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Showing content with the highest reputation since 10/13/2018 in all areas

  1. 47 points
    Captains. The day of days has come - and we are getting close and closer to release. Patch will be deployed today on 31st of October. This is the biggest patch we delivered to date so expect problems and issues - they will be fixed one by one. Contents It is impossible to describe the multitude of changes in this patch so the list will be short and will just cover areas of changes New bugs and loopholes - please report issues in designated topics or in this topic Updated port user interface. Everything has changed. Just like with all interface updates it will feel weird and sometimes wrong. But it is a much better UI and most importantly it is better for localization Economy has moved to historical currencies reals - silver dollars doubloons - double escudos - gold goins pvp marks and combat marks have been abandoned. Combat marks will be converted to reals - pvp marks turn into doubloons denomination has been applied to all prices (approximately 25 to 1) please report if we missed something in this area 2000 doubloons will be issued to all captains as a timed redeemable for 14 days. Currency conversions Old gold is now reals and were converted at a rate of 25 old gold to 1 real. Combat marks were converted to reals at 20 reals for 1 combat mark PvP marks a were converted to Doubloons at rate 1 to 1 Resources were converted at rates indicated before Partial resource wipe was announced on May 4. Holds contents have been updated for combat ships traders sealed bottles chests all vessels can sometimes carry crew pay (military ships) or results of trading in doubloons (traders) and in good amounts Ship capture rules updated Previously you could not capture imported ships and could not capture 1-4th rates on the PVP server New rule is the following (mostly concerns the War (caribbean) server You cannot take non captureable ships to the open world but you can use them in the instance this means you can capture all ships for sailing in the current battle instance once you exit the instance non capturable ships will be taken over by the admiralty (with hold) Please make sure you dont exit in the imported ship or non capturable ship to the open world if you have valuable things in the hold To receive a reward for that ship sink it in the instance transferring to a capturable ship New missions Hunt and search and destroy - to find and destroy ships in the open world Weekly challenges kill missions (former combat orders) now have difficulty levels and increased rewards bot distribution changed. certain regions now have lineships (like hispaniola) some regions have 5th rates only. Mission class and difficulty now depend on ports Starting ports have lower level missions and easier missions Insurance has been added to all crafted ships you must fight bravely and do not give up the ship (sink) to receive insurance Tow to port now only works if you are really stuck in the open world Economy has been streamlined redundant materials removed (conversion tables - https://docs.google.com/spreadsheets/d/1wskSxkK0nJXCQ-Z-DxJcVFXu_ztPKo0huf4SUHbKQ24/edit#gid=1524048379) resources weights and prices changed building production limits have been greatly increased for lvl 3 buildings e.g lvl 3 building now allow production approximately similar to 5 level 3 buildings before the patch. as a result euro traders permits were removed from the caribbean for testing prices for buildings were adjusted based on complexity of production current buildings were closed and wiped for all players (costs to reopen was added to redeemables) new buildings introduced Forge building is required to craft naval ordnance Academy building is required to craft crew-related upgrades outposts now charge for passenger transportation Admiralty prices updated book prices for high level ships generally increased (because of ample supply of doubloons from activities) ship notes prices now correspond to the alternative of crafting that ship (a lot higher) Max BR limit for shallow port battle is now 110 (which makes Prince the highest BR ship that can enter port battles) Known issues Сhallenge events will start on Monday (light, frigate, lineships) Economy and prices are new and might require several iterations to stabilize and tune Clan leaderboard table does not work as intended and will be updated later - it only shows port battle oriented clans Very rare issue of corrupted items locking the exit from ports can still happen - but we have added the automatic deletion of such items and added additional logs to find more cases of such issue. If you cannot exit from port or sell a ship it is because one item in hold has become corrupted - please let us know when this happen in support section or by f11. Please provide feedback in this section (3 topics are pinned on top and focus on interface, economy and missions) http://forum.game-labs.net/forum/7-patch-feedback-and-general-discussions/ Next steps We plan to stabilize the patch in several iterations and continue work on localization in parallel Next big patch will focus on localization. Official promised languages will be localized by GL, but we will provide the tool to change the language to another if it will be localized by the community (access to language file will be provided and players will be able to replace it with their own). Important information Doubloons for shipyard lvl 2 and lvl 3 will be delivered to redeemables or directly to money chest by the end of the day today. Spread the news. We wanted to deliver the update during maintenance and not wait until the evening. Hotfix 1st November Patrol rewards updated Gold doubloons can only be transferred to money chest in port (transfer cannot be done in OW) Clan leaderboard visibility fixed and shows to everyone (not only people who are in clans) - leaderboard still only based on port battles (will be fixed later) Tow prices (sending ships to other ports) updated and denominated (by 25) Old NPC ship on sale (at old prices) were removed from stores. Hotfix 2nd November Fixed the bug that did not let access the looted cargo from NPC trader ships Fixed the bug in the assist formula (assists now give proper reals - not inflated reals) Search and destroy and Hunt missions in shallow water ports are now only for 7th and 6th rates (no longer they give hunts for 1st rates) Fixed the server exception bug that did not sometimes failed to track hunt missions kills and did not register port battle results participants of 5 port battles that failed to register will receive compensation into redeemables Fixed the doubloon icon in shops Increased doubloon rewards for patrols Hotfix 6th November Bug with 6th and 7th rate missions fixed - they now appear in the mission list in Capitals Safe PvP doubloon rewards for kills slightly increased in line with overall rewards Christian - Danish 2nd rate delivered to all captains who have fulfilled he testbed testing requirements. Check you redeemables. Hotfix 9th of November PvP rewards that drop into holds are significantly increased Shipbuilding woods NPC deliveries slightly adjusted - they deliver woods a bit more often now. Shooting skill book changed from % of muskets to musket accuracy All upgrades in the fire arms upgrades category slightly rebalanced (accuracy slightly lowered) % of muskets for crew decreased. Firearms upgrades will still remain strong - musket fire during boarding using advanced firearms will inflict significant losses
  2. 42 points
    We pondered and will focus on unfinished things
  3. 32 points
    Captains NPC positioning changes next with Port UI patch. Feel free to use this information for changing locations for your future activities. One Port - One Flag. NPC fleets will carry the flag of the port they are assigned to. Dutch ports will send out Dutch traders, Dutch combat patrols, Dutch fleets to sea. Sail along them to get extra protection when trading or returning to base. Of course traders and NPC patrols will venture to enemy areas, but expect to see mostly Dutch ships if you are sailing through Dutch coasts. Regions Matter To help players find their perfect hunting spot, to help with search and destroy missions and to provide natural chokepoints and meeting places for players certain classes of NPC ships/fleets will now prefer to sail specific regions. For example: Yucatan Region, Hispaniola, and Lower Antilles will mostly have 1-3 st rates ship of the line sailing solo or in fleets. Missions currently avoid this requirement. Kill Missions will continue provide targets based on mission not on region.
  4. 25 points
  5. 24 points
    Are garbage. There I said it. I am against teleport fees through and through. I do not believe it will accomplish the intended hope of making life "difficult" for alts. In fact, I want an alt more than ever now. Teleport fees as they are now create a few negatives: 1. The high cost for max rank (10 doubloons) is hilariously prohibitive to many players. The fact that it is 1 - 10 doubloons per rank already tells me what is going to happen. 2. In order to fund even just a couple teleports you'll need to spend an evening or 2 killing some ai. 3. The hope that this will force players into the OW for possible combat is nonsense. This does nothing but add unneccesary time to the tasks a player needs to do. Are we going to be able to extract resources from buildings from outposts we aren't at? Are we going to be able to see information of our ships and assets in a different outpost without having to go there? If you add teleport fees then these questions should really be 'yes' or people are going to get angry again. Admin related these teleport fees to when crew costs were added. When crew costs were added feedback was largely negative at how cost prohibitive the fee was. So it was later adjusted to a low cost like it is now, but that doesn't mean it's good when players didn't enjoy it. Fine, we learn to adapt AFTER the cost isn't stopping gameplay. What I am getting at is this fee for teleporting is going to be another bad solution to a problem no one sees and somehow a high cost is yet again seen as ok. Heck, 1 doubloon is already pretty crazy, we can't just make teleporting fees be a flat 10k gold (or whatever the new currency price is)? Here are a number of outcomes that I believe are going to happen with this rather silly fee. I am sure some will agree and disagree on this 1. People are going to sail in basic cutters everywhere while towing ships. We did it before, we will do it again and very few people are going to care about attacking basic cutters. In fact I hope people do attack me because it'll be easier to get to my outpost I was sailing to now. I'll just make sure to be closer to the destination. 2. Alts will now be even more useful then ever. We will have rank 1 alts that continue to create contracts, extract resources. With only costing 1 doubloon we can fund them to do the teleporting. 3. As players who don't have alts get disgruntled about teleporting fees, many will decide to just stay in the reinforcement zones and near capitals. Why go out now when teleporting fees cost too much. Take the US as an example. They own their capital and ports south of belize. I honestly don't see many US players bothering to defend their ports south of belize if these fees get added. 4. Players who did many tasks, such as helping clan mates or other players by teleporting to their warehouse to withdrawal resources, or teleporting to outposts to get near a port battle to help or kill. "Yeah it'll come with a X doubloon fee for me to withdrawal resources for you." Even better clans are now going to have alts sitting at the warehouse to do this. And clans who don't - "hey could you get this for me from the warehouse?" "Sorry I am out sailing/battling/trading, maybe in 30 minutes or so." "Eh I'll just ask tomorrow" *logs off*. I said I was against a teleport fee at the start. You bet I am, but I have played games with teleport fees and those fees never disrupted gameplay. They took some cash and the player was always able to pay for it without prohibiting their game. The fee can't be disruptive, it has to feel natural. Crew cost at 50 gold per crew like we have now is a fair cost, 10 times less than the 500 gold we had before. If you are that adament about adding a fee to teleporting then lower this fee by 10 times the amount. 10,000 gold. Do that and there will not be a riot because these fees PLUS what I am seeing for the cost of ships in doubloons, are going to create problems that we didn't need in the first place (permit costs are a different subject anyway).
  6. 20 points
    I have people in SLRN, who can spend an hour or two in Naval Action every evening. If they now will have to grind AI to be able to teleport to La Mona or Aves for some hunting/pvp, they will just quit the game.
  7. 18 points
  8. 18 points
    Can you change name to King of Clowns to make it 100% accurate?
  9. 17 points
    Patch notes for Port UI update 12th October. It is now possible to install an upgrade by clicking on a free permanent (upgrade) slot in the ship interface. The list will open that will show available upgrades based on Captain's chest, ship hold and warehouse. It is now possible to install an ordnance by clicking on a deck slot in the ship interface. The list will open that will show ordnance based on deck's requirements and availability of ordnance in ship hold or warehouse Requirements for ordnance are now based on calibers instead of classes In the port shop ordnance is now also sorted by various tabs: Medium Guns, Long Guns, Carronades, Mortars Ship hold, warehouse, Money and Upgrade chests were moved back to grid Mission log has been added in Open Word interface Switching between outposts now requires doubloons, amount of doubloons is based on player's rank: 1 doubloon for intitial rank, 10 doubloons for the highest rank. Please keep in mind that the numbers are not final and might be tuned in future. Multi-selection icon has been added - once multiple items are selected it will show quantity of items and total weight during transfer. Rewards from claiming completed mission are now stored in warehouse (in case warehouse is full, rewards are stored in ship hold instead) The option to move items by clicking Alt - Click is now working as well for fleet/docked ships and ordnance equipment in the ship interface The Academy building now opens related blueprints to craft when clicking craft button. An icon representing overloading state is added in Open World interface Various economy tunings Multiple bugs has been fixed, and include a lot of interface windows improvements
  10. 16 points
    You can't even switch outpost without losing all your ships.
  11. 15 points
  12. 15 points
    First statement Every Single Other? Are you sure To our knowledge WoW allows multi boxing if button presses are done by a person switching windows. Archeage allows multiboxing (without third party software syncing button presses) - there is an official statement online Black desert allows multiboxing (without third party syncing) - there is an official statement online EVEn EVE allows multiboxing if you are not using software to automate (allowed if you switch between windows and press buttons yourself) It is not obvious - maybe someone can help us to decipher the video, but from what i have heard that guy switches the windows..(its not automated and synced between clients). Second statement - advisable? Its not advisable. But its not forbidden. If you know Gabe Newell email (we dont) please send them (Valve) an email and ask them to forbid running several steam accounts at the same time on one machine. We have no control over steam client. If we had our own launcher it would be possible.. but we cannot rely on our own launcher being a small indie team. It would be great if they changed that. Third … Its not a design decision. Ship combat is slow.. I am not sure where you lead with the design decisions statement. But here is the thing. A - we have bots and fleets - you can add 3 ships to your fleet. B - we are very sure its not actually easy. Lenin (the guy on video) did this in POTBS (pirates of the burning sea) and became in game famous for this, multiple people tried to copy him in time when the game was sub based (14 dollars per month) - but only he could do it. Maybe you can try and let us know how it worked?
  13. 14 points
    Captain Hotfix has been deployed in preparation for the Port UI patch The following temporary changes have been applied. Contracts and ship contract number has been set at 0 (no contracts can be placed) Time to expire for contracts and ship contracts has been set at 1 day (contracts expire in 1 day after placing) The changes will be reverted once Port UI patch is deployed (ETA this week - by 2nd November)
  14. 14 points
    You should relax and enjoy life Captain ))) ignore the current pixels… plenty of new pixels coming. Its still one of the best true age of sail sailing games on earth and looking on skull and bones rockets and rams its still going to be for quite a while. Port tax income is irrelevant in the long term and medium term. Our recommendation is to remove timers on ports that you dont really need, and re-enable them once contracts come back. New economy changes and new upgrade system (class based) and new loot from traders might drastically change the upgrade meta and tax incomes will shift as well.
  15. 14 points
  16. 14 points
    never patch on friday, usually it ruins your weekend
  17. 14 points
    Full collection (pirates already above) Future flag additions will be added to the Naval Action Flags DLC for free and will unlock automatically. we know we need to add merchant french and some others but do not have time now. Please propose in this topic if we missed anything
  18. 14 points
    Contract that raises the price must be placed at +10% higher - its already on testbed. So an incentive to overbid ONLY if you really want to overbid.
  19. 13 points
  20. 13 points
    I’m not a grinding bot to pay 10 coins for each teleport. Change this stupid decision.
  21. 13 points
    When you spot a nice gank When+the+crew+spots+some+nice+booty_d0f4f6_6787041.mp4
  22. 12 points
    10 Doubloons (pvp marks) for each TP. You are killing trading - and forcing players into hours of extra boring sailing.
  23. 12 points
    eventually the port BR limit should depend on tax income (tax goes up - BR goes up) in a couple of hot fixes we are planning to lower costs of timers and port infrastructure maintenance - we want average port to be money neutral or profitable overall across caribbean.
  24. 12 points
    To provide smooth and easy material conversion within couple of days we will issue a hot fix for live servers and apply following TEMPORARY changes Number of allowed buy/sell contracts and ships on sale will be set to 0 (no more new contracts) Number of days contract can stay live will be set to 1 (1 day) This changes will stay until the Port UI and material conversion is deployed / applied; these changes will be reverted after the patch. It is advisable to not set a lot of new contracts before the patch and claim all resources that are held in unclaimed contracts. Contract hotfix will happen on Monday 29th October
  25. 12 points
    EU Trader mechanic is very complex and complicated for players. Calculating prices, looking at base prices, placing contracts... Once you understand all of it, it's simple. But it's pain in the ass explaining the "hidden mechanic" for new players. I suggest that all ports producing resources will have them in stock at all time at the exact price of 4x the production cost, just like the EU Trader mechanic. It will solve all the confusion and complexity of the mechanic, make it plain and simple. Example: Mortimer produces oak logs. By the suggested mechanic, there will be always oak logs in port stock by the price of 292 gold (4x 73 gold). Of course, players can sell it cheaper so it won't disrupt or change NA Economy, just make things simpler and remove unneeded hidden mechanics.