Jump to content
Game-Labs Forum
admin

In preparation of part 5 (final changes) of the sailing model.

Recommended Posts

1 minute ago, Bragan Benigaris said:

All ships? The Constitution is currently at around  2.5 and short before the rework she was raised to 3.05 turn rate (maybe op). With this exception, yes all ships are turn buffed.

Turn rates are based on the hull shape, block coefficient, length to width ratio and depth of keel. 
Constitution is narrow has very deep keel and is very long - such stats reduce its turning capabilities compared to other vessels in the similar category 

Share this post


Link to post
Share on other sites
2 minutes ago, admin said:

Turn rates are based on the hull shape, block coefficient, length to width ratio and depth of keel. 
Constitution is narrow has very deep keel and is very long - such stats reduce its turning capabilities compared to other vessels in the similar category 

so the very low turn rate will remain? The ship will become obsolete at its current state. :(

  • Like 2

Share this post


Link to post
Share on other sites
7 minutes ago, admin said:

Turn rates are based on the hull shape, block coefficient, length to width ratio and depth of keel. 
Constitution is narrow has very deep keel and is very long - such stats reduce its turning capabilities compared to other vessels in the similar category 

Ok so Constitution is junk now, but Belle Poule has OP turn and OP ball bounce defense. How can you compensate for that on Constitution? Can you at least add mods that (add teak planking +5% ricochet -5% stability) or something like that. Mod can't be installed on ships with high curved hulls. Something like that would make sense. Like I said right now there are only 4-5 ships that only worth sailing in pvp that is it. 

Edited by H2O

Share this post


Link to post
Share on other sites

I've only tested the new sailing model for a short while.

Sailing "feels" better and more realistic now imo.
The Balance might be out of whack (I've no clue, haven't tested enough), but it certainly feels better than before. 



 

Share this post


Link to post
Share on other sites
6 minutes ago, TommyShelby said:

I've only tested the new sailing model for a short while.

Sailing "feels" better and more realistic now imo.
The Balance might be out of whack (I've no clue, haven't tested enough), but it certainly feels better than before. 



 

the sailing is better man but compare connie with other ships :)

Share this post


Link to post
Share on other sites
1 minute ago, admin said:

I do not know what you read as we have not said what you wrote. Please avoid presenting your assumptions as our statements - better quote.
 

 

Please admin, i didnt. I clearly started my sentence with "I read it as...", but lets get back on topic. Please elaborate on my question: Why is this good?

You say that wind changes benefit groups with multiple sailing profiles. And you say that several players reported to you that they sail more heavy ships because they cant avoid the fight anyway. So far so good? Now, we know that words are tricky so here is my "interpretation":

First off, me in a tanky 5th rate versus 4 decent players in 4ths and 5ths results in me sinking. Only a squishy fast ship saves my ass. Now some meta thougts: Since wind changes always favor the side with more ships and more sailing profiles available, they always favor the ganker over the ganked. When you say the wind change is good because it leads to more fighting, the only reason for that is because it forces a ganked player to engage and (most probably) sink. I will just *assume* here that you as a dev try to promote good content (fair fights) over bad content (ganking). The tldr is (if my interpretation is correct) that someone who thinks wind changes are good for the gameplay also thinks that ganking is a good way to promote "fighting".

What do you think?

  • Like 3

Share this post


Link to post
Share on other sites
Just now, HachiRoku said:

the sailing is better man but compare connie with other ships :)

That is what i'm saying babe. I've not tested more than 2 ships so i have no clue if it is balanced or not. But for sure the sailing model just feels much better. 

 

2 minutes ago, Havelock said:

What do you think?

I interpret it same way as you.. 
- My opinion; Small wind changes are great, but wind turning 180 in 10 minutes is ridiculous. (I know its not 180 in 10 minutes, but it is too extreme now which is my point.) 

  • Like 5

Share this post


Link to post
Share on other sites

I personally hate the wind changing as fast as it does in battle.  It makes zero sense for me to jockey for the wind advantage only to have it change in 10minutes. 

  • Like 2

Share this post


Link to post
Share on other sites
2 minutes ago, TommyShelby said:


- My opinion; Small wind changes are great, but wind turning 180 in 10 minutes is ridiculous. (I know its not 180 in 10 minutes, but it is too extreme now which is my point.) 

it does not turn 180 and never did
it does not turn every 10 mins as well 


 

Share this post


Link to post
Share on other sites
7 minutes ago, Banished Privateer said:

Essex is probably the most useless 5th rate that no one uses. I hope it helps the realism and immersion of the game.

It would help ship balance a lot for PvP if we had the opportunities on most, if not all ships, to move broadside top, non-weather deck cannons to chasers, fore and/or aft.  The Essex is a garbage sailor hampered even more by the fact that it has no chasers.This type of customization would be huge in changing the diversity of ship builds and configurations that you see on the OW, and it would add a significant strategic element to engagements (you'd need to scope out immediately whether that Reno chasing you has forward chasers armed, etc.)

Share this post


Link to post
Share on other sites
26 minutes ago, admin said:

Turn rates are based on the hull shape, block coefficient, length to width ratio and depth of keel. 
Constitution is narrow has very deep keel and is very long - such stats reduce its turning capabilities compared to other vessels in the similar category 

Alright, understand. May it possible to buff her sailing profile in the wind range from +60° to -60° ? I'm no specialist, but in the yacht segment usually long and narrow hulls have some advantages in the upwind sector and with tacking. It may compensate turn rate a little.

Share this post


Link to post
Share on other sites
1 minute ago, admin said:

it does not turn 180 and never did
it does not turn every 10 mins as well

admin please...

7 minutes ago, TommyShelby said:

(I know its not 180 in 10 minutes, but it is too extreme now which is my point.) 

 

Were all giving feedback here, if you dont want to comment on what we say its okay, but these kind of statements make it really hard to have a discussion going. Friendly advice, no ban plez D:

  • Like 1

Share this post


Link to post
Share on other sites
2 minutes ago, admin said:

it does not turn 180 and never did
it does not turn every 10 mins as well 


 

Ok, wind changing 90 degrees then every 12 mintues?  <_<  This still invalidates tag position and fighting for the wind in the battle instance to a huge degree. In battles with land this is even more a critical issue and just needs to be fixed, period.

  • Like 2

Share this post


Link to post
Share on other sites
1 minute ago, Bragan Benigaris said:

Alright, understand. May it possible to buff her sailing profile in the wind range from +60° to -60° ? I'm no specialist, but in the yacht segment usually long and narrow hulls have some advantages in the upwind sector and with tacking. It may compensate turn rate a little.

there could be a mistake in the calc.. we will check the constitution
 

  • Like 4

Share this post


Link to post
Share on other sites
19 minutes ago, TommyShelby said:


Small wind changes are great, but wind turning 180 in 10 minutes is ridiculous. 

 

19 minutes ago, TommyShelby said:


I know its not 180 in 10 minutes, but it is too extreme now which is my point.

 

10 minutes ago, Havelock said:

admin please...

 

Were all giving feedback here, if you dont want to comment on what we say its okay, but these kind of statements make it really hard to have a discussion going. Friendly advice, no ban plez D:

When one post has 2 sentences that completely contradict each other they indeed make it really hard to have a discussion going. 
those two statements cancel each other. they both cant be true
 

Share this post


Link to post
Share on other sites
3 minutes ago, admin said:

there could be a mistake in the calc.. we will check the constitution
 

please do, the connie is not just bad atm but is complete garbage. I know its harsh but its true :(

Edited by HachiRoku
  • Like 3

Share this post


Link to post
Share on other sites
27 minutes ago, H2O said:

Ok so Constitution is junk now, but Belle Poule has OP turn and OP ball bounce defense. How can you compensate for that on Constitution? Can you at least add mods that (add teak planking +5% ricochet -5% stability) or something like that. Mod can't be installed on ships with high curved hulls. Something like that would make sense. Like I said right now there are only 4-5 ships that only worth sailing in pvp that is it. 

I disagree, consti is no junk now. She has a rather high thickness and if you can defend your stern against the lighter and nimbler frigates you could also win. More difficult are the other 4th rates, because her turn rate is subpar but the potentially better sailing profile isn't enough. Maybe with a buff in upwind capabilities, she could compete with the other ones.

Share this post


Link to post
Share on other sites

 

Perfect, perfect was the endymion to turn a little better.

Admin sorry to bother you, you can read the private message I sent you two days ago. Thank you

 

Share this post


Link to post
Share on other sites

I am not sure why the wind changes direction in battle?  There isnt a lot of cases where that actually happened. 

And if it is because someone cant sail and gets stuck on a sandbar because they were to close to land.... well that is their fault.

Share this post


Link to post
Share on other sites
18 minutes ago, admin said:

it does not turn 180 and never did
it does not turn every 10 mins as well 

Admin, you only read half of my comment before answering? Please read again, i highlight last part so you don't miss it..

25 minutes ago, TommyShelby said:

- My opinion; Small wind changes are great, but wind turning 180 in 10 minutes is ridiculous. (I know its not 180 in 10 minutes, but it is too extreme now which is my point.) 

(I'm not trying to be a dick here, but you read only half of my comment and then respond...  Hard to have proper discussion when you do that.)

  • Like 1

Share this post


Link to post
Share on other sites
2 minutes ago, Banished Privateer said:

I would say that about 50% of the ships in NA are irrelevant or pointless for useless.

iNb1Jm.jpg

Made so by a set of interactions revolving around several uberships and mod/skill-stacking: Belle Poule, Endymion, Wasa, I'm looking at you.

Combining this with the ridiculous mark incentives and you have a perfect storm for the reduction in ship utility, combined with incentives to cheat, just to be competitive and get into the positive feedback loop rewarding winners with the means to keep winning...

The mark system must be removed or changed to reward those who are trying. Scale mark rewards for BR mismatches and award marks for damage dealt, including sails and crew. This creates incentives for people to sail out and PvP, and feel ok about losing ships because at least they're still progressing towards the all-important items that might at least put them on an even playing field where player skill is the determining factor, not RNGesus or unattainable elite rewards.

Even better would be to make marks usable for superficial items only (put paints back in the game already ffs) and implement ship modifiers via a system of player and crafter skill trees.. No unreasonable stacking, just player choices surrounding play style and ship builds. Reserve RNGesus for meaningful loot (rare crafting materials, shipwreck maps, false flags, deliveries of captured documents, etc. etc.), in other words, make the content of the game stackable, not mods... 

  • Like 1

Share this post


Link to post
Share on other sites
On 23.1.2018 at 12:18 AM, John Sheppard said:

if you are talking about the little degrees number we see left from the ship icon in the compass then i think you are confusing leeway with heel

No, I don't confuse leeway with heel. I wonder what makes you think I do though. 

Share this post


Link to post
Share on other sites

@admin and @Ink

If I understand you correctly you want to have sailing profiles and turn rates of ships as historic as possible (notes on your calculations of % of square as well as staysails / ratio of hull length, width, depth and so on), right!?

But you also want to have all ships to be usefull in game, also right!?

I appreciate both of your intentions!

But I ask you to make usefullness of all ships in game your first priority!

It would be a shame imo if nobody sailed some of these beautifully rendered vessels!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×