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Found 14 results

  1. I'm trying not to be too peeved and failing dreadfully. I am sick and tired of trying to make my way around in open world with 10 feet of visibility around my ship. I'm 2 km from Williamsburg and still can't find the entrance, playing bump-and-grind with the shore. Do the developers think it is fun or smart to finally have players log off and play something else while the weather clears? We don't have grid references and in bad weather we don't have land references. I've sometimes had to log out and back in just to get that two seconds of clarity before the rain descends. Realistic to force ships to heave to and wait out a fog? Of course. Wise? Not on your life. Realism is one thing, enjoyability another and to have a successful game there needs to be a balance between the two. To make a game realistic but painful to play isn't a great design decision. It would be realistic to force players to take a hammer to their teeth to emulate scurvy but I doubt it would lead to great reviews. And yes, I know the RN had lemons by this era but they also had sextants and somehow the developers thought it would add to the game to remove anything more accurate than point-to-point navigation. Oh, the joy of trying to find a wreck in the rain. Not doing the usual "This sucks, I quit", but it does indeed suck. Design decisions like this make me fear for the viability of the game. Yes, I know, "It is only Alpha". That covers rubbish like this for only so long, specially with the game so close to release.
  2. Joernson

    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
  3. 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.
  4. Sir R. Calder of Southwick

    Accurate Rigging Damage and wind force

    Hi all, I am sure this has been suggested before, but wanted to suggest it once more to bring it back to public attention. Currently, the mechanism for demasting and damaging sails is far too basic and, historically speaking, unrealistic. Very rarely was a ship demasted because the mast itself was struck by balls - it happened because the rigging was destroyed and it was therefore unsupported. Sometimes, just a single extremely lucky shot could cripple a ship. I would suggest that the mechanism for this be addressed and a movement be made to make it somewhat more realistic in both terms of potential damage, and in that done by wind and force. What I mean by this is that, once a certain amount of damage was done, dependent on the weather, it became dangerous to be under full sail (of course, depending on weather, it was dangerous to be under full sail without any damage in very poor weather). This should be simulated as well. Additionally, it is not at all historically accurate for every battle to necessarily be able to be fought at full speed with the wind always blowing the ideal force. I would therefore also propose that wind force be variable in combat (not in the open world). It was common, particularly in the large fleet battles, for the lineships to become somewhat stationary and grouped together due to weak wind. This would actually make positioning and captain skill even more important, as whatever sailing decision you made would have a tremendous effect on the outcome of the battle, and likewise more accurately model how in some battles an inferior force defeated a superior opponent. Thanks for your consideration.
  5. CaptBligh

    Weather Algorithm

    Guys, I'm not going to beat about the bush. Your weather algorithm sucks. Storms that stay for days are just not realistic for the region. This morning we had a storm that continued for over 4 game days and didn't move. I know because I had to heave to as I had literally zero viz. Trying to find white crosses was impossible. after two hours or so I logged and went to mow my yard. Came back after about an hour and a half, login in, sail east for about 10 minutes or so and bam, another storm, zero viz. We would all like to see heavy seas etc but storms move you know? They rarely sit still for days on end. Please get it sorted out, it is ruining the game for many. Thanks.
  6. juji

    Weather again

    Stormy weather is nice,realistic and very welcome from time to time and for short period. Playing for 30 min in stormy weather it's not fun at all, makes me close naval action, and play other games, or post in this forum till the storm passes by. Anyone agrees?
  7. Skully

    How is the weather matey?

    As the question to the captains sailing around you and you'll likely get different answers. http://forum.game-labs.net/index.php?/topic/14792-pvp1-june-22nd-the-foggy-dance-at-bone-cay/ It appears the weather isn't synced properly across clients. I don't care whether we have regional or global weather, but two ships sailing next to one-another must have the same weather conditions. It appears to me weather conditions are sent to a client over an unreliable channel, while for example chat is sent over a reliable one. Before, say, wind strength changes are introduced, this should be fixed. (Please do not add it to conquest information updates, these are buggy as well.)
  8. Yngvarr

    Winds and currents

    Wind http://imgur.com/NT2Xp79 Sea Currents http://imgur.com/YfObbLt The screenshots shown in the links above, represent the wind and currents in the real world corresponding with the game world. Maybe these could be implemented in one way or another. Cause, eternally counter-clockwise turning wind is not very authentic. Fair Winds, and Happy Sailing Yngvarr
  9. Hugoka

    Storms !

    Whats with the crazy long storms that not only dont seem to end but they also reduce visibility to zero,, dont get me wrong, I actually crew a real life square rigged ship as a voulenteer,, but honestly its a game,, and hours long storms make the game a bit unplayable,,
  10. 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.
  11. Had a quick search for weather suggestions, came up blank (assume there are some though)... Thoroughly enjoying the game. I really like sim games and realism in my games, I'm especially fond of the Arma series, so map reading and navigation was a skill that could really turn the tide of a battle. I've a couple of suggestions for adding realism to the Open World. I would like to see areas of the Open World that have very different weather, including wave height, wind strength and tidal influences, some of these effects should be so strong as to actually damage, wreck or throw your ship off course. I also think shallows should be dangerous. wrecks should be seen on coasts or driftwood floating in the seas. Variable Winds would be really interesting in Battles, cutting winds entirely or making the area so dangerous for your Vessel than retreating would be more sensible than fighting. Masts and sails could be damaged unless you tacked? back on your sails. Tidal Influences would make for tougher time navigating, especially over larger differences. River mouths could influence the flow of water near their outlet. Shallows could damage your ship and you could be able to run aground. It might take some time to pull your ship back from shallows and initiate a repair. I think the addition of options likes these would make the Open World more realistic. I think it might lend some weight to navigation, make it more enjoyable to master and to make it feel like navigating an Ocean opposed to moving a ship icon around a map. Crosbie
  12. Maxer der Grosse

    Weather

    A couple updates ago there were major improvements made to the weather within the game. Besides the occational storm and periodical fog, there is mist that raises above the sea and visibility has been reduced due to humidity in the air. Very nice touches. To make the game even more realistic, how about considering some of the following ideas? - Completely clear sunny days with no humidity providing perfect vision until the horizon. It does happen in real life. Those are the days we dream about. - Days (or a few minutes, at least) with no wind. Add a feature to send the long boats out and pull your ship forward. It would be great during a battle to see if officers would react fast enough to row their ship into position to fire? - Storms that actually sink ships. That also happens in real life. - High wind days. Only ships that reduce sail to the appropriate surface area would be able to maintain a course or even move forward. Any other ideas?
  13. Hello, lets talk about wind and how it should effect the ship. I personally do not enjoy current ship reaction to the wind and sea. I know it is very early stage of development and some parts of this are simply absent atm. That is why I think we need to address these important features before they slip away. I would like to see some "wind force" levels in this game and would like to experience the true power of the ocean. Suggested chart: http://www.spc.noaa.gov/faq/tornado/beaufort.html Each level of wind force should be displayed inside a small icon on the screen. This can warn players of what to possibly expect and plan sailing routes ahead to avoid heavy storms. Following a scale we can now place a ship movement system in place. (Picture is just an example) Wind force 1-6 1. Current ship movement (light left, right, up, down movement) 2-4 Increased left, right, up, down movement, ship's bow sinking deeper and rising higher. 5-6 More violent left, right, up, down movement, ship's bow sinking deeper and rising higher. Wind force 7-12 ...at this point you should know what happens when ship is in rough seas. Adjust ship movement by increasing tilting with each wind force level. Your ideas are welcome!
  14. Cdr.ODon

    Storm Damage

    Hello all, Does anyone know if the devs have implemented, or intend to implement storm damage in both the open world and battles. If not, here are my suggestions on how it could be implemented: - Using too much sail in storms can result in damage to the sails (e.g tears and rips) and damage to the rigging (e.g de-masting). This would encourage more careful use of sails and manoeuvres in battles and, perhaps, bring more in-depth sail control to the open world. - When vessels are healing over intensely, due to using too much sail, or when you face larger waves at a dodgy angle (e.g side on) they could be flooded, using a mechanic similar to how leaks work in game. - Reckless sailing in storms should, perhaps, result in you losing crew. - All this would be more relevant if the weather, sea conditions; time and setting in the battle instances match the conditions in the area of the OW where you have joined the battle. -Some kind of damage should be implemented in the OW too, because it would mean having more detailed sailing control and, perhaps, having to stay in port until a storm passes if you feel nervous about entering one. What are everyone's views, opinions and ideas on storms and storm damage?
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