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Found 14 results

  1. Introduction Building castles in the sky! I have just about 200 hours invested in this game. Most of that during the sea trials phase when there was no open world. I have spend 40-50 hours in the open world now. I have yet to actually win a PVP fight, or buy/craft a first rate. I'm not very high level.Nor have I played any other games similar to Naval Action, or worked on a dev team. Now, having said all that, here are my thoughts on what I would like this game to be in my own personal Utopia. If you agree with any of it, please comment, and maybe we will see it implemented in future. If you disagree, please keep it civil. Nations [N] I understand the desire of many people to sail under the flag of a certain nation. I love being able to fly the flag of my mother country myself, something that I'm not able to do in a lot of games. Having said that, I'm enough of a history nerd that seeing the "wrong" nations present bothers me. I'd like nations restricted to their historical starting positions. See [OW2] for ideas on nations. Having said all this, if we get a Baltic Sea "area" implemented, and the Russian nation decides to sail over and occupy Haiti, that's fine by me. Each nation should have a national government which should be made up of repreentatives from each of the three organisations. [See N 4-12 for organisations]The national government should have the ability to decide national policies through a voting system incorporated into the UI. This system would enable a player to make a suggestion, with a time limit for his fellow members to vote yay or nay. A majority of yays would mean the policy could go into effect on expiry of the timer. National policies - A limited list of ideas for what these could include: Raise / lower national taxes on x goods by x%. Create / cancel trade tarriff of x% on x goods for x nation(s). Declare war on x nation. Sue for peace with x nation. Accept reject peace treaty / alliance with x nation. Offer alliance to x nation. Announce blockade of x nation's ports, making it illegal for citizens to trade with x nation, and making neutral ships within x distance of each port legitimate targets for citizens of blockading nation. Cancel blockade of x nation's ports. Issue warrant for player x with a reward of x for his capture. Each nation should be made up of players belonging to one of three organisations; the navy, the merchant marine or private captains. Clans should not be limited to players of a certain type, but should be able to recruit all kinds of players. The Navy - The navy should have a rank hierarchy. To rank up would need xp gained from missions issued by the ai navy, or from fighting foreign navies, much like xp are gained in-game now. Each rank would allow you to command larger ships, just like it does at the moment. I would like to see a few differences though - each rank should allow you to add more and or bigger ships to your fleet. Also, a navy player should not be able to command the largest merchant ships, and the rank requirements for merchant ships should be higher for each ship comparet to a player in the merchant marine. The ranks would also determine a players ability to initiate port battles and conquests, with larger battles reserved for the higher ranks. Battle and other groups should be limited in size by a player's rank. Players of the highest rank would be eligible for election to the national leadership. The national leadership of the navy would be responsible for setting priorities for the ai controlled national fleet, issue contracts for ship construction, and send representatives to the national government. The size of the leadership would be determined as a % of the number of players belonging to the navy and updated at intervals. AI fleet priorities - These would dictate the behaviour of ai warships, and would be set by the leaders of a nations navy within the limits set by the national leadership. They could include trade protection, defensive patrols in x province, blockade duties of x ship type [warships/merchant ships] in x province. The priorities could be set as a % of each ship type assigned to the various duties. The decisions would be voted on by the navy leadership at regular intervals, and decided by a simple majority vote. AI ship construction - The navy leadership would issue contracts for warships, to be payed for using the national budget as determined by the national leadership at regular intervals. The contracts would be open for a set time, during which player crafters could build and sell ships to the navy at the set price. At the expiration of the timer the contract would be filled by AI crafters according to crafting capacity, and assuming the navy leadership set a price per ship that allows the ai crafters to make a profit. Player crafters, of course, could choose to meet orders at a loss, should they choose to do so. Player owned warships - Individual players would acquire their ships by crafting them, buying them on the open market, or buying them from the navy. Ships sold by the navy should be offered at ai determined prices, forcing the national and navy leadership to provide them at a loss, thereby making taxes and tarrifs etc more relevant. The Merchant Marine - This organisation should have an appropriate name in each nation. For example, the British merchant marine could be called the Honourable East India Company. Ranks in the merchant marine should govern the maximum crew and fleet size, as well as how many and what type of commercial orders can be created by a player. Merchant marine players should not be allowed to command the largetst warships, and the rank requirements for warships should be higher than for players in the navy. The highest ranked players would be eligible for election to the board of directors of the merchant marine. Their responsibilities would include setting the insurance rates as a % of the value of the cargo transported by captains who desire insurance. The maney made should go into a central account from which any claims would have to be filled. Merchant ship building - Merchant ships should be bought by the individual players from AI or player crafters. Merchant marine escorts- The board of directors would be responsible for issuing contracts for the construction of escort ships to be allocated to AI escort captains or sold to Merchant marine players who wish to take on that role. The ships would be payed for with money made from insurance profits, if available. Private Captains - These captains are free to play what ever role they desire in the nation. There should be no leadership for private captains, apart from the national leadership. Ship availability and crew/ fleet size should be dependent on player rank, and players should be restricted from owning the largest warships and merchantships. Letters of marque - These should be available for purchase by private captains, and be required in order for a player to purchase any but the smallest warships. Import / Export permits - These should be available for purchase by private captains, and be required for trade with ports outside the player's own nation. A seperate document should be required for trade with each foreign nation. Sailing without a letter of marque / shipping contract - Sailing in a warship without a letter of marqu would classify a player as a pirate and make him liable to be attacked by players of any nation as well as AI patrols. Sailing without an import/export permit would classify a player as a smuggler and make him liable to be attacked by a navy player of any nation as well as by AI patrols after his ship has been inspected. Pirates Pirates should not be a nation. Piracy should be a legal status, as as such anyone wanting to play as a pirate should simply engage in piracy. It should not be possible to start the game as a pirate, although a new character could make himself a pirate instantly by illegaly attacking a ship. Pirate havens - Pirates should not be allowed access to normal ports except through the smuggling mechanic. Instead, each island/ selected islands should have a hidden pirate cove. Players would identify these by engaging a mode in-game and sailing near / around an island for a sufficcient time. Once identified, a pirate cove would be claimed by a pirate as his base, providing dock & warehouse space. Smaller versions of production buildings would be constructable in pirate coves, reflecting the illegal nature of society in these places. I'm sure some unique ones could be imagined, making some form of profitable production possible for pirates. A cove could be shared by a number of pirates, such as a clan. Such groups would still not be considered nations though. Progression Different types of players should gain XP in different ways. I have listed the various player types above. Navy players should gain rank in the navy through earning combat XP. I see no reason to change anything about the way such XP are awarded at the moment. Navy players should earn less XP through trade. Let's say a 50% reduction, just for the sake of argument. Merchant players should earn XP through trade. Just like combat awards XP based on damage done, trade could award XP based on profits earned. Not simply on money made through selling things, but on actual profit. This would incentivise players to find profitable trade routes, as well as motivate them to sail farther afield depite the risks of piracy etc. Merchant players should earn less XP from combat. Let's say 10% of combat XP from battles where the merchant was the aggressor, and 90% from combat where the merchant was attacked by another player. After all, we don't want merchants to just linger in the safe zones! Diplomacy See [N 3] for how wars are declared, etc. Member(s) of the national leadership could be designated as a diplomat. A diplomat would use a UI function to propose/demand terms in order to agree a peace treaty. Once the dipomats have agreed terms, they would become available for ratification in the national leadership UI. All this should have real world time limits, enabling offensives, victories and losses to influence negotiations in progress. Diplomats should also be able to hammer out alliances using a similar system. Alliances should enable ships from separate nations to enter battles on the same side when fighting nations they are at war with. National leaderships should be able to define separate tarrifs for trade from allied nations. Intelligence Gathered by spies and networks establihed in enemy ports. Each spy/network would be able to gather only one type of intelligence. There ought to be four types of intelligence: Military, Commercial, Diplomatic and Technological. Military Intelligence- This would cover the number and type of ships based at the port as well as the number of troops and forts. Commercial Intelligence - This would cover stockpiles of goods, needs, availability and prices. Diplomatic Intelligence- This would cover any treaties, wars, orders, etc. currently in force. Technological Intelligence - This would cover the currently available technology, and perhaps give a chance to acquire same. Employing spies- Spies would be open world NPC's with skill levels and experience. They would be employable by players, nations, and companies. The employer would be charged a salary cost every day/month/year to keep the spy in his employ. Networks- A group of spies deployed in the same port by the same employer would form a network. The larger the network the more information it would be able to provide. The larger the network the easier it would be to detect. Counter-intelligence- A police chief/policemen would be other employable NPCs in the open world. They would limit the amount of intelligence enemy spies can gather, and also give a chance of capturing the spies working in a port. Ports and Capture Port capture should take place in phases. Phase one would require a declaration of war on the nation owning the port. Phase two would be a port battle as they are currently present in the game. In case the aggressor is victorious the next phase is enabled. Phase three would involve landing a force of soldiers to take control of the hinterland. The soldiers would have to be transported in on merchant ships, and there would be a timer for this activity. The troop transports would be interceptable by defending ships. The number of soldiers neccessary would be determined by the size of the target force, as well as any defending troops. If a sufficient number of troops are landed in phase three, the port is considered occupied. An occupied port contributes taxes to the occupying nation, and any buildings/ships are inaccessible to players from the original nation, except as per the smuggling mechanic. To gain permanent ownership of a port, it has to be ceeded as part of an official peace treaty. This would slow down & hopefully limit zerging. Each port should have a governor. The governor would be responsible for local taxes and docking fees. He would be able to use this income to construct defenses and improvements. Possible improvements include infrastructure, such as roads which would give a bonus to any production buildings present. Housing, which would give a bonus to population growth. The governor could also invest in crop diversification, or introducing new industries, each of which would result in new production buildings becoming available. Each effort would have a real time implementation period, as well as a resourse and money cost, and would have a chance of failure. Economy All ports should have a maximum capacity for buildings, determined by their population. Players should have priority in taking up this capacity, but any unoccupied capacity should be filled by AI producers. All goods should be produced in buildings either by players or AI. No goods should "drop" at any port. Goods should be transported by AI traders to meet first basic needs of ports lacking that good, and secondly luxury & production needs. Goods not produced in the Carribean (or any other area)should need to be imported to that area from an area where such goods are available. All production buildings should be constructable by players in ports where production of that good is possible. Production buildings should have needs. These could be basic, e.g. food for the workers, as well as advanced needs, e.g. a sugar farm would need slaves and fertilizer. These needs combined with the needs of the general population of the island would dictate prices in the local market. Crafting & Ships Each nation should rely mainly on ships historically employed by that nation. Blueprints for non-national ships should be more expensive to get - perhaps only obtainable through technology espionage. Upgrades should be craftable, and dependant upon crafting level, so that onlly an expert crafter is able to craft the best upgrades. I do like the book system that we have now, so perhaps upgrades could be "learnt" from books, and then require a certain level to craft. Crew/Marines/Soldiers Crew should be recruitable in ports subject to limitations of population size. Crew should be divided into categories according to skill levels - Landsmen (a small malus to re-load times, sail setting etc), Seamen (no bonus or malus), Able Seamen (a smal bonus) and priced according to their skill level. Lower levelled crew should be upgradeable once they gain some experience. Crew should require food and water to be carried in a ship's hold. Lack of either should lead to crew deaths. Food and water should be consumed over time, limiting a ship's radius of action without replenishing these supplies from a port. Marines should be recruitable for navy captains subject to the same limitations as crew. Soldiers should be recruitable by port governors for defensive purposes subject to the same limitations as crew, and the availability of defensive buildings with spare capacity. They should also be recruitable for merchant and private captains, subject to the same limitations as crew, for the purpose of port capture. Soundtrack I would love to be able to listen to a soundtrack of period music, including both instumental/classical music popular at the time as well as shanties and sailor's songs in general. To make this even better, the soundtrack ought to reflect your nationality, so that a British captain would hear, for example, Hearts of Oak, but a Danish captain would not. Open World (OW) Spotting distance- I would like this to depend on the mast height of your ship, as well as the mast height of the other ships in the area. A cutter would not be as easy to spot as an SOL, etc. Related to this, I would like national flags to be rendered on open world ships, and i'd like the ability to fly a false flag. Just like in history, it should be illigal to fire at another ship while flying a false flag (unless you happen to be a pirate!), and there should be penalties for doing so. This would necessitate the creation of a system like the RN's private signal, or, in modern terms, IFF. A hotkey ordering the crew to hoist the private signal would do. The other ship would then respond, or not. A nice ( and i hope) simple way to introduce some more tension! Size- this is definitely utopian, but hear me out. I'd like the world extended to the west coast of Africa and Europe, as well as southwards along the coast of South America. This would have several benefits. Portugal could become an in-game nation. The safe zones could be moved to the European coast for most nations. See other relevant sections for more detail. Alternatively a sort of off-map boxes could be used to achieve the same effect without having to create a huge map with all the problems that entails. Such a system could also be used to link a series of smaller maps, or theatres. The carribean would obviously be one. The Mediterranean could be another, the Baltic a third. Perhaps the English Channel and part of the North Sea would also be a nice addition. Off map boxes - These should rely on a teleportation mechanic that charges money and is not instant. I.e. to send a ship to the Baltic from the Carribean could cost 50,000, and take 1 hour of real time to arrive. It should be possible to teleport ships with cargo in the hold when travelling to/from off map boxes. The same mechanic could be used to travel between separate map areas. This teleport should not work directly from port to port. Rather it should create a random-ish exit point on your current map. Once you reach that exit point the ui should promt you in the same way it does on approaching a port, and by cicking the prompt you'd initiate the teleport. The player should be prompted to return to his outpost, like after losing his ship in battle (if the time delay mechanic is implemented). Winds- I would like the wind to be more closely based on actual weather patterns. With somewhat predictable winds, players will be channeled into certain routes/chokepoints where PVP combat will naturally occur. Of course, due to the speeding up of time, real world patterns would not work well in game, but something similar to them, with an element of randomization would be very nice indeed. Ship inspection - Navy players and AI patrols should be able to perform an inspection by remaining close to a ship in the open world for a certain amount of time. Only after such an inspection is carried out should any smuggler status be revealed to the inspecting fleet. Ports- Each port shoud have a population. The size of the population would dictate the needs of the port, which in turn would dictate prices in that port's market. Shortage- A shortage of essential goods in a port should lead to a decrease in population in that port. Workforce- the available population should dictate how many production buildings can be constructed in that port. Exploration - The Carribean was more or less fully explored in the geographical sense by our period. Exploration should follow the idea of the historical artefact good available now. These should be sub-divided into, for example, Mayan artefacts, Voodoo dolls, etc., as well as natural history artefacts, such as new species of insects etc. These should not be available in shops, unless they have been sold to the shop by a player. Instead, there should be fetch quests along the lines of the current sealed bottle mechanic. These should come from buildings available to governors to constuct in their port. These buildings would be named after, for example, The National Geographic Society, depending on the nation. They could alo be generated by ship's officers, with the relevant skill. NPC Characters All NPCs should have appropriate skills, and be able to acquire more through levelling up. The employing player should be allowed to controll the levelling up process, but if the NPC leaves his employ and is subsequently hired by a different player, it should not be possible for the new employer to re-arrange skills already gained. NPCs should be randomly generated and become available to employ in ports according to a logical system. A national capital should have more NPC available than other ports. The numbers generated should also depend on the type of port and the population level. NPCs should be transportable, just like the trade goods representing various persons we have in-game at the moment. There should be employable officers with a portrait and name available. Each ship should have slots for an appropriate number of named NPCs, effectively replacing the perk mechanic. Officer NPCs should give bonuses in suitable areas, according to the experience level of each officer. Each officer should have a chance of death in combat, and in case of capture should have a small chance of becoming available to the capturing player. Buildings should require NPC managers, with skill levels governing the output of a building. Each NPC should have, and gain as they level up, skills relevant to their position. The skills should provide bonuses and maluses, giving the officers a sense of personality. Example skills could be natural scientist, which would generate mini-quests that give the player a chance of acquiring valuable goods such as "insert name of rare butterfly here". More examples to come. Player Characters Avatar - Each player character should be represented by an avatar. I love the art style of the game so far, and I'd really enjoy a full length portrait of my captain wearing the appropriate uniform for his nation, rank and organisation. Name - I'd love for each character to have a first name, a family name and a nickname. There should be some form of personalisation or roleplaying aspects to a player character. The ability to buy a home in a port, preferrably with a nice piece of art to enjoy. To find a wife, even if she is nothing but a portrait. To have children once a wife is present. These children could then grow up to be NPCs in their own right. In-game Encyclopaedia I would like to see one. I would like it to contain entries on the nations in the game, the history of their presence in the area, as well as entries on ports containing a brief history and perhaps basic information such as what production buildings are available there, populations size and type, current owner, etc. I'm done for now. I reserve the right to add more ideas, should any occur to me.
  2. Lord

    shop prices

    Everyone should be able to play on its own since he paid for this game (it's not a free to play kind of, remember?). The prices of the in-game items are insanely high and require a ton of grind to acquire. Also, you have to fix the ships' durability because it's no fun to try HOURS AND HOURS to buy or craft one and then lose it in a matter of minutes.
  3. I also have some serious issues with this game right now and the only reason I'm still playing is because I hope change is coming soon. This was inspired by @Crayon and his thread "Final Suggestion". I started writing this as a reply to his post, but then this wall of text appeared so I decided to make a suggestion of my own. Issue 1: Sailing is to time consuming I love the OW part of this game, but when ship TP was totally removed sailing time increased to much. We should have gotten to keep the after maintenance tow of empty ships between national ports. That is a hard one to exploit and it provides us with a reason to RvR (take a region near a PvP hotspot = you players get content). Issue 2: The cost of it all and the grind to cover it The cost of ships is to expensive, but I like the permits. It limits the use of over-sized ships in OW. Some will say that it takes to much materials to craft the ships when we consider that they only have 1 durability, but that is only because we compare it with how it was pre wipe. The main issues as I see it is in the cost of crafting the resources together with the insane amounts we need of Fir, Oak, iron, and hemp it to make the materials. Then add that is is a extreme grind to make gold at the moment and the fun is lost. Because we all need ships, cannons, crew, hull repair, rig repair and rum. Collecting half of the resources I need to be able to craft this is extremely expensive, I think I need around 500.000 gold to empty out fir log, oak log and iron ore building once, those are level 1! And you need huge amounts of iron ore, fir log and oak log. I lose ships with repairs and cannons on them, all the time! This is forcing me to spend way to much time grinding and trading. I used to like grinding because it was something relaxing I could do on my own or with my clan mates, and it would give me the gold I needed to buy the shit I wanted for PvP. Back then I crafted my own ships to, it was easy in the good old days. I even used to enjoy trading once in a while to mix thing up a bit.. Now there is no option, I have to grind until I'm sick of it and then go out and trade. I do not want to be forced to do this. The game is no longer fun.. It is broken! Issue 3: It is not easy to compete with free stuff Yes we got back the option to capture AI ships up to 5. rate and that is great, but this was necessary because the cost of crafting ships and cannons was not properly balanced in the first place. And we no longer have enough players to have healthy price competition in the marked. But now all the crafters who make and sell ships (7. - 5. rates) in the nation marked while they try to rank up their crafting level has to compete with captured ships. That is free ships that include cannons and loot opportunity.. It is not easy to compete with that! Issue 4: PvP is a unrewarding gold and time sink, unless you are a ganking-son-of-a-bau-itch The repair meta is making it very hard to kill good opponents when they have the skill books and upgrades to buff repair. And if they have more players than you do, I would say it is almost impossible. The days of losing 25 ships in PBs are over, just not possible unless they all decide on committing suicide. Because the hull, sail and rum repairs are so OP! And we can use them unlimited amounts of times with a cool down, and bring way to much repairs with us. So after most of my PvP battles I get 0 gold and 0 xp. Either I just lost a ship or the hello kittytard I was fighting understood what was about to happen and escaped. Only time I get a reward from PvP is when I'm with other players and we have the BR advantage. This is forcing us to gank, often single players that are new to the game. This is a part of the game that is destroying the player base.. And if the only way I can be rewarded for PvP is if we gank players, then I don't want to do OW PvP anymore. I understand that the devs wanted to make the PvP system less exploitable for players who are farming their alt accounts. The problem is that now the OW PvP part of the game is unbearable for some of us. So it is basicly killing of the new and old players at the same time.. I do not have a solution for this, but by starting to correct some of the issues over here would seriously help imo. Ideas to help with these issues: To be honest regarding repair I preferred the old 1 repair for hull and 1 for sail system, with no magic comeback for crew. Balancing the system we have now is not easy, but if I had to try I would increase the weight of hull and rigg repair to 2 weight per repair and rum to 0.5 weight. That way we can not bring so much and it is a more a tactical choice what we bring and how much. Then I would nerf the stock repair percentage it self by half or increase the cool down to 20 minutes. Or preferably a little bit of both, so 15 min cool down and reduce the health repair to 2/3 of what is is now. I would like to have the material needed for the normal PvP and newbie ships and cannons reduced. 7. rate and up to 5. rates. This is needed for crafters to be able to compete better with the option to capture ships, to lower the cost of ships for use by new players and to help reduce the cost/risk in PvP. Reduce the cost of crafting resources to 25% of what it is now or increase the gold we get from PvE, a lot (a a balance is needed). A balance I would like to see is 1 hour PvE grinding (in the Indefatigable, 2 fleet missions) should be enough to get you all the resources for a Frigate with cannons, repairs and rum. If you make that in to 1,5 hour PvE grind you should have enough gold for resources to buy what ever wood combo you want Trinco with long cannons, 100 rigg repairs, 100 hull repairs and 250 rum. I'm guessing the cost for all of this just in resources is around 300.000 gold. So this would add up to 5. rate fleet missions should pay out 100.000 gold net (after repair and crew). Some of you will say that this is to much and to easy, and we would get a inflation for sure. But IMO it is time to go to the other extreme again, because what we have now is not working. I also think that grinding PvE should be close to as rewarding as trading is. That way the player can chose what he wants to do, and not be forced to trade/afk sail around the map.
  4. Rikard Frederiksen

    Free ship(s)! Details inside! Call now!

    Now, this may have been suggested elsewhere, but as I've not the time nor interest to trawl through every single thread and read every single post, I'm going to throw this out here as a suggestion and gauge the reaction to it; there may be flaws in it that I've not seen. The problem below is what I've gathered from reading threads about the forum recently (I can't be in-game currently), that the grind and access to ships is an issue, particularly progression from 7th Rates to 6th Rates. This is not an answer to solve the problem entirely, but it could help. On to the issue at hand... Free ships for all! Problem: This appears to be two-fold but centered around the 'grind'. Firstly, it is difficult for new players, unaffiliated to a clan and lacking knowledge of the game, to progress from the fore-and-aft ships to square-riggers. Secondly, replacing ships can be difficult, which makes PvP unattractive due to low rewards and the difficulties from losing a valuable asset. Frederiksen's Answer: Free ships. Alright, more detail below. Now, I'm not advocating everyone having access to every ship for free. That is ludicrous. However, what if, what if the game gives you access to a free ship depending upon your rank. It is a simple concept. Currently we have the Basic Cutter. Brilliant, a free ship with free crew and repairs and is not for PvP, but gets new players started and can be used as a barge to get around for ranked up players. What if, once you reached the relevant rank for the crew numbers, the game gave you access to an Oak/Oak Sixth Rate, perhaps the Brig. The ship is free, purchased just like the Basic Cutter, but you must pay to arm it, crew it, repair it, same as a normal ship, but it is free for you to get hold of. You don't get a choice in wood types of which Sixth Rate, maybe you can't mount permanent upgrades on it and its 'knowledge' upgrades are restricted to, say, 3 boxes. That makes the free Brig viable in a basic sense as a ship to take to PvP or PvE, you can waste it in PvP without issue and get another. Yay! Taking this further, it could be done as well for Fifth Rates, maybe the Cerberus is available as a free ship, or the Renommee. It would also follow the same procedure; you pay for the crew and repairs but to get it it is free, but you lack choice in wood types, etc. Now, where this falls down is the potential for 'spam', as we saw with Basic Cutters; using a free ship to attack ships with no loss for the people using the free ship. How do we counter this? A cooldown? You can only have one free Sixth Rate per 24 hours, one free 5th Rate every 48 hours? It still gives a leg up but means that if you lose it you will need to buy a replacement ship. In short: Positives When you rank up you can 'buy' a Sixth (and maybe Fifth) Rate for free at the relevant rank (when you'd have enough men to crew it) in port, same as the Basic Cutter. This free ship has a set wood/wood type, perhaps no permanent upgrades and limited knowledge upgrades. Repairs, crew, cannon etc. are paid for as usual but the ship itself is free. Combined with other ways of incentivising PvP (decent rewards) it gives a fallback option for PvP/PvE that isn't back to square one in the Basic Cutter. Can treat it as the ship issued to you by your nation's navy (goodness knows what excuse the pirates would have, but hey). Leaves player-made ships being worthwhile as they can be customised by wood types, will have all of the upgrade/knowledge slots available to you (if you have the knowledge) and can be an investment, but if you need a free ship for some PvP, boom! You have an option. Perhaps this could be introduced for a free 7th Rate ship beyond the Basic Cutter to give new players a sense of progression. These ships cannot be traded or captured (suggested by @The Wren). Negatives Would need a means of preventing spam (my suggestion being a cooldown). It is giving stuff away for free. Anyone think of anything else that would be a problem with this? As always, thoughts on a postcard, address being the reply box below.
  5. Jon Snow lets go

    Ship Knowledge

    To get the very powerful ship knowledge slots the game encourages you to grind PvE. Only PvE, everything else is super inefficient. That sucks. How can we change that? Make it so that you can unlock 2 ship knowledge slots through PvE XP, 2 through PvP XP (fights only counts when enemy has at least 80% of your BR to discourage ganking) and the last slot through money or portbattles. This would mean more PvP and less stupid and boring grind.
  6. Yngvarr

    Ship Durability suggestion

    @admin I suggest bringing Ship durabilities back, but somewhat modified. Since there are 3 types of Port Battles i suggest the following: Unranked, 7th and 6th rate ships: 3 Ship Durability 5th and 4th rate ships. 2 Ship Durability 2nd and 1st rate ships: 1 Ship Durability That way, on lower levels, the loss of a ship is not quite as harsh and unforgiving. It would be more forgiving to new players, and keep them in the game longer. Also, i might suggest the loss of a percentage of the cannons, disabled during battle, say 25-30% of the cannons (barrels get damaged, carriages get shot to splinters).
  7. William Bonney

    ADD Sailing XP to Ship

    Howdy Folks, Personally, I hate the new system of having to unlock Knowledge Slots of certain ships to then be able to unlock the Slots of other ships. It annoys me to be forced to drive something to make something else better. To me, it takes sand out of the box. As soon as I'm done with the Brig I'll never drive one again (until another wipe and I have to do it again...) But since this is the way it is now, I'll deal with it. That said, it would be nice if the Experience you get from Sailing between ports, would also be added to the specific Ship Knowledge experience. I mean, I got that experience sailing that boat, why don't I get that experience on that boat? It would be a great help to alleviate some of this new grind as well as get me personally out of a ship I absolutely detest sooner (the Brig).
  8. Navalus Magnus

    PLEASE: Change ship XP system

    Dear Devs, PLEASE change the running system of inter-dependent ship XP gaining, because of the following reasons (anybody else who thinks the same please add other reasons you have): 1. For me it's a massive "fun-killer" in this game to grind XP on lots of ships i don't want to sail, just to get the upgrade slots to the maximum on vessels i would really like to sail! 2. For me it's a massive "time-killer" too - Naval Action takes time, yes, but on the contrary to trading and so on, this grinding for XP feels useless and boring to me. 3. If you play Naval Action - for a certain amount of time - you have to sail in smaller ships or ships you propably won't use again later on. Everyone has (had) these time, that's ok. But the current inter-dependent XP system prolongs this period artificially in such an extreme way that it feels everything else but ok. 4. The grindig in it's current state can't be supported by historical data: Back in the days, to become captain of a ship of the frigate-class for example, noone would have had to sail every differnt kind of lower classified vessel. AND if someone has already been captain of a certain frigate he wouldn't have to sail a lower classified ship again just to be able to get the command of a frigate different to the one he sailed at his last command. Because of these reasons please abolish or at least change that system! You could change it like this for example: A. Make it easyser, better fitting to historical data and much less a grind, if you change it, so that everybody needs just to sail a random ship of one tier to be able to get every ship of the next tier to maximum upgrad slots. For example: If one sails a cutter, lynx or other 7th rate to the maximum amount of freed upgrade slots, he / she would be able to do so with every 6th rate and so on. B. If you want people to sail small ships open areas where they just could sail 7th rates because of extreme shallow waters (someone else has already mentioned this idea in the forums i think) and abolish that whole system of inter-dependent ship XP. I really like Naval Action but in this particular case i beg you: Please take ACTION to make it a LOT better!
  9. Hi, I've been thinking a lot recently about ranks and all that tedium which revolves around it like endless grinds and so on. In other MMOs you usually encounter 90% PVE and 10% PvP (if at all) and there player levels make sense but in Naval Action, however, where 99% is either PvP or preparation for PvP I wonder why it is sooo necessary to grind without any story or an end-game like raids etc.. Aren't there already enough 'natural' barriers which hinder a new player from sailing a victory 10 mins after buying the game? Can't we instead of grinding to learn the game have a proper tutorial in form of a couple of missions for new players? The first missions could be something very simple like sail from A to B. The second could be tag and sink that npc. The thrid could be buy 10 hemp and sell it.. the 4th craft your own basic cutter et cetera. The final missions could be a port battle with bots. Maybe write a small little story around it and add tutorial pop ups to every mission. Also remind the player of the help tab in chat and that they could ask questions there regarding the tutorial and its missions. The current ranks could be some sort of prestige for successful PvPers. The more battles you fight the farther you increase in rank. Maybe add also special ranks for crafters and traders. A player can select the rank he wishes to show other players so that they can see how good he is in his preferred field. Basically, joining a clan would immediately throw a new player into PvP or the game instead of having to tediously grind day in, day out. Players will need money from NPC missions anyway but making it possible to theoretically do everything right from the start doesn't hurt anybody and only makes the game more enjoyable for everybody.. So why do we have ranks? I wonder why it is beneficial? I argue that the game would be more popular on steam without the grind..
  10. Hey all, Hear me out. I strongly believe that if XP was secondary to personal wealth as the main factor to overcome in this game, it would have a wildly positive impact on gameplay and improve/solve so many aspects which are currently an issue. A few examples if wealth was the limiting factor to better ships and equipment: 1. Boarding and capture would be much more appealing than simply damaging/sinking other ships. This is much more akin to actual practices in this time period, and is much more exciting in general than the same old "all fights end in total destruction" practice which is currently par for the course. 2. Sea lanes would become much more active, as merchanting would become even more important. More merchants means more pirates and privateers, meaning more battles and excitement as players seek to capture cargo bound to be more valuable than NPCs. 3. The elimination of an XP grind for better ships/equipment makes the game much more appealing to new players. XP can definitely still play a factor in crew skill and etc, but if the only thing limiting players shipwise is simply their own personal wealth and purchasing power, the motivation to go out and either start merchanting or boarding+capturing becomes much greater. These are just a few of the positive affects of changing from an XP-centric game to an Economy-centric game. If anyone knows of any more (or of any drawbacks - it's good to discuss all possibilities), please speak up!
  11. RAFEL

    Gold On Other Servers!

    Hi Like in the title. I've backed this game from the time of sea trials and there was not so much plp in the game, thtas because it was not realesed and there was never a problem whit getting in on server. But now game is out on steam and there is so much more plp who wants to play, and thats gr8, but I have some gold on server 1 and I cant get log in to it because it full so I get in to server 2 and f&*^ yeah I on whit my exp, basic cutter and 0 gold! I know that this is maybe because of the multi acconts thats can be used to exploit that feature, maybe. I dont have a time to play the same gind on three difrent severs, I need monye to buy a ship on other servers!!! OR AM I DONIG SOMETHING WRONG? CHeers, gr8 game.
  12. So your new here and all you have is a starter ship with 8 or 12 guns. You've tried your hand at fighting bots but they turn and shoot well enough to get you in trouble. You don't have a lot of gold and your ship is fragile... What to do? Capturing ships can help speed up your grind, you can sell them or sail them. I recommend you go out and find a Pickle, it's such a sturdy and comfy ship to level your character up to Jr. Lt. or Lt. Once you're there you can set your eyes on the Brigs or the Mercury. There are many ways to capture a ship. I will demonstrate one way to do it, one that's easy to explain and execute with minimal damage done to your ship and crew. This tactic works for all smaller vessels trying to board a bigger. I've tested this with a Yacht versus a Mercury and it worked but the Merc will make you sustain quite a bit of damage. It can be done with mediums, longs and carronades. I've chosen long guns for this demonstration because they allow you to fight at a safer distance. This is for bot bullying, don't do this against players - They will either run away or beat you silly. We start out downwind for maximum stupid bot fighting comfort, go gunnery mode and load chain: Then we start to work on his sails to bring them down and make him pop his repairs. Alternate from side to side. Notice how I stop or reverse my turns as he is firing, it works to throw off his aim and preserve your planking. Keep at it for a while and his sails will drop below 50%. Now his sails are at 25% and I work my way upwind: I'm upwind, he's not happy. Time to change to doubles and smash him up a bit: The idea now is to get behind him and take down his stern planking. It could be placebo, but I have the impression it's easier to kill crew by sternraking with the armor down, in any case it doesn't hurt your efforts to take it down. Please forgive my manual sails, it was unintentional. But, hey! It demonstrates how easy it is to deal with a chained bot even if you slip up a bit Now I switch to grape and stay glued on his stern. Notice how I mainly use the "T" key for depowering staysails to stay where I want to be. This is probably the trickiest part if you're inexperienced. Watch the crewcount as I singleshoot his stern. after 2 broadsides he's down to 10 guys and I hit "9" to prepare for boarding. There! Capped a Pickle almost unharmed. Level up to Lt. in your captured Pickle and repeat the above to get a Brig or Mercury. Good luck!
  13. Soon we're all back in little ships, how are you planning your grind? This is how the little ones perform relative to eachother right now: (Though, I'm pretty shure that'll change soon as per admin's "data change request" topic.) All ships are close to equally fitted for speed, except the Yacht which you could bump up 5% to compare it on equal footing. As for me... I plan on going Yacht > Pickle > Mercury and up. Maybe crafting will be fun to test? But then I'll have to zoom around, probably for hours, looking for this and that and spend, probably hours again, hauling stuff back home. I keep my mind tentatively open... Cya on the flipside!
  14. Introduction Let us discuss the grind.. Is it too easy or quick? Too long and boring? Gold versus XP? PVE versus PVP multiplier grind? Your powergrinding tricks and sweetspots? I will bring up some controversial topics in the wall of text that follows, so there is the potential for panties to bunch up, but there are more appropriate topics if you want to moan or sperg about PVP vs. PVE, premium ships or pay-to-win. I’ll get us started: Assumptions and limitations (skip if you’re easily bored) I’m making the assumption that most players will grind XP and gold mainly fighting bots. One reason is the low risk for loss of durabilities fighting bots, secondly it often proves difficult to find a player you have a fair chance of beating that can’t successfully run away from you. I also assume that most players, even those in guilds or clans, will do the bulk of their grinding solo. The grind is designed as a mechanism to give players a purpose to populate the servers. It serves as a timed limiter to end-game content and thus provides variety to the game world and slows powercreep. The grind is also there to give players an incentive to support the developers financially by purchasing content that will speed up or alleviate parts of the grind (Premium ships, premium account, gold packages…) I can only vaguely speculate how officers, trading and economy, crafting, missions and other things planned will affect how we perceive the grind, so that “black box” is quite large. Though I try to figure out what’ll be best for the majority of players, the game’s longevity and the developer’s funding, I am limited by my own tastes and approach to this game. I’m almost exclusively PVP oriented coming to this game. I treat the grind, PVE and the economy as fluff or necessary evils I have to wade through to get the the essence of my gaming experience; Fighting other human players. Fun factor Grinding should be set up to be as fun as possible to maximize player recruitment and retention. I found the first ranks and the first few thousands of gold to be fun to grind through, you get to capture and buy new ships and stuff, it had me distracted from the chore a grind is. I’m currently sitting 3k XP into the Master and Commander rank and it feels like the grind has slowed down and that exposes the drudgery of it. I have had sessions where I’ve sailed around hostile ports for 15-20 minutes without finding a target I could realistically farm, for me that is a problem. I’m a casual player with the occasional opportunity to play longer stretches and so I get frustrated if my shorter sessions are filled with not only boring PVE farming but also longer stretches of completely unentertaining displacement of virtual seawater. Solutions Premium ships When given the opportunity to buy a capable ship (I’m thinking in terms of something comparable to the Surprise at least) that I cannot lose, I will gladly throw my money at the screen. Premium ships might be a blanket fix to the PVP aversion we’re seeing currently. If there’s nothing to lose except a moderate amount of easily recoverable gold, I can accept fights I most likely won’t win in exchange for the XP I want. If I think like that, others might too and suddenly the seas are filled with XP grinders taking any and all fights. I know the realism buffs and role-players will detest this, but everyone else will be PVPing their heads off and having fun not even noticing the grind. Premium account/time If I can invest money into further compressing the time needed to grind I’ll do it. Skirmish mode If I was given an option to grind XP in a PVP skirmish mode I’d do that most of the time when in XP grind mode, for me that would be max fun coupled with max XP per time unit (To get the job done I’d even stoop to skirmish PVE farming… inorite, spenk mi!). There is a danger that skirmish XP grind availability might leave the OW empty, if that holds true it is obvious that the human nature finds OW grinding too boring in the long run and something needs to be done anyway. PVP and battle rating XP multiplier We already get more XP out of fighting players and fighting stronger ships in weaker. But I wouldn’t have known unless told so, so that incentive isn’t strong enough. Black box stuff and poorfags I’ll leave it to others to envision how the economy++ will keep us entertained and affect the grind, I haven’t a clue and can’t see that I will ever care. Then there’s those who won’t pay a dime other than the asking price to get in. These players are probably more important to take good care of than me. While they won’t contribute much directly as far as money goes, they will keep the game world populated and alive. That in turn will keep whales like me interested and the developers have the option to farm our disposable income. Others can chime in on how not to scare off poorfags, I just don’t know how they think.
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