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Showing content with the highest reputation on 05/31/2018 in all areas

  1. NA community every time a patch takes longer than they say.
    4 points
  2. Not that I'm complaining mind you. It's one of the things that drew me to the game. From the Steam Store: I thought this was great, and imagined that it would be representative of the philosophy of the game. So you can imagine my surprise to discover that it was literally the only concession made to the situational awareness limitations of the 18th century, in an otherwise entirely 21st century information-age arcade. Where am I going?: It is called a compass in the game, but that is actually a misnomer. It is actually a heading indicator. Not even one of the gyros of the 20th
    3 points
  3. @adminSimple sound signals is all we need. Realistic way to notify Captains of their surroundings. New Day - 2 Bell rings Enemy player is attacking - Drums (Call to Arms) You are attacking - Men shouting and whistling, drums and swords clanking. Port Spotted - Long bosun's whistle Land Spotted - Land Ho! with a bosun's whistle sound. (Disabled at night) Enemy Player Spotted - Sail Ho! with a bosun's whistle sound. (Disabled at Night) Leaving Safe Zone - Trumpet sound + Arms clanking and stomping sound. Entering Safe Zone - Harp instrument sound.
    3 points
  4. When people start asking and complaining about delays in the release date of the next patch
    3 points
  5. Juan, You can also walk around on deck and climb the rigging. Press Home twice, quickly to access a camera view. Use the W,S,D,A,X,Z keys to move. Your mouse wheel can adjust the speed. It is most unfortunately that a ship cannot be controlled from the camera view.
    3 points
  6. 3 points
  7. Eve's high-sec safezone is "safe" 2 differences i can see to NA 1. Concord NPC is gauraunteed to come after x amount of seconds (where X is determined by the security level, the higher the level the faster they come) and the attackers ship is 100% dead on arrival everytime. But the player still gets a chance to kill the one he is shooting. 2. If a player, or group wants to safely attack another player or group in the safezone, they have to "declare a war" on that player's corporation (clan). The starting NPC corporations cannot be targeted by a war. The closest NA has ever
    3 points
  8. Sry but longer open timers are not realistic at all. On the open world travel speed is much faster than inside the battle. Instant closed battles is the most realistic we can get.
    3 points
  9. Community Suggestions cycle
    3 points
  10. Every time this game does something to make the PVE players lives more difficult to satisfy the safe zone gankers, the overall game pop drops. Every. Single. Time. When will folks get it through their heads that games of this type, OW MMO variety, need PVE/Casual/Part Time players for the hardcore guys to hunt. No sheep. No wolves. It seems that even when the pop drops the wolves would rather quit than fight other wolves. If you make it harder and harder for the sheep to enjoy the game, they'll just move on to greener pastures. Limiting missions, nerfing safe zone AI, restricting
    3 points
  11. This suggestion is an attempt to offer solutions to the problems of integrating new players, map size versus population and more localised content. 1. Character creation & tutorial area Midshipman missions only. Midshipman AI only. No rare spawns. PvP disabled. Buildings disabled. Sealed bottle disabled. 2. Stretching your legs Ensign, Second Lieutenant and First Lieutenant missions only. Ensign, Second Lieutenant and First Lieutenant AI only. No Rare spawns. PvP disabled. Shipyards, Workshops disabled.
    2 points
  12. Hi. We are many who think that Naval Action would be a better game if it were more realistic. These are some proposals to achieve it. (This is a 2º version (I have eliminated the suggestions that many people did not like. I think that now this suggestion can be successful.)) 1.PvP battles should close later. It is not realistic that for seconds or minutes you can not participate in a battle between players. 2.Realistic economy: supply and demand. Players must have more prominence, or trade becomes boring. 3.Repairs: instead of having a timer to be able to repair again, it coul
    2 points
  13. People should stop posting suggestions that only aim to improve their personal gameplay experience.
    2 points
  14. Game "dead" again? Lol Was reading over a year ago, and before, such post in forum, and we are still here. Chill and be patient.
    2 points
  15. exploration is the key word that's where it all needs to start
    2 points
  16. Great idea. The sounds would have to be on a toggle so they could be turned off. I disagree it would be unfair to hunters. I dont sail afk but like to busy myself with navigating and writing in a ship's log in the OW. I imagine that i am on board but hunkered over the books and charts. It would be fabulous if one of my crew would shout out, or sound off, when something important is sighted. It's disappointing that I'm am required to maintain a constant 360 degree vigilance and can never take my eyes off of the horizon for the sole reason of giving a hunter a greater chance of catch
    2 points
  17. It is (High-Sec) a sort of huge safe zone but it’s so large its more comparable to our PvE server it’s not small in size or comparison to Null-Sec either maybe a 25% of Null-Sec. Don’t quote me on that. The Map below the central Dark area is High-Sec(PvE). The rest surrounding colored zones are null-sec (PvP). You are correct also there is Seal Clubbers, mission gankers etc within High-Sec preying on new players. Just look at the PvE total size it is massive. NA-OW... I still feel strongly that the New Player start should be always in PvE and after reaching a rank and c
    2 points
  18. Alonso, los de siempre nunca van a querer un realismo que no les beneficie. El otro dia abrí un post en el que sugería la limitación de maderas según la clase de barcos. Primeras sólo podrían construirse con live/White, segundas live/caguairán/White/sabicu, de modo que un primera jamás pueda ser más rápido que un segunda y así sucesivamente. Te puedes imaginar las respuestas. El único que respondió con algo de sentido constructivo fue Redii, que me comentó: no lo veo mal, pero a los gankers no les iba a gustar. AMÉN. Hablas de mayor protagonismo en el comercio, ellos hablan de acabar co
    2 points
  19. That argument just doesnt work On steam release we didnt have any kind of safe zone, no fleet missions either. It also took way more XP to lvl up. Yet we had a full server. After 100s or 1000s of hours you just get bored and leave (for a while or forever). I think a big part as to why we had a full servee at first is because Naval Action was on the "bestsellers" list on steam for a day or two (I think even place 1 for a short time), because people who owned sea trials (old NA) got their copy of NA. Personally I wouldnt have seen the game if i had not checked best sellers on that
    2 points
  20. As the mastermind of the glorious multiflip i call all HAVOC member and the dutch nation to arms, to make our waters safe for trading again Warning: This post may contain sarcasm!
    1 point
  21. I've spent my entire adult life at sea and started out standing look out watches in the beginning (until I got enough rank to avoid it). I can assure you that all contacts are spotted at the limits of visibility (over the horizon on a clear day). Warships are professional and would have good look outs. Merchant vessels might vary but in wartime (as we all are) they would still be pretty good.
    1 point
  22. The game as it is already can be labeled 'hardcore', we should be grateful for the amount of casual-play-denying features it has. As much as I like accuracy, historical feeling, immersion myself (yeah, let me use a sextant, too), I understand the economic interests of the studio, having to make compromises towards the gamer audience, as much as possible and excusable, in order to stay profitable. A real age of sail simulation of how to operate a ship of decent size would be too hard for many gamers and I can already anticipate complaints about what they could not cope with... Plus, t
    1 point
  23. Nonsense. Have you ever been at sea? There is nothing around you until a dot appears on the horizon. Ships of the day ALWAYS had a lookout in the cross trees during wartime. Even today, warships have lookouts cause radar might not pick up wood or fibreglass. The only gameplay that would be ruined is jumping some poor sod who is afk. A loud "SAIL HO!" would be perfect immersion.
    1 point
  24. Anyone else noticed the horses galloping and nickering during boarding?
    1 point
  25. No, reinforcement zone could prevent all attacks (what 1st rate reinforcements did, but just complicated things further) After PvP zones are fixed though.
    1 point
  26. Naval action- gank or be ganked.....everyones so bored they see 1 ship launch mass fleet after it.. Fun times...
    1 point
  27. Capt Norfolk, That's why I told Seadog Wade to stand steady before I put in the Mutual Consent clause. I didn't think of the word dueling. It is after midnight here and I'm not at my best. HAHAHAHA, Just try thinking coherently when you have a 3 yo 36 kilo yellow lab/golden retriever nose bumping you to play. The reason I'm replying is if someone else misses that their'e going to think I want to turn the PVE server into Dante's Inferno. You have a great and wonderful day and fair sailing.
    1 point
  28. Like all of your ideas. And ... I would send ships to other ports. I would still command my favorite ships but have bought a few decent traders for pretty cheap and would love to send them between outposts. I would like storms and damage, but the Devs have said that they are not feasible.
    1 point
  29. No Content No Players Below is from a custom server for a long dead game and even it has more players than naval action.
    1 point
  30. Admin said a couple a month ago it was ok to arrange fights, even against a friends alt, as long as it was real fights and not to many. As an example he said 1-2 fight a day. So think what he i writing is actually inside the game rulesettings. So they can basicly fight each other and after the fight give the PvP marks to who need it. So 5 fights would be done in 3 days, to stay on the right side.
    1 point
  31. We find plenty of battles in the OW... there are people all over the place. Certain players prefer to sail in large groups of pimped out 3rd rates and then wonder why they can’t find “meaningful PvP”. Sailing in front of KPR or Mortimer and waiting there for a coast guard fleet to assemble is just lazy gameplay.
    1 point
  32. That's the wet dream of AFK players, if you are watching a movie while sailing you must accept the risks. I don't agree with this suggestion, the others are ok, but this one brings too many questions.
    1 point
  33. The way I see it: If the port is not worth the cost, either (A) don't set a timer and be ready to defend at any time or (B) don't own the port in the first place. A lot of people are complaining the costs are too much. But they are talking about ports that are worthless to begin with. Wich leads me to think that the problem lies with port value (not port costs). If more value were brought to worthless ports, then timer costs could be justified.
    1 point
  34. Naval Action development cycle
    1 point
  35. The changes I suggested would affect fighting though. Combat right now seems to privilege marksmanship over seamanship. Staying out of irons is a simple matter of glancing down at the left hand corner periodically. Skills like reading the wind and keeping your bearings, which would have been essential to captains of the time, are rendered useless by the handholding interface. Meanwhile, marksmanship, which would have been less useful to captains who weren't manning each canon themselves, seems to be the essential skill to have in NA, so that you can snipe a headshot on those enemy ma
    1 point
  36. These suggestions keep returning again and again. I would add a rapid bell sound when leaving the area.
    1 point
  37. Lets be realistic here. There is a small percentage who would enjoy this level of immersion (including myself) but not the majority. You almost need a realism tab in an options menu for the players of this game.
    1 point
  38. Where is my sextant? Instead I have this 'traders tool'.
    1 point
  39. You nailed it there mate. Pretty much summed up NA. The concepts you value; compass, chronometer, chip log, wind pendant, enemy BDA, would enhance the game, but alas it shall never be. NA serves a mistress known as lady combat, and she is jealous of all other content in the game. You will find that you can turn off the UI and it is fairly easy to judge your heading from the stars and sun. The wind direction is a challenge, but you can estimate it from the lay of your boom and the ship's speed. The navigation is kind of fun, abeit very simple, and there are several helpful ma
    1 point
  40. agreed. I'm fine with not having a dot or something show your exact location, but the tools we have currently to try and navigate are laughable at best.
    1 point
  41. I think they should do away with the Cannon Class and just go by pd. So same format left is cannons right is carros but it reads like [6pd-18pd] [12pd-42pd]. Just to remove another useless layer of confusion away from the game.
    1 point
  42. Don't join fights near forts or such? You also cause hostility while in them too, should that be removed? Funny thing the last time Brits flips Harbor Island we are pretty sure most of the hostility was from folks jumping into the missions and getting killed thinking it was Patrol Zone battle. They do not look the same by the way and just to let folks know Hostility Missions don't count towards Patrol Zone points.
    1 point
  43. 1 point
  44. Maybe you should be less "nail" and learn to be a "hammer".
    1 point
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