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Showing content with the highest reputation on 02/22/2019 in all areas

  1. 9 points
    I want to clarify a couple of points on the Baltic Fleet clan. Very short. 1. We have no alliances with other clans and nations. 2. We try not to touch the port battle fleet, especially if we see that there will be a good fight. (except that it threatens our important cities) 3. We have some clans with whom we are on good terms. But we fight with them, if the fight is fair. 4. we do not attack the cities of certain nations. This does not mean that we are allied. 5. BF more pvp\gank clan, not RVR. 6. Wherever you see us - consider our fleet hostile. * I wrote this because I have the impression that I am with all the nations and clans in the union. And when I start attacking them, people start to be offended or take it easy to heart. * This is a game about the era of battles on sailing ships. And we play it for this. So relax and let's have fun together!
  2. 6 points
    Capsizing is logged and we track all cases. The last capsize like this happened in the spring of 2017. Your ship will be recovered.
  3. 5 points
    most players on the PvE server do not want to engage in PvP. it would not be fair to force merge them and the PvE server has been guaranteed to stay alive for 12-18months by the admin. It would actually be a lot better to encourage folks to come to the PvP server on their terms. Show them groups or nations that aren't harassed by PvP all the time, let them get their feet wet instead of being drowned immediately. if they want to PvE 90-100% of their game time then I support that, I like all types of players as more players = bigger econ = more interactions. Helping PvE players prosper in an environment they don't want to be in is probably the first step.
  4. 4 points
    The romanticized memory of 2.5k players and server split often comes up during various discussions around here. It's usually brought up when the discussion contestants are already thoroughly dug in and is almost always used to strengthen one's own point of view. I've long wondered if we would be able to discuss this without becoming entirely entrenched and thus rendering the discussion pointless? We have several camps of players where the lines between the camps are sometimes blurred, so attempts at classifying players would be somewhat simplified or academic. You could start with pro-PvP and pro-PvE oversimplification. Most posters wouldn’t feel comfortable with that at all so we need to introduce more groups like role-players, simmers, war-gamers, MMO’ers, PvP-on-demand (arena) and so on. Even that wouldn’t be enough because many players feel they swing-role and don’t want to be put in one single constrictive group. You can put me in one single group as this whole experience has driven me into the PvP-on-demand group. ------------- We’ve been told the approximate number of buyers and many of us experienced the number of concurrent players who tried out NA at EA release. There are things we don’t know but have strong and biased opinions about: What is the normal and inevitable player fall-off after EA or release hype? Was NA player fall-off normal or exaggerated? If we lost more players “than necessary” then why? Like everyone else I wish that we had a million billion players, a large contingent of concurrent players fixes every and all our problems, or so we like to think. Oh! There are other pertinent questions than the ones listed above, I wanted to leave room for other posters to put them forth and I wanted to avoid wall-of-text. -------------- If I’m having a bad day I might say that I think we have all the players we can hope to ever get that are willing or able to derive fun from eco or PvE grindy play. An easy conclusion for me because I’ve never understood nor experienced fun in that manner. That says nothing about the world, though, it’s only a snapshot of one single individual. I go on to assume that most people are like me and that I have the most effective solution to player recruitment and retention. Pretty insane, right? I’m also able to find issues within my own camp. I actually think the fighting mechanics in NA are hard enough to exclude derpy pley4fun peeps. Even without incurring eco grinding penalties it’s hard for herp-a-derp autoskipper captains to get a sense of achievement in the PvP part of NA. I celebrate this even if I’m aware it turns away an unknown amount of recruits. This is intended almost from the very beginning but many posters here have varying degrees of uneasiness towards low server pop which leads us to varying degrees of willingness to make concessions to recruit and retain players. -------------- This discussion has the potential to devolve into the shit show it often does. But then it won’t take much self-deprecation and restraint to be able to have an actual discussion instead of the habitual trench war. It is an interesting question, isn’t it?
  5. 4 points
    What happened to all those players? I'd say it's a combination of the following. 1. General decline in folks playing - it's normal that a game have this decline. It's even more normal for a game stated to be in "alpha." 2. The game has gone through many changes that a lot of folks didn't like, and some damaging changes. We could say it's an alpha game so they shouldn't complain, but I usually laugh when someone says it's an alpha-state game, it's more like a continued pre-release. 3. I know probably 100 players that played in the past to say they will try the game when it releases, either because they didn't like a change, others left, or that they need a break and want a more polished game. Other reasons that are more personal that I noticed within the groups I had time to play with that lost members: A. ship durability changes - to just 1 per ship instead of equal to the rated # up to 5th rates . I supported the change but overall I feel it wasn't a good change in the end B. cannons changes - From only needing to buy 1 per deck to buying as many as the ship needs. I thought it wasn't a bad change but it was a clear change in dynamic of crafting that people were disappointed how *much* longer it would take to craft a ship AND more assets on the ship meant it was more expensive. C. Fine Woods - Basically was a death knell for PvP2/Global, not sure how the EU server fared as I wasn't part of that crowd at the time. This was the biggest change that had folks say "I'll wait until release." D. RvR changes - Hostility grind BEFORE hostility missions was such a tiring and fatigue inducing grind. having to wait for a fleet and specific nation in parts of the map that didn't have many fleets was asinine. Many of those same people had played during "Flag RvR" and wanted it back. EDIT: How could we get them back and playing the game again? It probably wouldn't be easy but I'll put 3 things I'd like to see that could potentially get all our old friends playing again. 1. There needs to be a couple RvR mechanics that encourage: holding, attacking, and engaging. We don't need to force anything down our throats, but a system should be in place to rewards both sides of a conflict for actively being part of overall RvR stuff. You have to make End-Game content enjoyable enough that people will repeat it over and over again. 2. Economy/Crafting Adjustment - I personally think we are nearing the right direction, but I think labor hours should be dropped - use Doubloons as the "resource" to do all crafting. a Crafter then becomes limited to what they can farm in doubloons, instead of arbitrarily waiting on a timed resource. want more doubloons? attack traders, fleets, buy from other players. Another portion is better "access" to places, I think one of the biggest limitations to a more thriving economy is that each player is limited to 8 outposts. with such a limitation it becomes difficult to coordinate or find people who have the same outpost. So some player want to stir up a port by selling goods and ships in order to create traffic....but now you need to tirelessly convince others to go there and enjoy it. Many players just won't be convinced to switch an outpost somewhere. if there was no outpost limit I think you'd see a boom...but we probably can't have that. 3. A game release. after this next patch, or maybe another small one...The devs should be looking at the above 2 points i mentioned and also a final release window. I think Naval Action is a really hard game to get into, and as evidence by the "first hour in NA" thread, it seems many players got in, checked it out, and left for a couple days before coming back and really diving in. It is up to the veterans and players who have played this game for a while to also assist in keeping players playing, they just can't do it well when they themselves are getting bored.
  6. 4 points
    We have 2 problems. 1. Only 1 tow 2. Not enough outpost slots.
  7. 4 points
    Was soll denn das bewirken? Als ob Havelock wüsste, was ein Integral ist. Schmeißt er doch an der nächsten Ecke in den Müll.
  8. 3 points
    2500 to 500 players over 3 years is a 80% player drop. That is far far better than the average game. It has nothing to do with game design. 90% of games loose 90% of their playerbase in 6 months. There are examples like rainbow six and others but they are rare.
  9. 3 points
  10. 3 points
    I dont have time after work to sail 1 1/2 h to my PvP outpost. More tows are good for workers or guys with familys Most guys here cant play 5h per day
  11. 3 points
    At this moment, I played exactly for 1 month on the PvE server, and I would like to share my experiences about the 'grind', many complain about. I hope that this will be an interesting read for both fellow (new) players, as well a useful list of suggestions to the developers (in italic). I played for 260 hours this month, please take that into account: this is a time commitment not everyone can devote to a single game within 30 days. Also I've played the game a bit back in the days (2016), but didn't get too engaged at that time. Humble beginnings 9 January, one month ago, I downloaded Naval Action and started with my career. However, first a few decisions had to be made. PvP or PvE? And which Nation? Having no clue, I used google to search a bit, and found out that as an Independent player, the PvE server would be the most relaxing experience. With that being chosen, I still had to choose a nation. This gave me quite a headache, as it is impossible to switch from nation once started. It took me 3 hours of reading and searching on Google before I took the decision, and started playing as a Brit. This worked out very well, as on PvE the easiest nation to start with is UK. You start next to an important trade hub (La Navasse), where you can easily trade your goods and start making a bit of cash. Once started, I looked at the nice port UI, and decided to take a look at the chat. Being a lucky guy, I got the chance to sell my Christian redeemable for 2 million reals immediately, giving me the ability to ignore the initial credit deficit, so I could focus on fighting. I did that, by doing the tutorials, which I can heartily recommend to everyone. After a single day, I finished all the exams up to the boarding exam, the next day I finished the Endurance Exam, giving me 155 crew and a Rattlesnake note. Another day of learning the ropes gave me access to the Master and Commander rank by finishing the Final Exam and a Hercules. Feeling a bit bored, with not knowing what to do next, I bought myself a Belle Poule with a part of the money I had acquired. Using the ship, I started doing some missions, hunted down some traders and got more and more feeling about the game. After 2 days, I bought a Pirate Frigate and switched to Open World hunt & search missions, and with 7 days into the game I earned enough XP to get 400 crew. Findings: I found out that the UI takes some time to get used to, but is perfectly fine. Slight improvements could be made by giving access to both a sail and tutorial button, as it was frustrating to find the 'Sail' button. A tough thing which stands in the way when getting started, is your initial wealth. You start with absolutely nothing but your free ship. This is harsh, as you can't even put cannons on the ships you got gifted for the exams, nor starting to trade with your basic cutter. I would suggest new players receive 10k reals for finishing each exam and an additional 50k for finishing the Final exam. This will give players enough cash to start trading, or buy a ship with some cannons so you can collect doubloons to sell. Furthermore, I found it hard to find accurate game information as a lot of wiki's are not up-to-date. Once I found https://na-map.netlify.com/, I got all the information I needed and asking other players did the rest. It would be nice however if there would be an in-game list of ships and modules, or a link to an external site. I think that information is absolutely crucial for anyone playing Naval Action as the game is not self-explanatory. Lastly, I think the game really needs something like a captain's dairy, also see my suggestion in this thread. This will help new players setting up goals, as well as being an ideal place to integrate data about which ships are in the game for example. The second week Being playing for a week now, I switched to play in the Indefatigable I captured from an AI. I bought a forge, an iron mine and a coal mine and crafted myself some 42pd carronades. I opened a few outposts around the Caribbean, so I could search for targets more effectively. I also discovered that the level of AI ships depends on the region you're in. With this information, I opened an outpost in the Upper Antilles, so I could hunt 5th rates much more effectively. I also enjoyed chattering in the global chat, which for me adds a lot fun while experiencing this game. You're making friends, helping others out and being helped yourself. This was also the time I started exploring. I sailed around Hispaniola, looking into different ports, and found a Sealed Bottle with a skill book in the wreckage. By asking in the chat I learned what they do, and decided to buy some additional books in the admiralty shop. After grinding half my way - 10 days in now - I got gifted an Agamemnon. Having this ship with 400 crew was a blast, and from now on, playing no longer felt like I was grinding, as she was a properly built ship, having a Cartagena Caulking Refit, strong bow/stern as well as being made from live oak/white oak. Fighting AI become now much more easier (and more fun). I started attacking larger fleets (of 5th rates), and even took on a fleet of 8 x 5th rates while still being under-crewed. I mastered the art of enabling and disabling guns (F5) and gun decks (F1-F4). Also, finding targets became easier now I could fight different kind of fleet sizes. Findings: I love the way skill books work. It's lovely to get those bonus effects, as well as giving me a long term goal to complete collections like the Gunnery Encyclopedia. Things I was having trouble with at this stage, was finding out where the AI ships were hiding. A common complaint heard on the PvE server. However, as soon as I discovered where I could find them, it no longer was a problem for me. I think the spawn rate of AI's is good enough currently, giving an believable view of the Caribbeans. When I was looking for ships, I could find them easily, but they weren't that abundant that I could go into battle without searching. I love the blend between just sailing back and forth, and fighting. For me, it was relaxing to sail around, without being attacked by the AI. However, It felt that nation's are a bit useless on PvE. You can attack all PvE ships, but that from your own nation, which makes up for a nuisance, as 30% of all ships sailing around on the PvE server are British. This means lesser targets to hunt. Furthermore, it's infuriating you cannot add players of other nations to your friend list. I met a lot of nice people, and I would love to add them to my list. Ship building and sailing a Victory At this point in time I started ship building. I bought the DLC, as I found out that without enough building slots, it is very hard to get all your buildings up you'll need for shipbuilding. As I love to play independently, I decided I need as much space as possible, and started crafting random ships here and there. The next few days are unremarkable, as I started sailing around to get resources, used my labour hours, while also fighting a bit here and there. 18 days into the game, I ranked up again and got 650 crew. I asked around who could craft me a Victory, and after getting a blue 4/5 one, I loved this ship. I made her a DPM monster, putting my poods on her, medium cannons and 68pd carronades, further improved by a -30% reloading buff by adding skill books and Extra Rum and British Gunnery Sergeant. On my other ships - I had already 15 ships at this point - I started trying to experiment with different kind of upgrades and setups. I bought the Forger DLC to switch to the Pirates, as this allowed me to attack much more targets, making gathering experience more efficient. By fighting I managed to complete the Gunnery Encyclopedia, which is nice as it further improves my cannon skills for the Victory. After 21 days, I made a big plan. I wanted to become a real ship crafter - level 50, that is. I started with gathering data, e.g. where to build the ships, what resources I need and where to get them. I decided Road Town would be a perfect location, as The Settlement and Spanish town are very close, and with those 3 outpost, I have access to iron, coal, oak, fir, hemp, stone, provisions and lignum vitae. This allows me to build everything I want. I also studied all the crafting recipes, and found out that I needed 6k oak, 7k fir, 4k provisions and some of the other goods. This allows me to build 65 trader snows (oak/fir) - which are the cheapest xp for each real, and it roughly equals the xp required to level up from 29 to 50. After setting the stage, I decided I was ready at day 23 and crafted all ships in one go, breaking them up again after crafting. This got me up to level 50 in a single day, or 4 days including the preparations. While crafting, I got 3 golden trader snows and quite some purple ones. Findings: from here on, I was totally engaged in the game, no longer doubting whether it was worth my time. I bought DLC's, and I had fun playing this game. It no longer felt that I was grinding, as I could do so much stuff now. I think the experience required to sail a first rate is fair, and is perfectly balanced. I learned enough about how to handle a ship to sail one. However, I think that's only true for me as I had a great starting capital. Having to start as a poor man, you'll have to trade, trade and trade again, which prolongs this period a lot. It's not hard to make a million, once you have 100k reals. But it is very hard to get 100k, if you got nothing at all. Money makes money in this game, that's for sure. I love the way crafting quality works. I think it's a great system to have a random chance on a great ship, while alway ensuring a 3/5 ship. This makes crafting gold ships a long term goal, which is nice on the PvE server. It engages me to craft a lot of ships, which fuels the economy, and allows me to sell the basic ships to new players, helping them out on their first weeks. Continuing playing From here on, day 24, I kept playing, and came into the stage of slowing down. I started trading for reals and for Live and White Oak, so I could craft 1st rate ships. I created my own private clan as my warehouse was getting filled. On day 26 I leveled up again so I got access to 1000 crew, allowing me to sail all ships. I helped a few other players out with some cheap ships, I found rare books, crafted rare upgrades and used my time to enjoy Naval Action to the fullest. Now I'm settled, I love the relaxing atmosphere of the PvE server. So far I don't have the feeling I miss any content, however I imagine that some RPG story quests, as well as having collectibles would be a nice enhancement. Currently, skill books are the collectibles that keep me engaged. After that, I might want to get a gold ship of each ship type, but most likely I'm having too little port slots, which sucks (30 max with DLC). Things I would like to see prioritized in development, would be the addition of some more PvE content. For example PvE blockades, port raids and PvP duals (suggested here). Other nice things would be the Captain's Diary mentioned above, as well as some better trading mechanic - which I understand is already being developed. I also suggest that the new player experience should be reworked a bit, I think all new players should start in the Bahama's as a neutral faction, giving them the chance to fight 6 and 7th rate ships right in their harbor, as well as giving them time for deciding which nation would fit best. But above all: I love this game as it is (that is, if you have enough money and above 650 crew). I would like to thank the developers for making this gem of a game, and I hope they'll further polish it into a masterpiece. Thank you all for reading this far. Disclaimer From my experience, a lot of PvP players look down upon PvE players. From time to time however, PvP players join the PvE server, asking people questions like: "what are you doing here?", and "isn't it boring to play against bots?". To you guys, I would like to tell you that Naval Action PvE is a great game, relaxing in nature. I love to be able to be independent, not being forced do adapt every day to ports that are stolen under your countries nose, nor being obliged to defend your ports. I love how I could casually build up my belongings, collecting all kind of ships, books, without having unknown risks to lose them. In the current state of the game, I think the PvE server perfectly could hold up on her own.
  12. 3 points
    Von diesen Inter... Intre... jedenfalls diesen Gralen hab ich bestimmt schon 5 für wohltätige Zwecke gespendet. Braucht echt kein Mensch!
  13. 3 points
    Thx! I was secretly hoping for this guide I’ll try the north first now, as I was heading N yesterday evening already. I have cannons aboard, however. You Never know, which kind of monsters you’ll have to face in the Pacific.
  14. 3 points
    if only you were streaming, always fun to see ships flip
  15. 3 points
    PvP1 full... Join PvP3, my Basic Cutter was sunk by a Snow, since this day i (almost) only sail Snow. btw, i was impressed of the OW! I loved and i 'till love sailin' in (this f****in') OW!
  16. 3 points
  17. 3 points
    I will gratis schiffe and I joining you? Bitte bitte.
  18. 2 points
    I believe Des Moines streamed it on twitch, I only recorded the after party capturing most of what remained of the French PB fleet.
  19. 2 points
    dont know if a screenshot is made, what matters we had fun and i think both parties fought in a respectful way.
  20. 2 points
    There is no marketing for this game. Just think about it. Rockstar games releases GTA 5. Every gamer knows about it. Rockstar still spends 200 million to make the game and another 200 million to market. You cannot market a game on steam. Do not ask what happend to the 2500 players. They quit. They will most likely not come back. Most of us do not play games that were released in 2015. Games get boring after a while. Marketing, marketing and more marketing. Thats how you get attention. Famous youtubers lets plays too.
  21. 2 points
    90% agreement. I would like to add the theme of nightflips, first in the flag system, and then in the current system ... Many people abandoned when they saw that what they earned for the day was lost at night without the possibility of recovering it. ..... This threw back many people .... As for the other points exposed, the majority is summarized in an admin post in which he said they wanted a hardcore game for hardcore players .... At the beginning the players did not have to worry about the ships ..... they stole the ai, or they were made easily, so the only concern was the battles ...... Now, you need much more time building the ship than fighting..... and many people has not enough time to do it..... It's not easy to find more than 500 hardcore players who can be playing 8 or 10 hours a day ..
  22. 2 points
    Why should PvE players be forced to PvP. Traders is needed for crafting. Force Them to PvP Will just make Them quiet. PvP problem should not tryied to be solved by sacrificing the PvE players.
  23. 2 points
    alienating a % of the playerbase would be a bad idea they have made a choice where they want to play Perhaps we should move you to the PVE server ?
  24. 2 points
    This is my problem all the time.
  25. 2 points
  26. 2 points
    Good to hear you having fun. Main reason i see about Nassau and Deadman's Cay PZs....DLC ships ( and otherwise easily accessible ships - admiralty surprise )
  27. 2 points
    Well... best advice given ever in the game, fairly long ago,... and in line with what Captain Reverse posted - This is fighting game. Sail ship, fight ships. Sink enemy or get sunk. GG. Grab another ship, fight more. The fellows ( i think they were RUS clan ) were really kind and honest and without any need for salt, and like it or not, they were raw honest when they gave that advice. - Combat game. Grab ship. Fight. Grab another ship. Fight more. Simple. All your individual considerations are void in the grand scheme of things. Either you like the combat game or you don't.
  28. 2 points
    EU dutch ? ? ? ......you seem to forget the : China/Dutch / African /Dutch / Russian /Dutch / Canadian /Dutch / Australia/ dutch and every other Dutch not in the Netherlands... what are they ??? Ohw before i forget......Caribian Dutch...nicest people on earth. But all irrelevant Pugno pro Patria
  29. 2 points
    Created my own forum, since I'm a huge fan of role playing (coming from SA-MP and other platforms). Made a forum for my clan, where I usually post information about ship buildings, items necessary, ports and what items are available there. Area to create your own character's story and showing off what you usually role play as (privateer, naval officer, merchant) and which ships do you usually sail, the name of the ship). Journeys, Captain's logs, about anything. Easy and free, just gotta search it on google how to create one and start from there, bud. Also, recruitment can be done easily in one of these.
  30. 2 points
    Booted up game. Got confused by blue UI. Shut down game and did something else. Came back next day.
  31. 2 points
    Take a look at this @Suppenkelle Norfolk also here's the full Captain Norfolk nCook guide to Navigation. Both PDFs available for a limited time only sorry https://forum.game-labs.net/topic/5218-basic-navagation-in-ow-british/?tab=comments#comment-622734 Norfolk nCook The Pacific Route.pdf
  32. 2 points
    Asking new players to delete and start from 0 is pretty poor imo, maybe give new accounts free nation changes for a month. Also new players should all start with their nation capital and shroud cay.
  33. 2 points
    I seriously think it will be great to have a starter nation with a story mode, which may be in the PVE server or PVE only instance. Starter nation can also be any non-hardcore nation like Spanish / British etc. in a PVE only environment. Story mode will transition into PVP server / instance when the time comes. Heavy use of battle instance graphics as intros into game, into battles etc. Nice additions of cartoonish story modes, selections into game. Creating a structured introduction to make the experience more immersive. * Starter nation is also a tutorial, which has a nice small story. In this story there are quests to teach various aspects of the game. * Players come from Europe to this new land, they already have some experience in sailing. * A nice cinematic intro, where the adventure starts, arrival to new lands. Shot with beautiful battle instance graphics, a merchant ship arriving the port, sunset, nice sea, nice ship visuals, some nice text on screen. * Some basic background, some story and starting the job as basic cutter captain. * Few easy delivery missions, trade missions, few easy combat trials. Just to get familiar with UI, map etc. Current in game tutorials to be placed inside the initial story mode. * Promotion to 6th rates and a bit more challenging missions. Escorting merchant ships, getting attacked by pirates . During this missions there is no battle timer ticking, and ships waiting. Instead there are always cinematics first and battle starts afterwards. This game just has the beauty so cinematic part is just ui turned off (ctrl+h) and free roaming camera. But will be very immersive for new players. After some 6th rate action, transfer to a new base and PVP instance/server. * There may be simulated RVR mission, just to introduce RVR to the new players. Just npc fighting scripted, but commands coming from the admiral to the player, go capture C circle, sink the mortar brig etc. * Simulated ganking, just to show how to call ai Reinforcements, use chat windows and call help from nation. This is really important * Story advances and all the tutorial missions are blended into story mode. Story finishes with 6th rates, captain stays with current initial nation/faction. * As the player is already playing on PVP server, after final exam successful, Captain has a final option to choose to serve another nation or stay with the current one. This can be postponed for some small time, but decision has to be made. * The whole story mode can be skipable but strongly not advised for new players. ---------------------------------------------------------- This is one of the missing parts of the NA. I hope they implement something like this. The ideas are just sketches of how it can be, to be further developed. After this kind of story mode, many new players get much more immersed into the game. The OW part of the game will be more desired after finishing the story mode. Note: This is not entirely my idea. There have been many similiar ideas on the forum. The fact is, this is not an idea this is a reality of gaming. In many games this has been done for many years. I am just reminding "a missing core component" of a good game. In a technical game, in a difficult game to learn game (this is not a FPS that you can start playing instantly), this kind of introduction/story mode is surely needed.
  34. 2 points
  35. 2 points
    You can reach it from the South as well.
  36. 2 points
    Probably beat some trash in an undercrewed trinco 1v1. Somesay I also invented manual sailing.
  37. 2 points
  38. 2 points
    First hour in NA - OW, what OW - just a blue and grey queue waiting for small ship battles in Sea Trials. Trying not to get rekt by the Brigs and Snows!
  39. 2 points
    "Why do you guys put an "x" in chat?" "What does o7 mean?" "Enemy players here please help!.. Why does nobody help?" - "It's AI!" "Man that sunset is beautiful!"
  40. 2 points
    I remember my first pvp fight outside Fort Royal. It was a huge ship with lots of guns,even rear guns,can you belive that. After a good 30 min we manage to sink this monster of a ship. Today we call it a brig.
  41. 1 point
    Thanks for the offer! Actually I don‘t have any problems finding my ways on the map. I just had asked for a way into the Pacific, cause I had hoped there was a secret entrance somewhere in Panama, which I hadn’t discovered. But, alas, it is just sailing the long way around the edges. Quite a trip. But I will find the southwestern Edge of the world in the Pacific now. :)) cheers and thanks again for your support.
  42. 1 point
    Hmm this is really good. Even though I did find some of your tactical choices in the early campaign not as optimized as some I personally used, your usage of cavalry/detached skirmishers to take out Union artillery and stray units is really eye-opening (although in some cases arguably gamey), as well as the fact that you always aggressively push your attack into logical conclusion. However I do wonder how much does using a min-sized brigade size affect the difficulties of your campaign (I play with 2000-sized brigade)?
  43. 1 point
    Given ED is one of my favs... 2 things 1. Market in ED is not run by players. The prices are stock run. So price for a "module" is not 400k ( as you can see in NA ) because free market, but would be 800 reals, as it is the "stock price". Likewise, resources are 9 reals in stock price, but sold 10x more in player made market. 2. Ships in ED are stock. There's no crafting. So technically, by making a equivalent, the only ships available would be Shop ships. The Insurance in NA at the moment covers the stock price of the resources used to craft the ship. NOT player made prices. ( see number 1 above ) The Insurance covers only player crafted ships, as the Admiralty ships / NPC shop ships / AI captured are essentially... "free" of any economic/crafting gameplay. Not sure if you aiming at the Solo player, but there's options to overcome the need for ships ( especially solo player that plays like a couple hours every other day ) and i nominated them above. NPC captured ships, NPC shop ships, exchange doubloons in Admiralty for ships, or... if playing in War server, maybe instead of sinking enemy player ship, just capture it. If there economy was purely run by the AI like in ED, then things would be different.
  44. 1 point
    The French did very well at puerto the numbers they could muster was very high in EU time , they must of got up very early or very late considering the timers around Trinidad. Bravo.
  45. 1 point
    That was a pathetic retort. Although expected from a Dutchman. Just go and continue doing what Dutch always do: be irrelevant.
  46. 1 point
    Dementi helfen jetzt nix mehr, Pala, der Korken ist aus der Flasche!
  47. 1 point
    Ganking is fine and part of any mmo game. If you don't want to be ganked, make a group or find areas with less threats.
  48. 1 point
    I hope he is taking his piano lessons seriously
  49. 1 point
  50. 1 point
    Thanks for reading! For me, there are two ways to look at it, being the player perspective and the game perspective. When looking at it as a player, I was looking for the most money-efficient way to level up. I made a excel sheet, put all ships recipes in there and calculated the cheapest money xp ratio, including the (doubloon) costs for the labour hours and material costs. I was surprised that crafting 65 trader snows would give me so much xp that I could level up fast. It felt like I cheated the system. On one hand, that gave a good feeling - being able to reach your goals fast is always great. On the other hand, what's the value of something everyone can reach on a blue monday? And I scrapped/wasted all the investments for pure progress, without the overall economy profiting from that. Hence from the game perspective, things aren't perfect. It might be better if crafting xp would be variable. For example that above level 15, you no longer get xp for crafting 7 rates, above 20 for 6, 25 for 5, and so on. Another idea would be introducing crafting proficiency for wood type next to your crafting level, going from level 1-10. Crafting more and more ships with the same woods would give a bigger chance on getting good builds, while when making your first ship with a certain wood type might give you a grey or green one. This would allow players to either specialize, or give some extra things for grinding with. There's plenty ideas that would do.
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