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Found 52 results

  1. Greetings, all you wonderful members of this forum! My name is RadicalEnigma (most people call me Rad or Sean, I don't have a preference), and I'm here to present to you all a new kind of clan: The Honorless Order of Twinkies! While our clan tag is indeed [THOT], I assure you we are not here simply to troll or badger our opponents. We do, however, outsmart our opponents, dodging patrols, evading capture, and even dishing out punishment in an effort to keep the US nation's trade running strong. Originally started in the early days of September of 2018, it started as a small group of friends who wanted to do missions and boost other friends who were new and were scared to venture out because of the constant siege of the U.S. suffered. We run missions with the new players, helping them rise up in rank and acquiring new ships, as well as giving fresh combat advice. We are also one of the leading crafting guilds in the U.S., albeit with only two of our members doing the crafting. We supply Charleston and other ports with cannons, resources, upgrades, and soon we'll begin producing ships in a much higher percentile. If you want to join the U.S. side and become part of our order, shoot me a mail, and I'll be sure to read it! We always love to have people around. (We'll be primarily using Discord instead of TS, primarily due to complications we've had with TS in the past. Discord will be required once the server is developed, and this topic will be edited with the link soon!) Nation: US Clan / Clan-Tag: [THOT] The Honorless Order of Twinkies IGN: RadicalEnigma Forum-name: RadicalEnigma http://forum.game-labs.net/profile/28666-radicalenigma/ Second Language: (If Applicable) I do speak basic German, however this will increase through time as I will be attending college beginning in January. Membership: 3 (will increase to 6 by the end of the month due to other friends joining us)
  2. When you start an admiralty mission, your ship is facing close to zero degrees, but the UI compass rose says you are facing 180 degrees. It's been like this for a long time. Is there a plan to correct this? Cheers.
  3. In conjunction with the universal message board every port would have (a public section and a section only visible to nationals) according to my earlier suggestion... ...here... ... by help of such message board I imagine our traders could hire compatriots for escorting them from port A to port B. The longer the distance, the higher the price. It does not stop at this: Not only could they offer their escorts money as payment, but the game will reward the escorting players with PvP marks for every merchantman which came through and arrived safely. Plus the PvP marks and combat marks escorts will regularly make when they fence off any interceptors and sink those. Merchant will not get marks, because his objective is met by his cargos having arrived at destination. So in this mission our fighters and our traders have to do something together which satisfies both (and maybe a successful enemy as well). So this is a more positive use of the PvP mark system, not only destructive. Gratifications for helping some guys bringing their valuables where they want them. I think they could even hire several escort captains if their cargo justifies the extra expense. Like it is an Indiaman full of upgrade modules, or a clan shifts its warehouse from one place to another, or transports full of copper ingots, cartagena tars or white oak. Ships loaded with gold and silver coins like a Spanish treasure fleet. Contracting merchant appoints a convoy commander (could be himself or one of the escort captains he trusts the most) which determines the route. If group is attacked on the journey it behaves like a battle group, so all ships get pulled into battle instance. However, convoy commander can decide to detach one of his escort captains (if they are several) and have him encounter sighted enemies, so the rest of the fleet can proceed without delay by the starting battle, leaving the unit behind which is busy with the enemy. I think it is best to give every participant of such merchant fleet escort mission his reward in PvP marks/combat marks, if he sailed only half way and went into battle (even lost it), or stayed until destination port was reached. So they won't quarrel who is doing what on the journey and facing disadvantages. Because priority task is, the merchant ships make it to port and the mission is accomplished. I imagine a thrilling hide-and-seek adventure for such merchant escort missions to happen. Spies in ports may get a wink what's scheduled and inform their nations where and when to strike. How many marks? Think of a multiplier distance + number surviving traders. If no trader arrives, no marks (except those individually won in combat): mission failed.
  4. Gregory Rainsborough

    Player Generated Treasure Fleets

    I've just been inspired by @King of Crowns and what his gang did last night. The devs should create a type of "Treasure Fleet" mission which rewards the sale of items (or it could be based on the amount of currency generated) at an enemies capital within a specified time, starting when the first person in the battlegroup drops it off. A with B to F forms a battlegroup. Person A picks mission up at Fort Royal (FR) and their mission is to sell 30 Parisian furniture to KPR (they don't have to leave from FR). Only one mission can be taken per nation per 4 hours and it can only be taken within the port battle window (so no running up just before maintenance). If the mission is completed, the players triple their money, half completed, double. If you fail to complete half then you are not permitted from joining or creating a battlegroup with this mission for a week or two (to prevent people spamming and time wasting. You could always require a cash deposit to take the mission in the first place which they lose if they fail to complete a quarter or half of the order. This would have two effects, it would give dedicated traders a job within the PvP arena. It'd create player generated events much like port battles but in open sea. If you wanted to make it extra difficult you could announce in CombatNews "Treasure Fleet due to arrive (you could even say where) within 3 hours". This would allow players to gather etc.... This would create much needed interaction between PvEers and PvPers as well, communication is content! A reason for the nation to work together as well as clans. PvEers would venture outside the zone for trade but do it with a group of PvPers at their back as the PvPers know they're guaranteed action for helping them.
  5. PG Monkey

    Limit missions

    I think we should limit the missions to certain ranks (maybe the first 3) then only new/inexperienced players get to have safe missions. That way every mission in or out of the reinforcement zone could be closed instantly. Everyone else can take their chance in the OW, there's plenty of ai fleets out there if you need to PVE
  6. Trastámara

    Co-op Convoy Missions

    Hello everyone, It feels like only having PBs as endgame content is not enough for what this game could bring. I guess everyone agrees that the funniest thing to do is to playing with other ppl, not solo missions and solo trading. Said that, i think it would give a lot of action and dynamism to the game having National co-op NPC convoy protection missions. Just as an example: Your nation gets a co-op mission where a NPC trader fleet is gonna go from one port to another, the NPC trader fleet will leave the port when there's enough BR to protect it(or ppl signed for it and at the port rdy to sail), and enemy factions will get a message like, enemy convoy spotted leaving X port, the enemies will have to try finding it and destroy it, coz saying the destination would be too much info in my opinion. If the convoy reaches the destination, all involved players that defended it, will get a huge materials reward, and the same for the enemies if they manage to destroy the protection fleet. What u think about this guys ? Would give a lot of action and emotion to the game. Share your thoughts please!
  7. AeRoTR

    Custom PVP Missions

    I think patrol missions proved that many more people willing to PVP. So in these missions, we can see shop bought ships, as well as many special crafted, expansive ships. Everyone can compete, and more or less, there is some reward. What if we can pull custom PVP missions from admirality. Example, I am a Prussian. I pick my mission from admirality for some price, cm, gold etc. I select a port, may be KPR. I select my parameters, 3x3 ships , up to 5th rates or 1500 BR vs 1500 BR or 1000 BR vs 1500 BR (for %50 more reward?), or even I add a reward, 50 pvp marks / 100 cm / 500k gold. These all can be selected, some increasing reward multiplier. Reward is what you get from a normal pvp battle. A mission is created just outside KPR and announced for British, I can select to enter with my group or wait for random guys from my nation. At the preset time Prussians and Brits meet at mission zone and join the mission. If mission pickers do not show in 15 min. they are defeated, it costs them the mission picking price. Attackers approaching mission zone has invisibilty and can not attack others at this time only join mission. After battle ends, attackers has more invisibility than regular time. This can give good pvp guys a good content, other than already coming to noob capitals and waiting for pvp, looking for noobs tagging npc, etc. It will prevent ganking, revenge fleets etc. Ships have to sail to mission, they have to carry repairs, most of ow pvp requirements needed, but both sides willing to fight. So what do you think, can this proposal with future improvements work?
  8. We are a newly formed clan. We are currently looking for active players in Naval Action whom would want to join our crew, everyone is welcome to join. Requirement: That you use discord you don't need to talk just listen Nation: Great Britain Goals: Putting together a reasonable sized fleet to fill proper Port Battles. Timezone: At this time we're only EU-based, however we're always up for company from all around the world. Crafting: We currently have 2 high-level crafters. If we got your interest, contact one of the following officers (ingame, on discord or via the forums) A1vin, Mitsuko Susuki, Nick Gonchin or Cpt will Turner Discord link: https://discord.gg/9BaKMqT Or send me a message on the forums @Nick Gonchin
  9. Hello NA Community We are West India Trading Company a new Creat Clan in the Nation of the Great Britain. We are searching for Players they wanna do PvP/PvE/Crafting/Trading in a Family Clan. We are based in Trinidad and when we grow up i think we make another Base in KPR. What we are looking for Ts3 + Headset 18+ Ambition Rank and Ship doesnt matter What we offer: Ts3 Server Familiar Clan Active Leaders Helpin each Other If ur Interested contact Laempi, Yinyangpanda or Lord Iron Ingame, or leave me a Message in Forum or Poste. Have a nice evening.
  10. In a patch a long time ago, the ability to do lower level missions with a ship above it's designed class was removed. I think there should be room to allow people to blow up cutters with a line-ship, it'll just give little to no rewards. I would, respectfully, ask that this feature could be restored if a few things are tweaked, i.e the rewards. Depending on how you juggle the multipliers, lets say, if you do a 4th rate battle: in a 4th rate = 100% rewards in a 5th rate = 150% rewards in a 6th rate = 200% rewards in a 3rd rate = 75 % rewards in a 2nd rate = 50 % rewards This is just a proof of concept, the numbers are variable. This could be tweaked in a way that doing low level missions with high level ships is actually not efficient for gaining money or marks. The larger the difference in either BR or ship class, the lower the rewards.. Therefore, it would give people something they could do, without it having a negative effect.
  11. Seit den neuen Sicherheitszonen ist das PvP, und damit die Action auf dem PvP-Server, ziemlich tot. Klar haben sehr viele (auch ich) um Änderung gebeten, als MISSIONs sehr leicht geentert werden konnten, oder Trader dauernd überfallen wurden. Da mußte etwas passieren. Aber so wie es jetzt ist, ist es eine "Verschlimmbesserung", denn nun findet kein PvP mehr statt. Also auch nicht das Wahre. Ich habe deshalb lange überlegt und diesen Vorschlag (siehe Grafik) erarbeitet. Auf diese Weise würde wieder Leben in NAVAL ACTION kommen. Würde mich über eure Meinung dazu freuen. vielleicht wird es von den Devs wahrgenommen?
  12. Lars Kjaer

    Player generated missions

    I would like to suggest: Playergenerated missions Missions in a ports (or nation) generated/made by players. For example traders needing an escort could put a contract up for an escort getting from point A to point B at a certain time in the server/date. Or a player putting up a ship contract for crafting a ship to certain specs. Or a player looking for a battlegroup for a specific raid/hunt/etc. My imagination is limited, but I see some potential in playergenerated content.
  13. PvP is almost dead now - save NAVAL ACTION - let us have a PvP-Server again After many complaints by players (me included) about MISSION jumping and attacks on our traders, the devs introduced SAFETY ZONES. Within these zones, the players under attack can call for help, and a strong NPC-fleet will appear. As good as this was meant - it unfortunately killed most of the PvP-action. And a PvP-server is all for PvP, isn't it? So I have thought about a solution and made this graphic. This idea could bring back a lot of PvP, as it allows not only any attacks again, but will also allow the attacked NATION to defend their people. The new SAFETY ZONE would be smaller. It would remain open either for a certain time, like 9 - 15 minutes, or it would remain open all the time. However - the open time should be long enough for the NATIONs players to quickly sail into port and grab a war ship, put REPAIRs on it and sail to the BATTLE sign. I am certain, that now there would be players who would come for help - which would mean a lot of action, if we are lucky! Only the yellow MISSION areas would be totally safe for those who want to grind ships, or for newbie training. What do you guys think of it? Maybe the devs will read our opinions?
  14. Samuel van Heerden

    'Fleet Missions'

    Hello Captains, So I know you can 'Join' missions of your friends if you are in a group, but what about Missions that are designed for Groups? So perhaps it would work a little something like this... To be able to take a 'Group' Mission you would need to have you group/fleet formed, then as a group you would have a Fleet Strength based on your overall BR, the mission would then be set in proportion to you fleets BR. The mission would also become available to take from the Missions tab in towns, and the leader of the group would need take the mission on behalf of the group. At the moment you can just group up, take 3, 4, 5, 6+ missions or whatever and do them but they are only designed for a single Captain. So the missions are relatively straight forward, easy, boring and well, a grind... (I hate that word) So with this concept you would be fighting a number of ships in relative proportion to your own fleet and everyone would prosper! (and hopefully lead to a more enjoyable experience) I'm certain most players would be happy to form up a group like this and get that 'Fleet' Experience. It would also lead nicely to helping players towards PVP and fleet battles, as clans and players in general can use it to practice and learn the differences between fleet battles and single captain instances. Not sure if this has been mentioned before, So if it has apologies, im not trying to steal anyone's idea but its certainly a concept worth talking about. Thoughts please Captains, Samuel
  15. Player Bounties, suggested several times elsewhere on forum. Dont think i need to elaborate on this one, pretty strait forward. Bounty Missions: This is AI bounties. A player select missions and then bounty mission. Assignment says something along the lines: "Target X is wanted dead or alive for blablabla. Last known location of target is in the Z region" plus other hints and leads. Could be more leads to other places once the player arrives at the location, or friends of the target is at the first location and attacks the player. Many things that could be added to this AI bounty missions.
  16. Bjerg Bjergsson

    Missions System (Players New and Old)

    Hi folks, Something that has been on my mind lately when I log in is new player content. Something that entices a player into the game and also keeps them interested. Certainly XP and gold rewards serve their purpose but they are what come after the content, not the content in of itself. Here I am proposing gameplay which can be interesting to players new and old but also perhaps educational and can teach the new players a bit of the RvR/PvP elements as well. Currently there are two types of missions: Fleet and solo missions. Using these as a basis I'm going to build on them and suggest missions that can be both rewarding and entertaining. These missions could have RvR rewards as well to the nation or be strictly player rewards (or a mix of both). 1st level mission: Protect Fisheries - Using 7th rate ships protect a small number of fishing ships (AI controlled trader cutters, trader lynxes) from attack by pirates/Nationals. These missions are based in safe zone around main port. Closed to PvP. The AI controlled ships will try and remain in a certain area (fishing) while avoiding attack for the duration of the mission. Keep 50% alive for mission success (ramp rewards up for more ships kept alive) until timer runs out. 2nd level mission: Coast Guard - Using up to 6th rate ships chase, sink or capture 5/5 smugglers in the region. OW mission encouraging player to learn the basics of attacking ships in OW. Closed to PvP. 3rd level mission: Protect Whaling Fleet - Using up to 5th rate ships protect a fleet of 5 whaling ships towards the edge of the protected zone. Open to PvP. Whaling ships are LGV types and act much the same as the fishing ships in lvl 1 mission. 4th level mission: Patrol - Using up to 5th rate ships sink or capture 5/5 enemy nation flagged warships (6th rate or above). OW search and destroy outside the protected zone. Open to PvP 5th level mission: Convoy Escort - Up to 4th rate ships. Attaches AI trade fleet to player (and group) of 5 trade ships (t. brig and above) and gives them a destination to sail to in another region. AI OW fleets will attack if close and is open to PvP. 6th level mission: Raiding - Up to 3rd rate ships. Destroy or capture 3/3 Tower or fortifications in an Enemy or Hostile port. Open to PvP 7th level mission: Blockade - Up to 1st rate ships. Destroy 10/10 enemy ships (5th rate or above) in enemy held regional waters. Open to PvP
  17. First of all I want to make it clear that what comes next is my personal opinion, and does not represent any group of players, including my clan. I'm tired of hearing many veteran players that the game is deteriorating and losing players because of the developers, because the changes in the game are almost always to worst. That the game is very hard and that almost all beginners do not last even a week. Well, my opinion as a quasi-novice is that the game is very good, but that the community of players is destroying it, and I explain why. A community as small as that of Naval Action is very susceptible to poisoning by the influence of groups of toxic players, even if they are few. And more if the game is not finished, the mechanics are in alpha and you can make use of exploits (we are all aware of the problem of misuse of the Alts). I call toxic players to those who do not respect the contrary, use all the exploits they can to their advantage, and enjoy ruining playing time to other players. Their motivation is more the revenge than the fun, they only present battle if they are much superior and abuse of all players that they can, not giving time to those that begin to develop like capitans. I think this is the main reason why rookies leave so quickly, and that fewer and fewer veterans are left. For me the limit is exceeded when attacking capitans who are training in missions. Missions are the school for those who begin and for those who want to dominate a particular ship, and also the source of income for many, and must be respected by all honorable players. That way we will get many more and better players to fight with. The best solution is in the Devs side: please, increase the time you cannot attack or be attacked to 5 minutes and / or implement hyper-speed when leaving a mission. But we also have a solution: denounce this type of players and publicly showing their shameful actions. From there I'll start myself in this other post: Please forgive my English, it is not my native language.
  18. Ruy Lopez

    Hall of Infamy

    Please, see this post: Here is the first report: when leaving a mission at Gasparilla, happy with the newly captured Essex, this group of players was thrown on me like hyenas to the smell of blood
  19. Missions: the bane of PvP in this game. If you want ship XP or loot chances your best bet is still "missions". They are predictable and as safe as anything can be. You can do them right outside of your capital. If you're persistent in getting a mission, dropping it and getting a new one over and over and over you can eventually get them right outside, in your capital protection bubble to make it the least risky XP method in the game. What we SHOULD want is for people to take chances, go further out and get rewarded for doing so. I would like to see missions be only available in enemy waters. Surely we can at least agree that rewarding people for grinding in their capital safe waters is ultimately detrimental to this game. That should be the newbie zone, not the #1 prime location for leveling up your 1st rate.
  20. HMS Victory

    PvP Orders

    Hey Captains, Probably some of you have already suggested this but I just thought if it would make sense to allow players to do PvP Combat Orders. This would mean that people had to sink other players' vessels (who would have guessed?) and hunt them down in specific regions. The rewards from my point of view would be greater than rewards from PvE orders since it would, most likely and often, take more time to complete one. I think it would encourage people to do more PvP and those who already do some, would be somewhat happier and even more interested in hunting, chasing and planning their raids altogether. I have not yet thought about the details though. Just as an idea from scratch. If such a post already exists, I will have it closed! May the wind be with you.
  21. CipherV

    Captain Missions USA

    United States Captain Missions, iv only gotten mission rewards for about 1 or 2 missions out of 5 we have completed. i sent an f11 report in aswell.
  22. Hello devs, and players. First of all, I am not an awesome player, I do what I can for my clan, and the area I am located in. My role in the world, of Naval Action, has been screening fleets, primarily making my money through PvE missions, and fleets. Having started out after the wipe patch, I have feel unskilled, and outgunned. At first I tried out midshipman missions, getting put against 2 enemy ships. My rusty skills, resulted in a close loss. Trying again it resulted in a more comfortable loss, but for some reason only had 1 lynx. Before I had 2?!?! Then I got to 5th rate......... Being restricted to doing either 7th or 6th rate solo missions, or 5th+ rate missions is not viable to progressing in this game. I cannot progress from here, due to the money restrictions, I play on a PvP server indeed, and I view myself as PvP player. Though I cannot fathom how to move on from here... I can chase the random AI fleet, or wait for PvP actions. But what if I cannot find either??? Then I am stuck doing... Nothing??? WIth my tier 5..... Though I wonder, what would a player on a PVE server do??? Investing in a 5th rate ship, and he can only do fleet missions?!?!?! Will he be COMPLETELY stuck?? I am wondering since I have a hard time doing a fleet mission, being in my Surprise, vs. 3-4 5th to 6th rate ships. I find not being able to play solo odd, and Best regards Samuel Benson [ROYAL] P.S. #edit Now I realise that I do not have a suggestion straight off the bat. What I do hope people see, is the PvE/missions is rather broken at the moment. It either hampens the player at reaching 5th rates, or I would imagine new players get scared away, since their progress (might) stop after 5th rates. Not saying new players are shit, but their skills might cause them to struggle at that skill level.
  23. Hi, Something i can't understand in the game since the wipe. Single combat missions are being restricted so they can only be played until the 4th rank, and with a maximum rank of ship. For the Dutch, this is Eerste Luitenant (First Lieutenant).(175 XP) This means, if i want to do missions beyond this level, i am either forced to play with other people, or use a fleet, because only fleet missions are available. Both options are ways of playing people might not like. Since there is no more default AI fleet when doing fleet mission, i'd have to find players to group up with, of get the fleet perk so i can have my own fleet. In my opinion this severely restricts the ways in which this game can be played. I find this way too restrictive for my liking, and would like to hear your opinions on this issue. Greetings, Yngvarr
  24. Hello, I returned to the game after a long hiatus when I noted the mega patch had come out. Spent a few hours grinding on the Cutter to get my Surprise crewed and equipped, only to find that there were no missions at all available for ships of Class 5 and better. Both normal and fleet missions seemed to be for C6 or worse ships with nothing harder available. I get that this is an MMO and the developers are perhaps inclined to push people to play with others, but surely making playing solo entirely impossible is the wrong way to go? My friends aren't always online, nor is it always possible for me to co-ordinate with other players due to time restraints etc. Naval Action can be a lot of fun when played solo as well, so I'm disappointed. Or do I have it wrong? Is there some structured battle content I can perform solo in a Surprise, or am I stuck randomly sailing the seas, hoping to find something worth killing? Thank you.
  25. Sir R. Calder of Southwick

    Three small questions/suggestions for version 10.0

    @admin I was wondering if you could explain the reasoning behind a few of the decisions in the new patch, and suggest an alternative for you to consider for some of them. 1) The removal of coordinates and grid system. I know what some people will say: "There was no GPS in the early 1800s". This is true. There was, however, a very thorough understanding of celestial navigation. As you are no doubt aware, good captains prided themselves on their mathematical (and therefore navigational) ability. The Caribbean and Atlantic coasts were not the same as the Indian Ocean and Pacific when it came to the possibility of getting lost. Even in those far more desolate areas, there was still a very good idea of where all the major landmarks were and no good captain was ever forced to rely on dead reckoning except in certain extreme circumstances. All ship captains, sailing masters, and typically watch officers (including midshipman) had their own sextant from which to utilize to find their position. It is therefore completely unrealistic for a warship of the time to navigate solely by dead reckoning. For those arguing for "total realism" and suggesting that giving the latitude and longitude of your ship somehow breaks this, I would respectfully suggest that the developers institute one of the following changes in the next patch: 1A ) The inclusion of a sextant mini-game to satisfy the requirements of the most zealous of "realism" junkies. If you have time, perhaps you could include formulating a watch bill, a tracker for the consumption of grog by your seamen, and Thursday laundry. (Please note that I am being completely sarcastic about all this). 1B ) The return of the grid from previous versions, and a position for your vessel given at noon each day that your ship is in clear weather. Thus, if absolute realism is the goal, this would simulate the ability of the captain and the master to take a noon observation and mark the ship's position provided weather cooperated accordingly. It is the perfect compromise, because it is in fact perfectly realistic. 2) My second question is concerning the removal of AI ships from Fleet Missions. I think I understand what you might have wanted to do, but I would ask if you considered that there are probably many people (I have spoken to quite a few in GB PVP-EU nation chat) who found them very useful when either there was little PVP to be found, or sometimes when you just didn't have time to go on a long cruise looking for PVP, but wanted a little fleet battle. Again, I understand the desire for a realistic MMO, but please also consider that it is a game and there is a certain element to it that people enjoy and are now no longer able to utilize. I can see no reason to eliminate this feature - it did not hurt anything and if hostility generation was the problem, that has been reworked anyway. Could you please explain why you changed this? 3) Why were the servers simply renamed? I think many players, including myself, either misunderstood or felt misled by what we thought was happening when a "full asset wipe" was announced - that there would be a new choice of server based upon whether a player was in the EU, and therefore wanted timers limited to their normal hours, or wanted to truly play globally with people from around the world and accept and understand that the game was ongoing and attacks, port battles, etc would happen as people played throughout the day: i.e. there would always be activity no matter what time you logged on. However, since the global server is merely a renamed PVP2 US (which was already rather depopulated compared to the EU server), it so far seems that its population relative to the EU server has remained unchanged. If one subscribes to the view that Naval Action is a true MMO yet also hard core sailing simulation, then one must also accept that - just like real sailing war - action takes place at all hours of the day across many time zones. Could you please explain a little of your reasoning here? Finally, I do not wish to seem that I do not like the new patch or I am complaining without cause. I have put over 1000 hours into the game, which I know is less than some, but for me is still a substantial investment of time. I have put far, far more time into Naval Action than I have games from blockbuster developers and that says something about what you have taken on here. But, I think I am not alone when I wonder about why certain decisions were made when it seems that it sets the game backwards compared to what it was in previous versions. I would just appreciate it - and I am sure others would as well - if you could explain some of these decisions so that I can at least understand why you made them. Thank you very much for your time.
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