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Found 99 results

  1. 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
  2. Volunteers for His Majesty’s Royal Danish-Norwegian Navy Ahoy Captains! This is for PVE recrutment. To all there are sailing under the flag of Denmark-Norway. Our Royal Danish-Norwegian Navy we hope you will sign up with us. We are now 43 members, we help each other as much as it is possible. [RDNN] - The Royal Danish-Norwegian Navy, a company of brave sailors flying the white cross, is recruiting. We want all able captains and friendly sea creatures to join our ranks. When you join you will find we are a social group and you will find brothers in arms as well as good friends. We are an international clan with members from all over the world and English is our primary language for communication. Members of RDNN are required to use TeamSpeak when participating in group events where orders and coordination are necessary components. We respect that players are different in their desire to communicate, and we do not strictly require that you talk a lot, so long as you are able to listen when instructions are given. We look forward to sailing by your side. May the winds blow in your favour.
  3. z4ys

    Rework of Admiralty shop

    Suggestion: Give access to all pve drops (except chests) for pve and pvp currency in the admiralty shop Details: AI battles inside the carezone just give xp and cash AI battles outside the carezone give in addtion to xp and cash pve currency Pros: reduce impact of rng reduce price of items easy access less fear of loss less grind Cons: reduce pve content less motivation to play
  4. We are recruiting, We operate mainly from Kingston Port Royale. We do Fleet missions, OW PvP and PvE, Port Battles, Trade Runs, Craft Ships. We have many experienced players willing to share knowledge, helping you to level up. If you have mature nature, looking to have some fun in a respectful manner and without pressure, you can knock our door, You are welcome. Now please read below; BCC POLICY: Dear Captains, There is only one rule in BCC: Teamspeak. We ask you to join our Teamspeak and be polite. We are mostly adults and we treat all of you same way and we expect you to treat other players with respect. We have a few thing to offer: We will build all ships for clan mates. You have to deliver only the ship permit. We deliver all consumables: rum, hull and rig repairs. We will help you to level up. We are willing to help you as much as possible with all other issues if you may need it. What you may offer us if you like: Join us on teamspeak on voice378.ismett.de and talk to us. Help improving our clan. Supplying resources. Help to craft by supplying hours and craft components. Join port battles and do PvP. nation teamspeak: voice378.ismett.de website: https://bccnavalaction.wordpress.com/ forum: http://bccnavalaction.freeforums.net/ application: http://bccnavalaction.freeforums.net/board/7/application bcc discord: BCC (British Captain's Club) https://discord.gg/EkKgPMF
  5. Cornelius von Ravensburg

    [HEART] Hearts of Oak

    "We still make them feel and we still make them flee, And drub them ashore as we drub them at sea, Then cheer up me lads with one heart let us sing, Our soldiers and sailors, our statesmen and king." ♔▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬♔ Hearts of Oak is a clan named after the upbeat Royal Navy march, we capitalise cooperative play among our ranks, helping each other and working together to achieve the best game expirience for every single member. We have no outlined focus in terms of crafting, PvE or PvP - we appreciate and support all of it. Most of our members origin from the same named clan on a different game featuring action on the seas, first being only two of us who rejoined Naval Action, the enthusiasm for the game spread quickly and we got ten people buying the game by entertaining them in long and hilarious evenings. We are trying to build up our PvP expirience now and to form a joined Portbattle team with other clans, though neither participation is mandatory. Our agenda is to help newcomers, welcome veterans, learn as much as possible and make the british nation a place again where not only a few know and do everything. ♔▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬♔ ⚓ What we offer to you ... ⚓ · A cooperative environment, support for everyone · A friendly international community · Discord & Teamspeak and external sources for organisation · Relaxed atmosphere · PvE, PvP and hopefully soon PB possibilities ♔▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬♔ ⚔ What you should offer to us ... ⚔ · The motivation to play the game · The interest to help others · The possiblity to join Discord or Teamspeak (no microphone requirement) ♔▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬♔ You can contact us by either posting a comment here, poking one of us at Teamspeak or contacting one of the following members ingame: Stewart Lawrie SinofPride Random Unnecessary Violence
  6. 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.
  7. 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
  8. Ahoy H.R. Matey

    Drop-only Books in Admiralty on PvE Server

    English translation follows. Уважаемые авторы и разработчики игры! Выношу на ваш суд просьбу от капитанов на сервере PvE Only. (Кстати, огромное спасибо вам от всех нас за то, что вы по-прежнему оберегаете и не обходите вниманием нашу тихую гавань). Не сочли бы вы возможным добавить книги навыков, которые сейчас доступны только как боевая добыча (например, Notes on the Best Rudder Angles, Means of Directing the Fire), в магазин Адмиралтейства? Хотя бы и по большим ценам (1000+ combat marks). Так как на сервере PvE Only конкуренция между игроками и нациями отсутствует как таковая, на общий баланс это повлиять вроде-бы не должно. С другой стороны это даст нам еще одну игровую цель, не зависящую на сто процентов от случайности. И так же, если мы заметим какие-то проблемы с этими книгами или с теми улучшениями которые из них делаются, с энтузиазмом нажмем F11 и поведаем вам (чем черт не шутит - может быть найдем что-то, проскользнувшее мимо зорких глаз игроков PvP). Надеюсь на положительный отклик. Спасибо. English translation: Dear developers, I would like to bring to your attention a suggestion from the captains on the PvE Only server. (By the way, thank you for preserving and taking care of our quiet harbor). Would you consider adding skill books that are currently only available as enemy loot to the Admiralty store? Even at excessive prices (1000+ combat marks). Since player and nation competition on the PvE Only server does not exist, this should not, in theory, impact the overall balance of things. On the other hand, it will give us (PvE captains) another goal in the game that is not 100% RNG-driven. Also, if we notice any issues with these books or upgrades from which they are crafted - we promise to enthusiastically press F11 and tell you about it (who knows, perhaps we'll find something that slipped past the eagle eyes of the PvP players). With hopes for a favorable consideration, thank you.
  9. The PvP server has a name : "Careb... Caribbean". Oh... my poor english... It'd be nice if the PvE server also had a name. What about the name of an Explorer + "(PvE only)" ? Have a wonderful end-of-year time, all of you
  10. DISCLAIMER: This is on the topic of PVE only vets, not new players. Of course we want new player protections, this is about server choices of veteran players. Is PVP server required to protect PVE only veterans? Or should PVE only players go to PVE server? Should there even be a PVP and PVE server? What does the community think about this? I think while we have a PVE server, PVE only vets shouldn't be protected from PVP. I think anyone who is currently playing PVP server as a trader/crafter/PVE only should accept that its their responsibility to protect themselves, you don't get immunity because you're a "harmless trader" who is crafting war ships for their side, or because you want to "relax and do some PVE" without risk, when devs put time and money into a server for just that. That's me, what are your thoughts on the matter? Keep it civil.
  11. 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.
  12. Byta nation? Vet inte vad du ska göra? Vilsen? Söker sällskap och är less på kass engelska med brytning? Vi snackar svenska. Spelar såklart i Sverige. Hänger på officiell teamspeak sverige.ninja Poka Mig (Rigge), TraxxxoN eller Tjomb. Åldersgräns minst 18 år. Välkomna!
  13. Greetings from Military Gamers [MG]! This is an official recruitment post for MilitaryGamers.com, the world’s premier multi-platform, multi-game online community by and for US military service members. We’re always looking for men and women, who have either served in the past or are presently serving in any branch of the United States Armed Forces, to join our ranks. If you would like to learn more about our community, or if you would like to register an account and become a member, please head over to our website at www.militarygamers.com. All recruitment is handled via our website. Once you've registered an account and have become a member, you will find information on our forums instructing you on how to join us in game. About MilitaryGamers.com Our members hail from every branch of the US military, nearly every occupational specialty, all rates and ranks, from E-1 through O-6, and from duty stations and their homes the world over. We have or have had branches (clans, guilds, corporations, outfits, etc.) in nearly every major game title since 2007, where we have established a solid, respected name for ourselves. With thousands of members spread across countless games, we think you’ll find that we’re the last gaming community you’ll ever need to join! Things You Will Find in the Military Gamers Community Comradery, Esprit de Corps, professionalism, a relaxed, casual atmosphere, and most importantly, folks who "get it”. As our motto, “Tantum Nos Teneo”, states, “Only We Know”. Things You Won't Find in the Military Gamers Community Within the MilitaryGamers.com community, you will not find any “realism” units or the like. If that’s what you’re looking for, please look elsewhere. We do not simulate a military environment or organization. We don’t have to. We’ve all “been there, done that”. You won’t find any phony rank structures or titles being worn by people who haven’t earned the right to be addressed as such. We do organize our community staff, and occasionally some game branches using generic military titles, such as “CO”, “XO”, “Officer”, “NCO”, etc. because it is familiar to us and identifies who’s running what within the community. These titles, however, do not magically bestow anyone with the right to expect anyone else to treat them as anything but an equal. We have members from all walks of life, all branches of the service, and of all rates, ranks, statuses, and vocations, and when they cross our doorstep, everyone is treated with equal courtesy and respect. Within the MilitaryGamers.com community you will not find any puffed-up “internet commandos” or teenage “squeekers” giving you orders. Everyone is 18 or older. About Our Naval Action Branch We play as the Pirates faction on the Caribbean [PvP EU] server. Our members carry the tags "[MG]". For the time being we intend to remain casual. As the game evolves and becomes more complex, our presence here may as well. For now, we hunt together, help each other out, and most importantly, help each other have fun!
  14. Lars Kjaer

    Mission boards

    My suggestion: Make every port/capital have a missionsboard/tavern where players can put up missions for other players. One thing that has bugged me since joining the game is basically that the OW is a big empty space with very little player interactions outside of the battles. I think this is a real shame and there's so many opportunities for playerbased gameplay - if it was enabled and promoted from ingame mechanics. Examples of playermissions: Escorts - self explanatory Traderuns - rent out your ship for a run to help a player empty an OP PvP - Form an impromptu fleet for those pesky raiders, or go raid yourself Fishing - I know, we all laugh... And yet all crafters love it. Crafting - get a ship crafted to your specs, or a crafter can advertise his handiwork without actually making the ship beforehand. My imagination is severely limited, but the idea is that one player can set up a contract with marks, xp (possibly), gold or other items for a mission to be fulfilled by another player. To avoid exploitation - what is given to one player must be taken from another 1:1.
  15. 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.
  16. Lord Gud

    Not all ships are in PvE

    Ships such as bucentaure/l'ocean/wapen/wasa/etc are not in AI fleets or in Missions. Could they be added so there is more PvE content as it would be fun to fight more ships.
  17. Guten Tag liebe NA Community Wir die neu gegründete Gilde "West Indian Trading Company (WICO)" möchte sich hier kurz vorstellen. Über WICO: Wir sind eine neu gegründete Gilde auf der seite der Briten, unsere Orientierung gilt allen Aspekten des Spiels ( PvP, PvE, Crafting, Trading). Momentan bestehen wir noch aus wenigen Mitgliedern, jedoch haben wir später auch vor bei den PortBattles mitzumischen. Beheimatet sind wir auf dem PvP EU Server. Deshalb suchen wir Mitglieder Wir suchen: Briten 18+ Headset mit Ts3 Ehrgeiz Rank und Schiff egal Was wir bieten: Ts3 Server Aktive Gildenleitung Unterstützung innerhalb der Gilde Später auch Events Bei Interesse bitte einfach Ingame bei: Laempi melden oder hier im Forum. Lg West India Trading Company (WICO)
  18. Rigge1988

    Missions

    Excuse my carebearity. But missions is a great way to get some kind of economy started. Now. Since the reintroduction of safe zones or reinforcement areas. Why would we still need the missions to spread out so far from the place we grab them? This is just frustrating. Lets face it. If you're looking for something to do you look for missions within the safe zone perimeter. Or pvp outside the safe zone. Now you probably think "well easy solution would be to disable the ability to cancel missions and grab new ones to get them where you want them" - Wrong. I personally would stop doing missions at all. I highly doubt im alone on that matter. On a second note. You could also remove the confirmation popup when you have accepted a mission as you already have confirmation in the mission list where it clearly tells you what type and rank the mission is. I could approve of a proper ENTER function for those "Ok" popups. Less mouse clicks to get there.
  19. Hi there, The recent national rework that saw most ports revert to neutral control was perhaps logical for PvP but makes little sense for PvE where port conquest is not an option. My perception is that PvE is more of an environment for players who generally operate outside of clans/groups and on their own--much as single cruisers (frigates, sloops of war, commerce raiders) did in the Age of Sail. As such, the national structure is more important to PvE than PvP, which is now experimenting with a much more clan-centric model that explicitly requires conquest. It would be great if the PvE server could see ports revert to national control and orient itself around the activities of cruising warships rather than battle fleets. This could harness the open world by including historically realistic trade routes (the British, for example, sent their convoys outbound from the British isles to Barbados, to Jamaica, and homeward bound from Jamaica to Belize, around Cuba by the Florida Strait, and across the Atlantic by way of Nassau and Bermuda) for commerce raiding, and adding new categories of missions like convoy escort and attack (which would encourage players to take more full use of the open world map by sailing longer distances), and single/multiple-ship (i.e. not fleets) port raids (which would deliver goods and prize money, and possibly ships in the case of a cutting-out expedition). These would require the restoration of national control over ports, and in the case of the long-distance commerce-related missions, a means of plotting positions on the chart with a similar resolution as can be accomplished with a sextant and chronometer in open ocean (so something similar to, perhaps slightly less accurate than the previous GPS-like system, but much more accurate than the current, rather unhelpful dead-reckoning only method). Many thanks--
  20. As the Title Says. Seriously. Could we Cut back on the NPCs Cheating ??? I mean sure they are NPCs. So them having some Statistic Buffs. No Problem. They are NPCs so they need to make up for being predictable. Them being able to partially sail against the Wind with Full Sails. Ok fine. They need it cause they tend to be bad with Wind Management and always strand themselves straight into the Wind.... Even their Ability to just Ignore Heeling is fine. But Hell. EVERY SINGLE MISSION I DO. The First thing they do is Set me on Fire on a Broadside into my nearly Undamaged Armor. Really every Single Time. Sometimes 3-4 times in a Single Battle. I mean do they have some sort of Secret Arsonist Skill that gives an 50% chance to light an Enemy on Fire when you hit a Broadside or something ???? in General their Ability to land Criticals is insane. I often lose 20% of my Cannons before my Armor is Half Depleted. Their Accuracy is really absurd as well. Their Ability to just Shoot around Corners like they got Turrets Mounted is hilarious. They can be standing turned away from me and despite me having 2 Ship lengths till I could possibly aim at them. They easily Shoot at me with their Guns. Its like they can Shoot in something like an 150 Degree Angle around their Broadside lol Needless to say they can Shoot incredible accurately so in Choppy Sea at 1000 Yards away they Miss maybe 2 out of 20 Shots into your Rear lol I mean its fine they are Strong. But seriously. At least dont give them Magic Abilities like Setting People on Fire with an 100% Chance. Or Firing with near 100% Accuracy on 100 Miles away.
  21. We are guild in Naval Action game. Our guild name base on historical organization. It was a commercial and defensive confederation of merchant guilds and their market towns. We are focused on all economy aspects of game like trade and shipbuilding. Currently we playing on PvE server under british colours. When developers close PvE server we will move to PvP one. Fancy to join our guild? Just ask about us on global chat on server PvE in game. Please visit our website: https://tradeguild.wixsite.com/thehanseaticleague Hugo McCoy
  22. springby

    [PvE] Combat Missions

    Mirror the players ship and make this the ship player meet in mission. Also copy the players AI fleet (if any) and player-fleet-members as well as their AI fleets (if any) ships. Then you devs wouldn't have to worry about balancing. Players would get to test their builds and see how they perform from outside. Players would always be sure what to encounter in combat missions. Since we can capture 5th rate NPC ships, this mirror thing should only be on mission post-5th rate.
  23. 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.
  24. After some time testing in the testbed server I want to share some thoughts about marks and permits. I really think that it is good to have limits to some ships, and that will promote variety on port battles, however I believe the permits requirements are a bit over the top. Lets begin talking about if its logical to price with 15 pvp marks ships like the constitution, the endymion and the indefatigable. I mean, the endymion is not of the same class of a constitution and between the indefatigable and the constitution, the logical choice is the constitution (more crew, firepower, turn rate, speed, better sailing capabilities). So I would balance that a bit, like: 12 pvp marks constitution, 10 pvp marks indefatigable, 6 pvp marks endymion. No converter between pve-pvp-conquests marks: -A good way to remove those players who are more into economics and crafting in the PVP server. We need them, more than ever, in the new player driven economy. -The best way to destroy hope of recovery after a the loss of one PB fleet. Let me set an scenario to ilustrate my point: 0. War between two small nations like sweden vs denmark, each one only have the RvR playerbase for one PB fleet. 1. Each one have been capable to raise a PB of 12 agamenons and 13 constitutions. 2. In one PB, the swedish lost around a 45% of their fleet (redii and sveno were on vacation). A decisive victory for the danish. The danish get conquers marks, the swedish nothing. 3. Next PB, the swedish are in great disadvantage in firepower because they couldnt replace their losses. Another victory for the danish, they get conquests marks. The swedish, nothing again. 4. Next PB, no attendance by the swedish. 5. Peace deals have to be made. End of the war, end of the fun. Admin would say that there are shallow water ports to get easy conquests marks..., and then, I´ll say, there is no shalllow water ports on the Antilles, neither near them. Now, your thoughts.
  25. Just wanted to say that I think the rookie missions is now really good. Yesterday we played a fair bit of them up to kaptajn and it really work well. When we are grouped, missions tend to be 2 or 3 rookie ships. When we quit the group the encounters tend to be 1 ship, some times 2 lesser. Love the rookie ships. Love that is some variation but still not too hard. I could wish for a bit more diversity in the loot though. All in all i just wanted to say GJ devs on this part one could add "about time" hehehe
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