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Found 6 results

  1. First, the coordinate system needs to return. If forced to log off on the open sea, when you return you have no idea where you are. With coordinates you could get a good approximation and navigate. Navigation in the current system is a joke. In the real world you could have gotten a fix from the sun and determined your position from that. Either bring back coordinates or place a pip on the map to show where your ship is. I prefer the coordinates because it's more realistic. Mission markers (crossed swords) need to be larger and a differnt color that stands out. The white swords get lost in glare and in a storm good luck stumbling across it. They are also way too small.
  2. 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?
  3. i Like N-A is a greate Game sugestions: (i am: developer, 3d animator, vfx and full gamer) like see letter skills for ships and crew, orders for nation fleet in no open sea, example move fleet advance to create hostility and influence, need have co-workers for ports craft/and builds, realy need change parameters of camera view in open world and battle mode "(change for angular camera for magnificance size of ships in lvl wather) for see magnification of ships of line" actual suze view is equal to Miniature models. like storms, and fog. but need more storm and compass and trancer, in storm and fog compass disable function u need promo/gold, for users buy premium ships premium artifacts, ammo firely and see shots lighting in sky and night. new gameplay for user (epic battle in port and selection faction for enter, see list of players in list for enter full list (gamers like battle and battle and battle and open sea for battle is long long long ago) i recomended use open world for move advance, traders and localize gifts and battle in. like ships of smoke for port battle or ships firely direct to defence of port. pvp like for ships, (several ships in external port in user conected for defend ports of fleet ias or masive fleet of players ships no lost only repair ships and win or buy news upgrade admiral, the user most up online have rank general admiarlty and create hostil place, this user can acept or no and all players can vote. in open sea can find a a pirate specific and published in interfaz with photo of ship and photo pirate famous. in battle: NEW select capture or protect Treasure ship and beging in port of faction with radar, coordinates xyz and path of treasure. in ships can u create a reliq and mitologies ships and ghost ships and phantom ships, in open world create a magnetics anomalies and triangles of lost ships and dangerous ships pirates in mision port. implement a sistem of superiority or user with real money, user like be supreme and buy all premiums or artifacts or special ammo with real money. we need more players and need a system or recruit and alerts of user conected of close position for find and recruit or invite to battles. implement system servers fusion middle eu middle us whit posibility of go battle of all servers need more update ever for interest of user and all see realy news in game. i need see a santisima chass cutter and see Immensely gigantic. i thik this in 30 min. need help ever, users is a greate idea for updates and sorry my english is realy bad but ideas is for to get better. greate day Bucanero srv1 junjo bucanerbo srv2 Juanjo.
  4. Would someone please give me a brief description on what each of these choices are. Do you have to have a specific rank or ship to participate? If you lose, do you lose a durability? After the event, battle, or duel, does your ship have the damage you suffered? TIA
  5. BlackFalcon

    Interface Design

    Hello... I am new to this game as I just started playing with some friends the other night. I have to admit that I have some mixed feelings about this game but am willing to hang with it since I understand how difficult it is to develop such games. I have seen a lot of suggestions and discussions regarding the actual features that many people would like to see in this game. I have no idea how a development group could accommodate so many requests (and hopes). In any event, I have been building software for 44 years and am already in the planning phases of a new product. I have a lot of experience with intuitive interface design and I believe this is the area that is causing most of the complaints and negative reviews people are seeing about this game. An interface in any application should intuitively guide the user or player in this regard as to what is available and what the limitations of the application are. In a game such as this, the limitations would calculated to be the level of experience that a player has gained over time by successfully playing the missions in the game. In business software, limitations are usually imposed as result of the level of access to certain functionality that any one user can have. This is what is known as "security" rights. I see the biggest issue that could generate negative reviews and comments is a result of the confusing interfaces, which appear as if they are not completely finished. As a result, the game has an incomplete feel to it and I found the game mechanics as a result, difficult to ascertain. From what I have experienced so far it appears that the game interface is on the right track but is still in need of quite a bit of refinement. If I may here is what I would suggest as some refinements... I. Instead of having separate screens that move you back and forth between actual game play I would refine your existing menu design to be much smaller with the entirety of your game play options under various master menu options. Each selected option would then bring up a new form for the user to interact with over the playing screen. II. A refined menu would also be able to be hidden so that users could play the game without the menu being visible. In its place you could use what you are already using in the game, which is the icon with the horizontal bars, which would be display in a corner when the menu is hidden. III. Another facet to the menu system, which is standard in all well-designed applications is a HELP option, which provides the various screens for each of the sections of an application with information on how to work with it. In the case of a game, this information would be mostly relegated to the keyboard and mouse options that are required. None of my friends I was playing with knew of any such option in the game and they had been playing it for a while so this is something that is definitely lacking. Like the menu icon, which is already being used in the game, a standard help icon could also be placed in a corner when the menu is hidden. IV. I noticed that prior to entering a battle a new screen comes up and tells the player that you are about to enter a battle. From what I have seen from playing the game, I don't see this as a necessity and it also interrupts the actual game-play making it feel somewhat rough. The game play has already shown that the physics are rather sophisticated. As a result, there should be a more refined way to inform the player that he or she has entered a combat zone and should ready is ship for an engagement if he or she would like to do so. If not, the player has the option to sail away from the combat area. As a software engineer interface design has always been paramount in application design as it guides the rest of the application's development since that is what all the internals are supposed to react to; the users selections. Poor or incomplete interface design can ruin the potential of any application and over the many years I have been in the software development field I have seen many a software tool fail as a result. I believe you have a naval simulation that has all the possibilities of becoming a very high quality product, which could go a very long way to providing other periods of time for naval action in new products down the road However, I see all the symptoms from the many forum responses I have read that your efforts may be headed in the wrong direction in that you will continue to add and refine features and complexity in the game in the hopes that you will be able to maintain interest without refining the interface adequately to be to accommodate them smoothly. No doubt these comments may cause an uproar in the forums. I am becoming used to that since I have made various proposals in the Rise of Flight forums for which I have been vilified to a degree. However, my proposals were an attempt to enhance a community that has all the earmarks of one that is declining in relevance to the general market, while the developers pursue other, unrelated projects. Unfortunately, my predictions for that community are being borne out and I would hate to see the same for another potentially, fine product that has what appears to be a loyal following. With all respect... Black Falcon
  6. 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.
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