Jump to content
Game-Labs Forum

Leaderboard


Popular Content

Showing content with the highest reputation on 08/16/2015 in all areas

  1. 3 points
    move surrender button away from leave battle Just thinking when their is lag I almost press surrender by accident when trying to leave Also sank should be sunk when pressing TAB to reveal dead ships.
  2. 2 points
    Just an idea. It would be nice to be able to put bounties on people and create missions with stories that players invent or add as historically researched. I am talking something like - go here and kill 5 french ships and I will give you 10,000 gold as a reward. Maybe put some background text behind it for flavour and add a .jpg picture... or choose one from a list.
  3. 2 points
    Railings getting shot off? That would be cool. And being able to see through the little holes, that would be cool as well, otherwise, if you are talking about the fake Total War type ship destruction, look at this post and watch the videos I posted. However, I doubt this is a priority as there are much more important things to finish like Port Battles, crafting, etc, etc. Read this post: http://forum.game-labs.net/index.php?/topic/4541-visual-damage/?hl=damage
  4. 2 points
    I don't understand why everyone that wants to argue against pirates (whether the Hollywood version or otherwise) feels the need to superimpose the image and idea of criminality onto the players. Do you really think that when we log off of Naval Action we go out and rob, rape, and pilfer? And always with comparing it to modern piracy (which I would argue no one is advocating) to try to disenfranchise us. Especially since the institution of privateering (and then its subsequent abolition in 1856) heavily blurred the line between legitimate privateering and piracy, making it far less explicit than in the modern day. Add the fact that pirates during the golden age where (mostly) former Navy sailors compared to the modern pirate. Destreaux, I know for a fact that you can make good arguments and counterarguments to piracy without sulking to this low tactic.
  5. 2 points
    There is only one way to make ppl fight: Give them something to fight for that is more important than the loss of a ship. Such things could be: -port control -ressource control -war of nutrition -trade route protection - fear of greater loss
  6. 1 point
    A fair warning that I tried to compile this in a way that it would work across multiple topics, however it makes more sense if it is all together, as such, this is a bit lengthy, but all ties together. So lets get to it: I have to give credit where credit is due: DazednConfused beat me to the punch in some of the main concepts I'll be showcasing here in his Shades of Grey post. At the current moment, port accessibility is limited by faction alone. There are no other means to enter a port unless it is of the same faction or if it is neutral (except for pirates). Neutrals also act as a sort of reverse pirate faction, though with little reason. Here are a few concepts that I think would create a more dynamic atmosphere and allow for more accessibility to ports and possibly even make trade and smuggling more adventurous. First off: Remove ALL Pirate ports- Pirates should not have any need or use for any type of major economic port. In fact, there should be no permanent pirate ports at all, otherwise, nationals will know exactly where to go to camp pirates. Then where will pirates go to repair and sell stolen goods? I suggest these two alternatives to permanent pirate ports: Pirate Camps: Camps set up by any Pirate player with over X amount of crew. these camps are temporary and will only remain for [X amount of time] after a player leaves (if another pirate enters the camp, the timer resets). Camps provide very minimal ship repair capabilities: only small ships (say lynx to brig) can be repaired here. The camp will also provide minimal crew recruitment/replenishment. Camps have no economic power whatsoever: Ships or equipment cannot be purchased but can be sold. No Warehouses can be built. No fleets can be purchased. Pirate Havens: Havens are quasi-ports that are generated automatically based on pirate activity in a given area. Havens are limited in number by area (i.e. Bahamas area can only have X havens at one time, whereas the Antilles can have Y havens), however their location within these areas are dictated by where piracy happens the most in said area. Should there be little pirate activity, then havens may not be generated (i.e. if the Bahamas has little piracy, it may only have 1 or 0 havens even though it can hold 2). Havens provide moderate ship repair capabilities: up to (say) Cerberus/Mercury and can provide the optimal amount of crew recruitment/replenishment. Havens have moderate economic capabilities: small ships and equipment can be bought here, all items can be sold, and havens provide small amounts of common trade goods. Small ships can be purchased for fleets. For both of these encampments, there is no option to defend in the event of a siege: if a National force is strong enough, a Pirate Camp or Haven is automatically dispersed. (Camps require X Battle rating to Disperse, Havens require Y Battle Rating, Y being greater than X) Next, is to allow pirates access to all other ports. In fact everyone should have access to all ports regardless of faction. Dazed touched on the idea of "Loyalty" that dictated the accessibility of foreign ports. I like this idea very much, but lets take it a step further: Port Security- The level of port security dictates the ease or difficulty of a non-faction player (and Pirates) to enter a port. Port Security can be increased in a number of ways, all that draw from the port's wallet/economic success: things such as building a Fort or Prison, stationing a Garrison of troops, ordering sea patrols, etc. will increase Port Security (all of these will also require an initial purchase price and subsequent upkeep price). The Higher the security, the harder it is to sneak into a port. Levels of Port Security: Lawless- This is the closest thing to a permanent Pirate port that you can get. There is almost no security whatsoever, and it is very easy to sneak into a port. Patrolled - There is a low level of security: some small ships patrol the waters, and there are a few troops stationed here, but it is relatively easy to sneak into port. Orderly - Moderate level of security: medium ships patrol the waters, there is a sizable garrison of troops an possibly even a small fort. Sneaking into port will be somewhat of a challenge Organized- High level of security: there are a number of patrols in the water, a large garrison of troops patrolling the docks and streets, a few forts. Sneaking into port will be rather difficult. Secured- Extreme level of security: Large ships patrolling the waters, a huge garrison patrols the streets, and a number of large forts dot the port. Sneaking into port is almost impossible Port security is directly effected by the port's economic success: the more money the port makes/the larger the port, the more resources can be allocated to security. So Havana will probably never be lawless (although excessive neglect could allow this to happen) and an obscure port will probably never reach the Secure level. Capitols are automatically set at the secure level. EDIT: A pirate's notoriety/infamy will also factor into their ability to sneak into a port: The higher the "Heat" Level a pirate has, the difficulty at each level of security multiplies. So a pirate with high levels of heat will still be able to sneak into a Lawless port with relative ease (he will have it harder than those without infamy or heat) but the difficulty in higher Security ports will be compounded into almost impossible chances of sneaking into a port. Security also has a few secondary effects: the higher a ports security, the greater a profit can be made during trade. This makes smuggling an interesting business: a smuggler could play it safe and smuggle into a lawless port, but only make a small profit or risk sneaking into an Orderly port and make a larger profit. Risk-Reward system in place at it's most basic. Second, the higher a port security, the larger/more deadly NPC ships it will generate. A lawless port will not generate Constitutions. Port security and sneaking into a port only pertains to pirates and the players and ports of factions that are at war. Factions that are at peace or neutral will be allowed to enter ports regardless of Security level. (Players that are explicitly aligned with a faction, i.e. members of the Navy, cannot sneak into an enemy port at any point. The Navies are folks of dignity and do not sulk to sneaking around). However, even if they are at peace, trade may be limited based on Trade regulations. Trade Regulations will be any type of limitation a faction puts on another to limit trade opportunities. These are done across all ports of a faction, not a port-by-port basis. For example, Even though Spain may be at peace with England and English sailors/traders can enter Spanish ports, Spain has declared that no outside trade is allowed in Spanish ports (this actually happened), meaning that an English trader could not trade in Spanish ports (if the trader had enough trade skill, he might be able to trade by shadier means) Trade Regulations can be anything from embargoes on certain goods (i.e. no Wood from non-Spanish traders), embargoes on a certain faction (No English goods) or a combination (No English Wood). They can also be across the board trade limitation such as the example above. Regulations could also be taxes/tariffs placed on trade, following the above system: Tax on non-Spanish wood, Tax on all English goods, Tax on only English Wood, etc. Taxes and Tariffs, unlike embargoes, will be handled on a port-by-port basis. Now, embargoes and tariffs are directly affected by Port Security: a lawless port will not be hard pressed to enforce any embargoes or tariffs, whereas in a secure port, embargoes are the end-all-and-be-all, no exceptions! NOTE: smugglers/pirates ignore all embargoes and taxes/tariffs! This means that highest profit is made in a Secure port with the highest level of embargoes or tariffs! Lastly, neutrality should be based on a Factions actual diplomatic standing: there should be no Neutral faction, and a Faction becomes neutral when they are not at war with any other faction (duh). Everyone (technically) has access to all ports, so neutral ports are not needed. The only people that absolutely must identify with a faction are those sailing in the respected Navy or Trade company, everyone else has a varying ability to disguise who they are or not show their faction alliance. (such as not flying a flag or flying a false flag) TL;DR: Pirates get temporary camps and limited havens instead of Permanent Ports Port Security dictates the ease or difficulty of sneaking into an enemy port Embargoes and Tariffs affect trade accessibility and profit of traders Smuggling can be lucrative, but there is a Risk-Reward system. Neutrality is based on Faction Diplomacy Cheers, ~William Drummond, the Drake.
  7. 1 point
    OK Midshipmen, Here is a cabin for those boys new to the ship, where we learn what it takes to captain a vessel. I'm hoping this topic will become a nice Q and A area where we can bring our newest Midshipmen up to speed. First: What is a midshipman? A Midshipman was a boy of about 12 years of age, educated, and often of the upper class. His role was to learn how to be a good officer, and eventually a Captain. A Midshipman had command rank above most sailors, who were legally bound to obey the Midshipmans orders or face disciplinary action. Midshipmen however would merely face the switch if they failed in their duties. At the end of their stint as a midshipman, they could take the officers exam to become a lieutenant at age 18. How is a Midshipman different that a powder monkey? A powered monkey is a boy with little or no education from the lower classes, who carries gunpowder and is learning a sailing trade. Midshipmen served in their respective navy. They had a collective (very small) cabin aboard most ships. In the cabin they could work on their lessons, or relax in their time off. (I'm writing this as we sail between ports) Frederick Bunnington III
  8. 1 point
    Damage to rails and other features on the weather deck would be cool to see (remember the bell exploding at the beginning of Master and Commander?). However, you should realize what you are asking for with the actual holes on the hull: A huge development delay to reboot the engine tech, netcode, damage model and existing assets; five times fewer ships in the game; much higher hardware requirements; smaller online battles.. and all for a little hole that you can barely even see through. And if you half-ass it, you just get cartoon goofiness like Total War.
  9. 1 point
    I'm a graphics whore. So yes, i'm all for more realistic visual damage. That said, the current "mark" that a hit from a cannonball leaves looks quite alright to me; https://www.youtube.com/watch?v=sXVQAnPjshw
  10. 1 point
    Did a bit of research on lighthouse history in the area the game is set in. Given we don't have an exact date the game is set in it's impossible to know what places should have lighthouses and which few should. For instance Jamaicas oldest surviving lighthouse was built in 1841. (Point Morant). My thought is that while lighthouses would be okay to have I would much prefer the ability to discern the glow that lighted areas would project far out from lit areas. To get an idea of what I'm talking about simply drive to a deserted area and look towards any town. The sky will have a glow about it after your eyes adjust to the darkness.
  11. 1 point
    Now that, really was confused... No peace please. Make war, not love
  12. 1 point
    Hmm. It is hard for us to know who the TDA really is at the moment. ( no guild tags at present. ) So, we hit everyone with your flag on it. No other reason, really.
  13. 1 point
    Xebecs really rock when there is no wind;) I sure would like to see variable winds in battle, but I suppose it is too difficult to implement.
  14. 1 point
    I played EVE for years, beginning when there were no tutorials and ending around the Aurum times and believe that there are fewer options currently available for PVE focused players to avoid combat in NA than there are in EVE. There is no equivalent of high sec in NA at the moment even though in EVE that's where the highest population density is. From the day I began playing EVE until the day I left there was high sec (mostly safe and I never got ganked there), low sec (pretty much lawless completely unsafe and yet mostly deserted) and 0.0 (player controlled and pretty much completely safe for people in the controlling alliance). What you happily fail to admit is that PVP avoidance mechanics are in place in more than 2/3s of EVE, most of it player enforced. Sure there are gankers, but the minimal amount of care has to be taken to remove nearly all danger. In all those years I took part in PVP I didn't wish to be a part of 1 time. Afterwards I congratulated those that jumped me for a perfect action, no whining, no complaining. They got a good killmail and my very expensive ship was replaced by days end. I was in 0.0 alliance space at the time. PVPers begged for incentives to draw more people to low sec, they got their wish and what happened, no one came. People either want to PVP or don't. Those that don't, or those that like myself enjoy organized PVP but do not enjoy random PVP are highly unlikely to give you your wish of a good fight anytime anywhere no matter the incentives to do so or the disencentives to not. I've stated before and will say it again, the very best games find ways to balance the desires of all gaming types. I hope that NA finds ways to give you the PVP you so desire without attempting to force me to play your game. I also hope that NA finds ways to give me the mix of PVE and trading that I desire without forcing you to play my game.
  15. 1 point
    about the Traiding system. 1. When you buy coal or what ever it yould be good to that with 1x click & drag not 34 times (every single slot ) on a traider snow 2. It would be good to have something like a Traiderbook on board so you can the what the prices were in every port you have been to ( now i take screenshots from the ressources ) and look up in windows what could be profitable it should be possible to have something ingame 3. it could also become interesting if you can buy a Fleet that will auto trade for you if you tell them what to buy and sell ( not buy and sell at any price ) i hope my english is good enough to understand it Tanks
  16. 1 point
    I know another way Puchu... don't attack small lone human ships with two constitutions. Make pirates more resource and supply sensitive to ensure they avoid naval actions and concentrate on raiding. P.S. I saw some conversation tonight about a British player Habeas Corpus who chased a new players snow and kept attacking and blockading the noobs ports for over 20mins in a constitution. Sunk the players new first ship - low crew snow - before the noob player finally gave up and quit the game apparently. Where exactly is the safe zone for new shallow draught players?
  17. 1 point
    I'm with you ...... I agree Johny that the "rules" of life on the sea were very dependent on how many cannons and men you had at your back and that most Captains of the day were "flexible" about ownership -- at least non Navy Captains that is. I am interested in how this shapes up and I hope to be able to "explore" many variations on "age of sail" game play upon release.
  18. 1 point
    I would be a free soul because I choose to play as friendly to a certain nation. I could always violate it as I choose but of course there would be consequences. How I play that toon in the end is up to me and my choice is in no way limited beyond how I choose to limit it. You make assumptions that aren't true in my case but may be true with others. My goal is to not tell any of my friends who my pirate is. I want to hide in the shadows, uncatchable and deadly. I will not scold a US player that attacks me because he won't catch me or because I won't want to reveal my identity to him. I will hunt waters that don't contain many US players and I will be avoiding the navies at all costs. So I will attack all the nations, British, Spain, Sweden, neutrals, etc no matter if the US is at war with them or if the US is allied with them. How am I not a pirate by choosing to leave one nation alone? Why would a pirate be US friendly? Because he is still a man and although a thief can still have his loyalties. As a pirate I can avoid the American coast and spend all my time in the Caribbean far away from US cities and the majority of their players. There is also no difference between me playing a rat to help my main's nation and my main hiring a group of rats to rid the waters of neutrals without threat of attack. In the end the result is the same. @Amp... Pirates often had letters of marque from a nation even though they were cutthroats thru and thru. Port Royal was used by these Marque holding pirates as a place to unload their booty. And honest privateers often would play the pirate from time to time. There is nothing unreasonable about a pirate holding a letter of Marque with a nation.
  19. 1 point
    Going back to the OP, there are other reasons people will chose not to fight. I was playing a Pirate and had a National in the same ship try to engage me, which I easily avoided. He sent me a PM asking why, to which I replied that a pirate does not look for a fair fight, he looks for prey. In a National ship I would engage in a fair fight, but flee from overwhelming odds. For me it is about doing what I believe a captain of that ship would do in that situation. RP'ing the role if you will. If someone who feels this a a "PvP game" gets offended, oh well.
  20. 1 point
    Perhaps he likes age of sail?
  21. 1 point
    Carronades shouldn't be able to load double. According to the Wiki document on carronades, double shot was unsafe because the barrel wasn't thick enough. The ability to load decks independently would allow your longs on the main deck to load double and keep single in the carrondades.
  22. 1 point
  23. 1 point
    To be honest I think smuggling should be available to any non-navy player, regardless of faction. But it should definitely be more adventageous for pirates 2, 3, and 4 sound more like privateering than piracy, and that should be its own mechanic, imo.
  24. 1 point
    I can agree with the bolded statement. As much as the new boarding is an improvement from what we had in ST1, it really doesn't do the game justice when compared to the rest of what we have. The sailing, the ship combat, etc. are glorious. Really exciting and immersive. The boarding might be more immersive with time, but the menu sim/mini-game for boarding really feels not good enough for this game.
  25. 1 point
    main issue with boarding is the exploit of the cooldowns mixed with the fact that ai always chose the best counter for your move, but not use cooldown for switch, so you can lure/beit it to make always the biggest mistake ending boarding in 2-3 rounds example: you chose musket fire he go counter attack, than you switch to defend, you go attack, he go defend, you switch to fire decks /grenades etc etc
  26. 1 point
    I really think most other aspects of Naval Action are great and even the few that are not are moving in the right direction. However, the whole boarding combat system I really don't like and kind of think it just needs to be scrapped. We shouldn't be able to really grapple massive warships as has been pointed out for one. Secondly, and this might be more important, having what essentially is a rock, paper, scissors mini game in todays gaming world just seems super antiquated. It's like we have this highly detailed sailing and damage model then when it comes to boarding its like a poorly designed mini game. You wouldn't send boarding parties on to an enemy vessel to attack....then fire deck guns......then brace....then defend.....then fire muskets.....oh wait make that a counter attack. It just seems super contrived if you ask me. A game of this stature and depth needs a better boarding model. I'm guessing in real life most boarding actions came down to numbers and better trained crew.....not someone playing a better ro-sham-bo
  27. 1 point
    I might be in the minority but I think it is too easy to board. A ship that weighs 1000's of tons travelling even at 5 knts and you telling me some dudes are going to throw a grappling hook over to it and "pull" the ship? It has to be one of the most unrealistic things we have going in the game right now. Boarding should only occur when both ships are virtually at a stop. Place more of an emphasis on immobilizing through sail and mast damage. Also, with the 1 hour time limit you have an enemy running away you can end up spending almost the entire match chasing the game and often times I find myself having to get extra close to try to inflict as much damage as possible to sink him before the timer runs out. This just opens you up to boarding, which in my opinion, is just a hot mess right now. People I think are enjoying it because they are making a ton of money but if the best we get from this game mode is fancy rock, paper, scissors....when everything else take way more skill in battle.....I'm going to give it a thumbs down.
  28. 1 point
    I'd rather have historical ships in the game than this fantasy stuff.
  29. 1 point
    Have not read the thread so apologies if a duplicate: Buying/Selling trade goods needs 'sell all' and 'buy all' buttons per item as well as the current buy and sell buttons....I want to be able to sell, for example, all my pine in the hold and buy, for example, all the iron available in the port upto the limit of my hold and gold. Also the limit of 2 upgrade modules....3 would give more flexibility
  30. 1 point
    I think the next ship class to be added should be a brigantine or barque or Dutch trade vessel.
  31. 1 point
    Keep them coming captains World is the same. We overdid the heights in virgin island and around Gustavia but the map (distances) is the sameIt feels small because you have grown as a captain. Just like your childhood yard. It now feels small for me too.
  32. 1 point
    Ah, screw the Black Pearl. And Pirates of the Caribbean. I second what OlavDeng said.
  33. 1 point
    I think this is misguided and that mixing a bunch of rates in battle does not result in better quality battles. In fact I think it has the opposite effect, with smaller rates being reduced to derp roles in battle, like sailing around shearing off bowsprits (BS mechanic that), or suicide ramming, or just generally getting in the way. Forcing mixed battles just forces players to play this way. What is needed is good reasons to have an SoL fight going in one place, a frigate squadron fight somewhere else, and an unrated ship brawl at another location, all for strategically valuable objectives.
  34. 1 point
    The thing to do is to implement instance sailing to the OW. Need to turn and position yards, fiddle with jibs, trim the sails and such. That would reduce your feeling of boredom during longer voyages. In regards to the teleport, I agree that it doesn't really fit into the world, but is quite useful. What use it mostly for is to teleport to some larger weekly event. During the week I sail wherever and I am willing to explore further from my bases, because I know that I will be able to make to the Trafalgar or Frigate fight or something else...
  35. 1 point
    I hate the current teleport feature with a passion and think it shouldn't have a place in a game like NA. It doesn't make sense to me to have this big, beautiful world and then artificially reduce the distances to absolute meaninglessness due to having a magical transport ability. And I really, really hope it will be removed from the final version of the game.
  36. 1 point
    Trying to think of some better alternatives to the hated speed mods here: Extended False Keel +1 kts (wind angle 80-50 degrees only, 50-30 degrees for fore and aft rig) Ship has 1 foot deeper draft in OW Loosen Rigging +1.5 kts (wind angle 80-50 degrees only, no effect for fore and aft rig) +1 kts (wind angle 80-180) -15% Mast HP +10% repair costs Speed Trim - Closehauled (exceptional) +2 kts (wind angle 85-70 only) +1 kts (wind angle 85-135 only) Maximum repairs used per battle: 2 -50% repair materials capacity Speed Trim - Downwind (exceptional) +1.5 kts (wind angle 180-115 only) +1 kts (wind angle 115-85 only) Maximum repairs used per battle: 2 -50% repair materials capacity Shift stores amidships -0.5 kts +1.5 kts (Storms only) +10% acceleration -10% deceleration +5% Mast HP -10% repair costs Shorten Rig -15% max heel angle -10% repair costs -0.5 kts -15% acceleration
  37. 1 point
    No. Just no. Artificial restrictions will just add frustration and get in the way of gameplay.
  38. 1 point
    Imho damage on sails should be higher, i am focusing on pvp right now and 90% of time the scenario is: or 1 guy running from others and take even 40 min to chase him, since you slowly dmg sails he repair and go on until time run out (at list sails dmg should slower more the target) IN 1 vs 1 is pretty much impossible to hold down another player, he will simply sail away, unless you spawn very close and can throw 2-3 good shoot , or unless you are in a much bigger ship 30-40+ cannons able to damage a lot his sails before he run away Nobody use chain shots becouse balls are as much effective+ they destroy mast , chain shot need to be double effective than now tbh.
  39. 1 point
    Mo was absolutely spot on, just what i think about POTBS... I do miss that game/community... oh and hai everyone
  40. 1 point
    Potbs wasn't a terrible game. It was a great game with a very bad managed company in the background. The Devs were terrible, Admins were terrible, Community was absolutely awesome. I do miss this game A LOT. It was unique and I spent ....7 years or so on it? I loved the missions, I loved the sound, the music, the open sea(the sound of the ocean). To me, as a Naval fan, who loves history and nature, the game was somewhat magical, even though the graphics were pretty mediocre. But the Devs killed the game entirely. To me, after the account hack, the game was dead. Closing the Burningsea.com site, was an insanely bad descision. We all were active on the forums. All the bragging, hate, battlereports....it was emotional. The PvP was so good in this game, I can't even describe. The ganks, counter-ganks... 1v1, 1v2+ ,2v2, 5v5, 5v6, 6v6, Portbattles, you could have it all. You needed a strategy in PvP, you def. needed skill and know your ship,class whatever. That was unique. They closed the Burningsea site, got rid of OS diplomacy, the introduced awfully bad patches, they tweaked/nerfed ships according to cry-babies instead of listening to experienced players. My account got banned for 6 months, because I sank an admin, who then simply claimed I was modstacking, which clearly wasn't the case. Even though I provided pictures, logfiles etc. over weeks. I simply got ignored. This kind of behaviour messed me up. I loved everyone in this game, really. I had some 1vs1 where the battle lasted 1h+ and in the end both players killed each other with the final volley, how epic can a game be? I will surely get in touch with Naval Action, I haven't played it yet. Time will tell, when the moment comes =). So long Mo, aka Mauritius Hunter / Adolf Hunter (Roberts) and Purple Pink / Loolsius Rooflson (Antigua)
  41. 1 point
    Listen, people are sour of the Brits. Why? Because of ganking. You want to defend it, fine. But here's the raw: the Brits don't fight any other way. Here's the current Brit strategy: 1) Farm WAY out of the way of normal PvP (sitting in Venezuela and Yucatan) where they feel there will be no PvP 2) get 15-20 people online on a Saturday or something 3) Teleport to English Harbour 4) Gank everyone in sight in 15-20 (half or more in SOLs) vs. 5 (at best). 5) When 15 enemies show up to fight the Brit 15-20 ships, Brits log out in EH. Then teleport back to the Yucatan or whatever. You can't see how that makes people sour? You don't fight. You just gank. Then taunt in global chat like you've won some major victory or something. Anyone can win a 15 v. 5 fight. That doesn't make it a worthy win or something to be proud of. Also, Brits never show up to Weekend Trafalgars where the WHOLE community has gentlemanly fights and a good time every weekend. You ask any other clan in this game how they feel about TDA/US or the Dutch or the Danes or the French or even the Pirates. We're all on good terms and respect one another as gentlemen. I've even heard that SLRN command is given specific orders to avoid Weekend Trafalgars and avoid OW PvP and not participate in the "Captain's pledge of PvP participation". So again, orders seem to be: 1) ignore the rest of the community and don't PvP. 2) get organized and gank. 3) go back to ignoring the PvP community. That's the perception. You want to change it? That's up to you, Brits. Start fighting even battles. Start showing up to Weekend Trafalgars (besides Snoopy and Ronan - hats off to you two). And stop running to the edges of the map when you're not en masse.
  42. 1 point
    I read here some people asking for quit incentives to PvE as a way for forced to all players to PvP with them... Why? Can you ask PvP to others without remove stuff for PvE people? If a player don't want PvP, he will not PvP anyway and if the game is PvP only they will go ut anyway. In other thread I wrote about I was a kid and I want to play with my brother but we had different ideas about fun games. I wanted to play "PvP" and he was more a "PvE". I never could forced to play my style of game and he was happy playing alone. And few times I could "forced" him to play my play style and that times was little interest for him and my fun was little too. In conclusion, PvE players forced to play PvP will be poor experience for they and a poor fun for PvP player. And when the server is empty of PvE players, the PvP will go to skirmish mode anyway... Maybe someday I will PvP, but now if I want PvP I go to Chivalry Medieval Warfare or Warthunder Groud Forces. But a game about age of sails is so much more than PvP for me... is the last thing I think about when I start this game. I don't understand why some people wants force me for play his game and not the mine. PvP players can subscribe in the thread for that or Tragalfar battles. P.S. @ Destraex: I understood that you want an area for shallows ships only? Bahamas area is a huge of shallows where no players with frigates can enter, Mercury is the biggest ships can enter there.
  43. 1 point
    I agree that an even(ish) PvP fight is the gold standard and should be what many are after, I think the XP might be a step in the right direction, we will see. A big deterrent is "packs" -- The OP flies the US flag and of the ten or twelve times I have seen a human US player in OW ---- at least ten times it has been a pack of them. It is exceedingly rare to see a US player or High ranking player of any flag sailing alone. Now, I may be slow - but I am not so dim that I am going to attack (or be attacked by) three US Connies (or three Brit Connies) in my little Surprise ------ if I can help it. ----- The OW is a wasteland with no law except the law of the "bigger, badder, faster, gankier" with roving packs of killers on the loose and fewer and fewer places for "non pack" players to play ---- you know, except over at some other game.
  44. 1 point
    Alejandro Viran reporting here. Hello, ladies.
  45. 1 point
    Actually I'm not sure why everyone suddenly started with all that troll flame here. He wrote his opinion, in constructive and calm way. He didn't write "OMG THIS GAME SUX BALLZ, GEVEME BAK MAH MONAY OF I SUE U FAGGTZ!!". Shame, shame, shame, *ding* Lord Vicious, its still alpha, and every aspect of game is tested, ballanced, wiped, changed. So maybe better for you, do like most of my friend did when you dont feel like a tester: Wait few months untill game will be in much better form. Now everything is raw. Yes interface is like from a windows 98' But atm. its the least important thing that players need. They wont add fancy interface because we still don't know how many new ingame options we will get. About Lynx being starter ship, its normal way to start in every other game. You get a smallest ship/tank/goat, thats its free, and make your way up. And getting brig is hour of gameplay? Map thing is still under heavy discussion, along with navigation stuff etc. About NPC groups too big: Find a friend, sail with bigger players, they wont mind fo sure if some lynx will sail and shoot phunny cannons on enemy. Also NPC right now sail in groups 1x lynx/privateer/cutter and 1x trader lynx/trader cutter/trader brig. Double Profit for you, cause traders dont have cannons. Smoke is ok imo. It could even last longer on a sea, so that would look even more like all those paintings.
  46. 1 point
    I chose 'other'. The system I would like to see ties in with different ways of obtaining a captaincy. 1.) Naval officers (captains) get assigned ships. As such, I would really like for naval ships to be named by the Admiralty. No player choice in here. Plenty of cool historical names to choose from and it would even allow a single ship in the gameworld to have a career captained by multiple players in succession. (i.e. player Bob plays Royal British Navy and gets assigned the HMS Dolphin 6th rate frigate. Bob does very well and a bit later he gets promoted to a bigger frigate, HMS Dolphin goes 'back into the RN ship pool' and 3 days later HMS Dolphin gets assigned to player Richard). 2.) Private captains accepting a commission on behalf of a trader or something else, again same thing. It's not *your* ship so she's named already. End of. 3.) Ships in private player ownership are free to be named by the player, usual filters for profanity and very immersionbreaking names apply. edit: Maybe players captaining assigned ships could be allowed to select an own name (maybe from a list, maybe human approved) for real money, like a vanity thing. It could represent good contacts at the Admiralty willing to pull some weight for you and change the name of your assigned vessel. TL;DR: I think it would be most fun if names were not playergiven for assigned ships, yet private ships can be of course named by the owning player.
  47. 1 point
  48. 1 point
    Gun ports, and the ability to open/close them!
  49. 1 point
    Ability to extinguish lights on the back of the ship at night. Ability to send flares. Captain cabin like one in AC Black Flag. Ability to hoist different flags anytime. Crows nest on the top of the main mast to view greater distances. Ability to change, paint figureheads and ship hull.
  50. 1 point
    I would like to see some nice lanterns being lit when it's night time. A rudder and a steering wheel that actually turn!
×
×
  • Create New...