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Patch 25: Open world user interface update.

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18 hours ago, admin said:

The game will probably come out in three four months but your recent statements will definitely not help your comments to ever get heard again. 

TBH Hachi had been being a passionate tester for so many years and it's a fact that so many seasoned and very active testers got bitter (or silent) over time ... guess why?

Anyway, thanks for the (probable) game release date.

At least - unless you have some really huge surprise around the corner - testers now can have an approximative Idea about what the final version of Naval Action is likely to be (basically the game we are testing now, but with a better port UI and new currency system).

Anyone can draw its own conlusions (and mine is that the game lacks a lot of content to be my "main" game).

Edited by victor

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3 hours ago, Cmdr RideZ said:

Maybe Hercules could be limited to 12pd cannons.

Balancing is funny thing...

Why not help other small 5th rates to get on the same level with Hercules? Would be balancing as well, right?

It is so unrealistic that 1st rates lose for Hercs and/or pack of Hercs. Someone could say it is unrealistic that 1st rates are sailing alone. Frigates were mostly sailed alone and were scouts and taking traders. Maybe overall immersion would be better if we actually let those small 5th rates to stay in game as stern rakers vs lonely SOLs?

If we buff small 5th rates, we can still sink those in big 5th rates?  We can kill big 5th rates with 4th rates?  Actually it can be that we should make SOLs even less maneuverable so that all ships would be useful, have a purpose, be in balance.

A fleet of SOLs would still be a very powerful fleet, I would be really surprised if 5x Hercules would win a fight vs 5x Bellonas.

If Victory speed really was 8 knots irl, that would mean we have buffed 1st rates now.  We could start making SOLs even less maneuverable and slower. SOLs could be flagships in OW PvP and not some roaming Frigates. With flagship I mean that it has other supporting elements with it.

Would this create more immersive OW? More immersive RvR? Give more options for players? Different playstyles? Versatility? etc.

Truth is that I really would like to know what is @admin trying to achieve with the current development direction. What is the big balancing idea he has, how he is planning to make a game from this.

Maybe Requin and Hercules are actually in good spot but the rest are not.

1st rates should not be out on there own.   If they are than they should be sunk/captured for the captian for being an idiot.  As for what would 5 Hervs vs something be like?  Well a few weeks a go me and a clan mate was in a mission doing hostility and some Hercs jumped in.  It was something like 4-5 of them.  They tried to stern camp us but all we did was drop it to battle sales and creep along zig zaging so that any one that went for a stern rake would fall into the others broad sides and it would hurt them all. I maybe lost at max 75-100 crew, they never got a good rake on either of us.  I demasted one just as they tried to make a run for it and they left him.  I ran him down and sunk that one as he couldn't get enough sale repair to get his mast back up.   So if your not a freaking idiot than you should not have an issue with a few hercs if you have a buddy.  It's when your solo.   

23 minutes ago, Elric said:

Some of the ships can be made relevant again by changing the rules around PB's and hostility.

If the port BR limits the ship class, then 4th rate, 2nd rates and others become important again.

  • 10000+ BR - any ship can enter, any ship can grind
  • 7500 BR - 2nd rates max can enter or grind
  • 5000 BR - 3rd rates max can enter or grind
  • 2500 BR - 4th rates max can enter or grind

How often do you see 2nd rates in battles now?  Or 4th rates?

I prefer to just limit the ships of certain port battle.  Some regional capitals are the only ones that can get 1st rate in, while others that might have BR lower is 4th rate only.  Mix it up a bit cause when was the last time we had a good 15 vs 15 or 20 vs 20 battle that wasn't out side the PB?  The only time you really see a 25 vs 25 port battle any more is shallows.  I know a lot of folks that stopped playing cause they where here for the 25 vs 25 1st rate battles.   

The down side to your suggestion is while I can only grind with this or that ship, the defender can bring in all 1st rates into my mission and destroy anything I have or a 1st rate screening fleet could do the same for both missions and PB.

8 minutes ago, Ink said:

Fixed the bug with hold optimization perk - now it affects only player ship on client side (as it works on server side).

The perk was not supposed to increase hold of fleet ships. Before the hotfix on client side their hold were affected by the perk thus in fact players overloaded fleet ships.

Oh I bet we are going to hear some trade runners bitching soon when they find out it doesn't effect fleet.  I all ready see guys bitching they can't over load ships any more lol

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15 minutes ago, Archaos said:

So now the fleet ships do not have the extra hold space if you have the hold optimization perk?

Fleet ships in fact never had extra hold space by the perk. The difference is that previously speed reduction was not that great as it is now.

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12 minutes ago, Sir Texas Sir said:

 

Oh I bet we are going to hear some trade runners bitching soon when they find out it doesn't effect fleet.  I all ready see guys bitching they can't over load ships any more lol

And they will be perfetly right since a trade perk that does not work for fleet is a wasted perk for a trader. So basically Game Labs calls "fixing a bug" what in reality is making ineffective the ONLY GOOD TRADE PERK in game.

A very smart choice ... indeed: as usual they fix what no one asked to fix!

 

Edited by victor
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10 minutes ago, Ink said:

Fleet ships in fact never had extra hold space by the perk. The difference is that previously speed reduction was not that great as it is now.

I think that perk is kind of useless now for traders.

I'm glad I'm not  a trader :D

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Sir Tex - 1st rates being able to jump into missions - but if those missions are limited to the max rate for both sides, that wouldn't be an issue.

Today, we have 1st rates running hostility on shallow ports - and no effective way for defenders to counter that hostility when it takes 45 minutes or longer to sail a defensive 1st rate fleet to the area.

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13 minutes ago, Elric said:

Sir Tex - 1st rates being able to jump into missions - but if those missions are limited to the max rate for both sides, that wouldn't be an issue.

Today, we have 1st rates running hostility on shallow ports - and no effective way for defenders to counter that hostility when it takes 45 minutes or longer to sail a defensive 1st rate fleet to the area.

Ive specifically targetted ports in the bahamas that were far from deepwater ports simply so the defenders probably couldnt respond with 1st rates.

This is a feature in my eyes.

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21 minutes ago, Louis Garneray said:

I think that perk is kind of useless now for traders.

I'm glad I'm not  a trader :D

Why they can still get more cargo in there main ship.  Hell I have it on certain chars not to run trade but for the extra speed boost and to hold more repairs on my ship so I can make longer runs behind enemy waters.   Than again I'm not a heavy trader, the char I use for big trade runs has these perks:   Fleet 1 & 2 so I can run 2 trade ships and an escort, Mortar Brig cause he's my port battle mortar brig player and DD cause well you need every thing you can when fighting off attackers...lol   

26 minutes ago, victor said:

And they will be perfetly right since a trade perk that does not work for fleet is a wasted perk for a trader. So basically Game Labs calls "fixing a bug" what in reality is making ineffective the ONLY GOOD TRADE PERK in game.

A very smart choice ... indeed: as usual they fix what no one asked to fix!

 

The ships all ready have pretty big cargo holds, I'm sure they will live with a little less profit.  Than again if that much boost was needed to make a profit they where prob doing the wrong goods or they all ready sitting on like 200 millions so it's not really going to matter if they loose a little here or there.

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10 minutes ago, Sir Texas Sir said:

 

The ships all ready have pretty big cargo holds, I'm sure they will live with a little less profit.  Than again if that much boost was needed to make a profit they where prob doing the wrong goods or they all ready sitting on like 200 millions so it's not really going to matter if they loose a little here or there.

You do not get the point mate: that perk was the only good trading perk, now is more useful for combat players. 

Moreover ... NO ONE asked for such a change, so - after nerfing trader ship speeds (when loaded), after nerfing safe zones reinforcements, after putting the invincible trader hunter ship in the game (le requin) - why beating once more a dead horse (traders)?

Traders - since forever - were the most neglected category in this game ... but now it's clear that devs just want trade to be a side activity for combat players. And that's just another nail in the coffin ...

Edited by victor
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1 minute ago, victor said:

You do not get the point mate: that perk was the only good trading perk, now is more useful for combat players. 

Moreover ... NO ONE asked for such a change, so - after nerfing trader ship speeds (when loaded), after nerfing safe zones reinforcements, after putting the invincible trader hunter ship in the game (le requin) - why beating once more a dead horse (traders)?

They are not beating on traders Victor. They are doing it just to spite you.

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8 hours ago, Crow said:

It's obvious what he thought.

Here's two players who like to trade.

Because they have NO PERKS other than fleet control.

And those 6 traders will have no cannon.

So he would be fighting two non PvP players who had no perks.

8 ships 6 of which would likely be unarmed.

Easy to take a chance on a quick trader kill and escape from big fat slow 4th and 3rf rates that were trying to manouvre thought 6 traders.

Or maybe he was holding you up for his clan mates to arrive?

Not a bad proposition.

Proof is factual, not conjecture.

Maybe you should try reading my posts before again.

Maybe you then will get my point.

But from this reaction I know, that you did not get it yet, or are simply trying to undermine it.

I´ll refrain from giving my opinion on that.

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17 minutes ago, Sir Texas Sir said:

The ships all ready have pretty big cargo holds, I'm sure they will live with a little less profit.

For some of the trade goods that perk makes a huge difference, for example on a trader brig you can get 2 textile machinery on with the perk but only 1 without it. Trading a lot of the time is a risk vs reward calculation unless you are doing a completely safe run, and it gets to the stage where the reward is not worth the risk. So this change coupled with the change where none of your fleet ships will be likely to escape severely unbalances the calculation and for many it will not be worth it doing solo trade runs.

To all the people that say trade runs should be done in convoys with protection, don't you realize you are killing content for solo raiders. If everyone moves cargo in big fleets then they can only be stopped by big fleets. To create content you have to allow solo trading be viable and to achieve this the reward must match the risk.

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1 hour ago, Ink said:

Fleet ships in fact never had extra hold space by the perk. The difference is that previously speed reduction was not that great as it is now.

Yet, pre patch a fleet ship was affected by the perk and thus had increased storage....

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20 minutes ago, Flinch said:

They are not beating on traders Victor. They are doing it just to spite you.

If you are an old tester you should know that game labs is specialist in fixing things that no one asked to fix and leaving there for ages things that a lot of people are asking to change.

So your irony (or troll attempt) is totally out of contest and place.

 

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1 hour ago, victor said:

And they will be perfetly right since a trade perk that does not work for fleet is a wasted perk for a trader. So basically Game Labs calls "fixing a bug" what in reality is making ineffective the ONLY GOOD TRADE PERK in game.

A very smart choice ... indeed: as usual they fix what no one asked to fix!

 

does area control work for fleetships, does carronade master do it, does prepaired work for them?? does rigging specialist work for them? Why should hold opti work for them?

Edited by z4ys
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7 minutes ago, z4ys said:

does area control work for fleetships, does carronade master do it, does prepaired work for them?? does rigging specialist work for them? Why should hold opti work for them?

Well ai do use double charge and shot

 

And a big YES to changing hold Opti to a permanent mod you can equip to ships

Edited by Coraline Vodka
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2 minutes ago, Coraline Vodka said:

Well ai do use double charge and shot

do they use that even i dont have the perks 😉

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So what will the hunter do without the hunt?

 

btw. devs should rework the ship weight slow , not working ^^

 

+ Whats about reworking the Reinforcement Area ?

It looks like the Reinforcement Area is working more for enemies to gank then for the newcommers who finally need the protection.

simply examples are : Port royal , and La Habana.

 

 

 

Edited by Nuka

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2 hours ago, Ink said:

Fleet ships in fact never had extra hold space by the perk. The difference is that previously speed reduction was not that great as it is now.

That is not strictly true, because the ships in fleet showed the additional hold space so were not indicated as being overloaded. Now this may just have been a bug showing only on the client side but it was assumed because of what was displayed that it was a feature of the hold perk.

So as it was a bug and could have resulted in the loss of ships because they were slower due to being overloaded can people claim back all their trader ships and cargo that were lost because of it?

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2 hours ago, victor said:

And they will be perfetly right since a trade perk that does not work for fleet is a wasted perk for a trader. So basically Game Labs calls "fixing a bug" what in reality is making ineffective the ONLY GOOD TRADE PERK in game.

A very smart choice ... indeed: as usual they fix what no one asked to fix!

 

"it's a fact that so many seasoned and very active testers got bitter (or silent) over time ..."

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6 hours ago, Cmdr RideZ said:

I think it was ok to release premium ships as DLCs even when it is early access. It would be even worse if they would run out of money and game development would stop or that it never gets released because of monetary issues.  Also I think it is nice that they found more ways to make money to support the game.

How can I properly test an early access game and provide feedback if content is limited to increasing DLCs? Yes I bought the swap nation DLC, i hope they put that money to good use. But i'm afraid of seeing now a trend of DLC after DLC in an early access game. I wont care to test that. Super ships ruining the solid foundation.

PS. this game will never run out of money so long as @Christendom buys alts to mimic @King of Crowns

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55 minutes ago, Coraline Vodka said:

Well ai do use double charge and shot

 

And a big YES to changing hold Opti to a permanent mod you can equip to ships

I actually would love to have it as a mod to put on my trade ships as I really don't have much ot put on them other wise. or even us it for other ships. I can see certain 5/5 ships this being used on to fill out that extra mod if you need to on a raider to hold goods you might raid.  I also think that if we have to grind out the slots on the deep water traders they need to be 3/5's not 3/3.....at least make the LGV Refit 3/5 and maybe the future Indianman Refit if we ever can get one 3/5...lol.

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3 hours ago, Gott365 said:

Maybe you should try reading my posts before again.

Maybe you then will get my point.

But from this reaction I know, that you did not get it yet, or are simply trying to undermine it.

I´ll refrain from giving my opinion on that.

Why don't you like what I surmised the Herc player was thinking based on your 'scenario' or is it that only you can really know what another player is thinking?

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On 6/18/2018 at 10:41 AM, admin said:

WHY u nerf the perk Hold Optimisation???  Do you have no other problems dear Devs?
I allways saw hold optimization as a general skill of a trader captain ... like foreman or overseer ... who is very experienced seaman in packing his cargo into the hold ... a special cargo officer. Realism suffers again ... WHY to hell should this captain who loads his three ships only optimize the cargo hold of his first ship????
Devs - please give the traders back what u took from them.
If not u can delete this perk because its useless as Victor said.
Or give us an aditional permanent upgrade called "Hold Extention" we can farm for and install on a new trading ship buildt.



 

 

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