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Found 11 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. victor

    Solo missions/rank/ship

    Since mission progression changed a lot and no one posted something about it, I think that new players can feel a bit lost in their progression. I'm not much involved in PVE missions, but I was wondering if someone that knows the matter could write a short list of the missions, highliting: - level of missions (which - in the new system - is just the rank of the captain) - AI ships usually met in the mission - suggested ship to use
  3. Captain Mulec

    Ranking based on skill

    Hi Captains, The other day i just got an idea about totaly different ranking system, closer to the real world rankings, ranking that is based on skill not just grinding alone. So to get further into explanation, my idea was that people still have to grind to reach a next step but after they reach it they unlock a test, test that makes you rank up and show your skill worthines of that rank. I remember some games i ve played in past that wanted "boss challenge" or certain score in limited time to be colected before passing to next level but i ve never seen it in online gaming where grinding is usually the only measure of someone strength. I am really happy that ranks here are limited and not like in other games where when the players reach max level they only add more levels and skills. BUT, i have noticed that as soon as i reached the final Rear Admiral rank game just lost some of its charm, yes its always great to have some goals, before reaching RA rank it was grinding to get there but after that it was just something missing, and i was not the only one that noticed that, also other clan members became less frequent players after reaching RA rank. Next question that came to my mind was what would be the challenge and i thought fighting AI ships is too predictable, but fighting lets say against two players of the same rank with at least 2:1 BR in their favor would be something that could be "Rear admiral" difficult, for example. So lets say that difficulty gets harder and harder more you rank up, really difficult to get to RA rank, dificult - Commodore, moderate - Flag captain, and lower ranks easy. So yes those hight rank players would have some benefits of bigger crew numbers naturally but it would at the same time mean that PBs could finnaly become more diverse since not all would be able to crew biggest and baddest ships. This would introduce much more strategicaly diverse battles combined of lineships and frigates. Atm the system forces us that we all sail only Victorys and L'oceans in 1st rate PBs, its a huge loss if some noob player with Surprise accidently joins the battle. But bad side is that this system could get abused if aliances, let say US and Brits are allys but they agree to become enemys for the sake of promoting themself up, cheating. So aliances would have to become fixed that oposing armys would fight fiercly not wanting the enemy to get promoted and rank up, getting stronger. Also lets face it, we havent been changing aliances a lot. Its mostly Brit-USA-VP vs FRA-SPA-Danes-Swedes. Well it could be also set to different aliances based on historical facts or some thing like that. So to actually make this rank up there could be "Promotion event" or something like that accesible in missions window on specific hours when the server population is at its peak and opponents would be picked randomly. Defenders or lets say the ones fighting against player that wants to rank up would get certain rewards for participating or maybe something else, something to motivate them that best players would join. I was thinking that it would be even better to put this battles in OW but realised this could get abused by players with multiple accounts in different aliances. Atm we already have a large base of high ranked players (including me) and it would be a bit dificult to convince all of them that now they wont be able to sail big ships right away. But lets say we all keep our grinding XP and people only would have to do "Promotion battles" to rank up properly to whichever skill rank is suited for them. If they are good and skilled this means only few battles for reaching RA rank and im sure that would be a epic battles. This new rank system could surely add some excitement to the game. Just imagine how proud would a flag captain be if he sank a rear admiral player. Just imagine diverse ship port battles. Well its just an idea, might work or not, depends how it would be implemented to find the right ballance.
  4. Originating off my post in the patch notes thread: http://forum.game-labs.net/index.php?/topic/15638-development-plans-for-conquest-mechanics-rvr/?p=293895 Note: These are just rough ideas. The rewards, map design, ship types, fleet designs, etc.. Minor details can be worked out or discussed. Myself and a few of the players in the community have begun to feel that the current mission system is getting a bit stale. Things became a bit more fun and exciting when fleet missions were introduced but the base mechanics remained the same in that your objective scenario is always the same. "Go here, shoot this." Well to a certain regard that is what the game is but there are other ways... more creative ways of going about combat rather than the current sail to point X spawn in head to head and sink what's in front of you mission types that we have now. To break up the menatoney Here are perhaps a variety of new mission ideas: Exploration - Discover 5 new ports (player has to dock in 5 new ports that they have previously never been to before.) - Limited once per rank Exotic Trade - Mission will spawn an exotic good in the port where you start the mission and task you to deliver that item to another port of the same or ally nation Escort - Battle instance will load with a landmass with a harbor on each side. Your goal is to escort a trader to a circle near the opposite end of the map as 1 or more npc's want to kill you and your trader. Intercept - You and 1 NPC spawn in vs a trader and 1 NPC and your job is to kill or capture both ships. (Opposite of Escort) Fleet Intercept - A well guarded group of trader ships are being escorted and you and your group must kill and capture them all. Fire Watch - (Group Mission) You spawn in next to a large NPC fleet of line-ships of your nation. Your nation's NPC.s sail in a straight line and in 3 waves npc's equipped with the fireship module will spawn that will be trying to target your ships of the line. You and your group must sink all 3 waves of fireships. Coastal Assault - You spawn in next to an abandoned mortar brig and you have to sail over to it and take command of it and start killing structures/towers. As you do this you have a npc fleet of ships "carrying troops" that will be sailing into the port. Your mission is to destroy all land targets before they can kill your assault fleet of NPC's. To Arms! - Daily mission - Win one small battle or one large battle (Through joining in the port user interface) Mission is active until a win is achieved. On Guard! - Daily mission - Player assumes coastal patrol duties and is flagged as "Coast Watch" or "Coast Guard" for one hour. Player receives x3 experience for travel and x2 experience and gold for combat fought in friendly territory sphere of influence. In Plain Sight - This will be covert ops mission. The mission spawns you at a mouth of an enemy harbor at night (very dark and foggy). In this harbor there will be multiple ships of the line at anchor (and remain at anchor). You leave your current ship outside and nearby you take control of a cutter (or a gunboat maybe?) and your mission is to sneak around to the center rear of the enemy harbor and interact with their flagship and plant a powder charge then sneak back out again. As you sail away a slowmatch fuse will burn and then the powderkeg will ignite setting off a large explosion on that ship. On the shore in say 2 or 3 places there are combat towers but with very poor range (due to it being night and foggy). Also in the harbor are enemy patrol boats (cutters, gunboats, pickles, or something..) just sailing around but they will have a radius drawn around them (just like we see the radius if we tag someone in open world.) If you come within that radius then we essentially are "detected" and that ship will start shooting at you. If you sink you fail.
  5. Hi, I've been thinking a lot recently about ranks and all that tedium which revolves around it like endless grinds and so on. In other MMOs you usually encounter 90% PVE and 10% PvP (if at all) and there player levels make sense but in Naval Action, however, where 99% is either PvP or preparation for PvP I wonder why it is sooo necessary to grind without any story or an end-game like raids etc.. Aren't there already enough 'natural' barriers which hinder a new player from sailing a victory 10 mins after buying the game? Can't we instead of grinding to learn the game have a proper tutorial in form of a couple of missions for new players? The first missions could be something very simple like sail from A to B. The second could be tag and sink that npc. The thrid could be buy 10 hemp and sell it.. the 4th craft your own basic cutter et cetera. The final missions could be a port battle with bots. Maybe write a small little story around it and add tutorial pop ups to every mission. Also remind the player of the help tab in chat and that they could ask questions there regarding the tutorial and its missions. The current ranks could be some sort of prestige for successful PvPers. The more battles you fight the farther you increase in rank. Maybe add also special ranks for crafters and traders. A player can select the rank he wishes to show other players so that they can see how good he is in his preferred field. Basically, joining a clan would immediately throw a new player into PvP or the game instead of having to tediously grind day in, day out. Players will need money from NPC missions anyway but making it possible to theoretically do everything right from the start doesn't hurt anybody and only makes the game more enjoyable for everybody.. So why do we have ranks? I wonder why it is beneficial? I argue that the game would be more popular on steam without the grind..
  6. Lord Heyford

    Rank Cheats?

    Just ran into a player who signed up on 5/5/2016 and is now a rank 7. He'd have to be playing damn near 24/7 to accomplish that grind. Do you monitor such things?
  7. Castello Haufniensis

    Idea for an overhaul of Port Battle mechanics

    I do not know if this already has been suggested, but I think this could be an idea for making the Port Battles more diverse and exiting for more people. I guess that the recent tweak of the xp/rank system has in part been made to allow more players to crew the 1st through 3rd rates that seem to be the requirement for participating in port battles. The result is a that a couple of thousand ships of the line now sail the Caribbean and a lot of admiral players are looking for challenges that are not rewarded by the game as it is now. As it is now the port battles are the main scene for conquest and a test of cooperation of the nations and clans but they are very similar [except for the distinction between shallow and deep water battles...which may be expanded to regional captitals (1-3rd rates) deep water (4-5th rates) and shallow (6-7th rates)] But why not make an individual profile for each port for instance (the number of ships that can join on each side) San Juan 3 1st rates 4 2nd rates 6 3rd rates 7 4th rates 10 5th rates Moscscito cay 2 5th rates 16 6th rates 10 7th rates Along with the "Land sighted" thing that makes each port individual (E.g. the knowledge of shallows) so that a nation can be "experts" in their own harbors and players who have ships of lower rate will be able join without blocking the bigger ships from entering (a mistake you are getting yelled at right now) (a system based on total BR or rating intervals would also be better and more diverse than the current system)
  8. Is there a list of the new XP tresholds after the patch for the command rank progression?
  9. John André

    Title of governor

    Clan leaders (or someone else involved in the seige) who take a port can gain the "title" of governor of this port? This is not meant to provide any benefits, other than to create more interactive environment, and more "role-play." (Beside, who could resist such a title ;P )
  10. Most Nations of the Era also used this system or one extremely close. I get a twitch every time I see cutters, labelled 7th rates, or Brigs labelled 6th rates. Rated ships were 6th rates and larger and were 20+ gun Sloops/Corvettes of war/small light frigates. Brigs etc were unrated, but for gaming purposes you could argue extending the rating system to 7 and above could work, but in my honest opinion 6th Rates should be correct to history and game-play allows 7th rates and higher. Perhaps something along these lines. (Note this also roughly matches the rank advancement in steps for like for like ship progression) 1st Rate 2nd Rate 3rd rate 4th Rate 5th Rate 6th Rate <400 tonne un-rated vessel 7th Rate <250 tonne un-rated vessel 8th Rate <150 tonne un-rated vessel 9th Rate Royal Navy rating system in force during the Napoleonic Wars[edit] The chart corrupted in my post so include the link below. https://en.wikipedia.org/wiki/Rating_system_of_the_Royal_Navy
  11. Just spotted an error in the classification of ships in game and wondered if there might be a few more. (Navy Brig should be un-rated not a 6th rate) See wiki for specific confirmation https://en.wikipedia.org/wiki/Rating_system_of_the_Royal_Navy Basically a ship carrying 20 to 28 guns was a 6th rate. (Navy Brig 18 guns should be un-rated not a 6th rate) A ship of 30 to 44 guns sometimes 2 decker was considered a 5th rate. A ship carrying less than 20 guns was un-rated I saw Navy Brig in the 6th rate shopping list. A Captain (Not Master 8 Commander) would never ordinarily be given command of an un-rated.
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