While I like this idea, I doubt it would get any traction. 2. Disble the ability to teleport characters and/or tow ships between the two zones. 3. Make some classes of ships or necessary mats not craftable in PVE zone. 4. Sink 'em as they come out. While it may sound like ithe border will be a target rich environment, the (roughly) north-south boundary between zones covers a lot of ocean. Solution: Choke points. For example in order to change your status from PVE to PVP you have to visit a friendly port in the PVP zone in order to "obtain your orders" or whatever we want to call it. Making folks exit the PVE zone through the straight of Florida might be another idea. What other problems do you see and how might they be solved?
  14. Aiming bar with double shot

    Does the aiming bar when using double shot reflect the additional range of your cannons or do you need to use a little "Kentucky windage"?
  15. I'm pretty sure that with all ship types, you can most quickly turn thru the wind using manual sails and going max speed. (Please correct me if I'm wrong.) But not having experience with that many different ships with different sail configurations, I don't know what happens at low speeds. Using manual sails, is the quickest turn at slow speed still with full sails on all ships or are Battle, Half, etc more efficient with some ships?
  16. Wind effect on cannon fire?

    Does wind direction affect cannon range or accuracy in game?
  17. Accurate Rigging Damage and wind force

    Hi all, I am sure this has been suggested before, but wanted to suggest it once more to bring it back to public attention. Currently, the mechanism for demasting and damaging sails is far too basic and, historically speaking, unrealistic. Very rarely was a ship demasted because the mast itself was struck by balls - it happened because the rigging was destroyed and it was therefore unsupported. Sometimes, just a single extremely lucky shot could cripple a ship. I would suggest that the mechanism for this be addressed and a movement be made to make it somewhat more realistic in both terms of potential damage, and in that done by wind and force. What I mean by this is that, once a certain amount of damage was done, dependent on the weather, it became dangerous to be under full sail (of course, depending on weather, it was dangerous to be under full sail without any damage in very poor weather). This should be simulated as well. Additionally, it is not at all historically accurate for every battle to necessarily be able to be fought at full speed with the wind always blowing the ideal force. I would therefore also propose that wind force be variable in combat (not in the open world). It was common, particularly in the large fleet battles, for the lineships to become somewhat stationary and grouped together due to weak wind. This would actually make positioning and captain skill even more important, as whatever sailing decision you made would have a tremendous effect on the outcome of the battle, and likewise more accurately model how in some battles an inferior force defeated a superior opponent. Thanks for your consideration.
  18. I've seen comments that this perk is broken and debating whether it is a good thing, whether it should be automatically granted, etc. As of now (Jan 21) what is the status of the Signaling Perk? In what situations does it activate? Does it leave battles open for AI to join as well? Thanks.
  19. Using the spyglass?

    Surely I just don't know a certain keyboard command... In open world, is there a way to click somewhere on the screen and then hit "shift" and your spyglass is aimed at that spot? At least with my mouse/computer combo, scrolling around the view in spyglass mode is a real pain. I think in combat screen, the default aims the spyglass where your cannons are aimed but I'm not even sure about that.
  20. Someday there might be a manual for this game. In the meantime, I've learned what I have in my few short weeks from countless YouTube videos, published guides, and helpful answers on chat. THANK YOU to everyone who responds to questions and those who have spent the time making the guides and videos. Now, for this evenings question: I know port battles are limited to 25 ships. In a line ship battle, does that mean all 25 have to be 1st rates? A 4th rate battle means all 25 have to be 4th rate. Shallow water can be any ship that has shallow draft?
  21. "Demast" command to AI fleet

    If you issue the Demast command to your AI fleet, is he chaining the sails or going in close trying to kill the mast with ball shot?
  22. I know you can disable specific decks in order to dedicate more gunners to the active cannons, but is there a way to designate a specific side? It would be extremely useful sometimes to have all gunners dedicated to either port or starboard cannons.
  23. I came across this article today that attempts to de-bunk some of the myths and inaccuracies about Civil War tactics. Can any of the buffs/historians on here weigh in with their opinions? http://johnsmilitaryhistory.com/cwarmy.html Thanks!
  24. PVP2 VP (Dutch) Combat Life

    A great victory in the shallow water events for the Dutch today! Some US players came to steal kills from the Brits on us as we were about to engage in a 4v4 with some great gentlemanly Brits, all US gankers were sank and kindly added to our scores, and none achieved scoreboard status. Thats what you get for attacking a teamwork based Nation i suppose. Hope to see all you lads out there again! And hope the three US members that thought they could get some easy kills throught making a 4v4 a 7v4 learned their lesson, the dutch dont leave their members behind, and we will beat you in a 7v7 , we believe in fair play and will keep it that way.
  25. A story about ganking

    Let's talk about "ganking". What is a gank? For most players it is any fight that they start with any perceived disadvantage. Let's talk about this game. This is a wide open world, very large. The odds of two fighting forces matching open sea and having a "fair" fight is remote, to say the least. So, intended or not, one side will usually be the "gankers" and the poor victims the "whiners on the forums". There is just no way around it in an open world pvp game. Or is there? Various mechanics have been tried that have all resulted in loss of playability, and in my experience, player loss (multiple games I have seen it). One of the giant attractions of this game for myself and others players I used to sail with was open world, unrestricted pvp. Then came the mechanics, BR mechanics that resulted in people missing fights or getting split, mechanics that favored the defender (open battles near port with social), forts, npc fleets around capitals, etc. Then personal fleets that intruded on the pvp, making it damn near impossible for a solo pirate to get much done. Either way, what did we see? People leave the game. Also, the failure to address a simple thing like battle screen camping. I often log out at battle screen, either because I have to log (usually) or because I know a fleet is waiting outside for me. Don't remove that, just incentive coming back out into the open sea with some help getting out of the immediate area. Long invisibility, even longer cannot join battles? Something so a player can leave a battle with some confidence of escaping a revenge fleet. Look, you can sail around this damn game for literally hours and never see a single player sometimes. And when you do, of course you and your mates all jump them because hallelujah it's a player to sink or capture. If anything, the game mechanics should favor and encourage those that sail near enemy ports to hunt. Give them a break. Make this game what it once was, cutthroat pvp and disregard the losers whining about ganking. Remember, for every one player crying about ganking, there are at least two more players high-fiving over his pool of tears and shattered timbers. Give us heat maps to find where the enemy does missions, trades, hides, whatever. Put the "Action" back into "Naval ACTION".
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