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Here you can ask questions to developers.

 

  • Format: question - answer
  • The more concise is the question the more specific will be the answer
  • Please refrain from flood and lengthy discussions - this is the topic for questions

 

Thanks

 

 

Short game introduction

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Are you gonna separate the players according to a time period which their ship belongs to or is everybody gonna sail on a open global map ?

 

It's a complex question: thus the answer is simple - we are not sure yet, on one hand we would like to have a good ship variety, on the other seeing a columbus caravel near a modern frigate built in 1815 might cause problems for some hardcore realism fans. If you have ideas in this regard, please post your suggestions. 

 

I have few questions actually:

- What kind of game engine do you going to use?

- What kind of networking do you plan to use? Is it going to be more like few servers connected to some kind of hive(DayZ) or MMO style with servers, channels etc. or maybe Minecraft like, where anyone can make his own server?

- Which type of gameplay PvP or PvE will be main feature? I'm asking becouse when I read Co-Op gameplay, my mind focus on some story which I can complete with my friends, but from description i get a feeling that game will concentrate on Player vs Player combat (that info about guilds and taking over ports).

 

  • We are using Unity Engine - which is excellent for fast prototyping and testing. 
  • Networking - we are working on the design at this stage. We will be able to answer this question a bit later. The question to discuss with the community is this - What is the optimal number of ships on the map from gameplay perspective? And what is the optimal number of ships to have a fun and balanced fight. 
  • The development is staged as TV series. We release blocks of content step by step. Instead of focusing on many things we only work on one but try to make it perfect. We are currently focused on fighting and general mechanics. Once we and you like how it works this awesome fighting will work very well with any story with co-op. Would be great to hear from you in the suggestions box  some examples of your ideal co-op gameplay for you and your friends. 

 

Will naval action make realism its primary focus? or will realism be sacrificed for gameplay balance? I.E in the real world a Frigate would have stood no chance against a First-Rate Ship of the Line.

 

Making realism fun is very hard. But good trade-offs are possible. Let's take your Frigate vs First rate situation: in most cases First rate will win. But there are real life examples of British frigates winning against 74s and 80gun ships, because of skill, better maneuver or pure luck. 

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what are your plans on map navigation or transitioning from world map to sea map ,is it going to be handeled like in age of pirates or like in pirates of the burning seas where you just zoomed out 

 

Not sure yet (as we said before we are focused on doing combat mechanics right first and then start working on the travelling part). POTBS had a good design we think.

The question is - would you like to spend your precious 1-2 hours a day just travelling around a computer map or actually doing something?

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When will a playable version be released to the public?

as soon as the minimum set of features is done

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The question is - would you like to spend your precious 1-2 hours a day just travelling around a computer map or actually doing something?

 

Don't underestimate the enjoyment of sailing and maneuvers - avoiding more powerful enemy shipping on the high seas by being faster and more manuverable. It doesn't all have to be boarding and broadsides :)

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Not sure yet (as we said before we are focused on doing combat mechanics right first and then start working on the travelling part). POTBS had a good design we think.

The question is - would you like to spend your precious 1-2 hours a day just travelling around a computer map or actually doing something?

The open sea concept of PotBS is good...however, they slowed down travel speeds which significantly increased the time traveling.  A similar concept speeded up would be ideal.

 

So to answer your question...I do not want to spend my limited gaming time traveling around, I would rather be doing something..but I do like the ability to explore.

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The open sea concept of PotBS is good...however, they slowed down travel speeds which significantly increased the time traveling.  A similar concept speeded up would be ideal.

 

So to answer your question...I do not want to spend my limited gaming time traveling around, I would rather be doing something..but I do like the ability to explore.

 

One issue in creating an open world MMORPG with many players roaming around is that you either have so much realism that players get turned off (days spent travelling without a single encounter) or you risk kicking realism in the balls entirely with teleportation and instant travel. If the world was too small, there'd be problems with scale when it only takes 5 minutes to sail from country to country.

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I hate to be blunt with this as it may appear arrogant, but we could use a little clarification here.

 

The real question is: How far are the developpers willing to go on this?

What I found really positive was when I read a comparison with DayZ in "Game Introduction". As a DayZ fan and a fan of the pirate game genre, I think the DEDICATION that the DayZ team put into realism and immersion would be something unique, if brought into an old-era naval game like Naval Action. We all know how PotBS failed in realism as it went directly for the more marketable, "arcade-y" type of game. I think this is the only thing I'm weary of. Being affiliated with fan-made mods from Mount&Blade to Fallout, Skyrim and, more importantly, PiratesAhoy!, I've often delved into realism-oriented mods, where we could bring authenticity to whatever we created, which is even more important in a (somewhat of a) simulation game like Pirates of the Caribbean (the one thoroughly modded by the PiratesAhoy! team for so many years now). Bottom line is: What is the Naval Action team really aiming for? Are you looking for a slightly better PotBS? A mix of the DayZ-type of realism with the pirate genre? Maybe something I personally missed altogether? Let me rephrase it just one more time... What are your goals vis-a-vis realism, with the game?

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Just a real quick thought on my way out the door:

 

Why not allow both?  You could have someone slowly sailing along using it as a true simulator, if they want, and you could have the larger overworld map a la PotBS.  Someone doing the slow sailing could choose to allow themselves to be seen by people on the overland map, or not, if they so desired, thus giving them control over whether or not they face any interactions.  As far as running fights go, I believe that going the same way of "If a shot isn't fired in X minutes, allow combat to be terminated" would work fine.

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Hello,

 

how many nations do you plan to have? will you include pirates?

 

what world parts game will be locked into? ( Caribbean, Europe, etc...)

 

 

thanks!

:

we have not formed the full opinion on this. Once we start working on the open world, one idea we will be checking out is this. To preserve the full sense of exploration and discovery of the unknown world we are thinking of creating a completely new world. With no maps, new cities and new routes.

 

I hate to be blunt with this as it may appear arrogant, but we could use a little clarification here.

 

The real question is: How far are the developpers willing to go on this?

What I found really positive was when I read a comparison with DayZ in "Game Introduction". As a DayZ fan and a fan of the pirate game genre, I think the DEDICATION that the DayZ team put into realism and immersion would be something unique, if brought into an old-era naval game like Naval Action. We all know how PotBS failed in realism as it went directly for the more marketable, "arcade-y" type of game. I think this is the only thing I'm weary of. Being affiliated with fan-made mods from Mount&Blade to Fallout, Skyrim and, more importantly, PiratesAhoy!, I've often delved into realism-oriented mods, where we could bring authenticity to whatever we created, which is even more important in a (somewhat of a) simulation game like Pirates of the Caribbean (the one thoroughly modded by the PiratesAhoy! team for so many years now). Bottom line is: What is the Naval Action team really aiming for? Are you looking for a slightly better PotBS? A mix of the DayZ-type of realism with the pirate genre? Maybe something I personally missed altogether? Let me rephrase it just one more time... What are your goals vis-a-vis realism, with the game?

 

We are mentioning DayZ in the sense of iterative development and constant and open connection to the community. Hardcore should be fun and this is the approach we are using. If certain element is boring and tedious we will drop it.

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I much prefer the real world. Why create a whole new world investing time and resources, when you can use actual maps of real places and make this historically accurate with European nations exploring and settling the New World? If you want to increase the sense of adventure and exploration, black the whole map out except for the starting location and allow players to find their own way revealing the map as they sail.

If you opt for a whole new world, I'll have to opt out. There are plenty of fantasy games around, but almost no historically accurate ones on the Age of Sail. The next thing you'll be throwing in sea monsters, zombies, witches, and magic to appeal to a wider audience. Believe me its been done ad nauseam. How about something different? How about actual historical simulation? A game that actually teaches people something about our history.

There's also something else that is bothering me. Several have asked in this discussion topic if you are planning to include pirates in the game. You haven't answered the questions. If you are not going to be honest and straight forward with your potential customers and fans, you aren't going to have very many. If you don't know at this point, at least say so. If you do know and just don't want to alienate anyone this early in the game's development, then that's dishonesty. I'm getting a bad feeling about this. This forum, indeed this forum topic is for asking questions so that you the developers can answer them. If you aren't going to be open and honest, I'm done.

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I much prefer the real world. Why create a whole new world investing time and resources, when you can use actual maps of real places and make this historically accurate with European nations exploring and settling the New World? If you want to increase the sense of adventure and exploration, black the whole map out except for the starting location and allow players to find their own way revealing the map as they sail.

If you opt for a whole new world, I'll have to opt out. There are plenty of fantasy games around, but almost no historically accurate ones on the Age of Sail. The next thing you'll be throwing in sea monsters, zombies, witches, and magic to appeal to a wider audience. Believe me its been done ad nauseam. How about something different? How about actual historical simulation? A game that actually teaches people something about our history.

There's also something else that is bothering me. Several have asked in this discussion topic if you are planning to include pirates in the game. You haven't answered the questions. If you are not going to be honest and straight forward with your potential customers and fans, you aren't going to have very many. If you don't know at this point, at least say so. If you do know and just don't want to alienate anyone this early in the game's development, then that's dishonesty. I'm getting a bad feeling about this. This forum, indeed this forum topic is for asking questions so that you the developers can answer them. If you aren't going to be open and honest, I'm done.

 

Pirates - Open world without pirates is impossible. Chasing traders and running away is key for fun open world game play. 

Zombies, witches, magic - are not going to be present in our game, never ever.

Map - It is too early to tell. 

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Pirates - Open world without pirates is impossible. Chasing traders and running away is key for fun open world game play. 

Zombies, witches, magic - are not going to be present in our game, never ever.

Map - It is too early to tell.

You didn't discount sea monsters so they’re possible? I know there are giant whales and squids in the sea, but when was the last time you heard of a vicious whale or squid attacking a ship of any size at any time? Sure, whales did attack whaling boats at times, but they had a reason, they were being harpooned. Please don't include sea monsters.

An open world without pirates is impossible. But a real world map may not be possible? Please allow me to make a plea for a real world map. You are using historical ships flying historical flags of real world nations during the Age of Sail. You are creating an accurate sailing simulation complete with ocean wave mechanics, weather effects, accurate ship designs, cannon ballistics, etc. Your stated intent is to recreate the world of the Age of Sail. Several people have posted here expressing their joy at finding such a game in development, because every game that we have seen so far on the Age of Sail has been flawed in one way or another. Most have fantasy worlds and/or use arcade style game play mechanics.

You seem to want to finally create a true sailing simulation which is the best news ever. But if you make this a fantasy world, then your true to life realistic sailing simulation becomes just another fantasy land with no basis in reality. How can you create an Age of Sail game without the Atlantic and the Caribbean? How can you include pirates without Tortuga and Port Royal? How can you include British, French, Spanish, Portuguese, and Dutch nations without their real New World colonies and ports?

I can not emphasize enough how important this is to true fans of the Age of Sail. If you really want to gauge people's interest, I would suggest posting a survey here and find out what your potential customers want. That way you will know for sure what kind of map to make.

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You didn't discount sea monsters so they’re possible? I know there are giant whales and squids in the sea, but when was the last time you heard of a vicious whale or squid attacking a ship of any size at any time? Sure, whales did attack whaling boats at times, but they had a reason, they were being harpooned. Please don't include sea monsters.

 

 

if you insist we can rephrase)). You won't be fighting animals. We will let somebody else to develop the Moby Dick simulator.

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I'm sad that I found this game so early since it means the wait will be a long one.

 

Are you guys thinking the game will have an overhead perspective where you look down on your ship (like PotBS) or an on-the-deck first person view?

 

Also, will different types of woods be modeled?  E.g., white oak vs red oak vs elm?

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I have a few of questions;

 

1. Will there be human avatars that can enter ports? (Like PotBS)

 

2. Will there be dynamic weather in battles that influence the way you handle your ship?

 

3. Will there be NPCs to fight, or will combat be pure Player vs Player?

 

Thanks in advance

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I have a few of questions;

 

1. Will there be human avatars that can enter ports? (Like PotBS)

 

2. Will there be dynamic weather in battles that influence the way you handle your ship?

 

3. Will there be NPCs to fight, or will combat be pure Player vs Player?

 

Thanks in advance

 

1) there will be no human avatars, it is a very huge block of development and will delay a game significantly. But as we are adding an animated crew it will be possible to add this feature much later (maybe)

2) we will start researching and testing our ideas with dynamic weather, day and night cycle in August September

3) there will be NPCs of course. We will start working on the NPC AI once we nail the combat mechanics

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I'm sad that I found this game so early since it means the wait will be a long one.

 

Are you guys thinking the game will have an overhead perspective where you look down on your ship (like PotBS) or an on-the-deck first person view?

 

Also, will different types of woods be modeled?  E.g., white oak vs red oak vs elm?

 

we are currently experimenting with camera and have both views now. overhead and on the deck (like in AC3)

woods yes but most likely you wont be able to see it in most ships as they were usually painted.

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Im not sure i can ask here, but:

 

Question:

 

How will look cashing system? I dont mean how we can pay... i mean how many is paying going to give. That's going to be like in PoTBS? or some other?

 

Question nr2:

 

Would be there some dotation system?

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Im not sure i can ask here, but:

 

Question:

 

How will look cashing system? I dont mean how we can pay... i mean how many is paying going to give. That's going to be like in PoTBS? or some other?

 

Question nr2:

 

Would be there some dotation system?

could you please rephrase your questions)) i am not sure if i am guessing what you mean. 

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we have not decided yet on the payment model. 

Most likely it will be one of the following

 

  1. Fixed price at the start and then free - like Guild Wars 2
  2. Full Free 2 Play - but with no pay to win.like League of Legends 

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