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Found 46 results

  1. Sunshine aka Blue Sky

    I'm not sure maybe it's an issue with my monitor or my graphic settings but I sometimes have the feeling, even it's not a rainy day in game, that I'm sailing in the English Channel instead of the Caribbean as the sky is almost grayish, overcast and murky. I miss sailing in scorching heat, bright sunshine under a clear blue sky I know not every day in the Caribbean is a sunny day but a nice mix between cloudy and sunny days would be sweet
  2. Shipwrecked

    This is my first post . Apologies if I should violate any forum conventions. I have now been shipwrecked for 2 days ( incl of today's maintenance cycle) . After I entered OW PvP EU to sail, I arrived far from my port of origin, without a ship only floating in the sea. The map control M key works and I believe I am stranded somewhere in the water south of Carisle. No other key is working, inclusive of esc. F11 opens the bug window but not sure whether my message submitted. Mouse controls do not work and cannot look right or left. Chat windows are all working and update as normal and I am able to enter chat messages. It appears that the graphics are running in a loop. Keeping the map window open only works for a certain time - then its back into the empty ocean. On the log in screen I have ping for PVP EU and Global, but not for PvE. Maybe not relevant - but never saw this happen before for so long. Below is a screenshot which I hope illustrates what I am writing about in the above. This only happens in PvP EU. I can however log in on PvP Global, and all is working fine, so this is not a hardware issue. Appreciate any help or suggestions as to how to proceed. Thanks CaptHansen
  3. Events

    I really dislike the current "events" where the lootable wreck spawns close to some nation. It's just too rare to favour only 1-2 factions closest to the area... @BallsofSteel suggested "2. Event wrecks scattered over map no location. " Which would be waaaay better... Make it like epic events scattered around the map but much rarer of course, so you can find them when sailing long distances. This is a really easy implementable / low hanging fruit mechanic i see that could give something interesting to open world sailing...
  4. Look at this video and find the mistake. In my opinion it feels wrong. When I tag in a storm then we should fight in a storm and not on a clam sea with nice weather. I understand that the ST stormmaps may a bit to much but at least. Rain, some bigger waves, less visual range and fog would be handy.
  5. OW PvP Missions

    There has been always and sometimes conversation about content in OW. I think this subject has slipped away couple times. I am purely writing from PvP perspective. So what we need... The current missions are, sail to location X and fight. Buy goods and Sell at X. What if we had OW PvP missions? Lets 1st say: 1. We can inform about those for other people. In game world this mission was planned 1 month before, rummors run far. Sure, irl we would tell from it immediately. Yes, the world is too big to not let others to know about these. Yes, it takes 15 to 240 minutes to find someone, these things has to be indicated clearly. 2. We should be able to screw them up, but not F* them up! -> There has to be balanced instances. Yes, someone is doing mission for 4 persons in 5th rates, and you cannot go there and F* it with 25x 1st rates. Yes, there is a magical barrier blocking you and thats it. Yes, it is just a game. 3. You cannot teleport to friendly port after battle, there maybe more to come, yes you have to sail there. omg! 4. Rewards if you win. 5. Could be connected to RvR Mission examples: 1. Escort - Escort AI ships from port A to B. 2. Transport (And escort) - Transport goods, one has a trader, couple other players have escorts. 3. Hunt in region X, hostility creation maybe. - Go to area X, while you are there, it creates hostility if you just are there 30 minutes. The other faction will be informed that you are coming, and that you are going to be in the area for 30 minutes, and not vanish in some mission and never to be found again. Other faction has time to go and look for you -> PvP 4. Destroy tower X - Like Port Battle, but smaller, and just destroy a tower or a fort. 5. Transfer goods to build tower X - Destroyed tower/fort can be built again, but you have to actually transport those goods. 6. Treasure hunting - Fish a bottle, X% change to get a map, collect your friends, use the map, you have X hours to sail to location and pick the treasure, sail back to port to open and see what you got. 7. etc. Not a mission but a system: 1. Bounty Hunting, add a bounty for a player. If someone is able to sink, he will claim some/all from the bounty. e.g. Blackjack Morgan has been sinking way too many ships and you want revenge. You add X million bounty from him dead or alive. You sink him, and you collect the money. Maybe even fame from this, adding a rolling list of bounties claimed. 1a. You have to sink, capturing is not enough. Adds abuse protection. 1b. If you capture him in a basic cutter -> You get nothing. The ship defines how much from the bounty you are going to get. If bounty is high and he always sails in a surprise, it can be that he has to lose 41x Surprise before the bounty is gone. Abuse protection once again. 1c. You set this bounty in port X, you can claim it only if you are in port X. You can set a bounty in KPR, and only your countrymen can claim it. (They should not allow allies to sail in your ports, removes reasons for RvR, I assume this will be removed as well, right?) 1d. Bounties do not count in RvR. You sink him in a port battle -> You cannot claim the bounty 1e. Bounty divided between kill/assist players. We are going to get new RvR system. After this, I think they should fix bugs from it, and major flaws. Then they should add other content as well. If they do not add other content, at launch we have RvR, port battles, and ? So they should add other activities already, so that we can test those before launch as well. OW PvP missions can create a lot of things to do. In theory, should create a lot more than for example those port battles.
  6. My main question is stated in the title. Why are battles limited to instances? Would it be so difficult to make it into a sandbox of sorts where pvp is conducted in OW?
  7. So the population is dropping vertiginously. Today earlier i saw only 20 players at PVP2 and now are 40... Most people reached the top level and, right now, dont have any relevant reason to keep playing until some things get fixed. In my case, im playing because i need 3 lvl to reach the top crafter. So, i almost trading (have to mention that i liked the current trading changes) and crafting. Devs said that new ranks will be introduced, but how? What comes after admiral? And, as pirate, maybe i can be "uber curse" or "ultra curse"? I dont think this will work. Players at top lvl still earning XP (including travel XP). Right now that XP is useless and the system just throw it away everyday on the server reset. So, i propose this: * create the personal XP bank, which store the extra unused and useless XP earned each day; * allow players to exchange that extra XP for labor hours, upgrades, paints, bps, ships, whatrever, just make a way to make it worth (as i said, new lvl will not work). I think that will work, at least to the huge amount of players that are top levels and left the game.
  8. Well even though I'm not active in this game anymore and haven't been for quite a while now. (But I truly want to return, if they find a way to make the game fun, again) I'll try give a shot at proposing something which might cater both the RVR player and the WOWS player style. People keep talking about the style of the game, should it be OW RVR focused only?, thereby only catering for the hardcore players? Or should it be more arcade like just like WOWS catering for the more casual players? That discussion leads nowhere other than a continued arguing about rights and wrongs, combining both concepts in this game should be possible, in fact the foundation is available already. OW - RVR What I suggest is, keep the OW RVR, but improve it (That has been said numerous times, and even louder since patch 9.96 which was horrible imo.) anyway, OW should be OW but without much meaning other than creating an OW environment, which would cater traders, smugglers, PVP'ers and all other types of players including PVE'ers. Now before everyone starts screaming "we have it all now" Why say it again, let me quickly say, yes OW does exist today, but is it fun? Everyone is using and abusing exploits, each new patch introduced a new exploit option for abusing. Below I have tried to summarize what I believe could make Naval Action fun again, and keep it fun! Teleporting ships (Skip it entirely, but increase OW speeds by 100%) The title says it all, no more teleporting, but increase speed in OW by 100% or let the player pay for a transport of he’s ship to a wanted destination where the player has an outpost, with the risk of the escort fleet being attacked and the ship captured. This effectively means that either way implies a risk of losing the ship either by sailing it yourself or having it sailed as an AI. A large payout for the transport means a bigger AI fleet up to a certain limit only, a smaller payout means a smaller AI fleet. Only the transported ship can be captured and only in battle will it be visible which ship can be captured. However even though the playership is in fact now an AI ship, it will fight harder and hence be harder to capture since it can carry various upgrades etc., but it can be captured though, whereas the AI fleet ships hired to escort the playership cannot be captured. Should an attempt to capture fail, the AI fleet will respawn at a random point, so that it cannot be planned to just continue to attack until the fleet is sunk and the ship is captured. OW: BR / Battletimer (Skip it!) Skip everything that can be abused, skip the battle timer, skip the 20 sec. wait timer when you tagged or got tagged, if you are alongside a ship and press attack, you are alongside that ship when battle starts!, if people are close and want to join the battle, let them - and that goes for both sides, which means no BR limit - this will effectively deal with ganking fleets - but then again, superior fleets was a natural thing in those days, so why whine about it? Having no BR limit, and no time limit, gank fleets can be countered, if wanted. OW: Personal fleets (Skip it) / introducing convoys instead. Skip the option of personal fleets for all players, do you want a fleet to escort you, either get someone to help you, or pay for the escort fleet, this includes AI fleets, but here with a max no. of ships and BR allowed. One option here could be, that you put out a tender or hire someone, just like you once did for materials (Sorry guys, it's really been a long time since I played this game....). Convoys could also be included, an announcement was made in a specific harbor, that at a certain date / time, a convoy will leave with a certain destination, then a player or trader can either sign up for the escort role or being escorted (If he sails a trader). The convoy can consist of several nations, but once in the convoy you all sail under the same flag and can be attacked by others and not attack your fellow convoy sailors. In order to avoid exploits the information of the convoy, and destination should be kept confidential. And all who’s interested should pay a fee to participate (players wrongfully abusing the convoy principle should have a penalty / fee to pay….not really sure how to avoid exploits here. Maybe by giving the convoys a random start point, so when you are in the convoy and ready to sail and a timer counts down, the convoy will spawn in a random point within a certain distance from the harbor (Could be an option) so an immediately attack can be avoided and thereby give the convoy a fighting chance. OW: Logging off in battlescreen (allow 30 min. then you will return to OW no matter what) First of all, increase the overall battletimer from 90 min. to 120 min It has been proposed before, that when you are in battle, sometimes a huge enemy fleet is waiting just outside the two crossed swords, meaning you will exit battle basically on top of an enormous revenge fleet. This usually results in people camping in battlescreen. Instead provide these people with options! A way to counter this battlescreen camping is that the distance you travel while in battle shall be linked to the open world, so that once you exit battle it wont be at the predictable spot X, but instead at point Y or Z, based on what direction the player headed inside the battle, and the speed he was sailing at - this also means, that now it will be an advantage not to exit battle instantly, but instead use whatever time there's left to sail as far away as possible from where the battle started, meaning the player could actually have a real chance of escaping now. If you on the other hand decides to exit battle instantly and sit in battlescreen, you can do so while you go to the toilet, get something to drink etc. but you have only 30 min. in battlescreen then you'll get kicked, HOWEVER! a third option should be introduced, hence the increase of the battletimer from 90 min. to 120 min. Instead of only having two options stay in battle and spend the time sailing trying to escape by creating a greater distance from whatever you expect to be on the outside waiting for you, or log out into battlescreen, a third option should be introduced, give the option of logging back into the now empty battle from the battlescreen (This option gives the player the option of doing some personal things after battle like getting something to eat, drink, toilet visits etc.) and still providing them with an option of a escape. Also in regard to the crossed swords, make them increasingly smaller depending on where the battle goes (though the crossed swords should disappear once the battle is ended. Could also solve the battlescreen camping because of revenge fleets. OW: Map coordinates (Get rid of them) Map coordinates as they are now, helps navigation, but also makes it too easy, to report enemy ships and their position, return to how the map looked before summer 2016 e.g. no coordinates. OW: Special ships /Special perks / upgrades Make these so-called "hard-to-get" ships / perks / upgrades available for everyone. OK by participating in tournaments, you get them faster, but still, they should not be exclusive as they are now. Every crafter in this game who is dedicated enough should be able to obtain these blueprints etc. without participating in tournaments or whatever, but it should be a hard job for them to get them this way. OW: AI fleets (Reduce size and make them more diversified) AI fleets should be aggressive and have the role of a more stationary / predictable form of patrolling territorial waters. Meaning if a player from a hostile nation is within a certain distance, the nation AI fleets will attack the player. However in this instance no other human players from the outside will be allowed to join the battle on neither side, unless the player under attack was sailing in a group with another player or more players from the same nation, then these players will be pulled into battle as well. Officer and officer perks You hire an officer for a type of ship, you train him but you cannot retrain the officer to fulfill other roles without losing experience on the officer. This approach counters how officers today also are being exploited but giving them different perks. Once a perk is chosen it will cost you severely to reset a perk and chose another one. Also you cannot use an officer trained on a SOL on a frigate, or a trader, each officer have special abilities and skills. And likewise, if you have an officer who is not being used actively for a certain time, he will slowly lose some of he’s skill (he will grow old). Maybe also skip the officer lives? Regardless of your ship being captured or sunk, the officer always lives, but you MUST pay a tribute to the player who saved your officer in order to get the officer back (The tribute should be fixed and reflect the officers skills / perks / level) and governed by game mechanics, however once the officer is back he will have lost some of he’s skills or perks, meaning he will come back demoted. So if you have an admiral, he will only be a commodore now. The officers skills could in fact also be linked to how the ship he’s commanding performs (independent of the perks he has)…. The tribute thing could be expanded to also include captured ships, so if a player loses he’s ship, he could have the option of buying it back………….from the capturer. WOWS style arena battle Change small / large battle into the arena style we see in WOWS. This means PVP, but with no risk of losing your ship like now. However the earnings from such battles should therefore also be decreased. Also no upgrades etc. will be allowed in these battle types. Small / Large battles will be fought on equal terms / setups, the only difference would be the different wood types of the ships participating. And the officer you have on board the ship. Also there should be a mix of ships in each battle, meaning you could chose to enter a large battle in a Cerberus, because even though it’s a large battle each fleet would consist of groups of each ship classes just like historical naval battles. So the Cerberus joining would have to fight ships of its own size, or larger depending on where the player sails.
  9. Navigation suggestions

    Hello captains, I've been playing NA on and off since January and would like to give a few suggestion based on my background irl (active tall ship sailor and occasional computer game player). First I must say that I really enjoyed playing this game when I have time, specially for the realistic battle where wind tactics allow to take over your opponent, but also the open world and the crafting/trading system. However there are few points that I would like to comment on, and give my opinion. Two minor incoherence concerning the map and navigation system: - In the map window the coordinates start with the longitude West. irl it would always start with Latitude North or South. For me (and I guess for other players with navigation background) it is hard to get used to it. - On the wind direction and ship direction diagram (bottom right in OW, bottom left in battle): the wind direction arrow is pointing on the compass where the wind is going to, not where the wind is coming from. Same here, irl the convention is the opposite and would show the direction from where the wind is coming (see image of a conventional instrument plotter, wind is represented as the yellow arrow with letter T). Concerning the open world navigation system. I would suggest the development of a more realistic navigation system including wind direction change and wind patterns, currents, leeway, weather changes, clock system for longitude, poor latitude position in case of overcast (cannot fix the sun with the sextant) etc.. Making a more realistic navigation system would attract a lot of people from the traditional sailing community that would see this game as a simulator from the age of sails. Moreover I've been reading a lot of complains on the forum about long and boring OW navigation. A more realistic navigation system would bring more dynamics to the OW and offer more challenges and tactical decision, making long OW navigation more fun. I know that represents a huge amount of work for developers, but might be worth considering. That's my suggestion for this wonderful game. Developers keep on the good work!
  10. In sted of having drop partys one day a week, why dont u do the classic MMO style certain areas spawn certain ships that drop certain loot. That way people form different nations would still bump into one another and do pvp, but also travel the map more to get to specific areas. That way u are also able to add more different mission like " Find the stolen cannons" go to an area and fight ships till u find the stolen cannons fx. Or hunt down Flifhty Steve, go to and arene with hostile Enemerys where steve spawn and sail around. Stuff like that would make the game 10x more fun and give player a purpose rather than the 30 min of fun the race to the sunken convoy, now i dont say thats was bad, it was just if u dindt have 3-4 hours to spend on that saterday u would miss it. Cause it took alot of timer getting close to where a note told u, then sailing to the ship wrecks and sailing back to safety took alot of time. And even after doing all that , chances are most likely u dindt get any loot.
  11. UPDATE: The official map has been published by the devs with a few changes from the data I had. Go here to find out how the map will look after the wipe: http://forum.game-labs.net/index.php?/topic/16468-important-final-map-player-action-required-for-both-pve-and-pvp-servers/ And to find the ownership of each individual port, go here: http://forum.game-labs.net/index.php?/topic/16468-important-final-map-player-action-required-for-both-pve-and-pvp-servers/?p=312498 Salut Captains, The September Patch is looking to bring significant changes to this game. It should be a huge patch, and contains many different updates, mostly relating to the map we use. In that regard the teasers and bits of information we’ve been given so far may leave some feeling it is a bit lacking. The patch isn’t ready yet, and devs might not have decided all that is going to be implemented. However we have already been given quite a lot of information. Still I read a lot of questions and hear a lot of rumours about what is coming that could be dispelled simply by people reading all the information. But the information is spread across multiple topics and multiple pages of those topics. Devs will obviously provide us more information as well as patch notes around when the patch will be clear, but in the meantime I thought that I will post the information that I have already sorted myself from the answers they have provided. My main interest is the general layout and implications of the new Conquest system and map wipe. The noob-zone in the Bahamas interests me less. The official information that I am basing myself on, can be found here: September Port Changes Plans for conquest mechanics Free Towns Rookie regions Again, devs will continue giving us more information as things get closer, but if you’re very worried about your outposts already, or you didn’t quite understand the maps they have shared, then this topic can hopefully aid you. The Map You can find the current iteration of the map the devs use here: Older public versions you can see [url=http://imgur.com/a/ryp86'>here, here and here. I made a map legend to go with the maps: Map symbols: Orange lines: Region outlines Red circle: Capital Orange star: Regional Capital (1st rate port battle) Yellow pixel: Port location Yellow line: Port entrance with direction of inlet Blue circle: Shallow water port White line(on blue circle): inlet to shallow water port White circle: Freetown Green line underneath name: New Ports Striketrough text: Pacific ports not open until release Map letters: (Indicates historical ownership only) N: Neutral P: Pirate D: Danish S: Spanish W: Swedish UP: Dutch B: British F: French US: United States I: Indian/Native USC: US Capital SC: Spanish Capital DC: Danish Capital WC: Swedish Capital UPC: Dutch Capital FC: French Capital BC: British Capital B - PC: Pirate Capital, historically British B - NC: Neutral Capital, historically British UPRC: Dutch Regional Capital SRC: Spanish Regional Capital FRC: French Regional Capital BRC: British Regional Capital (N)-W: Historically Neutral, Swedish noobs’ capital (N)-UP: Historically Neutral, Dutch noobs’ capital ( -D: Historically British, Danish noobs’ capital ( -B: Historically British, British noobs’ capital (N)-F: Historically Neutral, French noobs’ capital (N)-S: Historically Neutral, Spanish noobs’ capital ( -US: Historically British, US noobs’ capital ( -P: Historically British, Pirates noobs’ capital I also added a map legend onto the map most recently shared by the devs: All the new ports are marked there with a green line underneath their name, and because a lot of people have made the mistake, Free Town is written next to every Free Town on the map. Some background information about the map: About the port wipe The information that we have so far, is that the September patch will introduce a new system of dividing the map into regions. Ownership of ports will also be reset, and whatever ports you own now will not matter to the map after the reset. In essence the map will be reset to how it was after last wipe, so if you look at the PvE server you will get an idea of how ports will be distributed. However, as the regions system means only one nation can own a region, it’s not as clear cut as that. The division into regions will mean that some ports that were historically belonging to one nation will now belong to another or be neutral. The map is based on the territories of nations approximately between 1780 and 1800. According to the developers Historical nations did not care about artificial regions invented today, and several nations may have owned ports in the same region on the map. If that is the case, according to the devs, the region will be all neutral ports in the beginning. There is however some ambiguity here. With Pitt’s Town as an example, that is the current Neutral faction Capital (made redundant by the removal of playable neutral faction). Pitt’s Town is said to become of another nation after the wipe. But according to the map, apart from British ports, there were also neutral and pirate ports in the region now named Crooked. By the strictest interpretation of the devs, Pitt’s Town will remain neutral, just not a capital. But as it has been stated to switch nationality the best guess is that it will become British. The question then becomes if Pitt’s Town is an exception, or if only «nations» mixed historical ownership counts. So if Denmark and Sweden shared a region, it will become Neutral, but if Dutch and Neutral shared a region, then that does not count as mixed and the region becomes Dutch. But what of Pirates? Do they count as a nation in this regard or not? And what if a nation is dominantly owned by one nation, but a single port was owned by another, like the Bovendwinds Region which is dominated by Dutch ports, but has a single French port. Does it become Dutch, or Neutral? I have not yet found an answer to this, but I have used the information available to make some calls about regions that are definitively going to fall to one nation, regions that will presumably fall to one nation, and those that are highly unsure. I will share my data below: The green background indicates the rookie regions. The first column lists the number of ports each region has. The second lists the name of the region. Three is the historical ownership(s) according to the devs’ maps. Four the ownership by the strictest interpretation of «mixed ownership». Five lists the current freetowns and their regions. Column six lists the new freetowns and their regions. The Region Capitals column lists the regional capital of each region. The "Maj. Owner» column lists the faction that historically was dominant owner in a region on the dev map by owning most ports and/or the regional capital. Under «New Ports» all the new ports that have been currently added to the map is listed. By the most liberal interpretation of «mixed ownership» the nation listed as «major owner» should spawn as possessor of a region. Where the nation is listed in cursive there is mixed ownership between two «nations». C means it is a capital region, and an asterix means the region is a capital with mixed ownership and thus mixed ownership will have to be ignored. Some more statistics: Number of ports: 378 Number of regions: 75 Number of Freetowns: 31 (formerly 33) New Ports: 14 By the most liberal interpretation, this will be the division of regions between nations: US: 3 Pirate: 4 Neutral: 4 French: 8 British: 18 Sweden: 1 Danmark: 1 Dutch: 2 Spain: 34 By the strictest interpretation of «mixed ownership», these are the regions per nation: Brit: 7 Spain: 13 US: 3 Dutch: 1 Sweden: 1 Danmark: 1 France: 6 Pirates: 1 I have also made a more visual representation of region ownership, to help decide where your ships might be safe and how nations will be positions when the new conquest system kicks off. The regions that are more or less guaranteed have been coloured according to their nation on this map: On the next map I have coloured almost all the regions according to what nation has the most claim to it on the historical map. The map is coloured based on the principle that what made Crooked a national region is a rule and not an exception. Sharing ports with pirates, Neutrals or indians does not make them mixed ownership and thus neutral. Rookie Zone The devs are going to establish a rookie zone in the Bahamas. You will be able to get most information available so far by reading the official OP here: Rookie regions - new player experience What happens in October Obviously we do not know that much yet. However: In the October patch we should expect a reset of the resources distribution which will affect production buildings. NOTE: I started writing up this and making the maps before today's announcements from devs. Some mistakes may be lingering from when I tried to adapt the text to account for the information changes. I will try to add more information to this topic as I discover it and as it is shared by developers. EDIT:UPDATED according to:
  12. Convoy battles

    I just had a brilliant idea that would make players engage in pvp battles that's not port battles or screening fleets. A convoy of NPC trading ships sail from port A to port B. This will come with an announcement in the OW like when a conquest flag is bought. Enemy nations can intercept them and capture them for a great deal of resources and materials. (Line-ship constructions worth of cargo). If the convoy reaches its destination safely there will be upgrade and money rewards for protecting ships. As well as a huge abundance of resources in said port. (Crafters rejoice!) Cheers Fry.
  13. Why should we do this? The upcoming changes in the port battle mechanic will force people to participate in OW PvP to start a port battle by raising hostility levels at the port you want to attack. For more Information about the upcoming changes see the links below: (http://forum.game-labs.net/index.php?/topic/13596-such-is-a-lord-simple-politics-and-alliances-part-1-heavily-moderated/ http://forum.game-labs.net/index.php?/topic/14816-update-on-the-port-battle-set-up/ That leads to the question: How are these changes are going to affect player behaviour? At the moment we are facing a big problem. A lot of people are complaining that battles are not reaching anywhere near the full potential of what naval action battles can be due to one side always being able to field much larger numbers than the other making battles simply about who has more online and bigger numbers than skill, tactics and strategy to win battles. Most battles are so called ganks. People fear to leave the result screen because of revenge fleets. People think that to do any pvp you have to be in the biggest nations and clans to have a fair chance at Open World PvP and Port Battles (Port Battles still stay 25vs25). We are not in kindergarten, not everyone can be a winner. But with this proposal we want to help all Naval Action players, solo players, casuals, groups, small and big nations to get the most satisfaction out of open world PvP that is possible to offer to everyone. Naval Action has one of the most unique combat systems that has ever existed in any game, with this proposal we can truly get the most out of it and overall add a lot more enjoyment to the game and PvP. As the title mentioned this is our proposal to change group size and open OW battle size to a maximum of 6 players per side. What are the benefits: Smaller clans and smaller groups can be effective in PB screening/RvR and OW PvP Ganking Fleet size reduced even smaller nations can face bigger nations Bigger clans and nations will have to hunt and sail around in smaller group Makes Port battles unique in groupsize Handles Timezone problems, because it’s easier to have such a group size even it is not a Prime time Removes the much hated Revenge Fleets Battles will no longer be about who has more players online, it will be shifted to skill, strategy and overall superior tactics Helps causal players to find enjoyable PvP You will no longer need to search for a even fun matched PvP, every battle will deliver a new exciting epic battle experience List of cons Large Clans will no longer be able to take a 25 ship fleet into every battle (no swarm tactics) Large Nations will no longer be able to dominate open world PvP with superior numbers & large revenge fleets 25 ship fleets are no longer effective on OW PvP Proposal 1: How a battle join mechanic could work Attacking side: A system to start OW battles could word like the mission enter system. When sailing in a group the attacker can press “attack as group” or “attack”. Attacking as group will pull all group members in range into the battle instance. Group members which are not in range will not get pulled into battle. Open slots can be joined by players who are not part of the group and in 2min range of the battle. Attack will just pull the attacker into the instance. That leads to 5 open attacker slots which can be used by other player who are not belonging to the group. Defending side: When attacked all group members in range will join the battle. If there is no group, a group which is not full or not everyone in range. Then only the defender or all group members in range get pulled into the battle instance. Open slots can be joined by players who are not in group but can reach the battle instance in 2 min. AI fleet: If a player has an AI fleet every ship take a battle slot. Therefore AI ships reduce the maximum amount of group size. Proposal 2: How a battle Join mechanic could work If more than 6 people are in the battle circle. then first the people who are in the group with the attacker and defender gets pulled. If there are less than 6 people in the group and more ships in the circle then pull in the biggest player ship. Example 10 swedish ships(group 1(st pavel 2 ingers consti)) group 2( consti 4 frigates)) and group 1 attacks 6 pirates(6 constis). First the st pav 2 ingers and consti get pulled in because they are all in the same group, second the consti and one of the frigates gets pulled in due to the highest br in the battle circle. And finally what about PVE? Attacking ships in OW work after the same system mentioned in the proposals above. But creating a PVE battle requires that the PVE attacker or one of his/her group mates in range is not being targeted by an enemy player. Epic events will once joined by a player open a Battle Symbol in OW like the Port battle icon which then can be joined by everyone. Designed by Seawolf, SeaHyena and Z4ys
  14. So, people were discussing the NPC capture issue, with one side saying it created less demand for crafters and encouraged a suicidal playstyle, while the other side made the argument that capturing ships is what this game is all about for a lot of people, crafting wasn't impacted THAT much, cheaper ships means people would be willing to stay and fight more often, etc. What came into my head while reading this is that both sides have legitimate points, and that if AI capture was disallowed again, it would make the AI fleets like robots in a disney boat ride....pretty to look at but not something you wanna go up and interact with. So...how can we have the best of both worlds? How can we let people have the satisfaction of going out and capturing NPCs for a purpose OTHER than gold, while satisfying the #crafterslivesmatter crowd? (joke, I craft). Also, how do we make NPC fleets still relevant if NPC ships cannot be owned by players? Oh, and what about that admiralty thing? Thus the (somewhat poorly written) idea above. Let's expand and improve upon that. Feel free to expand upon, modify, disagree with, etc, anything here. As I delve into and combine several different topics and mechanics into one working idea, there wasn't a good place to put this and it was suggested I make it its own thread. Correct me if I am wrong. What is the Admiralty? The Admiralty is made up of and controlled by all of the Lord Protectors of a nation. (To see more about Lord Protectors, see the Developer's "Such is a lord" thread) Each Lord Protector can control AI fleets based out of his port, as described in the quote above. AI fleets are built out of the ships that players sell to the admiralty at that port. Player captured or crafted ships sold to the Admiralty retain their upgrades, quality, stats, etc. This would create another demand source for player crafted ships, and allow players who aren't Lord Protector's a way to support the people they agree with and reasons not to sell to the admiralty in ports ruled by people they disagree with. CAPTURED NPC SHIPS CAN NEVER BE KEPT BY A PLAYER, as was done historically, they are sold to the Admiralty for prize money at a port, or they are sunk for significantly less prize money at sea. Lord Protectors also have most of the control over port defenses, public buildings, port resources, etc, etc, while keeping his character's money and assets separate from the port's assets. Thus, I will sometimes refer to the Lord Protector of a port as the Admiralty as to distinguish between Player assets and Port assets. (I will almost exclusively be talking about Lord Protector controlled port assets throughout this discussion. If my nouns and proper nouns are ever unclear, please let me know so I can fix it) If there are more levels to the hierarchy, (Lords Protector of Shallow Ports, Deep Ports, Regional Capitals, and Capitals, as an example), then Lords Protector higher up in the chain could give instruction to Lords Protector below them. These would not be mandatory, but perhaps there could be incentives provided to encourage people to follow the instructions, perhaps in the way of more money for harbor defenses, fleets, trade, public building improvements, etc. These incentives could be automatic game rewards for following an order given by a Regional Lord, or perhaps the Regional Lord has control over an automatically generated source of desirable port improvements that he can distribute as he sees fit If a Lord Protector does not agree with what his chain of command is telling him to do with his AI fleets, he could simply not do it, which means he wouldn't get the incentives for doing it either. These incentives aren't personal to the Lord Protector, they are benefits to the port he rules. These incentives would be credited to the "Admiralty Account," "Admiralty Warehouse," or "Admiralty Docks" of the port, depending on what they are. This would provide interesting options in a Civil War scenario, as 2 different sides fight for control of a faction. Perhaps there could be an option for a Lord Protector to change allegiance to a different Regional Lord in his area, bringing all his assets with him to the other side (AI fleets, public buildings, strategic harbor defenses, etc) How are AI fleets generated? The main way AI fleets are constructed is through players capturing enemy NPCs and player ships, and selling them to the admiralty, as well as any ship that a player decides to sell to the admiralty/port. These ships would be added to the available ship pool in the port in which they were sold. The Lord Protector then assembles a fleet with the available ships in his pool. Fleets can be specialized for specific purposes by the Lord. The Lord selects the ships he wants, makes them a fleet, then chooses a role, an area of operations, and ensures the fleet is provisioned. Depending on fleet size and mission duration, fleets require provisions, repair materials, and crew. The Lord Protector would have to have available AI crew, repair materials, and enough provisions for that crew to last for the duration of the mission. These provisions and repair materials can be crafted, traded, and captured, and could be the exact same provisions players use. People would have an option to sell their provisions to the Admiralty, which means that if the Lord Protector wants to send out lots of fleets for really long periods of time, he needs to be able to afford all the provisions necessary to do so. The Lord Protector can buy ships for the Admiralty through the current Player ship market as well. Again, these ships would retain their upgrades and quality. The AI crew comes from player captured and AI captured AI or Player ships. When a player captures a ship, they assign a prize crew to sail it back, This prize crew historically also guarded prisoners on the trip back to port. The player can impress as many crew as he can, then sell the ship to the admiralty. The remaining prisoners that were not impressed would go with the ship to the admiralty. These prisoners would then be impressed by the Admiralty and put into the respective Lord Protector's available crew pool. The Admiralty can only get crew through this method, and cannot access the same crew hire pools as players can. Perhaps Lord Protectors can trade crew, moving crew on "Prisoner Transports" to newer ports on the front lines, as the cost of sending a fleet from Puerto de Espania to attack fleets near Pedro Cay would be prohibitive (provisions, maintenance requirements, crew readiness, etc) compared to a fleet sent from Tiburon or Jacmel. Boarding and capturing usually involves the loss of crew. Historically, the majority of crew loss was from incapacitating injury, rather than death, so, having a good amount of medical equipment, a good surgeon as an officer, crew recovery upgrades, etc, can be used to simulate the treatment of these wounds and enable the restoration of a large portion of the lost crew on both sides of the engagement. What can AI fleets be ordered to do? Basic options are Defense (stay in port, exit port to attack enemy fleet that sails past) and Patrol (Go from point A , to point B, to point C, D, then A, engage X type of target). They can be directed to attack/hunt NPCs, and, with certain restrictions, players. A fleet that hunts players will attack players on the open ocean, but only if their BR is comparable. The logic behind this is that the Lord built the fleet a certain size for a reason, and the AI commanders will not waste themselves attacking a player fleet that is too powerful or waste time attacking small fleets and single ships. This would prevent massive amounts of AI ganking a smaller group of players. Fleets can be directed to operate in certain areas at certain times to raise or lower hostility. (see updated port battle mechanics thread) For example, a nation that isn't online during the time an enemy is trying to raise hostility in an area can attempt to reduce the possibility of a port battle at that time by sending a fleet to do things to lower hostility. The attacker can respond by having their fleets go hunt the defender's fleets, or go hunt them themselves to sink them. Where does the Admiralty's money come from? Ports as they stand today already buy ships (in the form of players selling ships on the homepage), albeit at noncompetitive prices. These prices will remain unchanged and will not draw on the admiralty account directly. Similar NPC money dumps within the scope of the Admiralty will remain unchanged. One way the Admiralty account can make money is through commissions on buy/sell contracts. The Lord Protector can set the commission percentage required. This will provide interesting options for traders and will encourage players to explore other possibilities besides buying/selling everything at the nation's capital. Again, none of this money can be used for the Lord Protector's personal account, however, the Admiralty (controlled by Lord Protector) can buy and place buy contracts for the materials and resources it uses, and only those. The rules for buy/sell contracts remain unchanged, which means that the Lord Protector has to be competitive. Players will always have the option to sell to the Admiralty's contract if they want to, to support the Lord Protector's efforts. Allowing the Admiralty (Controlled by Lord Protector) to place sell contracts is something I am not so sure about. Another source of the Admiralty's money can be a from "European" sources, and based on the Lord Protector's management. If the Lord Protector does well, the Admiralty coffers receive a bonus. If he is doing poorly, the income is reduced. AI trade fleets to friendly, neutral, and allied ports would work as they do today, with a trade ship escorted by Warships or sailing alone. They would be filled with similar amounts of resources as the ones currently on the OW today. They would be assembled and supplied the same way as warship fleets are, with the same requirements scaled down appropriately to account for less crew. No resources are actually being taken or delivered to any port, these resources are randomly generated in the hold and only affect the economy if a player captures the ship and keeps the goods. If these trade ships reach their destination, the goods are "sold," and in order for the Lord Protector's admiralty coffers to receive money, the ships now have to successfully return to home port. Knowing that all those enemy trade ships are making money for enemy ports will encourage people to hunt them, and others to defend them. AI Trade Convoys to Europe is another option. These convoys would be constructed by the Lord Protector on the same principle as the other AI fleet, in that they would require provisions, repair materials, and crew sufficient for their trip across the Atlantic. They would be expensive to build, but if they successfully "reach Europe" the Admiralty account is richly rewarded well beyond what it cost to assemble the convoy. Convoys would be assembled from the trade ships sold to the Admiralty in the port. Once they leave port, a message would be broadcast to all players of its approximate location and route. These AI fleets would automatically be filled with full holds of each of the goods a port produces, and would not be attackable by the players of the same nation as the convoy, or the allies of the nation, unless a civil war exists. These convoys would generate lots of combat as players escort them and other players come to capture all those resources...an indiaman full of Silver, for example, would be hard to resist. If desired, instead of the Admiralty Coffers automatically receiving the money, in an appropriate span of in game days, Europe could send an escorted courier ship back with the money. The Lord Protector of the port would have an "estimate" of when the courier ship is showing up, so he can plan to have players escort it, and when it arrives, all players would be notified of its approximate location and destination to allow them the chance to intercept it and get all that cash for themselves. Questions? Important details I failed to explain? Bits that I missed? Suggestions? Comments? Please post them!
  15. This might be the most modified game mechanic until now and I would like to share some more ideas here. I have seen in different threads similar ideas, and here is my total RoE package for a robust, fun and sustainable PvP environment on the open sea. The Concept: The main difference here for the initiation of OS engagements is, that the location is not only factor for determining the allocation of ships in the instance, but also the time itself. So, basically after the OS attacking, the instance is created. And any ship, outside this first initiation circle, would be joining to the instance as reinforcements. Until this point, it is similar to the current system. The reinforcements on the other hand, would be again positional according to their open sea location, but the reinforcements would be relative further away to the engaging ships in the instance. I would like to use here the term cutter minutes, similar to light years, the distance a cutter would cover in one minute. For example, the first joiner would start in that instance 6 cutter minutes away (outer rims of orange circle) from the engaging ships. The reinforcement who joins after one minute of the start of the instance would be 6+1 minutes away (outer rims of green circle); the one who joins after 2 minutes of initiation would start 6+2 minutes away and so on. As a result, the more late you join a battle, the further away you would spawn from the initial battle location in the instance. What would this allow for the game? The open sea battle instances could stay open for much longer times instead of just 2 minutes, which would increase the dynamism and activity of the open sea and rendering it more lively. This would not end ganks, but if a captain is ganked close to a friendly port, there might be a chance for reinforcements to arrive at the horizon On the other hand, it might also lay the groundwork for a good organized gank, using the positional reinforcement. However, the distance to reinforcement point depending on timer (6 + x minutes) would still give a chance for the ganked captain. No BR limits Smooth transition from open sea to the instance Need and thrill of searching the horizon not only in open sea but also in the instance Attack Circle and Timer: The attack circle on open sea could be adjusted. A relative smaller circle and shorter timer, would increase the importance of the open sea positioning and engaging. Keeping the Target in Battle: At the current state, if you land a cannonball from 800 yard distance on the sails or hull and inflict some damage, you would reset the battle timer for the target. In most cases, this would result in a very long and boring chasing situation. The current tagging mechanism also gives opportunity to the griefers. To prevent those, a damage threshold could be applied like the need of inflicting minimum 1% damage to sails (or hull) to be able to reset the battle timer for the target. Similar measures were also taken in PotBS to prevent griefing. Even in the worst gank scenario, this would give the gankers at least several chances to attack the target for resetting the timer, whereas, the target also keeps its fair chance to be able to run away and click out. Instance Join Timer for Reinforcements: The timer for reinforcements could be easily increased in this concept. I would say a time between 5 and 10 minutes might be the optimal point. Ship Polars: Minor changes to the directional speed limits should be made according to the gameplay instead of realism here, I think. This means appointing different best speed directions for different ships, so that every ship could overtake others at a specific direction or similar to that. If we look below graph, Trincomalee curve (orange) is a good example being at some directions more slow and at some directions relative faster. In conclusion, I think all those rules together would render the open world much more lively and active place for PvP and RvR compared to the current situation.
  16. Telescope addon for OW

    Thanks for the OW spyglass. I was having touble spotting the smaller flags in OW and now can see them much better. Yes I'm sight challenged in real world so big thanks to the staff for this nice touch.
  17. Server Time on UI

    It would be really helpful if we could see the server time easily, especially on OW. If it was part of the drop down menu of your ship, that would be fantastic!
  18. I see a problem with Counter tagging. Counter tagging is used by people who don't want to get caught. It works in the way that you tag the hunter as soon as possible (So that you spawn as far away as possible in the battle instance). This makes it very hard and time consuming, and in many cases even impossible to catch a trader. So here is my suggestion. Introduce a second tag radius. The first radius is as big as currently in game, however it is only possible to tag people in front of you. Tagging people who are behind you is impossible. The exact angles can be discussed, but I think a 100° tag cone in front of you is a good idea. The second radius would be much smaller. In this radius there is no tag timer, the tag is immediately. This will make it impossible to counter the tag by making the enemy overshoot you when sailing directly towards him. EDIT: Maybe a cone is not the best idea, since it should also be possible to tag people sideways. So I added a second (very quickly made) picture to demonstrate what would maybe work a bit better. Tag is interrupted if tagged player leaves the blue area.
  19. Hello, I was sailing with friends between grand anse / terre de bas . (EUpvp1 french nation) Suddendly, without any notice, i got a battle ending screen poping up. I was on the OW, not in battle, i didnt have any lag i could notice, ships around me were looking as usual. I was not disconnected at any time during this game session. I was on Teamspeak when it happened and i didnt get any disconnect there nor any voice distortion. So after this battle screen popped without any notice, i pressed OK, no other choice. It put me on a port window, for a port called "unknown port", and my ship went down from 4 durability to 3 durability. I'm mainly reporting this bug so you can fix it, but if possible can you give me back this durability? The ship is a constitution exceptionnal, with the exact traits i needed. I worked hard to get the materials and money and it s infuriating to loose a durability like this. It really felt like the game told me "you re having a happy night with your friends, on your new ship, must feel good ... bang eat this !!!" Thanks for the great game, and your support ! Game ID : Zooloo, EU PVP 1
  20. I have a little suggestion that maybe can hep balancing the conquest game. What if, after a nation conquers any port, the same nation has to maintain an occupation force in the city just conquered. It will mean that to "keep" the town the nation has to commit some forces to it. Maybe some players have to build an outpost, or any other special building to maintain possession. If this is not done, after a period of time, city can go back to a neutral state. Another solution would be that the conquering nation has to do some upkeep routinely, like maintaining a garrison or something like that, forcing a member of the invading nation to pay for it, or even visit regularly. This system could be further develop if we had a political system. Like a Viceroy,or someone in charge, that can appoint any player to be in charge of a city. It would be up to the player in charge to improve the city, maybe pay taxes to the central government. If a nation has to commit to some kind of upkeep... well it will surely slow down the fast conquest of 3 5 ports every night. I will stop here. But the possibilities are infinite.
  21. Sporatische information zu diesem Feature wurden auf dem Russischen Forum geleakt also müssen wir es nun mit allen teilen. Wir arbeiten an etwas sehr großen welches 90% der Zeit der entwikler und dem Art team in anspruch genommen hat seit Oktober: Wir haben der Unity Engine begebracht landmassen von unseren procedualen Open world in die Schlachten zu übertragen. Wenn du ein Spieler im Kanal von Hispaniola angreifst wirst du in diesem Kanal kämpfen Wenn du ein Spieler in einem engen Passage angreifst (bei Bensalem) wirt diese im Gefecht vorhandensein Wenn ein Spieler jemanden nah an Land angreift während der Wind dorthin weht kann dieser nicht entkommen Hafenschlachten werden nun ebenfalls land haben was manche Häfen leicht zu erobern und andere zu uneinnehmbaren Festungen macht. Wenn du jemanden bei einem Geschützpunkt angreiftst würst du über dne verlauf der Schlacht under Permanenten Beschuss einer oder mehreren Landbatterien sein. Dies wird das Gameplay grundlegend verändern. Vielleicht ruiniert es das Spiel aber höhst warscheinlich eher weniger Dieses Feature is noch im internen teststadium und es gibt noch Spawnprobleme die beseitigtwerden müssen aber soweit fühlt es sich episch an. ETA unbekannt aber wir hoffen es gegen mitte Frühling zuveröffentlichen
  22. XP for travel

    At the moment , travel time is dead time. I propose that you should gain experience for travelling across the map. However, you should not get experience for sailing through the same areas over and over. If the map were discreetly divided into grid squares, then you could gain experience for travelling through a new grid square but not for one you've already visited (this could be reset perhaps once a week). This means that if you're just running missions in an area (e.g. Jamaica) you're not gaining much travel xp. I think we need to reward players for striking out and exploring new seas. It also seems unfair that traders, who sail vast distances to source goods, are not rewarded with xp for their time.
  23. I've been watching my wind gauge when OW sailing for a while now and as far as I can tell the wind only EVER backs (moves anti-clockwise)!!!! It backs at a constant rate I'd like to see the wind in OW veer sometimes and not to change direction at such a predictable rate.
  24. I would like to suggest a selectable practice mission, or different selectable practice missions like Admiralty missions. The reason for this is; - whe can practice what a new bought/crafted/modified ship can do (speed, rate of turn etc. etc.) - see wat diffrent calibres medium/long/carronades gun's can do and how they perform on different gun decks. - practice Naval tactics with a group of player's (Line of battle) - we can practice without taking damage from enemy fire - new players I would suggest that with different practice missions, how many practice targets would appear in the practice mission and in wich formation. the practice targets could be; - raft(s) with sails (idea from Master and Commander, gun practice scene with a raft) - old battered ship(s) - static crew with hay puppets? wich would diminished with grape shot The practice target could drift with the wind to simulate movement or anchored to lay stil. with more targets formed in ''formation'' they would by tied together to stay in ''formation'', and tied ships can be seperated form formation during heavy shooting (ropes would go loose) Damage to the captain's own ships could only be done to friendly fire or ramming other objects. And this makes it a pretty handy practice mission imo.
  25. Naval Action - Archives of War

    W.I.P. history on Naval Action will be coming when EA hits. Preparing at the moment, maybe ill get some pre-EA pilot posts but nothing worth looking at. Read this topic for additional info http://forum.game-labs.net/index.php?/topic/7975-is-there-a-way-to-curb-these-english-devils/ .