Jump to content
Game-Labs Forum


Popular Content

Showing content with the highest reputation on 02/17/2019 in all areas

  1. 11 points
    [BORK] is a dedicated small group of players from the original Swedish band who still love playing the game but we also want new blood! We are casual players and we don't expect you to be able to play everyday. We actively recruit players who join Sweden on the PvP Server in the US timezone who want to take part in group activities and enjoy sailing as a team. BORK is a clan focusing on casual gameplay in the hardcore game of Naval Action. We do not wish to take the game too seriously and want to encompass both a PvP and PvE environment. While Sweden is certainly not the first choice of many players, there are a few possible perks to being part of a “smaller” nation that are usually not clearly visible. 1. Sweden has a dedicated EU and US playerbase that are friendly and respectful. They actively support group activity in any timezone and enjoy any help that is offered whenever our time zones cross paths. Their willingness to fight and defend any port and attack any group has created a group that constantly works together for the greater benefit of the nation. 2. Sweden’s ports and position on the map at first glance can seem like a negative, but the nation’s position in some ways deters incursions. This largely creates an environment around the capital of more diplomacy with the neighbors which creates good lasting relationships. 3. A smaller playerbase in Sweden has had the side effect of promoting a more cohesive unit between all timezones and clans. Players are more willing to help and also create a lasting and effective trade market that supports fair pricing through competition. BORK members also like to play an array of different games and we are not an "only NA" clan. we don't worry about gaining or losing ports and if someone loses a ship or assets we support each other by replacing the loses. BORK Offers: as a Member of BORK you are granted the clan economy as your insurance for ship losses and other needs for possible interruptions that may hinder your gameplay. BORK is a group who enjoys helping each other whenever possible to make the NA experience a positive. We prefer our members to be doing activities they wish to do instead of being bogged down having to take time to replace assets. What BORK asks in return is voluntary donations to the clan warehouse, whether you donate all your resources or just a small portion it is always greatly appreciated. BORK Diplomacy: We following the rules, regulations, and diplomacy of the Swedish Council. If any direct issue arises we defer to the council's voting system and follow the majorities decision. BORK Internals: BORK has a democratic view on decision making. Sometimes that means we don’t always agree, but it always means anyone has a voice and discussion is always encouraged. We have a Discord Server, we wish you to look in the chat channels for updates and upcoming events. If you want to actively take part in group PvP, Port Battles, or other nonsense then you need to check on Discord if anything is coming up, otherwise you won't be informed. Sweden has a National Teamspeak - all clans and players in Sweden have access to being part of this Teamspeak and so do we! When you join BORK you will be given the teamspeak address. We mainly use it for group events and any larger PvP or RvR activities that encompass everyone in Sweden. For all group PvP and RvR activities - Teamspeak is needed, and like Discord. If you don't have it you will not be informed. Come experience our best exports; the Swedish Chef and meatballs.
  2. 6 points
  3. 5 points
  4. 4 points
    Farming corn vs farming noobs, whats the difference really?
  5. 4 points
    Meme thread boys. Let's leave the timer whinging for the 17 other threads!
  6. 2 points
    He can not recommend, because the game got him addicted beyond any sanity... ?
  7. 2 points
    we created a drink game. every time you mention havoc: in stream we take a shot, forum post double shot, tribunal waterfall!! it's pretty effective. Joy of having someone traumatized
  8. 2 points
    hahaha you make me so happy sometimes. Keep going
  9. 2 points
    I think several of us have suggested some sort of reputation system, hours played could tie into it. That combined with some in-game rewards for reaching a new reputation level would seem suitable.
  10. 2 points
    Better ranking system. It takes what, 2 months to get to rear admiral? Beyond that there's no recognition of skills, renown, or influence. Poor ranking makes everyone appear the same. Not saying just because you have 4k hours means you've done anything, but for people who have there should be some kind of reward.
  11. 2 points
    Nothing surprizing here, Clan set Naval Action = Outlaw server player base So far away from historical captains code of honor... Nation flags are just cosmetics within a "Pirate war server". Wellcome to Naval Action Jungle !
  12. 2 points
  13. 1 point
    My post is below, but for those who will avoid reading anything longer than a paragraph, here is the short version of my proposal: Limit wood type choices when building Lineships (4th-1st rates) to only allow the heavier wood types: sabicu, white oak, caguairan and live oak. --------------------------- I have observed with interest the discussions about the combat model we are now testing on the testbed. I haven't gotten around to testing it myself yet, but I have gradually grown more positive as I've read admin's elaborations on his thinking on the matter. But there is one issue that, like many others, I foresee: speed-built ships-of-the-line cruising around the open world, able to run away from all other SOLs, and devastatingly deadly against every frigate, and at the same time with the ability to catch them. Should this really be a thing? If the new combat model prevents frigates from messing with SOLs, should SOLs still be able to interfere with frigate-combat? I seem to remember having seen some historical evidence that SOLs would not fire upon frigates in a fight, unless the frigate opened fire on the SOL first. So even in battles like the Trafalgar, frigates would fight frigates and SOLs would fight SOLs. If a frigate did fire at a ship-of-the-line the latter could return fire, and it would be devastating. Another question I have is: Why ever would a navy build a lineship, as expensive as they were, that would be unable to fight in formation against other lineships? What navy would waste their treasury on building a "fir/fir" Victory, that could hunt down frigates, but would be useless in the Battle of Trafalgar, or Battle of the Nile, when they could probably build five frigates to patrol waters against enemy frigates for the same price, allowing them to cover greater areas, be less vulnerable to ships needing replacement or were lost. Historically, ships did not last infinitely in service like they do in-game unless sunk. So my question is: Should we be able to build "light" lineships? My suggestion, though I put it out there without taking much time to ponder it myself first, is this: What if we limited possible wood type choices for Lineships to only the heavier woods? What navy has use for fir, bermuda, mahogany or even teak lineships? I would also take oak out of the question, because it can be farmed and doesn't have to be bought from the market. So that leaves us with sabicu, white oak, caguairan and live oak. Those, in my opinion, should be the only options when building ships from 4th rates and up. Frigates however, should have the option to use cheaper/faster wood types - for diversity and tactical choice.
  14. 1 point
    I know of captains in the Naval Action who have played 6000 hours or more to the game. Many do not reach as much but are over 4000 hours or more. I think these captains deserve some prize from the DEVS, for their great loyalty to the game. These captains, due to their great experience, contribute many ideas and help as the most to the development of the game. Greetings and have a good weekend.
  15. 1 point
    I want this.
  16. 1 point
    When you complete the tutorial + final exam you will get master and commander rank (around 250) crew + cash + repairs + 2 ship notes (one of them is the hercules a dlc ship so you can try her out without purchasing)
  17. 1 point
    although it only occured to the ones that let the government know that they survived the storm.. Salute to all the ones that didnt make it o7
  18. 1 point
    BTT than: Not to mention that during yesterdays storm wreck event we got a rain storm in the area, making it very hard to even spot a wreck.....
  19. 1 point
  20. 1 point
    Irse a los ROT que son bastantes,preguntar por depredador del mar
  21. 1 point
    RNG is clear, but it should be from the same category. (craftable vs. non-craftable ship) and paint chest is completely missing. Before it was the case that Deadmans Chests always have included RNG-items from the same category.
  22. 1 point
    >Be HAVOC >Complain about trolling in PBs and not showing up >Complain that there are no decent fights in RvR >Complain that your enemies are dodging battles with timers when you can't field massive zerg and when your enemies can call more allies for support >Dodge port battles with screening fleets screening out your enemies, claim great victory in empty or not full PBs
  23. 1 point
    Since joining Sweden I have had an improved experience with Naval Action. No nonsense via players like idiot politics or overly vocal egos. I can just finally focus on PvP and PvE without worrying about RvR since the EU players have that covered which is such a relief having to deal with RvR multiple times a week back in the United States. I absolutely recommend anyone from a US timezone to join us or even bring your own clan. The more the merrier.
  24. 1 point
    Yesterday, fought a battle against a player (bellona vs Pavel) on testbed. (only one battle with the new update)(only 3 people were online, so lucky to find one of them close by) To me it felt like the fight (patch/update) was better than the ones i had a week earlier (did only pve). My bellona was teak/white, navy hull and structure, something that gave me 10% thickness on masts, medium guns (32/24/9). Only one bookslot unlocked which had 'melee training'. I don't know anything about the pavel, except that it seemed very hard to penetrate it (even when at pointblank (tried doubles and charged)). Startingpositions : both ships point almost into the wind, land on the starboardside (in front of Philipsburg), Pavel sits behind the bellona. Pavel tries to maintain its position (and succeeds for a while), Bellona tries to get into a position to take controle of the wind. Being in font of the Pavel, the bellona fires broadsides into the pavel's bow at first, one broadside of chain. The shots to the stern did considerable damage to the pavel's structure. When the bellona got on the pavel's stern it could just continue to rake and bring down the structure to nearly nothing. The bellona's broadsides on the pavel's flanks (perfect angle) had little effect (compared to the structuredamage the raking chad caused (which makes me thinks it may have been live oak and/or had thicknessmods equiped?)). Two broadsides from the pavel took out 50/60% of the bellona's portflank,almost no structure lost. Bellona repaired hull while continuing to angle and get/stay behind the pavel and rake more structuredamage. The pavel then chained the bellona (2 chainbroadsides brought it to 49%, big mistake on the bellona's side, well done by the pavel). It was too late by then, the structuredamage on the pavel had slowed it down to a crawl aswell, even the loss of a bowsprit and frontmast on the bello could not turn the tide and the bellona could rep sails a few minutes later, while it chained the pavel once more (which sailrepped soon after). With all the raking through front and bow, no masts fell on the pavel. The bellona hit only 26 masts. It did never really aim the masts, mostly hull (90% : stern and bow). The pavel also did not concentrate on masts (the bellona would have been demasted much sooner if it had? (after the fight it is easy to point things out, but the structuredamage through the raking went fairly quickly which made the pavel suffer severely in speed and manouverability and thus dimished it's potential to get guns on the bellona)) - Angling worked again. Not as much as in the old model, but it felt pretty ok to me. The 'window' seems closer (which is good). - Damage to structure through raking (stern and bow) seems very high, especially considering the penalties such damage comes with. - the fight lasted longer. Perhaps something to add : at the moment, it doesn't matter where you hit the hull, it will lose armour/structure, even if you keep shooting through the same hole ... Is it not possible to make destroyed areas (?) invulnarable to new damage? So, we would have to really target specific points/areas on the hull to do critical structuredamage? (a bit like how damage for masts work? but a horizontal version of that?) Picture to illustrate the structuredamage.
  25. 1 point
  26. 1 point
  27. 1 point
  28. 1 point
  29. 1 point
    no thank you i rather fight in my own nation uniform ... and another thing what were you thinking when you saw all the small ships in your big first rate ships.... let's have some shooting practice ourselves how honorable especially for the small captains..............are you the size of a pinky
  30. 1 point
    The REDS Battle Dance: Inspired by the old RDNN-ritual (captured by @BABAY) : No, video. I was half sure that I was going to fail, so I didn't want to keep any evidence.
  31. 1 point
    This I agree. I propose no amount of speed upgrades should make a higher rate ship faster than 2 rates below it. i.e. Speed and wood combos can make 1st rates as fast as 2nd rates, but not as fast as 3rd rates and below. Close but not. Same for all other rates, 4th rate can be as fast as 5th rate, but not 6th rate. I also feel this is how hull durability should work but inversed: Wood and upgrades should be able to make a 4th rate stand up to a 3rd rate, but not a 2nd rate. Same for all other rates. Of course there would be a couple ships that would bleed through...Notably the Victory could be as fast as a couple 3rd rates, but not faster. The Bellona could be as fast as some 5th rates like the Indefatigable, but not all. And roughly the same would happen with ship durability against higher rates....some might bleed through like maybe the Constitution could be almost as durable as a 2nd rate...or the Indefatigable almost as durable as a 3rd rate...but never better than, no matter the upgrades and builds. As it is on the live server...ships mods are making lesser ships way too strong. On the testbed it is making them way too weak. But this response was mostly about speed and durability with included mods and trying to balance them out better between rates. EDIT: Perhaps include Agility with Speed...as a Vic with upgrades should never be more agile than a majority of the 4th and 3rd rates.
  32. 1 point
    Which honestly isn't a bad decision for full-loot PvP games. If the balance of grind to random luck to skill in PvP success skews to 30:50:20 or so, where players of equal books/knowledge/ship build but unequal skill might result in the unskilled player winning 30% of the time? That's probably pretty good for retaining new and casual players. The problem is that this new combat model doesn't accomplish this at all. It just pushes everyone to sail the same ships and gun-heavy meta, where skill still results in winning 90+% of the time, only it happens in under 10 minutes (balanced against hours and hours of searching for a fight) and the cost to losing is outrageously heavy for the new and casual player who can barely afford one line ship, etc.
  33. 1 point
    Ship structure is a parameter that shows overall hull integrity and at lower hull integrity ship begins to feel unwell and slowly disintegrate,. Masts connect to keel and have a lot of supporting elements inside the hull and rely not only on rig but also on ship structure integrity As a result if you shoot at structure you lower the integrity of all supporting elements inside the hull, and at very low numbers more and more damage will be passed onto masts, but its not random - you need 1000 damage to be passed onto masts to destroy the 1000 hp lower section. Thus to your comment - should multi deck ship be able to hold the mast in place with no rigging damage. No. It can lose masts if they are damaged elsewhere, or when their support has disintegrated. Multi deck ship can lose a mast even at very strong winds if they dont take top sails in time (no rigging damage - just wind pressure) This updated system works incredibly well in annoying cases when you see the enemy has low structure but still zooms off into the horizon. In the new damage model captain should be very careful and start repairing structure early if he does not want to be demasted
  34. 1 point
    I'd suggest delivery/trading missions should offer reals or doubloons. As is, dbls are too easy to get, while reals..not so much.
  35. 1 point
    Naval Action players after new damage model be like:
  36. 1 point
    Code of honor. Everyone knew a frigate was no match for any lineship. If I'm not mistaken, frigates had no use in such battles, but to relay messages from the flagship to the rest of the formation, and to rescue heavily damaged ships and crewmembers. There is a case of a french frigate opening fire at a british lineship (Aboukir?) and getting swiftly dispatched as a result by returning fire.
  37. 1 point
  38. 1 point
    v8.3 2019-02-10 improved: ship compare with upgrades (perks, trims, permanent and knowledge) some bugfixes
  39. 1 point
    Noone is requesting fair Fights only, if you get ganked regularly in OW by sailing by a much larger force, so be it, deal with it However if you got a battle, say 2v3, noone else joins, manage to win / Escape just to then outside in the OW meet a force of ~15 ships (which were not able to join the battle for a reason), thats bs.
  40. 1 point
    We have to make people want to leave the zones. I agree that the current game design doesnt promote moving out from zones too much. But I've always been a promoter of using motivations over restrictions. Lets put the end game content away from the zones, no matter pve/pvp/rvr or trade. There should be no or little content for a rear admiral in his 1st rate near capital zone.
  41. 1 point
    we are working on the admiralty checklist available for new players that will briefly explain what needs to be done to achieve things they want. Giving exactly what you described - some pointers giving general directions to fun.
  42. 1 point
    Let them farm, why does it bother you so much what others do with the game they bought? Not every one wants to PvP 24/7. Some folks actually enjoy doing some AI missions and such and maybe getting into some PvP once in a while. You want PvP go flip HAVOC port, flip WO (oh yah forgot ya'll have some stupid rule on that one). You know just as well as I do that if you go flip one of the other clans that are very active in PvP you will get a battle, but most of ya'll refuse to fight them but instead all you want to do is gank cassual players and newbs that suck at the game compared to folks that spend all there time doing nothing but PvP. Removing these zones is not going to do anthing but spread the dead server out even more cause now folks will flip those ports and will be spread all over the please. I swear every time we get close to having a half decent game the devs start going back to hard core extrem and we loose more and more players. you need the 90% of the player base that is casuals to support the 10% hard core PvP players.
  43. 1 point
    How about this if we are going to do this, can we just wipe the whole map and make it all start over? I mean what the point of all these old ports any way? Should make them all historically owned by the nation that owned them. If some one wins a port battle than they get to keep it as their clan port (instead of AI shows up say VCO shows up and defends a pirate port, they own that port from that point on).
  44. 1 point
    Pirates shouldn't even have a capital, they should be following the same rules the three nations that shouldn't be in game. Though what they could do is make that zone a neutral that all nations can use but have the Pirates, Poland, Prussia, Russians all start there. You know this is going to kill what little casual players you have left...... Taking away safe zones is not going to encourage folks to play and come out and PvE. Folks like to have zones they can grind up without having to look over there backs every two seconds for gank squads. I'm going to predict this is going to kill what numbers we have left. You would be better off killing the PvE server and making the Golf of Mexican a PvE zones. that would get more players on one server insetaed of them being spread out all over the place. We keep talking about how to keep the new players and casuals and than you do this crap which will just run them off. You can't force folks to play a play style they don't want to play. By taking away the three largest nations safe zones it's just going to make more players leave and not log in. Oh look now we will have even more empty ports folks will own and no one will fight over........
  45. 1 point
    one thing i would like to say is Werewolf you are definetly a pro, have been for a long time in the game, he has been solo alot, but the thing about a player coming back is they don't yet know this game is based on upgrades and skillbooks as well as ships, the devs made it this way so a player can take on six at once, used to happen on the east coast on a daily basis, i have seen ram dinark take out that many in one battle, three in a row just because they didn't know how to tack into the wind. he just boarded them one after another,, my point is a well geared player can take on six at once, if the other six are beginners and not as good. that is whats giving returning ppl a hard time. they have no idea how much ship knowledge matters and don't even know about some of the good books. or how to get them. so they come back. thinking they are still superman. get into a ship with normal equipment and get ganked because half the other side had art of ship handling and all the good stuff.
  46. 1 point
    I like the sound of this patch though the comments following it are quite amusing. Someone who plays as one of the 3 hardcore nations is complaining that they do not have a capitol??? Wasn't that the WHOLE idea behind those 3 nations that they were nomadic in nature as they do NOT have an established base of operations unless they CAPTURE one. People need to stop trying to change the unique things. If you do not like playing under the characteristics of one of these 3 nations, why did you join and why not just switch to one of the main nations?
  47. 1 point
    New players are punished enough because there is no proper tutorial in the game. And i mean tutorial about basic trading, crafting, wood characteristics, buildings etc., not the sailing one. A new player starts in a capital port, has no clue what to do, and if he gets wrong answers by asking in NATION chat what he should do, he will ALWAYS stay in the reinforcement zone, hiding from everything, with the attitude " omg i could lose a ship, i am not going to leave reinforcement zone". Where basically, everything is available in the Caribbean, you just need to grab your balls and leave the f...ng reinforcement area.
  48. 1 point
    Now the Title is already telling alot about what Direction this Game will be going in. So lets get Started. The Reason why this Game will never Succeed is Super Simple and Completely Obvious. So Obvious that it might be Hard to grasp I guess. The Reason this Game cannot possibly Succeed is that the Devs cannot Decide on what they want this Game to be and try to Cover all Angles a little thus driving away the majority of the Players because hardly anyone really fits into the Game. You See. For a Good Open World Game the First Decision you make. Is if you want it Player Based or Content Based. Or to use other Terms. Do you want your Game to be PvP Based with the main Content being by Players. Or do you want the Game to be PvE Based with the main Content being in the Game for the Players. And here Naval Action unfortunately Fails. Because Naval Action tries to Run the Main Content in PvP. There is little to no Protection from being Attacked everywhere. And there is not much to do aside from Fighting each other. Meaning that the Main Focus is Players Fighting other Players. However while the Content is clearly the PvP Aspect. The Remaining Game is completely PvE Based. You need to Grind through an Incredible Boring amount of Repeating the same thing to get into anything that even allows you to have any Chance in PvP. And you need further Grinding to actually Sustain PvP because Ships and Upgrades as well as Materials etc etc etc. All come from PvE. And here is a Fatal Flaw. Because you see. Players which will Put up with Grinding and Building up Stuff. HATE to be Attacked at all times by other Players. They will NOT PLAY AND NOT GRIND unless you Give them a Large Safezone where they can actually work without constantly being Bothered. They might like a small Risk Challenge of getting a Single High Profit Transport by Crossing from one Safezone into Another. But in General unless you allow them to go about their Business without being in constant Danger of PvP THEY WILL NOT PLAY PERIOD. Meanwhile the PvP Players are of course the other Side. Because PvP Players will usually be the Type to Crave Action. They want to Fight. And they dont want to Fight 1 Hour a Week and then go Grinding for 20 Hours. THEY WANT TO FIGHT 9 OUT OF 10 HOURS THEY PLAY. And they wont be Putting up with Grinding all the Time just to Sustain being Able to PvP. Now Take a Guess what this Game does. Right. It Requires both. Tremendous Grind AND Constant PvP Danger. In Short. The 2 Largest Player Groups WILL NOT PLAY. Thanks to that we only have left the small Group of Old Players. Which could Build up Tremendously in Older Times with Large Safezones thanks to which they had lots of PvE Players and thus now got Large Reserves and Storages to Maintain PvP. But no New Players are coming. And the Old Players are leaving one by one over time. As long as this Continues this Game will NEVER Succeed. The Devs Need to Decide. Either they Say. Ok this Game should be about PvP. Then they Need to Completely Remove the Grind. They need to Start Players so that they can Fight others Right Away and with Minimal Effort to Sustain Fighting others. If its Takes 2 Weeks just to get a Proper PvP Ship with which you aint just instantly Raped 999 out o 1k Players will not Play. Needless to say they also need to make Reward Mechanics for Fair Fights and Penalty Mechanics for Ganking and for Fighting Enemies that are vastly below your Level. Or they Say. Ok this Game should be more PvE based. Then they Need to Implement Large Safezones or Simply Turn things around and instead of having Safezones. Have Combat Zones. So that the smaller PvP Community can Fight in Combat Zones about Special Rewards etc. While the Large PvE Community Works on the Remaining Map in PvE to Supply the PvP Community with Ships, Upgrades etc etc. I dont care which one. But Seriously Decide on One Thing. Otherwise this Game will Forever be Stuck on having a few Hundred Players Tops.
  49. 1 point
  50. 1 point
    I agree that represents the thinking of some of the players but not all. That's what I think the problem with getting and retaining new players, seeing and implementing things only based on the view of the already established players. So, how are the new players, single players and that ones that have limited time fit into this? Wouldn't the rest of the points above be also done by the first ship that you tow to the port without being forced into all the other content? By forced means there is no other option. Same principle, we spawn most of combat missions far away into enemy territory to make it so players would go there and force them into OW fights. Does it make any sense to take a PvE equipped ship and risk getting gank'ed coming out of a mission already damaged? In my opinion and likewise players, if I had 5 guys why bother with the teleport at all? We have to sail from point A to B regardless so why not take my buddies all with warships/supplies and a trader in the tow as well and just go there? In my opinion, more options fits more players and game types. For example allowing the tow with repairs doesn't stop the other players to do what you described above but it also allows the other players to their thing which is instant PvP. Keep in mind that tow means away from safe zones and will lead to PvP anyhow. Thank you for your response
  • Create New...