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Showing content with the highest reputation on 05/17/2016 in all areas

  1. 12 points
    National news section reopened as an experiment Captains posting in that section must avoid personal attacks and rude direct confrontation. Having said that - captains can discuss general national skill/clan levels as gentlemen of the 18th century and describe events the way they see it. Here is an example from the 18th century propaganda Thus the simple test for all your posts is this: If it could be in the 18th century public newspaper = its allowed. Only these insults are allowed: http://wiredstar.com/nainsults/ Guild recruitment topics belong to guilds. Captains should avoid enemy guild topics and should show their powers in battle not on the forums. Guild leaders can ask to remove content they don't want from their guild recruitment topics - those are their topics. Guild leaders must be clearly identified. It will be hidden by moderators (in the order that those requests are received). Lets see how it goes - one more time Don't cross the line please.
  2. 11 points
    I think that one of the many problems this gaming community suffers from is the different mindset of players playing the game: 1. The Alpha Tester - accepts the partly broken mechanics and reports bugs - tries to find ways to enjoy what content we have - tends to be more lenient and less toxic towards other testers, even when in the enemy nation - will accept that players sometimes need to make their own rules where the game engine falls short - deciding not to kill off a faction in the game for the sake of community health vs. own pride would be one example. Deciding not to exploit bugs or broken features in the alpha game in order to improve gameplay experience for everyone would be another - look at Hethwil as one such example of a Tester 2. The Power Gamer - plays Naval Action as if it is a done and polished game - as such, he/she uses any game mechanic available, because it is "a feature" and "allowed, because the game engine allows it" - plays to "win the game" - one could argue that wiping off an entire faction from the map can be considered a "win" - favours "winning the game" over enjoying the game Obviously, these are oversimplifications. But I feel that the difference in attitudes towards how Naval Action could/should be played is the largest cause of grief for the player community. The alpha game simply is too broken in too many parts, which potentially allows the Power Gamer playerbase to easily ruin it for a majority of the rest of the playerbase. The result can be seen in ever dropping player numbers. I don't mean to doomsay here, like many people do in other threads - but the fact stands that many players leave the game when their faction is reduced to rubble. We also have seen many old school and competent fleet commanders leave the game because they cannot keep themselves motivated to do port battles 24/7 for weeks on end. So, what can the gamer community do to prevent player loss? Sometimes, the aggressor needs to exercise some restraint and not push over any given faction when they clearly could. Unfortunately, the "diplomats" in the nations aren't necessarily the most level headed people - so, claiming that the victim of a faction genocide could always just surrender and negotiate a good deal for their faction's survival is a kinda lame argument when you look at the big egos of some of the decision makers in factions. I am not pointing fingers here at any individual nation, clan or individual, just explaining the situation as I see it. Right now, Naval Action needs more Testers and less Power Gamers in my eyes. Cheers, Hugo
  3. 10 points
    The problem with the current situation is that it has already been tested before and it was found in all cases so far (Spain, Sweden, France, US) to hurt the player base of that particular nation - badly. Even in cases where the nation didn't lose everything but had noticeable losses of territory at some point (GB, NL and perhaps even Denmark and Pirates) nation chat becomes toxic and the game turns sour for so many that we start losing people. I didn't mind when it was Britain vs everyone and we were losing left and right but the simple observable fact is that while you or I don't care not everyone likes that kind of situation and they will vote with their feet and either Take The Black or simply leave the game. Yes the game says on the package it's a sandbox, but you still have to be able to play in the sand and being reduced to the capital isn't that. As most national councils have learned so far (by making mistakes along the way), crushing a nation should simply never be done, in the interest of the game and out of respect of the enjoyment of your fellow players in other nations. In this conflict it seems to me it isn't just the US players who need to 'swallow their pride'.
  4. 9 points
    Падающий онлайн является неплохим стимулом для того чтобы закончить играть на популярной аркадности среди разочаровывающихся масс: быстрой прокачке, доступных кораблях. Этот тупик вызван тем что на стадии альфа-теста и с условием того что игра является P2P, для избежания стартового вайна и удержания в игре "корсарщиков" им была предоставлена модель быстрой прокачки до адмиралов и дешевая экономика с легкодоступными кораблями(Ту же Сантисиму мы штампуем раз в два дня в 3 человека). "Корсарщики" наигрались, покачались, передавали из рук в руки порты, заскучали, начался постепенный свал, т.к стремится больше некуда. Вот и как раз наступает время строить ту игру которая будет обрастать новыми пользователями, начинать прививать им вкус к серьезному и по настоящему интересному геймплею. Для этого необходимо произвести болезненные но необходимые, как операция для больного, изменения: После приведения пиратов к их историческому виду из игры свалит та часть "корсарщиков" которая не перенесет потерю их главного фэнтезийного фетиша - крафт линейных пиратских кораблей. Ну что же, разработчики сами изначально не продумали концепцию пиратов, потакали мании величия насмотревшихся Джеков Воробьев. В итоге реальные пираты, которых здравомыслящие игроки пока не видят в игре, остались за бортом. Их место заняла лженация с пиратским флагом. Онлайн еще больше просядет, но убрав сие явное противоречие это станет базой для нового подъема, да и вернет часть прозревших игроков, которые поймут что быть настоящими пиратами куда интереснее. Второе: Система прокачки и вытекающая из нее экономика. EVE-online играли разработчики? Конечно же играли. Так вот, задача заключается в том чтобы увязать P2P с длительной и постоянно подогревающей интерес прокачкой, чтобы можно было годами стремится и улучшаться а не плодить кучи скучающих псевдоадмиралов, не знающих куда кже направить свою Сантисиму. Сантисиму! Этого монстра, который должен быть куда крепче и стоять на страже испанской нации! И не у каждого гореадимирала а одна-две на крупный клан! Сантисима и ее аналоги других наций должны быть символом могущества и их крафт должен занимать месяц! Это должен быть одинокий козырной туз в борьбе с другими нациями, одним своим присутствием в порту региона подавляющим мораль противника. Эхх.. Первые рейты и все линейники вообще должны строиться только на верфях клана, благодаря организованной, длительной игре десятков игроков. А у нас что? Добавили еще к прочему в магазин серые ботовские конституции, триньки по 100 тыщ, бери не хочу, никакого удовольствия от корабля. Поэтому тема фрегатов, бригов, легких линейных,в игре не раскрыта! Они просто хлам на пути к таким же бесполезным рейтам. К экономики можно отнести и необходимость в географическом разделении ресурсов, для подъема торговли между нациями и требуемая для этого система дипломатии. Ну и третье, вытекающее из отсутствия нормальной экономики -остальной геймплей, включая не отлаженную боёвку, в которой нет места героизму, с повалкой мачт, выносу экипажа через корму, избитая тема портов, и.т.д Да вот к примеру: Зтот бред с пересылкой корабля через торговца в оутпост фритауна. Игроки не ведут свои боевые корабли для гангов и зергов в воды противника а просто пересылают через торговца или с помощью умышленной капитуляцию союзника. В итоге в тылу наций получается перелетевший флот противника. А ведь куда интереснее прийти в фритаун своим ходом. Пожелаю разработчикам, пока игра в альфе, не боятся признавать и исправлять ошибки. Ведь игра замечательная по задумке и если повернуть в сторону верной системы то после обвала псевдо-аудитории, проект начнет постепенно набирать целевую и восстанавливать часть старой.
  5. 7 points
    16.05.2016 (prev) captured / owned ports 91 / 92 - Pirates 86 / 87 - Great Britain 35 / 36 - Verenigde Provinciën 32 / 33 - France 26 / 27 - España 25 / 26 - Denmark-Norge 18 / 21 - United States 8 / 9 - Sverige Top 3 Lord Protector 14 - Lord Vicious 11 - Xemko 7 - DukeNasty / Papa Bear Top 3 defend time 18-20 - 72 ports 10-12 - 48 ports 4-6 - 45 ports Resources available to a nation *if this post get 6 likes until 22.05.2016 then i will publish next report
  6. 5 points
    Right now there is a game mechanic that allows anybody to turn pirate and keep their ships and what-not. There is not a corresponding mechanic to allow a person to join a nation with the same advantages. Many of us predicted that pirates would gradually accrue in numbers as time went on. That prediction has held. Right now us remaining yanks are fighting more like pirates than the pirates are. It's all good. Speaking of egos, as for surrender terms I feel no need to salve somebody's bruised ego. It is his problem to fix, not mine.
  7. 5 points
    If a clan uses it's clan recruitment thread to directly insult clans and lie about their feats, then it is perfectly acceptable for those involved to call them out on it. If you don't like it, purge the cause, not the result.
  8. 4 points
    I have thought long and hard about what core values separate your clan from mine. First: I would never call a [sORRY] member a "silly-assed troll". Second: In my clan we have a motto we "try" to uphold -- "Humble in defeat, gracious in victory" -- simply put my clan would think it ludicrus to defeat a Captain, Clan, or even Nation and then require them to "submit" to our clan leader. We would simply type gg and suggest we play again at their convenience. I agree not all players in NA see things as my clan does and I've tried to point out the positives about [sORRY] - it is a good place for those who DO like to make a defeated player, clan, or nation "submit". I think on that we can agree.
  9. 4 points
    Just thinking that the last few times I have been in the open world it has been against people in renomee or cutter that are really happy to run when they see you from miles away. This makes PVP very unlikely a lot of the time. I don't have time to flesh this out today but I had a few ideas to make the cat and mouse game of the open world a little less one sided and a little more exciting. suggestion for chases no names or nation until very close. No human tags until even closer Why? Because in reality people did not fly their colours early unless they could see yours or had an interest in doing so - merchants?? Needs checking. Sick of Trying to figure a way for chases to be a bit more than just a renomee running and easily out stripping all comers from a very long distance. Also invisible when just out of port should perhaps reveal no names what so ever?? maybe not EDIT: In the real navy you made do with what you were given. And you were given a mission that may be scouting with it. THat was that. Captains often had missions that seemed impossible with what they ships they were issued. In this game every ship seems to be the best of breed. Missions for scouting need to be given by the admiralty IN particular ships. Perhaps that would help. With huge rewards maybe when the ship type is not ideal. You know like go have a look at this harbour or that harbour, get close in for 5 minutes to claim your prize, but the ship you use must be a frigate etc.
  10. 4 points
    This is an area of rule design I feel it is the most interesting to discuss and whether we want it or not it is intimately connected to Trader class as well. After all Privateers existed due to armed trade wars. Both classes must be developed together and not separate from all the rest, not to unbalance the established goodness. Let's establish that Traders equal Players sailing dedicated trading vessels. Ignore NPC sheep. The starting point should be to answer the following - are there enough Traders to be intercepted ? If NO, changes must be thought of. - in the wars going on, does Trader hunt have any real effect ? If NO, the same treatment. As it stands at the moment, trader hunt is more of a RP thing for the privateer and freebooter, a hobby within the NA hobby. The usual smart trader does its run and then teleports back to capital. This renders any trade interdiction impossible, generally speaking.
  11. 3 points
    It's been an interesting couple of weeks. Forum & Global chat has kept me entertained, much popcorn consumed! Currently we have a situation were USA has been pushed into a corner by Pirate Nation albeit, predominantly by one clan. I think the most alarming comments I'm seeing is how this situation is hurting the game and forcing players to quit. Some folks say mechanics should not allow this and so on. My response to this is... really guys? Many folks compare NA to eve online. Of course it's a completely different game but is comparable because like NA it's a sandbox were players can combine their efforts to achieve a common goal. Much of Eve Online's battles, politics and negotiations take place outside of the game, in forums and the like. In fact, I would go as far as to say that it's this aspect of Eve Online has been the secret to its success with some of the 'out of game' drama making it into mainstream media (= good PR). NA shares this phenomenon which I have to say is great! So back to the claims the current situation is hurting the game. From where I sit, I can understand how being a US player at the moment is not going to be a huge amount of fun. Not too long ago, the Pirates got pushed back and it was difficult to move goods around, or do PVE fleet missions without being constantly harassed. Personally I saw this as a minor inconvenience as the bonus was having PVP on our door step but I know others, particularly our crafters felt the squeeze. The fact is, NA is a lot more than just being able to go out and sail and have fun with your friends. it's about Nation vs Nation, conquest, territory control / access / denial, being on the winning side, being on the losing side, facing adversity, challenges and trying to over come them. It's about winning or losing as a Nation, not just an individual player. So the mechanics have backed USA into a corner. Same has happened with other small nations in the past. Arguments are USA doesn't have enough players to mount a suitable counter defence / attack and are helpless to do anything about it. Fact is, this isn't true. An option has been given, conditions made, and really, if you genuinely do not have the man power to fight back, then it's probably time to swallow some pride, throw out the egos and either accept the terms of surrender delivered by a clan who are able to enforce the the situation upon you, or at least try to negotiate something different. Elect a body of players to be your voice. Discuss as a nation, act as a nation. You have the tools, the platform, and the ability to get out of this, even if it's not a pleasant one. If you are in the quitting camp, then you really do need to rethink whether a conquest PVP sandbox is the right game for you. Please don't let the replies turn into a trolling fest. Discuss the situation maturely and rationally. If you think it's hurting the game, say why. If you think it's great, say why.
  12. 3 points
    Looking on action of Spian forces around Caribbean with creating screening fleet vs enemy forces, intercepting enemy ships, regular fighting vs enemies on side of our enemies and other crimes vs Venerige Provincian done by Spianiards in last days, with no relation for our nation agreement, which could be maintained further in this invalid way by all who still want this, HUGO REPUBLIC of Dutch declares war to Spian. After several brutal encounters around the island of Saipan, the - rather confused - local population surrendered unconditionally to the Hugo Republic Armada as depicted in the drawing below. Hugo van Grojt accepting the Saipanese Surrender. Unnamed artist, oil on canvas, May 1716 The Hugo Republic Armada then proceeded to take on fresh water and what little fish and fruit the indigenous people of Saipan had and re-deployed back to the Caribbean. It remains unclear, whether the war with Saipan was a clerical error or a navigational mishap. The accounts of the people of the neighbouring island of Guam are unclear in that regard.
  13. 3 points
    I'm really baffled by all the stuff going on in this thread. All this vitriol being slung at TF/TDA is odd. I know it's mostly just propaganda of course. I can't speak for TF obviously, but over in TDA we have never claimed to be anything other than a bunch of people that get together to enjoy Pvp in naval action. We joined into the "council" as did many clans just so we could talk to other groups in the nation more efficiently. TDA did not initiate or organize the council. We never tried to dictate how others play the game. Many posts seem to be trying to make us into some kind of ruling over class or something. TDA is just a small bunch of long time Pvp players looking for fun open sea fights for a couple of hours a night. I'm not sure why all this talk of council and "American PVE Kings" keeps coming up, but frankly, it all seems a little silly. I suspect all these demands are not being answered because the guys who organized the council you are always demonizing are living their real lives or just enjoying their game. I don't think people should be flooding a recruitment thread like they are here, but there are pretty provocative posts in these threads and they are clearly intended to get a response. I am personally busy with my new born second daughter, so I'm going to get back to that.
  14. 3 points
    This subject is near and dear to my heart, as I know it is with many of you, and I've given it a good deal of thought over the past few months. The current state of affairs in "The Life of a Privateer": For my part, I have focused my time in Naval Action almost exclusively on privateering, and can speak from experience when I say that it is one of the most difficult, if not THE most difficult, ways to progress in this game under the existing mechanics. To whit, after 350hrs of play, I am only midway through rank 6 (Capitan de Fragata / 250 crew). This is not a complaint, and of course you don't need to level up very far to sail the typical privateering ships. Privateering, under the current system, does not pay particularly well in terms of gold or XP, even if you focus on the far more reliable and more easily obtained rewards from capturing AI traders. Typically I will grape a Traders Cutter or Traders Lynx to decrew, which is pretty quick (usually only taking 3-5 broadsides) but results in 0 gold and around 3-4 XP... with the only benefit being that the ship will have 100% sails and thus be relatively safe from capture once I take command of it in the post battle screen. Rewards from selling the ship and its cargo to the Shop in a friendly port are relatively paltry, averaging probably $5,000 - $10,000 gold (guesstimate but probably not too far off the mark). Compared to other activities in game, these are extremely modest rewards, especially as compared to the current (and almost certainly not lasting) compass wood "exploit." Hunting player traders, while TREMENDOUSLY FUN in terms of gameplay, is a mixed bag in terms of rewards, since they frequently teleport when fully laden with cargo, preventing even the possibility of their capture when not empty. There are some "happy hunting grounds" to be found, and I'm recently having better luck finding player traders with actual cargo aboard, but it's still quite difficult to interdict them (compared to AI traders) especially if they are sailing in Traders Snows, Le Gros Ventres and other relatively fast and/or hard to slow trade ships. There are a whole host of game mechanics which facilitate their escape and tilt the balance in the player trader's favor, and for my part, I find it far easier to win a 1v1 duel versus a player opponent than I do to capture a player trade ship in the vessels ostensibly intended for privateering- i.e. Lynx, Privateer, etc. It's easier if the player trader is him/herself sailing in a Traders Cutter or Traders Lynx, but those are a bit more rare... as the players quickly wise up to which ships are "safest." Of course, I could myself begin hunting player traders in a fast Snow or similar square rigged vessel - but then I too take on greater risk of interdiction from the 6th and 5th rates that should rightly be patrolling and hunting me. I see this as a somewhat balanced gameplay design, although I think the Privateer and Lynx should have slightly better downwind performance to give them at least some chance of keeping a Traders Cutter (for example) tagged, to say nothing of a purpose-built (i.e. fast) Traders Brig or Traders Snow. It's nearly impossible right now with a Privateer, which is a shame considering the ship really has no other stated purpose in-game. It wasn't till I started crafting and trading - and myself "exploiting" the current situation with Compass Wood and its influence on the availability of gold currency in game - that I was able to accumulate any sort of meaningful capital reserves (and by "meaningful", I mean I am finally approaching $1M in gold currency cash reserves - paltry by most standards, but FAR BETTER than when I could barely scrape together $100k - which was my state of affairs for a long time prior to initiating my crafting & trading activities). I did this by setting up production buildings to provide myself with copper, silver, coal and compass wood, which - combined with a shipyard - allowed me to get quick cash (from Compass Wood) as well as crafting and selling Low Grade & Mid Grade Notes. That cash, combined with the resources I've plundered from NPC traders as well as purchased at various ports, have allowed me to begin crafting my own ships, ensuring I have a ready supply of Lynxes, Privateers and similar to support my privateering addiction What I think can be improved to make privateering a viable gameplay option: Teleport with cargo needs to be removed from game and replaced with some sort of autopilot / NPC crew delivery option for those who don't want to personally haul cargo through the OW. Cargoes must move through the OW for privateering to be viable and for goods to be valued at their "true" price (as opposed to inflated by compass wood gold). Until this changes, far too many cargoes are getting 100% safe free transport, and this is the primary reason why privateering versus player traders is generally very difficult and time inefficient except for the most die hard of hunters who will do it regardless of the rewards or lack thereof. NPC trader cargoes need to have an actual impact on port consumption, demand and resource availability. Currently port production / goods availability and NPC traders are completely independent, which means NPC traders and their cargoes are essentially just a resource & gold faucet with no corresponding sink and no impact on port consumption, demand or resource availability. What I suggest instead is that if NPC traders are interdicted, preventing their cargo from arriving at a port, then that port's demand for the interdicted goods should go up, with a corresponding price increase for those goods in that port. Having NPC cargoes impact port demand will create opportunities for player traders to profit from scarcity as well as wage economic warfare on their enemies. This will provide a motivation for player traders to take on the risk required to service that demand. It will also create opportunities for privateers to remove goods from an enemy's economy, thereby facilitating economic / resource warfare - giving a true RVR purpose to privateering which is not possible currently because NPC traders and their cargoes have no actual, direct influence on resource availability or port demand/consumption. Essentially, the economy needs to become more player-driven, with goods moving between ports if and only if they are physically transported through the OW by either a player trader or an NPC trader. There need to be corresponding impacts on the price and availability of resources in ports if those traders (whether player or NPC) arrive in port or not. Navies exist to protect commerce - not the other way around. Currently Naval Action starts from the idea of a navy and builds a nation's economy around supporting its existence. This is precisely backwards from how things work in the real world, where the navy is created to protect the commercial interests of a nation. By requiring cargoes to transit the OW and thereby subjecting them to risk, and by making NPC cargoes have an impact on port demand & resource availability, you create a situation in which commerce matters. A nation's navy will thus have a natural and compelling reason to protect that commerce, and to fight to ensure its trade routes remain free from interference. Likewise, a nation will have clear and compelling reason to attempt to interdict the trade of its enemies. The resulting conflict will result in more and more meaningful PVP with true RVR impacts for all player activities, not just those who choose to participate in port battles. I am hopeful the devs grasp the above concepts and that we will see movement towards realizing them in time.
  15. 3 points
    Игра в топ 10 стима по среднему времени проведенному в игре за последние 2 недели (и по среднему и по медиане) Дота 20 часов Навал 23 часа Ваше мнение не соотвествует статистике. То что вы наигрались и вам хочется большего мы понимаем. То что мы планируем сделать мы сделаем, но согласно статистическим данным даже на текущий момент для среднего игрока контента на 3 часа больше чем в Доте (от самой Валв)
  16. 3 points
    I think it would be interesting to see the numbers and ranks of the members of the various nationals (obviously including pirates). Surely the devs must have these figures and wouldn't it be useful to either confirm or disprove the theory that pirates are steadily increasing proportion of players. Because if that is the trend then the pirate event horizon is approaching and the pirate rules do need to be changed before it is too late.
  17. 3 points
    А нечего было шведское радио свободы душить
  18. 3 points
  19. 3 points
    This is a Deja Vu of other nations situation a while ago. Nothing really surprising, it's the ebb and flow of a wargame, of a clash of clans, of a game about fighting to survive, to conquer, to harass the enemy shipping, whatever you like to. Timers are a lot to blame ( not in this particular case though ) but for now I think we have to live with them *shrugs* Many players forget the fun it is to "play a character" and get overly obsessed by the power gaming part of things. Plus some nations/clans, badly represented by their most vocal citizens, have yet to feel total NA war being attacked by three or more nations simultaneously. Too much economy, too little action. Less talking, more raiding.
  20. 3 points
    I really think the combo between bad timers and unlimited caps/day has proved as the one that most hurts playability , specially to factions with no 24 hours presence capability -playing mainly spain I think have quite a tell on this- Fortunately this is tagged to be solved in a near future patch.
  21. 3 points
    This is a screening ops, silly. Multipurpose Screening Pavels ftw. You can even hop into the occasional Portbattle with them. Fun battles all over the place with fake flags, bait flags, fun flags, real flag, white flags, we see it all in one evening. I'm sure the French have fun too and can sport nice screenshots also. We remember the first French-Dutch war with nothing but fights, battles, tears, laughter, cunning, stupidity and above all emotions of utmost respect for each others achievements and failures. I see it no different now in this second war of Swedish independence we now try to defend. I salute my French adversaries. May war last a little while longer and come again sooner with such awesome opponents. o7
  22. 3 points
    Not if you're using your "clan recruitment" thread as a national news alternative to brag about every single victory. And nice job liking your own post. The community of this game has become remarkably toxic with the launch of early access on steam. A lot of players joined who aren't in it for the fun itself, but for the fun of defeating other players - and getting the most out of it by gloating in their face as much as possible. I just watched the Aves PB on twitch, and when the battle was decided for France after Sweden had lost two victories and a Santisima, the channel suddenly filled with pirates, French and Danish players who gloated and insulted the streamer and Sweden for the last 30 minutes non-stop. I mean hate the Brits all you want, but Sweden? Those guys never did anyone any "harm". Such a completely unprovoked troll raid. I don't recall anyone ever raiding Babay's stream when DKN lost a PB on stream. And it's the same in global, the same in battle chat. Constant trash talking, during sailing, during reloads, during turns. Why would the forums be any different?
  23. 3 points
    A statement from a council representative: It has been claimed that the American Council is dead. There is no truth to this statement. What is true, is that until recently there has not been many decisions to be made and therefore the Council was and has been relatively inactive. That inactivity doesn't in anyway remove the council's influence. But what is necessary is that those who doubt or criticize should understand the goals and role of the council. The council wasn't designed as a fighting force in itself. It was designed as a way to communicate and come to agreements on national policy in order to promote a united front. That does, though, take an effort of the clans involved to participate and actively seek to contribute. There are no "leaders" of the council. There are clans that are more active in it then others and therefore may be viewed as leading it but ultimately everyone has an equal say and part. That is what the council is and has always been in spite of propaganda to the contrary. In fact the council was proposed, advocated for and organized(including the website) by a clan of just 9 guys. TF and TDA, the two oldest clans in the game and the two largest in the US nation simply agreed to it. The council still seeks to unite the clans through a common avenue of communication. This work has not stopped even though it is not always visible and of late has seen some promising fruit come out of that effort. Many of the PvP2 guys that accepted the narrative of the pirate propaganda machine when they first arrived are realizing that the propaganda was false. When the clans in the west and the clans in the east unite, and I have no doubt they will, then the organization that follows will still be the "council". Even if reorganized under a different name or no name at all it will still be a group of clans that unite towards a common goal and strategy which is all the American Council has ever wanted out of it. If it is TF leading the charge or Forge, on any given day, is irrelevant. All that is relevant is stregnth in unity and common purpose. In fact, as a leader of TF, I can tell you that I hope and desire for more larger clans to develop. It spreads the load around and allows clans to combat members "burning out." The thing about the council is that we look at the long game. Losses as well as gains are minor interruptions or achievements if our long term goals are not accomplished. The current war is no exception. Although the council has not made an official decision or announcement about the current state of affairs you can rest assured that the long term goals are being attended to. It may be hard to understand and I'm not always in perfect agreement with, how these goals are being pursued. Maybe mistakes will be made or maybe we will go down in history as geniuses. The best way to influence and understand these decisions is to get involved and be a part of them. PM me here and I will give you the TS info. Pugs are also invited to participate. Our TS is open to all and is most often used as the TS to gather for joint operations. At least in the East. Now to the pirate peace demands. We are not interested in the least. You are doing nothing but accelerating our long term goals and I thank you. As you know, there is nothing that unites a group of people together then a common enemy or catastrophe. If you should ever seek peace again then offer reasonable terms. 1. You have no place or right to demand the end to any organization, gov't, voting body, or dance class in the nation of the United States. Remove that first. 2. We also won't break any relationships with our friends, so consider that a non-starter. 3. It is evident that you are suing for peace and not us. Nor would I sue for peace without consulting the clans in the west and that hasn't even crossed our minds. 4. Lastly, approach any request with honesty. My advice is get a different figurehead because the one you have doesn't know the meaning of that word. Your whole proposal starts with a claim that TF and TDA is spreading propaganda about winning the war against you the first time and refusing to admit defeat. Begin any negotiation with these kinds of false accusations and we will kindly ask you to come back another day. Now get back to what you were doing. You are lending us a hand atm. Its bitter/sweat for us but is also a win/win if my private predictions come true. P.S. This is an American Council thread used for announcements and recruitment. It was not started for the purpose of arguing with other nations or clans. If you choose to respond then use your own thread please or I will simply ask the mods to move your comments. I don't want to see this thread devolve into a flame war and I will not participate in one. Thank you for your cooperation.
  24. 2 points
    Gentlemen, We're very pleased to annouce that CORE is searching for active players of VlaggenKaptein [Flag Captain] and above to join our ranks! Core is a multinational guild of mature players from British, to German, Austrialin and of course Dutch who's main interest is to have fun! [English is the primary language!] The Recruitment Process: We accept all members who are 18+ years of age and have a rank of Vlaggenkaptein and above. Once you are given a 10minute interview which briefs you on exactly how we work, you will be accepted as a trial member for 2 weeks. When the 2 weeks are up we decide whether to keep you or not to be blunt! The recruitment process is very strict because we want to know exactly whom we're spending our nights with. We have no time for ambitious individuals putting personal desires above the clan, nor grown men who can't handle a loss. Also if you are inactive for more than a week without informing anyone, it doesn't matter whether you are an officer, core member or trial, you will be kicked. [We use a single, simple google document to manage everything from the roster to the ships order form + the economy. Not a website] Our Economy: CORE uses a very unqiue economic system designed by one of our members; Hugo van Grojt. We are lucky to have more than 10 high level crafters, 5 of which are level 50. Our economy is unique, effective and we currently find ourselves running out of slots to hold all our SOLs!!! We also have a guild docks [seen in the picture below] which is where we store all of the enemy's captured ships ready to lend should our members require it! [had to hide the location for obvious reasons!] Officers + Progression: In CORE the most important skill required to be an officer is purely social. We need officers who CAN admit they are wrong from time to time and know how to back down. We have no time for stubbornness for the sake of it. Listen to other ideas and present your own. Everything else, game knowledge etc can be learnt and taught. ALL of our officer positions are available to any member wishing to apply for the job. If there is someone already filling the role which you'd like to take, there will be a guild vote during our weekly guild meeting. You can be elected for EVERY job including guild leader if the majority votes gets you in. Our Goals: CORE is capped at a 50 member capacity. The reason for that is because we want to keep it close knit, work together as a team, IMPROVE together as a team be and a formidable force in the Caribbean! We want to be able to recognise voices, and feel comfortable sailing with individuals whom eventually we KNOW can be completely relied on to follow orders eagerly and effectively. In this, we become a valuble asset to the Dutch Nation in bringing destruction to those foolish enough to makes us our enemies! Whilst we ARE very organised; we are still a very casual, laid-back and fun community of PvP players. Whilst priortising the guild and the nation, we also have great interest in sustaining the health of the game. As a Nation we have grown a great reputation for being very courteous and polite. This is a standard we hold dear to us, as we belive much more can be achieved through positive relationships. Personally I live by the saying "Kill them with kindness" If this sounds good to you, hop on our teamspeak na.lynixgaming.com and ask for Monkeybullet [british], Flamigant [Dutch], Hugo Van Groijt [German], or just contact us in game! See you on the open seas! Safe Sailing
  25. 2 points
    Simple and straight forward: In big clans its difficult to see who is an officer is all the chatter and everything is in white. So: Officers and the Clan Leader should have a different colour in clan chat. Any thoughts?
  26. 2 points
    I didn't vote for you sniveling curs that "trade" ports on behalf of our nation to appease our "allies" as we get monkey stomped into the earth. Call me... pirate. See you on the open seas.
  27. 2 points
    Сколько таких тем уже было. Если "критикуете", то делайте это конструктивно, а так это похоже на 'мне не нравится переделайте. Не знаю как, но передедайте". Тем более для всех ваших классных идей есть специальная тема.
  28. 2 points
    To whom it may concern, The Hugo Republic Armada has successfully completed its campaign against Saipan and is returning to home waters (see revised top post). Sincerely Yours, Hugo van Grojt
  29. 2 points
    Был замес у острова между оранжестадом и чарльстауном (забыл название острова) между французами и шведами.22 и 17 кораблей вроде. Если не считать толпу французов, то я на своем цербере и еще три консты стояли около порта. Перехватил идущую на помощь шведскую виктори) 3 консты подсоединились к бою. Само собой, отжали. Денег отвалили чуть чуть, зато как приятно, что помог захватить такой мощный корабль. Все время за кормой у нее крутился, собственноручно вынес около 200 человек выстрелами в корму.
  30. 2 points
    Ok, I'm implementing a swear jar that I will put money in every time I mention Eve Online. Sorry guys, there's just too many comparisons not to bring it up! I agree with what your saying on the most part, though I do think rivalries and smack talk enhance conquest PVP games as long as it's kept in check. Nothing motivates a player more into action when <insert nemesis name here> is spotted in your waters. Personalities make this game. So back to EVE. As a hardcore player, I didn't really appreciate the need for PVE and a casual gaming experience. Then I had kids, family and I was forced to become a casual gamer. High Sec was once a safe haven for casual players who enjoyed trading, mining etc, then all that changed. Official response from devs was EVE is a PVP game and no space is safe. In turn I quit the game (4 accounts) because I could no longer enjoy it casually. I couldn't understand this mindset because as I knew many casual players with multiple accounts would eventually be pushed out of the game. Surely, I thought, catering to both would mean more players = more income. It seems they were happy with this, they didn't change it, and it might be that the devs here are happy with this too? The problem with NA, is there is no safe space, no PVP free zones. How can you provide a casual gaming experience in this sort of game were enemy players can sail anywhere? I would suspect this is the case. It's too easy to flip to pirate when your nation's chips are down.
  31. 2 points
    Well, then let's assume for a moment that you are actually mature enough to tell if other people are mature or not. In that case you should be mature enough also to ignore the posts of the idiots. This is the very reason why I do not think a mature community memeber really needs to claim for any form of censorship.
  32. 2 points
    I found the slower process of port captures on POTBS far more pleasent then the quick turn over we see here, the overall conquest mechanics here are designed to feed the nation with the greater player base, the same truth is there in POTBS also it just took alot longer to get there then a couple of days. So far the best aspect of this game is the ship combat but thats all i feel is what they have got right so far, all other systems have been rushed and poorly implemented to provide more content to try keep the player base levels up, unfortunately broken mechanics and poor systems has created this frustration amoungst many players driving alot of them from what should be an amazing sailing simulation and experience, we have to have an appropriate balance of PvP and PvE throughout the server plus also catering for casual gamers to truly be successful with our endevours and making this game reach its full potential, there are many games out there that provide great examples that we can harness and expand on to make even greater. We are here to test and provide feed back on how we can go about fixing the issues we see currently, im what most would call a casual player, ive been here since first pre order sea trials release, ive seen the game grow and community back in sea trials was far less hostile towards one and other, after the conquest port battle system was implemented it was like the flick of a switch and the community changed into something quite disturbing, the desire to win changed attitudes and views towards one and other, its become a war of words and stomping around trying to stamp your authority on others who dont want it, maybe the game needs to tone down the full PvP aspect so that there can be a balance between PvE and PvP without the hatred towards one and other. This community was something special with the knowledge and love for the time period but has now be over shadowed by the desire to win, maybe the time has come to bring in a PvP flag system where players that want to fight each other can while those who are new or wanting to level up to the stage they are comfortable to do so might make a difference in some attitudes, just about anything would be a better alternative to what we have right now.
  33. 2 points
    Give this captain a medal. He stated the obvious modus operandi of many groups - attack undefended, run away if defenders show up.
  34. 2 points
    Kicked into continue work on the "rulebook". Had a draft started from a while ago and will spend a bit over it again. Given the coming Lordships maybe it is a good time to brainstorm this and actually have them connected to Companies of trade which gives due importance to Traders as much as to the Privateers/Corsairs/Freebooters/Piracy.
  35. 2 points
    One of the things I love in this game is the absence of "player classess" , artificial cliches are bad design tools. Being a privateer now is quite posible , and very entertainig indeed... you only need find a sweet spot -I have mine and I can assure player trader are not precisely scarce-. Most of your propositions (in my opinion of course) are artificial restrictions that are even not need...as an example we do not need a ship zize limit...., reality provides for this.... try to roam in enemy water in your third rate and you will find why... Niagaras , Snows , privateers(ships) and even Linxes are great when you go out for real traders... fitted to the task of course. Only real concern for me is traveling back anf forth port.... as we cannot send to outpost the prize with its cargo every sucessfull capture needs a return in the trader to came aboard your own ship, sited in your nearest outpost, your third suggestion " Make captured ships required to travel back to port by open world with only skeleton crew on board" , could be a solution...even if it is not on open world but a % of prize being lost in the travel back while carrying cargo.
  36. 2 points
    Before thinking about privateers und pirate stuff u need to make the career as trader much more interessing. Without the player-traders there are nothing to hunt. And coz of the traders has all the risk they really had to make large profit if they are successfully do a transport.
  37. 2 points
    One of the biggest aberrations in the game is the number of ships which sink, historically the sinking of ships involved in battle was extremely rare. For example Trafalgar which was a large battle, saw just one ship sunk. (not counting the many that sank in a storm after the battle) The French vs British battles in the west indies saw 0 ships sunk over 5 major battles. This trend was repeated across virtually all the battles which took place in this day and age. Storms were far more likely to sink ships than battles where the majority of losses were due to ships striking their colours due to loss of masts or crew and fire or explosions more rarely. The game at present tailors to those who gain satisfaction by seeing a ship sink for purely gamy reasons, it is certainly not a reasonable or historically likely outcome. My suggestion is that the game mechanics be changed to reflect that historical tendency for ships to stay afloat and that the value of crews be increased by creating crew experience. Crews could gain experience up to a point by sailing and from battle up to higher levels expressed as a percentage. Crews could start as green 40% and progress to trained 55% via sailing time and or combat. From 55% crews would gain experience by battles with veteran crew status at 70%, crack crew status at 80% and elite crew status at 90%. The different levels would give penalties of benefits to the following: Green -5% to sailing (speed of raising lower rigging and moving yards), boarding, reloads, gun accuracy, repair times etc Trained 0% effect Veteran +5% Sailing, speed, boarding, gunnery, repairs, damage control and cargo space. Crack +10% Sailing, speed, boarding, gunnery, repairs, damage control and cargo space. Elite +14% Sailing, speed, boarding, gunnery, repairs, damage control and cargo space. Replacements for crew losses would water down the overall experience level of the crew as the replacements would be green. Thus losing crew would become more important than losing a ship. Players could strike their colours to save their crew as they did historically. Something which doesn't happen at all at the moment. If you fight to the death and loose all your crews you start again with a green crew, if you go from a small to a large ship you will lose some crew experience until you work up the crew on the new ship. Historically crack and elite crews defeated green or trained crews many times their size in boarding actions. With this system of crew experience that could be replicated unlike the present system where the larger crew typically wins. Raiding of towns could provide a benefit of gaining crew numbers a percentage of which would be more experienced. Norska Comte Grass has suggested that experience could be gained more rapidly sailing ships which were rarer in game, a good idea I think to diversify the range of ships present and one which could also work for crew experience as well. Probably the biggest problem with this idea is getting across the idea that it was an absolute rarity for ships in the age of sail to sink each other, they could absolutely shred each other, kill the bulk of the crew and smash the structure while staying afloat. Boarding actions then became much more important. Crew quality was paramount to all of this and sadly at present in the game not present at all.
  38. 2 points
    Nobody cares what you exploiters from [bW] think anyway.
  39. 2 points
    RESERVED for CORE BATTLES PHOTOS: Dutch v French. We were outnumbered + outgunned but with a great opening tag + some great battle discipline, CORE led the way to an indecisive, but certain victory. We were successful in capturing a 3rd rate in the first 10mins of the fight. I also personally captured an enemy frigate as I was sinking, sadly it made little difference! [You'll notice that some of the ship names were edited on, we were essentially trying to figure out what exactly we faced by using memory and some battle screenshots, we didn't manage to get all of them though! ] CORE making a French Victory a Dutch Victory! [iT WAS A COMMON ONE?!] CORE led, but the credit has to go to the fantastic effort from our Dutch Captains. Everyone pulled together and successfully sunk 6 French 1st rates & of course successfully captured the port. CORE led. Again big credit to the entire nation for pulling together + getting such a great result!
  40. 2 points
    You may be right but it is moot point. If an MMO has long term winners and losers it dies. If an MMO is not balanced it will be short lived.
  41. 2 points
    I think the [sORRY] clan sometimes gets a bad rap. I applaud their interest in the game and the demands they put on each other to be the best. Everybody wants to be the best they can be at something, or even many things. When I studied in business school I made the effort to excel, and even studying Taekwando I was very interested in mastering the art and being the best I could be. This game will attract all sorts of people and they will have all sorts of play styles, some will go to great lengths to make others fully understand the reasons for their defeat. I think the [sORRY] clan is a perfect landing spot for the type of player who takes great pride in winning and then keeping the defeated players down and making them submit. ---- And now a word about mastering ones emotions
  42. 2 points
    Gawd I'm such a fanboy but I just can't help myself...
  43. 2 points
  44. 2 points
    Когда в игре появятся пираты?
  45. 2 points
    It's because of shit posts like this and shit posts submitted by your master and other toxic members of this game's community, that I really believe this forum needs the heavy moderation done to national news. Do your diplomacy and shit talk ingame. I'd abandon all hope with these forums, if it wasn't for the relative maturity found in the shipyards and historical discussion areas. Edit: i had really hoped lessons had been learned from national news, but it seems the virus only finds a new place to live.
  46. 2 points
    That might be getting ahead of ourselves. "Every port battle is full" would be a new and exciting problem to have. The current problem is that way too many of them are 1-25 attackers versus 0 defenders.
  47. 2 points
    I've have stayed silent on this topic and this will be my only comment. I'm getting tired of the "TDA is dictating this and that to the US nation comments" over and over. This is not the case and we do not dictate to anyone except TDA members. In fact for the past several weeks we have been doing what we enjoy the most...sailing around and finding open world PvP. There have been no council decisions or demands to the US nation and especially nothing from TDA. When the East coast was first attacked by the majority of the pirate nation TDA was there trying to defend it along with some other use clans. However, we were outnumbered and without the full support of all the other US clans that were in the Gulf it was not possible. I personally was getting 3 hours of sleep per night from defending ports for nearly a month. Literally, the port defenses were ending at 2:30-3am my time and I was getting up at 6am for work and then here to moderate the forums. This cycle repeated and lead to burnout for myself and many others as the game became more work than fun. I'll be honest - it was frustrating that we were giving that level of effort while some clans refused to help defend the coast. Because of this TDA had to take a step back for the best interests of our group and return to having fun and finding a game/life balance. Ultimately, the US had too many ports and this allowed the player base to spread out and isolate themselves from each other in individual groups. The best thing will be to force the US to a central area and then allow natural and sustainable expansion. We saw this with the Spanish and it is the same for all nations. Ports mean nothing if you don't have the population to defend them. Life is short and we have no ill will toward any US clans, but hopefully these events shows the importance of a unified nation and working together. TDA, nor any single group, can defend it by themselves and it only benefits everyone to work together. When the US is ready to fight as one we will be there to fight along side. Again, this is my only comment on this topic so any following responses, accusations, flames etc will not be responded to.
  48. 2 points
    it is already fixed in the test bed positional reinforcements are moved to the old system and invul timer is 2 mins people won't be able to hop into battles so easily anymore
  49. 2 points
    Speaking as Mr Hugo's clan leader, I can safely tell you this was intended as a joke. I can assure you he will be met with the coldest disposition we can muster, and of course with strict disciplinery action. We intend to go straight for his jugular and burn down his compass wood production industry. This, side by side with the removal of his weekly cookie allowance, we hope, will bring down the menance that is HUGO REPUBLIC. Viva l'Espagne!!!
  50. 2 points
    What I'd actually like to see is the outpost to outpost TP decreased to 2 hours, and the TP (with ship) to capital increased to 6. This would allow players to still plan and meet up with friends or head to other locations for PVP, but would limit the ability to teleport a fully laiden LGV back to home port. The argument that TP to HQ is required in case you are lost is null and void. There are tools such as F11 which allows you to find your approximate location in the event you get hopelessly lost. Oh, and they REALLY REALLY REALLY MUST put in an 'are you sure' option when clicking on TP. Hastily clicking the wrong outpost is common and can quite literally ruine your evening.
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