Jump to content
Game-Labs Forum


Popular Content

Showing content with the highest reputation since 12/26/2019 in all areas

  1. 16 points
    List of ships that changed and decks, left - old, right - new https://docs.google.com/spreadsheets/d/1frzTMxV3TrvlYfA6K3h0zfCCWbuk3kekKI1eYc0MY8U/edit#gid=1751816059
  2. 16 points
    2nd issue of the Willemstad Gazette available now. https://docdro.id/osnot6U
  3. 16 points
    we should think for everyone and the little guy too. As a result we actually increased the supply of trading goods 2 days ago in the hotfix (by at least 65% across all price categories) , more trading = more pvp and more money. (including a side effect of more privateering). New group of trading goods that will spawn in non capital towns is coming too - to encourage sailing around and looking for deals.
  4. 13 points
  5. 11 points
  6. 10 points
    Naval Action would be a better game if everyone took their Losses like you. Good stuff o7
  7. 9 points
    Легко: Если забордить топ пвпшера, то в трюме появляется клетка с неудачным капитаном. Этого пассажира можно отвести во фритаун, где желающие могут покидать в него помидорками за дублоны до рестарта. Все дублоны в пользу игрока, который его привез. Пока капитан висит в Тортуге в клетке хозяин акка ходит по морям с приставкой "Новый", типа команда выбрала нового капитана.
  8. 9 points
    It was very simple. My Bellona nearly wasn't dmaged in hull and structure, Potemkin's last shot on my hull was commented by him with only one word "jesus" because he didn't cause damage. As I followed him otuside the circle, he hit 2 - 3 times the foremast and it dropped. Potemkin managed to outplay the Ocean who tried to hold him ouside the shrinkin zone The wind was against me, so I couldn't get back to circle and died with nearly full HP. Ocean couldn't get back because of chains and shrinkin Zone. It was a fine tactic of Potemkin and to much greed onm my side
  9. 8 points
    That or replace fort's 42pd longs by 9 or 12 pounders in shallow ports
  10. 7 points
  11. 7 points
    Havoc: Everyone grow some balls and come fight us! RAWR! DNP, BOCAR, DANVE: *fights Havoc* Havoc: WHAT?!!! HOW DARE YOU YOU FILTHY LOW LIFE!!? WE TAKE ALL YOUR PORTS NOW.
  12. 6 points
    No ship had more than 10 battles. Timber stress from cannons was a non-issue over such short periods of time and should not be an issue in NA. And what about rotting, or fatigue and homesickness and mutinies.? What about them? Most did not care about the wood damaged by firing because, most ships rot within 2 years if were not build from well seasoned salted oak or teak, or had to be repaired for almost price of the ship every 6 months. By the way did you know that (S) stands for salted (not seasoned).. Which was the stamp placed on all well seasoned logs in most european shipyards, because seasoning was using salt. People would sacrifice planking if they wanted to live and survive battle so nobody cared about damaged timbers. People even demasted themselves if they wanted to survive during storm to not capsize. The only reason to not install heavy guns on top decks was ship balance. Heavier guns increased roll and heavy roll was very hard on crew and could unbalance the ship to the point of no return. But 32lb carronades are not really that heavy. There are many realistic and many unrealistic conventions in naval action. All of them are done for the player enjoyment of life.
  13. 6 points
    Automatic claiming of patrol mission at maintenance remove 10k doubloon cap in money chest? Don't know why the cap is needed at the moment automatic accepting and claiming of leadership events with a message which rank you achieved when automaticly claimed I doubt anyone disagrees with that or wouldnt like it Will think about more stuff more when I have more time ... but I guess new player stuff, exploration missions and other means of getting seasoned logs than pve would be something that pops into my head instantly. Oh and find a way to use victorymarks for please. They are just stockpiling everywhere.
  14. 6 points
    We need real waterdepth and ships draft, then there is a purpose for those small ships. Then some ports might only be accessible by 7th rates.
  15. 6 points
    Зацени, оцени, помоги, посмотри до конца
  16. 5 points
    It was 16.0 even I wish 😥 I was probably risking more than your whole gank fleet combined. I had three ships out there, my gold Wapen, the gold Wapen I lent Lionshaft, and the purple/fast Ingermanland I lent Railgun. We did not only hit traders, there's a french Buc and purple Lo/Wo 3rd rate sitting at the bottom of the ocean too. Maybe @LionShaft got a screenshot. I think mods are currently well balanced if we look at the whole risk/reward situation. If you invest 10 million reals worth of mods into a ship, it has to pay off, atleast most the time. If not, gold ships and mods just become museum pieces, which sit in the docks to be marveled at but never used. I don't think anyone wants that.
  17. 5 points
    Need more salt for my #popcorn - This should be the right thread.
  18. 5 points
  19. 5 points
    Where you in sea trials and pod by PayPal before steam EA release? That how you get the yatch DLC. I miss it by a day cause I was down in Brazil working and got back the day after and it went to steam. though I still think pandora should not be a dlc folks can buy. It should be a special ship for EA testers only.
  20. 5 points
    Worth an investigation I guess https://gyazo.com/bdc1a8773293559e988cdd9e90348b87
  21. 5 points
    Like in Ultimate General:Civil War, Career Points are highly important. In Ultimate Admiral:Age of Sail, they have been greatly expanded and the number of points you receive from battles has been greatly increased. Note: I apologize about the guide being incomplete and not having the POI experience you can earn. I just don't have enough time to replay through everything to find out and really would like to post this guide anyway as its 95% complete. Note: This guide is not meant to tell you how to spend the points as there are several different strategies. My recommended point distribution will come in a later full battle guide. Note: The guide goes left to right for each section and left side to ride side. Career Points: Admiralty: Mission Reward provides a 0-25% bonus to the cash reward from each mission. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Prices provides a 0-25% bonus to the sale of a ship as well as a 0-25% reduction on the purchase price of a ship. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Admiralty’s Assortment provides a 0-50% bonus to the assortment of what is in the admiralty shop. This results in better and more varied ships as well as equipment for both land and sea. Each point is equal to 10% meaning you need 5 points to receive the full bonus. Reputation provides 0-5 additional reputation you gain per battle. Each point is equal to 1 reputation meaning you need 5 points to receive the full bonus. Crew: (Notes that the box below Admiralty has no label so I am just calling it this for now.) Crew Training provides a 0-25% bonus to the experience gain of your crew. This results in crews starring much faster as well as their overall stats. Note that there is no distinguishing between land and sea units which most likely means that this applies for both types of units. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Crew Healing results in 0-25% of your casualties being returned to you at the end of the battle. Note that there is no distinguishing between land and sea units which most likely means that this applies for both types of units. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Crew Recruiting provides a 0-25% discount to the cost of replenishing units with veterans. Note that there is no distinguishing between land and sea units which most likely means that this applies for both types of units. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Techs: Technological Novelties provides a 0-50% bonus to the amount of technology you receive(max of 3). The game uses a random curve to decide how many techs you receive which is where this value is being applied. After deciding how many techs the system will give you, there is a separate algorithm to decide what these techs. It is important to note that the bonus will not be applied here. Also, note that this is still based on a random number generator (RNG) so nothing is guaranteed. Each point is equal to 10% meaning you need 5 points to receive the full bonus. Technology Research Cost provides a 0-25% discount towards the cost of technology. This includes both a monetary and a reputation discount. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Officers: Officer Training provides a 0-25% bonus to the experience gain of officers. Note that there is no distinguishing between land and sea officers which most likely means that this applies for both types of officers. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Officer Recruiting provides a 0-25% discount to the hiring cost of officers. Note that there is no distinguishing between land and sea officers which most likely means that this applies for both types of officers. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Officers Assortment provides a 0-50% bonus to the amount and skill of the officers that are available for recruitment within the shop. Note that there is no distinguishing between land and sea officers which most likely means that this applies for both types of officers. Each point is equal to 10% meaning you need 5 points to receive the full bonus. Ship Building: Repairs Cost provides a 0-25% discount to the repair cost of a ship at the end of an engagement. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Damage Control results in a 0-25% restoration of the damage a ship took during the previous battle. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Upgrades Cost provides a 0-25% discount towards the cost of applying upgrades to all ships. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Luck: Luck gives a 0-30% bonus to the success chance of points of interests. Each point is equal to 5% except for the first one which is equal to 10%. You will still need 5 points to receive the full bonus. Survival reduces the chance of an officer dying by 0-25%.The bonus will only be applied to the death roll which is rolled after an officer is wounded. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Each battle will provide a certain number of experience points that allows you to invest in a career choice of your choosing. For minor battles, you will be rewarded 1 experience point For grand battles, you will be rewarded with 3 experience points The intros to both campaigns count as grand battles Some Points of Interest will provide experience points (most likely all are 1 experience) Filthy Smuggler: 1 experience Total possible: British: INCOMPLETE American: INCOMPLETE When starting a campaign, you will follow the early life of your chosen admiral which will allow you to gain three starting career points. Note: You will be given a choice between three separate career points. After selecting one of the three, you will not have an opportunity to return so choose wisely. Note: I am writing the available choices you have by reading top to bottom British: 1769 Childhood (First Pick) 1 point into Repairs Cost (equal to -5%) 1 point into Upgrades Cost (equal to -5%) 1 point into Luck (equal to 10%) 1771 Midshipman (Second Pick) 1 point into Crew Training (equal to 5%) 1 point into Crew Healing (equal to 5%) 1 point into Crew Recruiting (equal to 5%) 1777 Lieutenant (Third and Final Pick) 1 point into Officers Recruiting (equal to -5%) 1 point into Technological Novelties (equal to 10%) 1 point into Reputation (equal to 1 per battle) American: 1760 Escape (First Pick) 1 point into Mission Reward (equal to 5%) 1 point into Luck (equal to 10%) 1 point into Survival (equal to -5%) 1770 Emigration (Second Pick) 1 point into Repairs Cost (equal to -5%) 1 point into Prices (equal to 5% on sale and -5% on purchase) 1 point into Reputation (equal to 1 per battle) 1775 Volunteer (Third and Final Pick) 1 point into Crew Training (equal to 5%) 1 point into Crew Recruiting (equal to 5%) 1 point into Crew Healing (equal to 5%)
  22. 4 points
    A new port has been offered to you in this very thread by OP. You know for a fact your port was in the way of Prussia being able to attack VP ports. Blame the new front line system, there is no way to bypass your port to keep going in that direction. You think VP helps you out of the goodness of their heart? Maybe, but it's also in their benefit that your port kept blocking theirs from attack. Wasn't it Sweden that took your ports before you needed other ports down south by Guayaguayare? And which nation is that one that currently is sucking up to Sweden super hard? Oh yeah, your best friends, VP.
  23. 4 points
    As the title suggest. I believe it is quite an easy feature to add? Since it just need to assign the design instead of the human player, to the AI?
  24. 4 points
  25. 4 points
    Nous avons accompli beaucoup de choses l'année dernière : nouveaux navires, nouvelles missions, améliorations commerciales, des milliers de bugs corrigés et enfin lancement du jeu. 2019 était meilleure que 2018. Naval Action a été placé dans Le Meilleur de 2019 par Valve et a été nommé l'une des meilleures sorties d'Accès Anticipé (en termes de revenus). Cela ne pouvait arriver que grâce à vous, capitaines ! Merci. Nous ne vous laisserons pas tomber. Bien sûr, certains terriens grincheux se plaindront toujours que ce sont tous des alts, mais peu importe ;) . Veuillez demander à ces "alts", demandez-leur vraiment de nous faire à nouveau figurer sur la liste des meilleurs vendeurs de Steam en 2020. Voici les plans pour le 1er semestre 2020. Veuillez proposer des éléments que vous considérez comme critiques et qui remplissent les nouvelles règles de contenu décrites ci-dessous ou modifiez vos anciens messages et liez-les à cet endroit. En cours Transféré de 2019. Nouvelle mission Le développement de l'expérience du nouveau joueur se termine. Cette mission retravaillera les quelques heures de départ pour tous les nouveaux joueurs et montrera certaines des meilleures fonctionnalités dès le départ (y compris les combats en ligne à bord de navires lourds) comme cela se passait lors des premiers essais en mer. Nouveaux navires Redoutable - Navire importé (ce mois-ci sous réserve de l'approbation de Valve) Implacable - navire artisanal (ce mois-ci) Wrecker - navire construit (Février) HMS Victory Classic Edition - Cadeau de l'Amirauté 1er semestre 2020 Rotterdam - Indiaman de Combat 1er semestre 2020 Le refit du Gros Ventre reviendra ce mois-ci ou le mois prochain La Pandora sera disponible sur Steam à l'achat Édition à bas prix L'édition à bas prix est attendue depuis longtemps et sera développée et livrée en 2020. Elle apportera beaucoup de nouveaux visages dans le jeu et augmentera la qualité de jeu pour tous les possesseurs actuels. Améliorations, modèle de combat, réglage des dégâts et des pénétrations Nouvelles améliorations (fabriquées et capturées) Canon, améliorations Voiles de bataille et rééquilibrage de la courbe de vent Dérive de la coque qui facilitera la capture De nouvelles récompenses pour les principales activités de combat Récompenses de classement PVP Meilleures récompenses de patrouille Amélioration des récompenses de la patrouille solo Missions de bataille de port avec des récompenses Sur les compétences et la progression et les règles pour les nouveaux contenus (promis en 2019) Nous avons annulé le travail sur les changements de progression, la refonte actuelle du livre de compétences et les disciplines pour la raison suivante Changer tout ce que les joueurs ont déjà provoque une négativité immense car cela leur enlève quelque chose. Les fonctionnalités conçues pour les nouveaux joueurs peuvent sembler se faire au détriment des anciens joueurs, qui les jugent injustes envers la communauté existante (les personnes qui ont soutenu le jeu auparavant), donc même si la nouvelle progression est incroyable, cela pourrait ressembler à un vol pour les anciens joueurs même si c'est mieux. Donc... Nous ajouterons du nouveau contenu uniquement s'il remplit les règles suivantes Il doit résoudre un problème spécifique de la majorité ou réduire les résultats négatifs pour la majorité. Il doit être bénéfique pour à la fois les nouveaux et les anciens joueurs Il ne faut rien enlever que les joueurs ont travaillé dur pour obtenir. Un exemple pour un arbre de compétences qui remplit les règles mentionnées ci-dessus pourrait être un arbre de compétences de bravoure L'arbre de compétences de bravoure offre des avantages et des bonus à l'équipage lors des combats en infériorité numérique L'arbre des compétences de bravoure progresse lors de combats en infériorité numérique Ces deux choses réduisent la négativité pour la majorité car tout le monde est ganké de temps en temps et tout le monde aimerait avoir plus de chances de couler quelqu'un dans ces situations Sur le nouveau contenu Dans l'ensemble, nous avons l'impression que nos mains sont liées au contenu actuel. Même les changements positifs comme l'équilibreur de PvP de 20 min étaient très détestés, vraiment détestés par beaucoup au départ. Maintenant - plusieurs mois plus tard, il est universellement accepté par la plupart des joueurs PvP. Ce n'est pas parfait, pas le meilleur mais beaucoup mieux que tout ce que nous avions auparavant. De tels changements provoquent un état de malaise et une sensation bêta et ne devraient pas se produire lorsque le jeu est déjà sorti. Par conséquent, nous ne nous concentrerons que sur les priorités suivantes Nouveaux navires Nouvelles missions, événements, récompenses et activités Améliorations de la qualité de vie Élimination de la toxicité de la communication communautaire Quelques améliorations de l'IA Sur la modération Les systèmes de modération dans le jeu devront changer radicalement pour promouvoir une communauté amicale. Le système actuel de modération du chat en jeu est lent et inadéquat. Les modérateurs désignés par le développeur provoquaient des allégations de parti pris et de négativité. En conséquence, la modération se déplacera probablement vers la communauté. La modération pourrait être effectuée par des représentants élus par les joueurs qui modéreront leur nation dans tous les chats (aide, nation et global) les chefs et officiers de clan qui pourront modérer les membres de leur clan dans toutes les discussions des rapports sur les joueurs seront envoyés aux représentants des joueurs et aux chefs de clan par courrier les chefs de clan recevront un certain encouragement pour agir sur les rapports de leurs membres Les systèmes vont être travaillés cette année. en attendant, veuillez utiliser le rapport et ignorer pour les personnes dont vous n'aimez pas le style Sur l'IA Un domaine important négligé pendant très longtemps sera l'intelligence artificielle. Les navires PNJ apprendront de nouvelles astuces et compétences Sera mieux positionné sur les côtés Apprendra à chasser et à s'échapper plus efficacement (utile pour les flottes de joueurs et les évasions automatiques lors des déconnexions) Choisira mieux les cibles et focalisera mieux le feu Naviguera mieux plus près de la terre Et quelques autres améliorations comme un meilleur fonctionnement en groupe Des améliorations de l'IA deviennent possibles alors que Game Labs, en tant qu'entreprise, continue de travailler sur le jeu de stratégie Ultimate Admiral: Age of Sail, et cette année commencera également à travailler sur un nouveau jeu axé sur un seul joueur avec vue à la première personne depuis le pont - Sea Legends - sur les contrebandiers et les corsaires en Méditerranée et en Mer du Nord. Ces recherches seront partagées et bénéficieront grandement des améliorations de la qualité du combat PvE dans Naval Action. Dans l'ensemble, nous avons une belle année 2020 devant nous. Si vous souhaitez ajouter quelque chose au plan, n'hésitez pas à le faire dans les commentaires. Veuillez rester sur le sujet lorsque vous discutez de problèmes. N'oubliez pas que toutes les propositions de fonctionnalités et les propositions de modifications doivent correspondre au cadre en 3 points Il doit résoudre un problème spécifique de la majorité ou réduire les résultats négatifs pour la majorité. Il doit être bénéfique pour les nouveaux et les anciens joueurs Il ne faut rien enlever que les joueurs ont travaillé dur pour obtenir.
  26. 4 points
    Капитаны, сегодня вышло обновление с изменениями суммарного боевого рейтинга для портовых сражений, теперь БР для обычных сражений с участием игроков не отличается от портовых сражений с участием НПЦ. Изменения суммарного боевого рейтинга (БР) для портовых сражений Города с БР 5000 теперь имеют 5700 БР Города с БР 10000 теперь имеют 10600 БР Исправлена ошибка с БР города Nassau - теперь это 2900 БР Изменения боевого рейтинга кораблей Trincomalee - БР понизился с 270 до 260 Endymion - БР понизился с 280 до 270 Indiaman - БР понизился с 150 до 140 Pavel - БР понизился с 550 до 540 Во вчерашнем обновлении немного повысилось производство торговых ресурсов и исправлена ошибка с некорректным маршрутом НПЦ в портовом сражении города Nassau
  27. 4 points
    You can count me in the camp of I'd like spotter planes and even eventually air power but for the immediate future I consider it a feature that can and probably should be added later with more fundamental features needing addressed first. Which brings me to an additional suggestion that I'd love to see that I can't believe slipped my mind. More scripting for the Naval Academy missions. I'd love to see them be more informative and useful to learn from but to do that I think we need to see the same AI ships(both friendly and hostile) starting in the same positions at the same ranges rather than seeing different designs every time. Maybe even script participating nations, at least for the AI, but that only really depends on how much effort is to be put into national flavor. Plus this would be a good way to make sure for the campaign the AI doesn't just keep randomly generating ships instead of using designs it should already have in service.
  28. 4 points
    Can we expect to see more smaller ships in the second half i.e. different corvettes, sloops, brigs?
  29. 4 points
    My annual post on the need for Exploration of the Open World. The game is incredible from so many standpoints, especially the open world the developers have built. So here's what I recommend for Exploration: The free camera works in the OW. Essentially you can anchor near a port or an island, and send an exploration party or a group of spies (via the free camera) from your ship into the nearby hills or port and watch enemy ships come and go. This feature could be harnessed by the devs in our gameplay content. We could be assigned OW Exploration missions: drop off spies or soldiers in enemy ports - raise national hostility pick up spies find caches of weapons or loot or buried treasure in the port or on deserted islands find shipwrecked sailors establish lookouts and outposts find new sites for mines find new species of animals or vegetation obtain secret orders or maps The options are endless. The modeling of the ports and vegetation is adequate for all types of new OW game content. The OW pickup mechanic itself could work much like the Sealed Bottle mechanic. One other idea is to seed these missions in the OW so people can randomly search them out without being assigned a mission - make them hard to find - sailors like a challenge. This idea is just as important for PVP players since it entices more people and potential targets into the OW. Mission Example - "Anchor next to the island just south of Las Tortugas. Send a party to the top of the hill - pick up the secret map. Take the map to the port of Bahia Honda and deliver the map to the back room in the beach shack with hanging fish in front. Payment - Reals and Exploration Credit. Thank you Devs for this great game - looking forward to its future.
  30. 4 points
    I fully disagree with this part. Changes must be done if they could achieve a greater goal. Recently, you made changes to trading and rvr that resulted in a recovery of the pop lost after months of ignoring the issues. Looking at recent reviews and steamcharts, werent they worth the risks? Be brave, be ambitious.
  31. 4 points
    If you think that map somehow represents a place where a big naval engagement between capital ships of the dreadnought era would take place at all, then UA:D is not only what you expected WOWS to be but that never was...it's also a lot of things you're not expecting it to be. Realistic, for one ;). Now I don't say this to discourage you or to somehow feel I'm dishing you, which can't be farther from my intention. I'm just pointing out that the kind of gameplay you can expect out of a game which has high regard for historical fidelity and immersion has absolutely nothing to do with that you'd find in an arcade game like WOWS where the only thing "Naval" are the 3D models of the vehicles that fight there. And part of the complete lack of regard for realistic naval engagements WOWS shows, is in where it forces those vehicles to fight, and in the way those vehicles are artificially allowed to move so they CAN fight in the maps they're put into. Plainly stated, a big ship could perfectly take more than half an hour from full stop to full ahead, and several minutes to stop from max speed to a full stop. Ship's turnrate was very slow (compared with the racingboats of WOWS). Risks of running aground were nothing to sneeze at, a grounded ship could get stuck with ease in shallow waters (several battleships were lost that way, becoming stuck on some uncharted shallow rock and then being destroyed by the tides). No battleship captain would ever venture into an area like the one you drew. Not even a lunatic would risk such expensive warships in a place so likely to get his ship nose-in into an island. Nor any cruiser one, now we're at it. And probably destroyer skippers would have a serious stressful time trying too. You've drawn a map for a multiplayer deathmatch-style arcade game. UA:D is nothing of the sorts - it's a very different animal. No big surface fleet would've ventured in an area like the one you depicted. Now don't get discouraged by it: UA:D might not be a fast paced arcade multiplayer deathmatch, but if you like ships (if you REALLY like ships) and if you're interested in how they actually fought (Vs the completely made-up stuff of WOWS), then you'll love it and learn a lot in the process. But if you expect it to be WOWS 2.0...well, that it is not. Like, at all.
  32. 4 points
    If a nation such as VP can't field 10 port battle ships then it's not a BR issue. Some key points, some already mentioned here: It's an issue of motivation to join RvR. More rewards for active participation in RvR might be better than just dropping BR which is already low enough. Better rewards in PBs and maybe the clans that ask for screeners can pay those screeners from their own rewards/tax money. In the case of Santo Domingo for example, the port makes millions a week but no one from that clan that owns the port felt like showing up to defend it's surrounding ports? Not sure what the issue was there. But If a nation doesn't have 10 players to defend a port you have to think of things beyond just pushing lower port BR. Same as Christendom, I'd like to see 900BR ports locked to 6th rates and below; and 5000BR ports locked to 3rd rates and below. If screening is meant to continue to be a part of RvR, I think it should also be recognized by some form of in game mechanic/feature. If the game allows to create a 'screening fleet' which can get special rewards for fighting near the area of the port that is being contested around the time of the PB; then more people might become interested in screening. Last thing, if trading and alts continue to be the best way to achieve success in obtaining anything in game then most people will just flock to trading and not care about RvR which costs them more money and ships that what they get out of it. As someone already said, why put effort into RvR when you can spend your time doing something else and get all the RvR benefits anyway. We need solutions to get more players interested in RvR not to keep RvR small for the all the usual players.
  33. 4 points
    Sounds like an interesting idea, with the caveat that the player should be allowed a reasonable progression where they can get a perfectly reliable ship. It is one thing if they suffer duds knowing they skimped, but if they did everything and they still suffer a failure, they would first try the Save / Load button and then start filing complaints.
  34. 4 points
    I must say i did like the progression of armor types in the game and progression of hull/vessel types. But other than a slide-in menu, armor placement is done automaticly once you completed the design. It is also a joy to see how different types of armor reacts to the battle damage in game, seeing ricochets, cracks and twists depending on the amount of damage taken. But other than choosing the specific armor type, armor placement seems to be based solely on hull type chosen at the start. What is more interesting would be to implement armor placement schemes in the game, which would affect the designs seakeeping, displacement, turning and speed qualities. Depending on how the armor is placed, (i.e focused on engines, ammunition, citadels) it should nerf the damage taken to certain functional sections of the ship. Many 1880s, ironclads/pre-dreadnought battleships had armor covering the whole hull but armor design continued to change, Protected cruisers, auxilary cruisers, heavy and light cruisers all had varying armor placements, some ships had more armor around the section of the citadel to protect signalling/command of the fleets and finally, more modern battleships had "all or nothing" armor placement, which protected important internal sections. Adding an armor placement function to designing section of the game could improve the specialization of certain ship designs and definitely enrich the tactical approach to battle-system. I also think that being able to see the internal sections, such as engine, fuel, ammo compartment etc... would give the ship-design phase a more in-depth approach.
  35. 4 points
  36. 4 points
    Isn't this thread surpossed to be about feedback? I mean its great and all people having convo's but trying to read feedback consistently and effciently when 2-4pages are taken up by arguements doesn't really help. We should have a general discussion or arguement thread somewhere so people can talk without issue (best to put here since this will be the most viewed sub-forum). Otherwise we are just clogging the thread up with pointless posts.
  37. 4 points
    Hello Team, i startet to play after a break and WOW you did a great job with the last patches. The game looks amazing - the hits, holes etc. are looking so fantastic. Many thanks for this great game i am sure, this game will be great. Thanks for the hard and really good work - love this game so much Regards :-)
  38. 3 points
    Leeway is already in naval action for maybe 1.5 years. Other sailing improvements like better battle sail mechanics and hull movement from wind will be added as it improves gameplay and does not take anything from players. Gun stress, maintenance, rotting, degrading of ship qualities after of structural damage is not going to be welcomed by the majority - its just too late to add this. We honestly tried it and it did not work because majority of people already like the game and do not like it changed in negative directions and rotting and timber stress will be such mechanics. If they were introduced from the start it would be different.
  39. 3 points
    OMG, SAME HERE, my life is a hell without that ships. I love u Strong
  40. 3 points
    I like that the reward is connected to the activity in a port, this is good and it forced us to do port raids on ports where there are players. But the low reward targets should just not show up at all imo. When players see those they think Port Raids are a unrewarding joke! The fact that you have to sail around and check multiple ports in hope of finding a good port raid missions is super annoying. Why can't all possible port raids be listed in all regional capitals and there be some filter in place so the unrewarding port raids just does not show up. That would make this an easier feature to use imo. My experience with port raids: Santiago De Cuba, Baracoa pays well, if your 2 or 3 players and do 2 or 3 missions. Then each player gets his/her own chest. We sailed away with 25-30K doubloons, 20-30 combat medals, 20-200K reals (big difference). We also did Batabano raid, but the payout was not so good in reals and ocmbat medals. We did it for the doubloon payout of around 20K doubloons per chest.
  41. 3 points
    Snakes dont eat apples ... maybe you misunderstood something in the famous story with the apple and the snake?
  42. 3 points
    Sorry to tell you that your arguments are as stupid as what you tried to do.😑
  43. 3 points
    While I agree and pity the forgotten ships, it is up to us players to use them. Some more fine-tuning would be a good thing, but right now an Essex e.g can be a serious ship already. Only, all too many players have to always sail the "best" ship, while it´d be a true challenge to take one of the weaker ships.
  44. 3 points
    Forts shooting only to attacker side, is a good mechanic i guess
  45. 3 points
    The new trading system (#nocontracts) works as it promotes sailing (not sitting in ports using contracts) and privateering (just sink the traders around rich ports instead of buying goods). How does having a second account helps you buy anything in Vera Cruz if you cannot buy anything on the first account? Majority cares about inflation - people want to hoard and hoard we will give them as much as they want. Yes it will increase the cost of top class mods and those act as money sinks. We just need more options there.
  46. 3 points
    Oh, this is interesting. So, for example, in a hypothetical Hornblower scenario where Pellew sends him to aid the royalist french army, one could select to play only Pellew part and stay with the fleet -or/and- also play Hornblower and the British and French armies Officers parts ? That's cool would love to play just commanding the naval forces, send marines and give them to land commander and "suffer" by anticipation IF the land forces would do it or not, even with "alternative" endings like having to evacuate the failed expedition.
  47. 3 points
    I agree with Liq. It’s nice to see some change away from bow and stern tanking, but structural and mast damage are both far too high at the moment. No ship should sink from rakes, neither should hull rakes dismast a ship. Weakening masts is fine. But not totally take the mast off, except in very very rare occasions. <insert historical example and complaints here blah blah> I don’t care. It’s bad for balance. It promotes unskilled gameplay. It takes away a bit more from what is left of the depth of combat. Don’t nerf it to the ground, but tune it down some. Rakes should be powerful and in some cases deciding. But at the moment it detracts from skilled positioning to setup broadside exchanges and traditional rigging shooting to cripple or dismast.
  48. 3 points
  49. 3 points
    Looking at griefing / being kept in battles: Suggestion: After one's sails are lowered to 0% for 15-20 minutes, with no hull hits being scored by the player during the time, he gets the option to leave the battle Eliminates griefing and being kept in a battle for 90 min with no actual engagement happening, just the odd mast hit from 1km (without doing any damage) every now and then. -> Less tribunal cases Can't see any downsides.
  50. 3 points
    Captain's Liqueur chest Ingredients: - 3x Burgundian Wine - 3x Madeira Wine - 3x Gin - 3x Whiskey Effects: - Turning +1% - Sail setting speed + 2% - Reload time -1% Officer's Liqueur chest Ingredients: - 3x Tequila - 3x Normandy Cider - 3x Russian Vodka - 3x Liqueur Effects: - Melee attack +3% - Sailing crew required -2% - Gun crew required - 2% Clan: BASTD
  • Create New...