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Showing content with the highest reputation on 08/26/2017 in Posts

  1. Coming to a shipyard near you soon! The Wasa, by Fredrik Henrik af Chapman. Look no further. Here is the leaked crafting receipt for the new Wasa. A ship that is coming to the game with Unity 5 and which can already be taken for a spin on the testbed server: (click and expand to fullscreen to see full size image) This announcement is sponsored by: To learn about how you can already test out this beautiful new ship devs are giving us - if you haven't already -, follow this link:
    10 points
  2. I think there is a big problem into the reward system right now in pvp. When you are doing pvp in large group, the battle can be an 1.5hour battle and sometime things are going bad and you are nt sunking anyone or few ennemy althought you have fight like pig and then you get the famous: "Captain xxxx you make a battle and win nothing" What the hell? I make 500 shot in hull, dismate 3 ships use 200 repair and i got nothing? What is wrong with you? i could just have sunk 2 lynx in front of my capital and won more than making pvp 1.5 hour? And what is true in port battle is true in open sea pvp too. You make a 1v1, finnaly your enenmy flee because badly hurt and he succes to flee and you win nothing. Neither xp neither doublon. Nothing to reimburse back your reparation and your time. I really think reward in pvp has to be reworked because the systme we got now don't give you the wish to go in pvp.
    5 points
  3. well after good consideration, and seeing a lot of battles i believe that the sail repairs should be only one 1 time in battle and not multiple times from what we have now also, the chain shot has a too much impact on the sails in one broad compared to the speed of the vessel after bin brought under the 80 % from 100-80 it does do nothing when under 80-60- the half of your speed is gone even in real time they did not repair in battle so i think,: remove the constant repair or just one time and that's it..... or reduce impact on damage to sails significant.. no ship has a chance to escape when outnumbered and everyone is shooting sail at you it's actually very lame let's make tactics and balls important again
    3 points
  4. In NA legends it's a good thing. It's a very fair implementation. In NA it can be abused. A player can enter battle with an alt both in first rates and strip off both sides on each player. Then exit battle with no loss and 100k richer. Exploitable is the problem in NA. Hard to exploit with a lobby system. And 1 dura is the way to go in NA or even POTBS. They never had an alliance system in POTBS. I don't recall a leader board. They definitely didn't have to actually aim to hit their targets. Ok I don't have much, but POTBS got it right in so many ways it would be crazy not to put their systems in this game.
    3 points
  5. Ahoy, Waka here. So far we still have power, just a bunch of wind and rain. I should be on a bit later if things continue as they are. So far everyone's having a hurricane party and all is well.
    2 points
  6. Does Wasa come with its own set of Allen Keys (Hex Keys) for ease of construction, if not will it fit a standard selection?
    2 points
  7. Yah they came back and said doing cross nation would be to much a trouble with the code how Nations are set up. So it's only clans in your own nation that you can add.
    2 points
  8. Уважаемые разработчики, пара вопросов: 1. Будет ли возможность улучшать города, строить форты, склады и пр.? т.е. элементы улучшающие экономику и защиту города? 2. "уменьшено время на перевозки" Это как? Скорость торгашам или расположение ресурсов? 3. Почему вы к этим разумным нововведениям так долго шли? Года 2-3 назад еще многое из этого проскакивало. 4. " Редкие корабли будут убраны из миссий и переведены в открытый мир для поощрения охоты за ними". Это какие такие корабли? Нормальную же непись выше 5 лвл захватывать нельзя? Что-то изменится?
    2 points
  9. This is my version of "HMS Seaflower" by Geoff Hunt, used for the cover of the novel Seaflower by Julian Sockwin.
    2 points
  10. Я хочу напомнить, что тема обсуждение нового будущего патча! Как обычно все срачи и стороннее обсуждение в другие темы. Есть что сказать/предложить по теме? Пиши. Пришел поплакать или пофлудить, в другую тему...например в "трололо". Хватит плодить собственные домыслы. Не понятна задумка? Задай вопрос.
    2 points
  11. How do we make RVR fun? Engaging? and inclusive? Here's my proposal to fixing the current state of RVR ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Remove what we know as the Port Battle Instance There's no need for a single PB instance to decide a port. Its limited by numbers, tactics, and time. It only ever allows 25 people to be involved and the time window is extremely narrow. It has no place in NA. A solution: Tonnage War. Once hostilities is set for a port, the area around the port is deemed contested. A meter is displayed that will show the progress of each nation head to head. The goal of Tonnage War is to sink more BR than the enemy. The attacker must achieve 60% total tonnage in order to take the port, and the defenders must keep them from reaching 60%. These tonnage wars can last 3 days to a week depending on the importance of the port. In order to prevent defenders from not showing to deny tonnage to the attackers, AI ships in the area will count to a fraction of the normal BR tonnage, forcing defenders to show up or lose valuable tonnage. This system takes off the chains from normal PBs. Allowing any ship, of any size and any clan of a nation to be directly involved with the taking or defending of a port. The clan with the most % tonnage sunk for their nation will earn the rights to the port. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Another problem with RVR is that the progression of conquest is very chaotic. Any nation can sail across the map and take the capital port of their enemy with ease which isn't realistic or pleasing to see. A solution: Fronts Hostility and hostility missions can ONLY be taken and raised at the 3 nearest ports from your friendly port. What does this mean? An enemy port can ONLY be captured if its close enough to a friendly port. By limiting how far away you can take a port, natural fronts are established where players will funnel for war and conquest. This front system is much more sensible in its limitation of distance from closest logistics, but sill gives a nation options to which direction they want to head in terms of conquest, and different ways to approach a conquest of an area while staying realistic. To prevent long range jumping like how can be done with teleport to nearest port. A maximum range of 75-100km can be set, which will mean some areas will be natural choke points due to their geography which adds to the strategy of RVR. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ The PB instance isn't useless. Its just too small scale to be a decider for a port. There is a use for the current 25v25 PB we have now. Raids For RVR to be completely fixed, we need to get the pirates the f#!$ out of it. The pirate nation should be the quintessential PVP oriented faction. The embodiment of clan v clan action. Without taxes from ports, the ability to craft and sell a large variety of ships, and the extra danger that comes from trading. Pirates need a way to get money and ships being the hardcore faction, but still be fun and have exclusive content. Here's how it would work. Pirates get 3-4 single port islands on each corners of the map. These islands are permanently pirate and will serve as their homes. There are plenty of tiny non occupied islands to give every nation equal threat of pirates. Raids will use a universal flag method with no indication of where the flag is going. The only information that is given is where the flag was pulled from. These flags can have a combat mark cost of say, 1000. The flag can then be transported to ANY national port (besides capital). Once the flag reaches the port, a port battle, now a raid will immediately open with a 5-10 minute join timer. It will be exactly how PBs are now. There are a few rewards for a successful raid. 1.Each pirate gets a sum of gold depending on the size of the port, along with some port specific trade/crafting goods. 2.A ship pool of 10-15 of random build ships is unlocked, where the pirates can pick from freely. 3.The raided port unlocks a basic outpost for each pirate involved in the PB. This will act as a den from where pirates can use their newly acquired ships to hunt in the area. This den function will only last 3-5 days depending on the port. No building can be built, admirality can't be accessed, but basic crafting is allowed. Only ships in your fleet will be stowed there (No dock spaces) At the end of the 3-5 days the pirates can either sell off everything with 1 free teleport back to their real port, as long as they don't leave the den after the time is up, or they can sail all the acquired ships and goods back. This is challenging and exclusive content to pirates that will make them more than just a reskinned nation. They get the utmost freedom with what they do, and with this raid system a clan of elite Pirates can still be a pain in the f#@#$&% ass to nations.....without vastly affecting the RVR balance something I think we can all enjoy. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Those are all the main point, this section will be dedicated to addressing comments/criticisms and I will be editing frequently. Please keep it on topic, whether you like the idea or not and whether this will work for NA. If you have feedback/criticism, please state your reasons. Don't just give me an "oh no this will never work" Air out the problems so solutions can be made. I'll be happy to answer any questions and of course if there is anything that I missed let me know.
    1 point
  12. Even better. The Admiralty (which is an AI) gives out some sort of redeemable every turn of the way. In the first book in the series Master & Commander the Admiralty plays a great role in Jack Aubrey's life (mostly for having him left ship-less in port for a while). If people were given a ship to complete a mission ("Take this ol' Navy Brig and complete 3 PvP fights"). Complete meaning either sink or be sunk. At least those would be some scenarios, keeping game-play fresh an setting a narrative. Much more fun for casual players.
    1 point
  13. Yes player A is an a-hat and I doubt any game will reset that reality. But what about players c-z who don't have alts and who don't farm gold? Why do they have to deal with carebear ROE and game mechanics that only exist because there are a handful of player As who have an extra 39.99 and dream of mountains of pixel gold?
    1 point
  14. I'm gonna explain this for some reason to someone who should know this because he's been here since April 4th, 2016 and this happened during that time, but here is exactly why Alt account damage farming never worked in this game: Player A joined battle with Player B, both under his control Player A damaged Player B close to sinking, then left the battle again and collected damage rewards. Player A and B repeated the process and made a lot of money No one reported them Then Admin had a monitoring alert that Player A had made a lot of PVP gold from damage but no sinking. 99% of his income was PVP damage, and 0% of his income was a kill or an assist in PVP. Admin investigated and saw the the damage farmed over and over on Player B. Admin reset them both. No reports were needed, simple log monitoring caught them. That happened with a few accounts at once, and after that no one damage farmed alt accounts anymore. Because simple log monitoring catches this. don't make me bloody dig out the admin announcments from last year about this precise thing happening. You should have paid attention back then.
    1 point
  15. Another option would be to create buyable Port Invasion flags. Port Invasion flags would have a lifespan of 24 hours from their time of creation until they were required to reach the port specifically designated for the invasion. Once the flag reached the target a 10k zone of control would be activated around the port for a period of two hours. During this time the attacker must transport and land a number of Infantry units into this zone of control. Infantry units would be craftable and specifically created ,for and only during, the lifespan of the Port Invasion flag. These Infantry would delivered (or landed) to a designated circle within the zone of control and would only be landable within the zone of control if the attacking fleet had a BR of 2:1 or better over the defending ships within the zone. Once a favorable BR ratio has been established within the zone, each ship transporting infantry would be required to come to a full stop for 3 minutes in order to land their infantry units. Only one infantry unit could be landed at a time from each ship (this would simulate the required landing time for an amphibious assault). Infantry units would have a weight of 510 allowing them to be carried by most 5th rates and up, but trade ships could also be given a role due to their ability to carrying more cargo. Each port in the OW would be given a defending infantry garrison size based on the importance of the port. Any attacking infantry would need to be perhaps four times larger than this number in order to assume a successful attack and the conquest of the port. An attack against a standard port might require 20 of these Infantry units, while an attack against a regional capital would require 40. If during the 2 hour Port Invasion Window the required number of infantry units is not landed then the port is successfully defended and the invasion fails. In order to counter the Invasion the defender would need to preventing the embarked infantry from landing by either sinking the ships transporting them, by disrupting the attacking fleet so that only a partial landing is made or by preventing any landing at all by maintaining a favorable BR ratio against the attacking fleet within the port invasion zone of control. Within the zone of control it would be the attacking fleet's function to either sink the enemies ships or force them to withdraw thereby allowing a favorable BR ratio, which would then enable the landing of the infantry and the conquest of the port.
    1 point
  16. The upcoming patch with tax system might be a good time to make the smuggler tag mean more. Nations should be able to police their waters. 1. Port owning clans should be able to attack smugglers of even their own nation if they are in the owned port's waters. 2. Smugglers don't pay taxes or at least try to avoid them. What would be really cool if a port owner could stop a smuggler and demand payment of taxes and a fine. If paid, the smuggler flag is removed and the former smuggler can then not be attacked by his countrymen. Or reverse the order of 1 and 2. Clan owners first must offer the chance to pay tax and fine, or forfeiture of goods, or the smuggler is sunk.
    1 point
  17. My scientists and spies inform me that is Chronprins Gustav Adolph.
    1 point
  18. Another contribution from our arts and crafts department:
    1 point
  19. I agree on your first point. The game needs more PVE content and goals to go along with RvR we have. I don't think your second point is what is really happening. Players are not afraid to lose expensive ships. They are simply unwilling to lose period. That's not something the Devs can fix. We can grab free 5th rates off the OS right now. We can build Connies and Aggies with a lvl2 yard and reasonable materials. Skills are carried from boat to boat and don't require expensive mods. The standard speed mod, Gazelle, is available to everyone that can sink x4 NPCs. One trade goods run can net a million gold. A level 1 character can build the biggest cannons day one. Getting PvP ships is as cheap or cheaper than ever. So why aren't players out there right now blasting cannon balls at each other? They don't want to lose. Why do people gank? Because it's an assured win. The problem has never been economics. It's attitude and risk vs rewards. Currently players are adverse to the shame, disappointment or whatever it is they view negative about losing. Maybe we need PvP participation trophies. Equally as obvious is that the rewards of PvP simply are not enough, for whatever reason, to convince players to risk losing. Is there an expected release date for this patch?
    1 point
  20. Arrr! Back from the depths!
    1 point
  21. Mola, sobre todo la parte en la que cuenta como nos dejaron entrar en la bahía de La Habana hasta la cocina persiguiendo a los Ingleses. Bravo por los gallardos Españoles que no huyen como cobardes como los Daneses, sino que "superan el bloqueo de La Habana" son super valientes pero.. EN DIFERIDO.
    1 point
  22. I'm still here, gonna play some Fallout for a bit incase the power goes. Got the black flag flying and a tankard of rum in the air.
    1 point
  23. We have already played out these tactics. KPR standing orders will change to still be "never undock", only the low-tier doesn't want to believe this. Now lets assume we are further in the game (and skip the everything is neutral and at peace start) and take a real example. The Horde sets up at Brangman's Bluff (because we got bored of Truxillo). The French come to Great Corn (Georgetown is too far), score 1 Victory and run into the Horde. Poof. Then the tactic you describe above was used against you. Have these points not be proven on Global? Horde Fleet to Gulf & Dread Fleet to Georgia / Savannah, poof goes US Horde Fleet + Mercantile Fleet to Central Antilles & Dread Fleet to Cornwall / Savanna la Mar, poof goes GB and FR French come to Christiansted, which is a shielded Capital, so the standing orders change to "never undock", except for some "national" who did not get the message. And then the game is over. We now wait until we can do a proper game. Would we have "revert to neutral", the winning strategy on both sides would be: do nothing and the map goes back to neutral as it started. So lets look at the starting state, all neutral. We know the end state, "one-ported" resulting into do nothing. Thus, "revert to neutral" ensures we have no conflict, Eternal Peace. And we are getting to realize what Eternal Peace looks like. The thing you would want to prevent would be used against you. And thus it seems that everybody wants to forget that a coin has a tail and a head. The coin might not flip in the way you have foreseen (/ wished for).
    1 point
  24. @admin clan "friends list" is it limited to nations? For example GB clan only befriend another GB clan or is it open?
    1 point
  25. You could always just buy the marks. Many players that for some reason like to do missions will often sell them.
    1 point
  26. Not true. My mother says I'm important and I still sail the empty seas of all the servers. Hell, I even started to play the testbed today but wasn't sure if the population of one included me or not. No one answered my "aaaaloooooo" on Global Chat.
    1 point
  27. In my opinion this is greatly exaggerated. Skill slots are very minor bonuses and feel more like flavor to me. About 95% of my PvP has been done in ships with 0-3 slots. The problem I see are gamers who think they need top tier everything before they are ready to PvP. Even if it's just another 1% bonus to some niche ability, they feel like they can't fight at all if they don't have that. Maybe we have to bow to the flawed psychology of the average gamer but it really is fine the way it is. Being an expert at a ship gives you a few bonuses that are very unlikely to swing any given battle. It's like people in other games spending 20 hours getting 1 last point of Vitality even though it's diminishing returns and that last point is hardly a perceptible improvement. But nope, they gotta have it. Not ready to PvP without that last point!
    1 point
  28. Random thought of the day: All current "free ports" become permanent pirate ports. They cannot be captured. Pirates get free outposts in all of them and can teleport between them (captain only -- no ships, as usual). Pirates cannot capture ports. This turns Pirates into, well, pirates. Points of threat all over the map, free outposts, but OW PvP-only. Any current pirates who want RvR would simply join a nation. (Conversely, anyone who does not care about RvR would probably join pirates.) Yeah, that's exactly how I think it should work, though. Most port captures in this game are literally meant to be "dick moves". They don't really want or care about the port. They aren't going to base out of it or do anything there. It hurts newbies and people who don't want to buy a second account but that's all it does. The way it SHOULD work is we see, for example, Brits operating out of Belize and KPR and we say "Georgetown would be a great base to take over to raid those two places from. This is worth our time and money to take that port and live there." We take the port because we care about it and want it for a specific purpose. We do not go take every port in the entire Gulf coast. Those are useless to us. They stay neutral. If we get tired of raiding, then we'll let Georgetown expire too but the Brits might decide to hasten us out of there with a port battle. I think we still need counties though. If the Brits want to secure Belize, they will still want to own every port within at least a 15 minute sail of there and that's a lot of damn ports. They care about them because they want them to be British-owned and not enemy-occupied but they can't afford to maintain dozens of ports. Keeping counties will make it feasible to claim reasonable swathes of land. Most territory will still be neutral but there will be concentrated pockets of "we care about this stuff".
    1 point
  29. George Town 4th Rate Port Battle - 17 Pirates vs 11 Brits. Even with the numbers off the ELITE guys did a little fun brawling in circle B. Miss those guys always will fight even when out number. Me and three guys went to C so it help make the numbers more equal and every one that joined after me pretty much came in after the start. Until next time guys.
    1 point
  30. 1 point
  31. repairs were a player requested feature
    1 point
  32. I read a contradiction in terms here. A battle makes a group of players rule over another group of players. By their own freedom and reality they engage into battle. May I provide the option of you changing game? Naval Action Legends
    1 point
  33. I really would like the idea that I can set up a bounty for sinking a certain enemy player, lets say I play 500k if someone sinks the *man who did send me three times in a row to the ground of the ocean*. The Tavern should be a place in every town where we can meet and make plans whom to attack or what to defend ... and so on. Tavern could be the place for the PVP Leaderboard together with famous stories of glorious ships. Yes, bring individual ship names and then let everyone look up the journey of the ship. Why not let people take a look where a certain ship is located at the moment? We need more atmosphere in towns.
    1 point
  34. Внимание! Самый честный отзыв! Хватит изобретать велосипед! Сделайте уже то, о чём вас давно просят! 1) Просто поставьте свой новый движок 2) Добавьте локализацию 3) Добавьте донат (который добавит новых ленивых игроков) 4) Оставьте однопрочковые корабли, но верните нормальную торговлю и поднимите вознаграждение за миссии, чтобы корабли было легче покупать, а не задротить 24 часа на сюрприз! У вас(у нас) реально скучная сейчас игра! В ней делать абсолютно нечего(можно конечно крабить миссии, но через неделю и прокачку 2-3 кораблей надоедает неимоверно), раньше можно было подурковать в любом краю карты, сейчас это дорого! Ваше нововведение может оживит сервер опять на месяц-два, как мегапатч 10,0 и всё!
    1 point
  35. Количество путешествий слишком сильно увеличивает риск Шведы тоже будут платить налоги (как и другие нации производящие что- либо) Налоги за вчера и ставка будут показываться в инфопанели порта Автоплатеж не надо галочку- платится будет автоматом - можно отказаться от города нажав кнопку (не надо снимать деньги) Сумма динамическая- если налог 10 и произведено операций на 100 то налог будет 10 500к платеж цифра пока примерная - для примера
    1 point
  36. The last episode in the series. The disposable Surprise rides again, The Long Cannon de-masting meta, m m m my La Mona, Indefatigability, Burning Victory, The 6th Rate Blob and Sailing off the edge of the World. I continue to be a hopeless noob https://www.youtube.com/watch?v=PvwCnfx1OIA&feature=youtu.be
    1 point
  37. I like the idea of paints being some sort of redeemable/reward for active game play but also reasonably easily obtainable for players who aren't focused on PVP. Paints were a very nice touch. My wife was going through treatment for Breast cancer last year and loved that I had most of my ships with pink paints. In NZ, pink ribbons are a symbol for Breast Cancer society. This also helped to excuse all the time I was playing as I was "hunting for more pink paints for my ships dear" :-)
    1 point
  38. why don't pvp players pvp each other? We tell them where they are exactly for that. But they group up for some reason and gank missions. Asking to move them out of green zone
    1 point
  39. We already made a good 3d ship builder. You will design YOUR own 3d ships and will even have some control over the hull form.
    1 point
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