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Give us proper clan management / finances!

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9 minutes ago, Trashed Privateer said:

How do you know who to kick if you don't have clan logs? There is 5m gold in the warehouse, 6 players say they donated 1m. Who is a liar?

It's even worse. 

Without even the most basic tools, you wouldn't even know you are 1 million short without manually clicking every port to calculate revenue! And then you had to have written down what was in the CWH before down time, and ask every officer if they perhaps took out some money to buy resources or whatever etc etc...

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9 minutes ago, admin said:

We don't and wont have them because of the number of programmers: 2.
If programmers work on feature A, they wont work on feature B.
Battle results were done when we had bigger team which was possible because ratings were higher, sales were better and grass was greener.
.
Also - we never really gave hard promises on clan tools/logs. If you really want them - we will give the options to pay for them in march. 

Maybe spend something on advertising before is to late?

If sales are a problem, sort the UI and get the name out there. Unless you get numbers into the game soon, the downward spiral of ratings and complains will keep going.

We all understand the size of the job you have, but it is not a new problem with regards to programmers and player numbers.

Edited by Liam790

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Another option I hate is when you have 30 members or 50 or 100 or even more and someone leaves. You have no clue who left. Basically, you have to scroll through entire clan member list and search for the member that is missing. Why? To revoke his privileges from forums/website/discord/TS etc. or to at least have a clue who is gone. 

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3 minutes ago, admin said:

We don't and wont have them because of the number of programmers: 2.
If programmers work on feature A, they wont work on feature B.
Battle results were done when we had bigger team which was possible because ratings were higher, sales were better and grass was greener.
.
Also - we never really gave hard promises on clan tools/logs. If you really want them - we will give the options to pay for them in march. You can already start supporting new unpromised features by buying forged papers :)

Ok, i can understand that your time is limited, but logs aren't that hard to code right? It's database calls with an UI (which is why i said you should think about logs before finishing the UI, so you don't have to do double work)

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I dont even know why ratings are so low. Game is at the best state since I play it I think.

People are bitched about losing a ship and write a bad review it is so sad

  • Like 3

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23 minutes ago, Louis Garneray said:

As a player in the US time zone I have to say that lately it is harder and harder to find content. PVP is almost dead. I have hopes that the new pvp event zone will help in that department but from what I have seen we still face the same problem: lack of players ready to lose any ship. Most of them just come to get the 10 PVP marks by doing damage... They'll stick to the side of your ship and exchange as much broadsides as possible before sinking in their glorious store bought  or NPC caped ship. And they rince and repeate until they have enough damage.

Actually Louis people would fight you if you and your group didn't roll out into the PVP zone with overwhelming numbers and ship rates and basically just gank anything that moves.  Out of the 10 or so of your group that I saw the other night, you were the only one in a 5th rate.  Everyone else was 4th or above.  If you muscle out all other competition..... you won't have any competition.  Best part is my group of 3 in junky surprises and store bought frigates prolly ended up with more marks than you.  

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2 minutes ago, Trashed Privateer said:

Another option I hate is when you have 30 members or 50 or 100 or even more and someone leaves. You have no clue who left. Basically, you have to scroll through entire clan member list and search for the member that is missing. Why? To revoke his privileges from forums/website/discord/TS etc. or to at least have a clue who is gone. 

and these should be part of logs that every game out there has.

 

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3 hours ago, admin said:

Clan management tools are not a priority at this stage
Before that - If clan member is not willing to file the tax in person - kick him. As a 18th century guild leader you should not ask what you can do for your clan member, ask what a clan member can do for you.

 

You need to put guardrails in to keep people honest.

What ends up happening is you have clans of people that don't trust each other and people fight over who took what.

You can't rely on people to police themselves if they cannot prove who the cancer is in the clan.

Having a basic log of what has been put and taken out of the clan warehouse is a must.

This is more than just a "clan tool" this is for the health of the game.

Edited by koiz
  • Like 1

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2 minutes ago, ChristenTrash said:

Actually Louis people would fight you if you and your group didn't roll out into the PVP zone with overwhelming numbers and ship rates and basically just gank anything that moves.  Out of the 10 or so of your group that I saw the other night, you were the only one in a 5th rate.  Everyone else was 4th or above.  If you muscle out all other competition..... you won't have any competition.  Best part is my group of 3 in junky surprises and store bought frigates prolly ended up with more marks than you.  

sorry for off topic
we will fix it. br limits will be introduced for patrols.

  • Like 9

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7 minutes ago, Liam790 said:

Maybe spend something on advertising before is to late?
 

advertising will only work when ui is finished and tutorial is finished and game is localized. advertising before that will waste resources and players (you can only make a good first impression once). 

until then there will be no clan management features - UNLESS we see great results in premium ship sales. We guarantee that if premium ships sell well we will increase the team.

 

  • Like 4

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1 minute ago, admin said:

advertising will only work when ui is finished and tutorial is finished and game is localized. advertising before that will waste resources and players (you can only make a good first impression once). 

until then there will be no clan management features - UNLESS we see great results in premium ship sales. We guarantee that if premium ships sell well we will increase the team.

 

Oh Noooo clan tools are being held hostage!!!

Honestly though people will buy them... 

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9 minutes ago, admin said:

advertising will only work when ui is finished and tutorial is finished and game is localized. advertising before that will waste resources and players (you can only make a good first impression once). 

until then there will be no clan management features - UNLESS we see great results in premium ship sales. We guarantee that if premium ships sell well we will increase the team.

 

Is the UI implementation imminent? I guess there will be tweaks afterwards but surely it cant be long now before the major patch takes place? And full release very soon after that?

Will the premium ships be a purchase of a ship for 1 durability? or the ability for you to craft that ship?

Edited by Liam790

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1 minute ago, admin said:

sorry for off topic
we will fix it. br limits will be introduced for patrols.

I think they are needed.  it's basically a ganker's paradise now with an ever shrinking circle and the ability to not leave.  get rid of the basic cutters in the shallow and chop the mission XP in half for the shallows as well.

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8 minutes ago, ChristenTrash said:

I think they are needed.  it's basically a ganker's paradise now with an ever shrinking circle and the ability to not leave.  get rid of the basic cutters in the shallow and chop the mission XP in half for the shallows as well.

Basic cutters should only be able to enter missions it started.  They should never be able to join other folks missions.  They aren't meant to be used by RA"s to troll like they get used mostly for.  

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18 minutes ago, ChristenTrash said:

I think they are needed.  it's basically a ganker's paradise now with an ever shrinking circle and the ability to not leave.  get rid of the basic cutters in the shallow and chop the mission XP in half for the shallows as well.

 

9 minutes ago, Sir Texas Sir said:

Basic cutters should only be able to enter missions it started.  They should never be able to join other folks missions.  They aren't meant to be used by RA"s to troll like they get used mostly for.  

basic cutters can only enter if the initial battle is between AI and player. They cant join when the battle start was between player vs player

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1 hour ago, Louis Garneray said:

why there is not enough content

People don't ask for more content in a racing game. You have 50 cars, a few tracks and drive. People don't ask for more content in a shooter. You have 30 guns, 10 maps and shoot.  Why are gun and car dlcs content yet ships are not considered content in naval action? Do people expect a story driven sailing game with rpg mechanics? Assassins creed will give you that but naval action has other focuses. 

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3 minutes ago, TrashiRoku said:

People don't ask for more content in a racing game. You have 50 cars, a few tracks and drive. People don't ask for more content in a shooter. You have 30 guns, 10 maps and shoot.  Why are gun and car dlcs content yet ships are not considered content in naval action? Do people expect a story driven sailing game with rpg mechanics? Assassins creed will give you that but naval action has other focuses. 

my content in Naval Action is players... It seems that at night time we don't have enough of them... Or if there is enough of them they don't dare to get out of their protected zone which must be extremely boring.

Edited by Louis Garneray

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1 hour ago, admin said:


Also - we never really gave hard promises on clan tools/logs. If you really want them - we will give the options to pay for them in march. You can already start supporting new unpromised features by buying forged papers :)

My clan has made a concerted effort to recruit new or returning players to help them along the early learning period to prevent the drop out rate this game suffers.  Being able to manage a clan with now 150+ members is essential.

Thank you, wish you had said this earlier.

Edited by Atreides

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3 minutes ago, Olorin said:

Provide me few reasons why we do not get the majority of players to stay for more than 5 minutes in game? 

Question is what do you see in the first minutes or maybe first hour

UI

Tutorial (if you find it, important!)

First mission (if you find where to take it, find the right mission and know where to go)

 

Game should start with a question (tutorial yes or no. If no tut can be accessed with esc in port)

After tutorial player has to be shown how to take a mission and get explained what mission is for what

maybe even show him where he is and how to get to the mission.

Thats the most important things I guess. Oh and first missions have to be easy!

  • Like 6

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Just now, Olorin said:

He finished Tutorial, takes his new 5th rate ship and tries to go for a journey. Ends up jumped by 6 vets in gank boats. Yeah good luck with keeping him more than a day. 

UI should show you realy obvious that you are in a pvp zone. thank you

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4 minutes ago, Olorin said:

He finished Tutorial, takes his new 5th rate ship and tries to go for a journey. Ends up jumped by 6 vets in gank boats. Yeah good luck with keeping him more than a day. 

Yes, ROE are some complicated that even vets that take a patch off struggle to not make mistakes. 

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1 minute ago, Olorin said:

Game is hungry for pvp, and players sink everything they see. New players included. Imho there should be an option to enable/disable pvp before player reaches max rank, only then he can attack and be attacked. 

so you will never kill someones alt...

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2 hours ago, admin said:

You don't understand one thing
Game need players more than advanced mass tax tools
Amount of players interested in mass tax tools is extremely limited compared to players interested in the tutorials and new player experience.

If game ratings improve we can expand the scope of things we work on, but until then our hands are tied.

 Sorry @admin, but it is you who doesn't understand.

You have built an MMOG. The core defining characteristic of such a game is mulitple players, and tons of them. In order to attract and retain such requires in-game social tools (chat, dm, and most importantly, clans). If you want large, active, healthy clans to fulfill the core characteristic of the genre, they must have access to in-game tools to manage the clan. Warehouse and member activity logs, quick-look and single screen financial tools, and a functional two-way all-clan communication system.

Instead you continue to trivialise clan tools and actually go so far as to remove social mechanics in a social game! People may come for the combat, but it is the community that keeps them logging in. Time to fix it.

  • Like 7

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3 minutes ago, z4ys said:

so you will never kill someones alt...

Some games have rank restrictionson PvP attacking below a certain rank (such as the BP game in my name). They are effective to a large degree.

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