Jump to content
Game-Labs Forum

Leaderboard


Popular Content

Showing content with the highest reputation since 04/22/2018 in all areas

  1. 85 points
    HRE abandons Cartagena. We think HAVOC has clearly won the Port Battle and we respect that achievement. Rediii, the next time you and your clan attack Cartagena we will not defend it. We respect the rules of fair play and reward your victory over Cartagena, even if the server crashed 2 tickets before the end. Thanks for the nice fight
  2. 84 points
    Good news Captains Port management feature is under development and will be deployed to live servers next big patch. Infrastructure development All clans big and small will be able to improve their controlled ports and invest into infrastructure expanding resource development. With enough investments the need for hauling will be completely removed from a clan, creating a cluster city which allows production of all resources (with the exception of rare woods) Shipbuilding improvements Clans will be able to improve shipbuilding in their ports making better ships, faster ships, stronger ships tweaking the port perks to their liking Fortifications improvements Clans and their friends will be able to develop fortifications to protect their holdings All current fortifications on map will be removed For PVE server we plan to convert the map to the historical map allowing access to all ports and allowing capture through economy sabotage (without changing nations) giving partial access of this feature even on the PVE server.
  3. 69 points
    Hello Captains This is an advance warning on the turbulent 1-2 months ahead of us. In the next patch we will introduce significant changes to trading, damage model, mission distribution, port importance to clans, and ROE. As we are getting closer and closer to the release candidate the game will require several wipes (acc resets) during this pre-release preparation in areas most affected by the changes. First wipe will happen next week (from 4th to 8th March) The following things will be completely reset/wiped in the first wipe Victory marks: all victory marks will be removed, spend them on ships Ship permits: all ship permits will be removed, spend them on ships Reals: all reals above 50,000 will be removed Crafting resources: All crafting resources will be removed (like iron ore, oak etc.) Trading resources – all trading resources will be removed (like Sevilla Muskets) All contracts will be wiped Tutorial rewards will most likely be reset: you will be able to pass the tutorial and get the rewards again What remains unaffected All seaworthy assets: ships, cannons, upgrades, books, or unopened chests will NOT be affected or removed. All investments in buildings, dock space and warehousing upgrades or outposts will NOT be affected or removed Ship crafting XP and Combat XP will NOT be affected. The main goal of the wipe is to test the new economy, trading and updated resource prices and labor hours (lh for crafting ships will be lowered). Additional pre-release resets/wipes if needed will be announced in the future in news on Steam and on game forums. We understand that it causes a lot of inconvenience to a lot of you. We arranging with valve to add the Early Access bonus ship Pandora to all early access buyers as Free DLC that will be redeemable once every 24 hours. It will take time but will definitely happen in March.
  4. 59 points
    Captains. Here is the update on the development plans for the next months. Port UI optimization will be deployed in 1-2 weeks the annoying redraw for all icons will significantly improve. Battle UI will be refreshed and updated within next couple of months. Some information on enemy actions will be removed from boarding to discourage last click action. Flags DLC Flags DLC will be introduced within next couple of days (from today 29th November) based on when Valve approves the page Localization Game code was fully prepared for the localization Localization (translation) will start next week. Once it finishes it will feature the following languages German Chinese French Spanish Russian Korean Japanese Localization file will also feature custom language for the community translations into other languages. Players can change the custom file themselves or download community files New player operations Welcome to the Caribbean operation for the new players Replaced with player tips PVP/PVE missions We have decided against lobby based content as a result all PVP tournaments and challenges will happen in the open world New challenges will be introduced Solo patrols Group events PVP hunt missions will be added Conquest missions Ports will give out capture missions for nearby ports or counties Economic sabotage and financing local resistance might get added too. Trading and economic PVP Trading will be improved and pricing will be affected by distance from source. Goods local for Trinidad island will be extremely valuable in the Bermudas or Charleston. and vice versa. Cities will produce more goods if supplied by basic resources from local county cities e.g. Brining grain or maize to a certain county capital will help it to spawn more white oak or copper e.g. Bringing combat reports to capitals will eventually bring more graduates from europe to serve as gunnery officers Every area (county, island) will feature unique goods only present in this region. Players will be able to maximize profit by hauling goods away from these regions. Trading and crafting missions Delivery missions Crafting missions (for guns, repairs, ships) Postal services Passenger transport Port development (new feature) Resource investments Shipbuilding bonuses Fortifications Additional PVE combat improvements AI improvements for NPCs Elite NPCs Bot routes in the open world will improve NPC chasing abilities improvements + NPC aggression in the open world (when AI is confident it can catch and the target and give it some action). Captains will have to plan the movement around clusters of enemy ships (players or non players). National NPCs will also try to support weaker side in uneven battles if they are around.
  5. 58 points
    Hello captains. Here is a small update on the development plans for the next 6 months. Dates are not final and might move around August: While we are are still working on the UI patch - we will deliver 1-2 balancing patches in august based on feedback on ship combat performance, (especially performance of the imported vessels vs alternatives) Ship rebalance (specifically focused on the underperforming ship) We might also add a new vessel in August. September Patch UI patch needs a lot more time due to the complexity of the Port UI rework and some additional content we have to deploy. The patch will contain Economy rebalance and partial resource wipe Port UI update Flags update (ability to change main battle flag will be added) Mission Content New port dependent mission system OW Hunt missions Traditional Destroy missions but with multiple variations of difficulty and rewards One new challenge Kill challenge 7 types: 1 for each class Current fleet missions will be removed, all missions will turn into fleet missions if more players join - and AI will send more ships as well. Patrol missions will remain in game, but rewards will be adjusted based on the economy patch October - November UI polish and fixes based on feedback Small AI improvements Economy missions crafting missions for ships and items delivery missions Additional combat missions and conquest missions National hunts PVP missions Operations Welcome to the Caribbean - mandatory operation for new players unlocking 3 more tutorial operations Trials by fire - operation giving the combat oriented player clear objectives Columbus - operation helping the player to establish bases around the area Nervos Belli - operation helping the player to get around basic crafting Conquest operations E.G. Operation Isla Pinos giving large gold coin rewards for capture of the whole island. New Events and Challenges PvP duels Conquest mission rework. Frontlines might get back (but not in form of flags but in form of port dependent hostility and conquest missions, which will only give hostility missions to nearby towns) Start of localization work Localization system will provide players with option to replace language files by the file of his choice giving the option for the community to help localize the game into additional languages. November - December? Localization continued Additional work on the content improvements
  6. 56 points
    Despite multiple topics about it in this forum, not enough of us realises just how bad the current crafting and currency situation is in the game. Because ships have not been wiped, and because most clans are now indifferent to RvR, the enormous hurdles now placed on crafting almost any ships is hidden. But REDS has been recruiting new players, as well as old and returning players, in recent times. Players who in both cases do not have tons of ships stored. And while we are able to cover their need of ships from our storage, it gives us a glimpse at just how expensive it now is to produce even frigates. Because of permits. And woods. If DLCs are reportedly such a boost to PvP on the server because they are fast and easy to bring and to replace, why is the opposite principle now seemingly applied to all crafting of ships? Why does surprise need an extremely expensive permit, and why does the Niagara need one that only drops randomly from chests? Because Russia still organises infrequent RvR in order to get good screening- and possible PB-fights, and because almost exclusively I am the one who initiates and organises this, I get another insight into the destructive nature of the current permit situation. One of the guiding principles I use when planning Port Battles is avoiding the use of DLC-ships in my setups. @Captain Reverse, does the same, but I do not know his specific reasons for choosing to do so except to demonstrate that it is possible. My reason, however, is that while most players in my clan and that I play with, have some or all of the DLCs, I firmly believe that the game should be playable even without DLCs, and that buying them should be an individual decision and not something that myself or my clan should push on players by making it impossible for them to participate when they do not have DLCs. By using DLC-ships in my setups, I would ensure that anyone who does not own DLCs knows that there is that much fewer places in the Port Battles where there might be room for them. The huge problem that has arisen for every one of the last few port battles, is that with the changes to permits, choices are severely limited. The Surprise is a good alternative to Hercules in both Deep and Shallow port battles. But with the price for the Surprise Permit, if I did not craft them and hand them out myself, most players would not be able to afford the ship for the port battle, let alone have a Surprise that they could grind to open up slots on it. Worse, by far in this regard, is the Le Requin. It is a difficult ship to begin with, to replace, being so specialised to kite and contest circles. In the past there was two non-DLC counters to Le Requin in RvR. But the Prince de Neufchatel and the Niagara now have permits that are ONLY obtainable through random drops from chests. This means that only the most hardcore PvE-players are likely to have disposable permits for the ship to use in RvR, let alone for getting the slots and experience needed to use the Niagara or Prince effectively. This means that we are left with the only option of using DLC-ships. Even the Pandora will be a ship used in port battles that any players who joined the game after release will not be able to bring. And these are the smallest ships. The ships needing the least crew. The only roles which new recruits can be put into to participate with the rest of us, except they cannot, because they may not have bought the DLCs yet and they have no Niagara to use. DLCs in all Port Battles might work for hardcore clans, who recruit only hardcore players, and whose players all have the DLCs. But for those clans who try to expand this game, to bring up, train, and introduce more players to the endgame content, it is not sustainable, when the first thing new players always learn is that if they do not buy DLCs they cannot participate. This is not just «Pay2Win». This is blocking off basic aspects of this game behind a paywall. Without changes being done to permits, so that all non-DLC ships are available to all of us to choose from, and easily replaceable and craftable, for RvR. RvR will be DLC-only and normal players coming after release, who are not like the hardcore powergamers that have stuck with us throughout the ups and downs of development, will not be able to play and enjoy this otherwise great game. This is not just about DLCs, and not just about Niagara and Prince de Neufchatel. For all ships of all classes, that are hidden behind a RNG-drop permit or an exorbitantly expensive permit, the side that is lucky in RNG and can afford to use the most suitable ships in the most suitable roles for a port, will have an advantage to win that port battle.
  7. 49 points
    Hi Captains We are almost finished with the port UI and plan to deploy it soon. Here is some information on the mission system that will be updated over next 2-3 patches (probably starting with the port UI patch) Operations Operations is a set of objectives that must be fulfilled to receive a big reward Every player will have to start with the Welcome to the Caribbean operation that will unlock subsequent events and missions Conquest operations will be introduced giving nations specific timed goals (asking to capture a region, a city or an island) Combat missions More variety will be added to combat missions. Unnecessary mission ranks will be removed OW hunt missions will be added Some missions will require you to sail a specific ship looking for a specific target Some missions will require you to find a specific good in the holds of the enemies. Economy missions Delivery missions will return Ship crafting and cannon crafting missions will be added Port Agent system We will start with 3 agents per port Missions will depend on port size and maybe taxes Player can exhaust all tasks in the port and will have to move to a new one Challenges will return in the improved form First challenge will be an OW hunt weekly challenge Tournaments We will start with the duel tournament based on Naval Action Legends Duel Event Next patch you can definitely expect an improved variety of combat missions, combat challenges and a weekend duel tournament could also get in. As usual we are showing the preview from the new port UI - Here is a login screen draft Improved speed and quality of development can definitely be attributed to @sterner who is now helping to oversee the production before release.
  8. 49 points
    Captains. The day of days has come - and we are getting close and closer to release. Patch will be deployed today on 31st of October. This is the biggest patch we delivered to date so expect problems and issues - they will be fixed one by one. Contents It is impossible to describe the multitude of changes in this patch so the list will be short and will just cover areas of changes New bugs and loopholes - please report issues in designated topics or in this topic Updated port user interface. Everything has changed. Just like with all interface updates it will feel weird and sometimes wrong. But it is a much better UI and most importantly it is better for localization Economy has moved to historical currencies reals - silver dollars doubloons - double escudos - gold goins pvp marks and combat marks have been abandoned. Combat marks will be converted to reals - pvp marks turn into doubloons denomination has been applied to all prices (approximately 25 to 1) please report if we missed something in this area 2000 doubloons will be issued to all captains as a timed redeemable for 14 days. Currency conversions Old gold is now reals and were converted at a rate of 25 old gold to 1 real. Combat marks were converted to reals at 20 reals for 1 combat mark PvP marks a were converted to Doubloons at rate 1 to 1 Resources were converted at rates indicated before Partial resource wipe was announced on May 4. Holds contents have been updated for combat ships traders sealed bottles chests all vessels can sometimes carry crew pay (military ships) or results of trading in doubloons (traders) and in good amounts Ship capture rules updated Previously you could not capture imported ships and could not capture 1-4th rates on the PVP server New rule is the following (mostly concerns the War (caribbean) server You cannot take non captureable ships to the open world but you can use them in the instance this means you can capture all ships for sailing in the current battle instance once you exit the instance non capturable ships will be taken over by the admiralty (with hold) Please make sure you dont exit in the imported ship or non capturable ship to the open world if you have valuable things in the hold To receive a reward for that ship sink it in the instance transferring to a capturable ship New missions Hunt and search and destroy - to find and destroy ships in the open world Weekly challenges kill missions (former combat orders) now have difficulty levels and increased rewards bot distribution changed. certain regions now have lineships (like hispaniola) some regions have 5th rates only. Mission class and difficulty now depend on ports Starting ports have lower level missions and easier missions Insurance has been added to all crafted ships you must fight bravely and do not give up the ship (sink) to receive insurance Tow to port now only works if you are really stuck in the open world Economy has been streamlined redundant materials removed (conversion tables - https://docs.google.com/spreadsheets/d/1wskSxkK0nJXCQ-Z-DxJcVFXu_ztPKo0huf4SUHbKQ24/edit#gid=1524048379) resources weights and prices changed building production limits have been greatly increased for lvl 3 buildings e.g lvl 3 building now allow production approximately similar to 5 level 3 buildings before the patch. as a result euro traders permits were removed from the caribbean for testing prices for buildings were adjusted based on complexity of production current buildings were closed and wiped for all players (costs to reopen was added to redeemables) new buildings introduced Forge building is required to craft naval ordnance Academy building is required to craft crew-related upgrades outposts now charge for passenger transportation Admiralty prices updated book prices for high level ships generally increased (because of ample supply of doubloons from activities) ship notes prices now correspond to the alternative of crafting that ship (a lot higher) Max BR limit for shallow port battle is now 110 (which makes Prince the highest BR ship that can enter port battles) Known issues Сhallenge events will start on Monday (light, frigate, lineships) Economy and prices are new and might require several iterations to stabilize and tune Clan leaderboard table does not work as intended and will be updated later - it only shows port battle oriented clans Very rare issue of corrupted items locking the exit from ports can still happen - but we have added the automatic deletion of such items and added additional logs to find more cases of such issue. If you cannot exit from port or sell a ship it is because one item in hold has become corrupted - please let us know when this happen in support section or by f11. Please provide feedback in this section (3 topics are pinned on top and focus on interface, economy and missions) http://forum.game-labs.net/forum/7-patch-feedback-and-general-discussions/ Next steps We plan to stabilize the patch in several iterations and continue work on localization in parallel Next big patch will focus on localization. Official promised languages will be localized by GL, but we will provide the tool to change the language to another if it will be localized by the community (access to language file will be provided and players will be able to replace it with their own). Important information Doubloons for shipyard lvl 2 and lvl 3 will be delivered to redeemables or directly to money chest by the end of the day today. Spread the news. We wanted to deliver the update during maintenance and not wait until the evening. Hotfix 1st November Patrol rewards updated Gold doubloons can only be transferred to money chest in port (transfer cannot be done in OW) Clan leaderboard visibility fixed and shows to everyone (not only people who are in clans) - leaderboard still only based on port battles (will be fixed later) Tow prices (sending ships to other ports) updated and denominated (by 25) Old NPC ship on sale (at old prices) were removed from stores. Hotfix 2nd November Fixed the bug that did not let access the looted cargo from NPC trader ships Fixed the bug in the assist formula (assists now give proper reals - not inflated reals) Search and destroy and Hunt missions in shallow water ports are now only for 7th and 6th rates (no longer they give hunts for 1st rates) Fixed the server exception bug that did not sometimes failed to track hunt missions kills and did not register port battle results participants of 5 port battles that failed to register will receive compensation into redeemables Fixed the doubloon icon in shops Increased doubloon rewards for patrols Hotfix 6th November Bug with 6th and 7th rate missions fixed - they now appear in the mission list in Capitals Safe PvP doubloon rewards for kills slightly increased in line with overall rewards Christian - Danish 2nd rate delivered to all captains who have fulfilled he testbed testing requirements. Check you redeemables. Hotfix 9th of November PvP rewards that drop into holds are significantly increased Shipbuilding woods NPC deliveries slightly adjusted - they deliver woods a bit more often now. Shooting skill book changed from % of muskets to musket accuracy All upgrades in the fire arms upgrades category slightly rebalanced (accuracy slightly lowered) % of muskets for crew decreased. Firearms upgrades will still remain strong - musket fire during boarding using advanced firearms will inflict significant losses Hotfix 14th of November Friendly fire damage against NPC ships is turned off (including fleet NPC ships) Limit on re-taking kill missions for 6-7 rate ships is turned off Amount of kill missions is increased in nation Capitals 1-4 rate NPC ships no longer visit uncapturable ports (excluding Free towns). Respawn time of NPC trader ships is corrected Players no longer need to have reals in wallet to teleport "Max" button collects all resources now Upgrades are removed from the Trader Tool list Economic tunes: Profit of selling trading resources is slightly increased Players can sell more upgrades to NPC shops NPC price of upgrades is lowered Insurance payment is lowered to remove insurance scamming
  9. 48 points
    Captains Large update will be deployed within a week (optimistic) or two. New exciting feature on port investments is going to be introduced into the game. Industry development Clans will be able to invest resources to open up new production in ports creating resource bases providing easy access to materials from one spot. Numbers on the screen are for demonstration purposes only and will of course change Clans will be able to determine who can invest and use these facilities; because they control the land Shipbuilding development Clans will be able to invest resources to improve ships built in the region in the following categories Gunnery Hull Sailing Survival Rig and Masts This feature will be available to all national captains, who build ships in this port, because knowledge on shipbuilding is not land based and other people will be able to work with specialists trained in the city. Forts and defenses. Clans will be able to build defenses for their ports In the first iteration positions of forts will remain the same as in the current game (some positions will be adapted to change placement of useless towers or forts into locations that will help defending the city) Defenses destroyed during port battles will have to be rebuilt again (depending on % of their damage) Base map will be without forts and towers. Overall balance Every type of investment will require points and having limited points per port, clans will have to pick things they want to specialize their city in. Some cities (chokepoints or front line towns) will only have forts, some will become resource bases and some will become shipbuilding cities. This balance will be supported by the changes how hostility missions are given. Hostility mission and conquest flow changes. Mission availability Hostility missions will only be available from National Capitals and County Capitals and Free towns. Hostility missions will only be available for the 2 nearest Enemy or Neutral County Capitals. Hostility missions for regional towns will only be available from the County Capital of that region (example below). County capital of the region will allow taking hostility missions for ANY regional port of that county. Conquest flow To capture a regional town you first will have to capture a County Capital of that region To do so you need to own a County capital near to that region. (as hostility missions will be distance based) Then you will be able to capture other regional towns in that County, building resource infrastructure or ship building bases in the region, and defenses in the county capital. Example To conquer Arecibo Regional town in Puerto Rico if you are Swedish working from Gustavia You first have to conquer County Capital in Virgin Islands Then you can take a mission from Virgin Islands county capital for San Juan and conquer it Then from San Juan you can take missions for regional towns in San Juan county Alternatively you can of course sink player ships or NPC ships around Arecibo and gain hostility directly. Frontlines Because missions are only available for the 2 nearest Enemy or Neutral ports natural front lines will emerge This means you can create choke points and invest in defenses in some cities (mostly county capitals) to lock access to enemies further into your shorelines. Some areas will become constant source as nations trying to move to some regions will have to fight for the key points of the map Hard nations with no capitals will have to plan their operations from free towns capturing nearby regions to expand. Open world hostility generation will remain - you will still be able to generate hostility on the port by sinking players or npc in that port area. All this features will require a full map wipe. PS other issues regarding forts To the concerns raised by @Anolytic in this topic Fort guns will undergo the following changes (some changes have already started) 1) HP buffs (some already done) 2) Points for forts were reduced as they granted easy points for attackers 3) Guns will be buffed - they will become more dangerous. 4) Some positions for forts and towers will change (at least where it is possible) so we do not have useless towers or forts in port battles Overall forts will become an expensive but very powerful allowing players to set up defensible chokepoints on frontlines. …………….. Again will repeat. All this features will require a map wipe More information will be added to this post based on your questions in this thread.
  10. 48 points
    Hello Captains Patch has been deployed today to live servers. 29th August 2018 Diana wil be given out for testing to all captains in the Caribbean. It will be a timed reward - you will have to login and claim it within 15 days after the patch. if you miss this 15 days window for some reason do not worry. It will be brought to the game as crafted ship or as admiralty note ship in the next patch. Spanish frigate Diana Spanish heavy frigate filling the gap between heavy and medium frigates Gundeck - 24lb guns 42lb carronades Upper deck - 9lb guns 32 lb carronades. Major BR rebalance We are gradually moving away from the static BR based on HP and DPS characteristics and will also consider several other factors including battle performance data. How it will work Ships with much lower performance statistics will have lower BR even if they are a higher class vessel. For example 2nd rate pavel having a much worse battle performance than 3rd rate Bellona will have a lower BR than Bellona. The changes will be applied gradually as full performance based BR is currently impossible as it will break old mission system. Once new mission system is added in September we will let battle performance influence the ship BR slightly more. This will mostly affect the port battles and will require captains to recalculate their battle plans for future conquests. Speed changes Wind curves slightly tweaked for Hercules Privateer Speeds slightly increased for Mercury Niagara Lynx Privateer Prince Elite and Spanish/Pirate rig refit bonuses lowered from 30/15 to 20/10 Keep in mind that this speed change is a temporary fix to provide more options in the 6th rate category - all ships speeds, turning, and heel performance will be updated after port ui patch based on battle performance with the goal to increase gameplay depth. Current historical wind curves (fully based on sail plans) have been found to reduce gameplay depth instead of improving it, and will be adapted this autumn. Update 30th August 2018 Battle rating has been corrected for some of first rates: L'Ocean 900 BR Santisima 800 BR Diana sailing curve has been properly applied on live servers Hotfix was deployed 12th September Fixed the bug locking you in port if you wanted to claim tutorial rewards without the outpost Fixed basic cutter BR issues Fixed Diana bugs with decals and colliders Constitution Classic timed redeemable added to all captains. Hotfix 19th September All upgrades increasing crew rebalanced (data below) XP and Money for kills and assists rebalanced based on BR of vessels (slight increase for 1-2nd rates) Yacht can now enter port battles and can be added to fleets Determined defender bonus lowered from 30% to 0.001% Boarding max speed increased to 8 knots (previously around 4 knots). speed difference between your ship and enemy ship was lowered and now cannot exceed 5 knots to board (previously it was 8 knots). Both vessels must be below 8 knots. Barricades defensive bonus increased by 0.1 and attack penalty increased by 0.1 as well. Crew bonuses reductions Shipbuilding: Very cramped: 5% - previous 10% Cramped: 2.5% - previous 5% Extra crew trim: 7.5% - previous 10% Modules and books: Light ship hammocks refit: 5% - previous 15% Hammocks book: 7.5%-7.5%-2.5% - previous 20%-10%-5% Diana Screenshot
  11. 47 points
    Captains. Secondary security zones for France, Spain and Britain will be abandoned and will become capturable in one of the next patches, as they did not have any influence on the goals they were supposed to achieve. We are very sorry for the inconvinience that this change might cause. Please take necessary precautions and move ships resources away if you do not plan to defend those areas.
  12. 46 points
    Patch is being deployed today 21st June 2018. Contents of the patch MAIN Feature : Open world UI updated to a new version. Open world UI will update to a more traditional MMO window based system. Port UI remains on the old version. We decided to deploy OW UI first to help to uncover missed bugs and problems faster. Also your initial feedback on the visuals will allow us to deliver better port UI based on your comments. Apologies for the inconvinience that might be caused by the 2 versions of UI Expect bugs and glitches. Name change added to Prolific Forger DLC Separate item will appear in your redeemables You will be able to change name once in every 30 days Admiralty connection added as DLC Will permanently increase dock space, warehouse slots and economy buildings. Two imported ships will be added as DLC (time of appearance subject to Valve's approval) Le Requin Hercules Ability to trade in the open world added to game. Trade is possible with your nation Trade is possible in the radius of attack If one of the parties to a trade exits this radius trade will stop Trade is only possible from hold of the ship Patrol battle exit (escape) option added (to remove trolling and griefing) After a certain time exit will be possible if there are no enemy players in your radius Damage stops the ability to exit (just like the normal exit timer) Being outside of the circle stops ability to exit Experimental feature: Open world attack button now has a coold down (60 seconds). This was done to remove constant re-click to get better positioning You have to be careful how and when you attack. Exams now show the following information in pop ups for motivational purposes Best time and name of the player Your time Average time for all players Rules of Engagement (ROE) changes For reinforcement zones Battle is always open for the nation of the reinforcement zone Battle closes in 10 minutes for all other nations (not owners of the reinforcement zones) For Capital waters Nation of the capital water cannot be attacked as before All other nations can be attacked (removing unnecessary protection for enemies). This means that other nations will not be protected by your capital waters. Battles of other nations in capital waters will be open to all Smuggler flag removed Trader ships now have automatic smuggler flag and will be able to enter any port in the Caribbean Player in the combat ship wont be able to enter enemy ports You will now be able to switch ships in enemy ports if you have an outposts and docked ships there (to remove weird lockouts caused by legacy rules Military ships can now sail out of enemy ports to remove lockouts if your port was captured or changed state from open to all. Exit from enemy and contested ports gives you a 30 min port battle lockdown Free for all ports do not give the port battle timer. Battle sails now give bonuses to Ship turning Yard turning Sail resistance Fire changes Fire now affects structure and planking differently. Planking will burn faster than structure. This is done to bring back more epic explosions as fast fires burn the structure too fast (ship sinks faster than it can explode). Structural leaks and penetrating leaks water intake speed dependence increased. Changes are as follows 50% speed – standard leaks (current) 100% speed – leakage is increased 2x 0 speed – leakage is reduced 2x Control perk changes Perk control can be switched off in the beginning of the battle, if you do not want to use it. There will be a button for the first 5 mins that will let you decide if you want to control on or not. Tuning All blueprints were removed from the admiralty and added to player shipyards for simplification (some of them of course will require permits to build) NPC can rarely sail a 4/5 or 5/5 vessel Capturable ports now give better chance to build a exceptional vessel. Fixed bugs: Multiple bugs fixed thanks to player reports Several tutorial bugs fixed Fixed bug not allowing you to destroy an item in the hold if your computer time was set in the future. Fixed the bug that did not let you take back Hercules if NPC was assigned to it. Update 21st June Le Requin HP lowered slightly Battle sail mode added Speed of raising lowering sails decreased Ship declassed as 6th rate Hercules Broadside time tweaked HP increased according to size Ship re-classed as 5th rate 2 group statuses removed Group status automatically converts to battle group once it exceeds 5 players Mission cancellation limit increased to 50 Reinforcement zones ports and capitals (uncapturable ports including free towns) ability to build better vessels reduced, capturable ports ability to build better ships greatly increased Update 22nd June 2018 Fixed the bug blocking the trade of ships in port Fixed bug that blocked UI for some time after sending the bug report Fixed bug causing incorrect display of national ranks Fixed bug that sometimes did not display the type of combat on combat selection screen You can now redeem the imported premium ships only if you do not have the same ships in docks Use rum now properly works if you drink rum on the Basic Cutter Replaced the icon for Carpenters to something more appropriate (remember that icons are not final) Reduced the fire damage to structure even more (as ships were still sinking before exploding). Update 23rd June 2018 Potential fix for the disappearance of name and buttons from the friendly or enemy ship info panel Forced the amount of extra docks from 5 to 10 (so you do not have to wait till next week) Changed the leaks/speed dependence (ships were sinking too slowly before) You only get the 50% leaks reduction if you are stationary From 10% speed up to 80% speed leaks works without bonuses or penalties (just like before the patch) From 80% speed and up to 100% they gradually rise to 150% To get full benefits of leaks reduction (to get a chance to repair the ship - you have to stop your vessel). Update 26th June 2018 Additional tunings for the leaks/speed curve Recently killed status visualization is added Fixed spelling on the Open World Map (thanks to players feedback) Update 5th July 2018 Epic chest (dropping from epic events) content slightly improved Fixed bug that sent one of the OW chat windows into battle instances completely hiding the compass @Cpt Reverse Internet Connection instability fixes: Fixed bug that sometimes locked out the player from using ports after random teleports caused by connection drops during the change of state (thanks to @z4ys) Fixed bug that sometimes locked the player from using ports if he is sent to two battles due to connection drops (thanks to @Vile Executioner) Update 9th July 2018 Fixed the fonts in ship auction, store interface and contract interface that hid zeroes from the price (they were present in confirmation screens but people still made mistakes) Open world UI has undergone significant changes in systems and code, please expect bugs and problems and do not forget to report them in this topic UI Teaser
  13. 42 points
    We pondered and will focus on unfinished things
  14. 41 points
    all good points will be done. Only rare ships (that we want to be rare like Christian, Endymion or Niagara or Santisima) should stay with permits. The permits as sinks are detrimental and counterproductive. There must be good counters freely available like Agamemnon vs Rattvisan
  15. 41 points
    Captains. MEGA Patch is being deployed today on 28th February! Contents of the patch. Localization has been officially added. You can change the language of the game in the options menu. Localization is not complete!– as new content has been added in the last 1.5 months – this will be translated soon Custom files for all languages has been added. They can be used by community translators or yourself to improve things you do not like to completely change language There are issues in some translations due to the fact that outside firm was - but they will eventually be fixed, with help of community. Battle UI Battle UI has been freshened up. All Battle UI has been moved to one technology set (slightly increasing FPS in battles) Boarding is no longer showing enemy commands. Boarding UI might need another pass of improvements based on your general feedback. You can now use buttons [ ] during boarding that will allow your ship to fire point blank broadsides. All buttons have received informational tooltips, which you can read by putting your mouse over the buttons Combat model Ships of the line will now rule the seas. No longer ships of the line will fear light corvettes. Damage model has been adjusted. Inverse DPS problems has been fixed (previously 4lb guns had higher DPS than 42lb guns) Reload shocks issues were fixed. You will get them regularly if you maximize damage in short periods of time. Lower rank NPCs turning has been adjusted (previously they turned like experienced rear admirals when they should not have). Additional tunings to NPC combat will be applied soon. Turn rates were lowered across the board for most vessels, to support the precise deliberate combat model (low level ships turned like they were on drugs) Additional improvements to speeds and turning will be deployed next week. PVP and ROE changes (rules of engagement) To increase number of PVP opportunities the following change has been made. Open world battles for the weaker side (based on BR) are open for 20 minutes. You can reinforce the weaker side if you are sailing by. The mission will close and swords disappear once BR evens out (with certain % threshold) if you want to get help stay closer to friendly entry points. If you are ganked, call for help in chat, people can help you. Of course just like tracers in ww2 this feature works both ways. If you attack in force your target might get reinforcements, changing the course of the battle. Overall goal is to give more pvp opportunities to captains Combat Medals were introduced. Combat medals will be granted for PVP activities, and will give access to pvp rewards. Port importance for clans and rare resource spawns Changes to rare woods spawns and access Rare woods resources now only have limited trading spawns in the Carribean. Rare woods forests can now randomly spawn somewhere in the Caribbean in limited quantities. (can be fully exhausted) These rare woods now can be received by clans using delivery missions Сlans and clans on their allies list have access to these missions Getting rare woods by using missions reduces their supply. One supply is fully cut down the forest will spawn elsewhere in another port. Rare woods are: Live oak, white oak, bermuda cedar, teak, mahogany, caguarian, sabicu. Protected areas Redundant protections removed from secondary protected areas (like Louisiana or Vera Cruz and Belize) Additional improvements of the protected areas will be done next patch Trading Trading will be more available Resources spawn distribution is now better and ability to place contracts on trading goods removed. Additional regional goods added Selling goods far from the purchase place will make more money (buying something in Trinidad and selling it in the gulf will make a lot of money This of course means that short distance routes will no longer make too much money Barter added (but not yet tuned properly – will be fixed in the next hotfix). It will increase supply of trading goods Missions PVP hunt missions added Solo PVP patrol zone added In the solo patrol zone you can only be attacked by the ship of the same class and battle will close immediately. Passenger delivery missions added Letter delivery missions added Clan delivery missions added Mission rewards increased Better PVE – More accessible PVE NPC fleet placements slightly adjusted (gulf suffered, but all other regions will generally see more NPCs – we will fix the gulf problem later) Missions are now based on regions (less on port type) For example Hispaniola is a 1-3rdrate region. It will only give missions for 1-3rdrate. Missions are now unlimited – if you finish your initial set of missions you can take new ones. No longer we will force you waste time on sailing to another to find additional supply of missions. Missions spawns are significantly improved – time is precious - you will no longer spend 20-30 mins reaching the mission. Missions will no longer spawn on other sides of large land masses. Group missions added (enemy types and rewards are not yet fully balanced- some missions might be very hard) warning - group missions enemies and rewards are not tuned properly. but feel free to try them. Other changes Sextant perk is now provided automatically by default to all new accounts Fleet perk for 1 ship is now added to all accounts by default (so new players can go straight to capping and looting) Small amount of low level NPC enemies were added around Capitals to provide additional opportunities for new players UI scaling options added to the game Additional flags added to DLC for some nations 1 flag was added to admiralty store for some nations, in the next couple of patches all nations will have 1 flag in the admiralty available for doubloons. Prices for basic resources were adjusted, blueprints for ships were adjusted to support the new damage model. Some balance issues with blueprints were fixed. Labor hours will be adjusted too in the next hot fix (did not get in this patch). NEXT HOTFIX Labor hours spent on crafting frigates and below will be significantly reduced. Labor hours generation WILL be increased 2.5times. Discuss.
  16. 40 points
    Captains Patch is being deployed today 26th of April Contents Mast hits are only shown for successful penetrations Depower (T) command has been reworked: It is now partially separated from the main sail control. If depower (T) is ON then your W / S command will only work with square sails If depower (T) is OFF then your W / S command will work as before. (raising all sails including staysails) This means you will have more precise speed management controls without the need for too many annoying clicks. Visuals of sail damage for some tutorial ships has been fixed Reset of Pursuit and Capture tutorial now also resets chain shots stock Fixed the bug with negative speed affecting the boarding ability Fixed indications on marks and battle stats after tutorial battles Reduced the minimal sail damage threshold back to the old level (we increased it to 40% last patch and it allowed too many escape options due to limited chain shot). Sail still cannot be destroyed fully (as even fully torn cloths still possess some driving power). The limit is now 28%. Fixed the bug that was allowing to receive rewards in the enemy port when passing the tutorial (getting you stuck in that port). From now on you can only receive tutorial reward if you have the warehouse in the port. Discuss. Update May 10th Assist threshold for mark distribution has been lowered to provide all participants of combat a fair share of reward Mast hits indication has been reverted to the old system, where you did not know if you penetrated the mast or not. Update May 16th Fixed crew damage participation in assists and pvp mark distribution Update May 17th Additional fixes for the ship capsizing bug Update May 30th Fixed the issue allowing killing and looting friendly NPC ships Update June 4th (server side update) Fixed the bug with extra experience for crew damage Team have decided to not revert extra xp gains received as a result of the bug, as it was caused by the developers.
  17. 39 points
    Captains. Patch was deployed today 17th of December 2018 New content and experimental changes. Sextant perk 2 points (price might change) perk will allow to determine your position at sea Shallow water based on draught of ships (experimental change) All ships below 4m draught will be allowed into shallow waters and shallow water battles This includes Cerberus Renommee Pandora Surprise (L Unite) Hercules and LRQ will be allowed into shallow port battles. Please make necessary preparations if needed. The game code has been almost completely prepared for localization. Localization/Tranlsation has started into main promised languages. Custom language file added for those who want to translate the game into any language for themselves or community or those who are not satisfied with our main english version To use the custom file for your version of the translation: Open folder Languages (currently Langs) Copy the file named _English.csv Paste and rename it to another name Translate or edit that file to the language you want Save it in the standard CSV format if you open it in the Excel (file uses UTF-8) Name of that file will be available in the general section of options in the drop down menu File will be working properly after game has been restarted. WARNING - This feature is for advanced users only. If in doubt - do not touch and do not save. If you screwed up the custom file and something does not work: delete the file you created. And restart the game. WARNING 2 - currently the file has some language IDs mixed up. Will be fixed in a couple of days. Fixes Important: Fixed the annoying redraw of all icons when dragging items between holds and warehouse. This will significantly increase the speed of item management if you have a lot of items in holds and warehouses. Fixed annoying blinking of expand button Clan leaderboards should now work properly and show statistics for the last 7 days (without weekly reset) Fixed the bug that does not allow to build buildings if doubloons are in money chest Fixed the bug that did not reset the exit timer when using grape against crew Fixed rare crash of client during teleports Fixed bug that closed port trade chat after sinking in the open world Fixed visual bugs of DLC flags on Essex Fixed bug that allowed the NPC fleet to reappear on the open world at the place of previous attack (if you sank any ship besides the flagship) Fixed the bug that hotkey did not work if you had tooltip active (when mouseover) Fixed the bug that did not let players pick rewards for previous challenge on the day new challenge starts Improvements Multiple minor fixes on the Port UI. Added new shallow patrol zone Deadman's Cay (+1 shallow patrol) New icons added to most trading goods New warning symbol D (damaged) under LEAVE PORT button to show that your or your fleet ship needs to be repaired. Added indication to Hunt and S&D missions to show 3 nearest regions where your targets can be found Improved performance of port UI Reduced FPS drops when opening windows. Improved the performance of drag and drop - holds and warehouses no longer hide behind other windows if drag and drop is in progress Barter resources are now spawned during the day (not immediately after maintenance) Loot from sealed bottles has been generally improved. Added 5th rate S&D missions in common non capital ports Hotfix 20th December Added FPS limiter in port UI (in graphical settings). This will help to reduce overloading of CPU and Video cards in ports. Hotfix 11th January Boading muskets bonuses and percentages was significantly lowered. (for example total firepower (resulting from accuracy and %) on Redoutable musket was lowered from 933% to 260%) Chests now appear more often in Hunt and Search and Destroy missions Victory marks cannot now be purchased for doubloons on the War Server (they still can be purchased in the admiralty on the Peace server in the PVE Exchange tab)
  18. 37 points
    Dear Devs I know these are not the best times in the world to make a topic like this but until I get an argument that crushes mine I cannot and will not stop fighting for what I believe is the only way to save this game. I will be blunt. You have dug yourself a grave with DLC ships being noncraftable. The issue you have created is that you cannot ever sell a dlc ship again unless it is balanced in the combat instance. If you release a ship like the Rattvisan and it is nerfed by design very few will buy the ship. If you make the Rattvisen balanced to other 4th rates like the aggy it will become overpowered in the economy because it doesn't need to be crafted. There are many players that are disappointed that you changed your mine about ship of the line dlcs. Personally I love the idea of ship of the line but unless they become craftable you are breaking your own game mechanics. When the community asked for a sandbox you said yes. When the community asked to be able to craft ships and you said yes. When you released 30 ships instead of the 10 ships that were promised noone thanked you for the extra ships. NOONE made a steam violation tread saying you released 20 more ships than promised. They did however go completely insane when you decided to release 1 4th rate as DLC. I know the world is not fair but some of us do know what you have done for us and we are grateful. So grateful to have a sailing game that is one of a kind with NO competition. Not many developers can say that about their games. This is however the problem. You spent years trying to make sandbox work in a very very difficult genre. No developer has ever done this before in a sailing game and you took the risks. The idea about your instanced battles in an open world is genius if you ask me. The 20min timers not :p I just don't understand why you are trowing all that hard work away with the completely broken DLC ships. DLC ships by design go against everything that crafting and eco is about. I know there are many players that dislike eco including myself but the game is eco focused. At its core trading and shipbuilding are just as important as the combat model. DLC ships bypassing crafting is a major issue that needs to be reverted or it will become such a major problem that you will have way bigger issues down the line. I want 1st rates as dlc. I want 2nd rates and 3rd rates as DLC. If all DLC ships are craftable it can work. It doesn't matter what you "promised" What matters to me and the majority of the community(I hope community agree) is that the game works. We want an economy that works. We want DLC that work. Both of these things can exist together but you are the only ones that have the power to make it work. First step in solving an issue is accepting there is one admin. You need to accept that DLC ships are gamebreaking. They break the fundamental core mechanics of Naval Action sandbox. That is Crafting and Trading. I implore you to change your mind. I do not know how many players like the current DLC model but liking has nothing to do with it. Game mechanics are MORE IMPORTANT than anyones convenience. By craftable i mean you get a ship permit when you redeem. (No free DLC ships!.)
  19. 37 points
    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.
  20. 37 points
    Hello Captains. Testbed will open next week and everyone will be invited to help us have a preliminary test of the forthcoming patch. The main goal will be to test Battle UI update, but captains will also be able to check out new trading and delivery missions (and localization). Captains who will fulfill the testbed requirements will receive rewards (Santa Cecilia and Paint chests). More information will follow.
  21. 37 points
    Merry Christmas and Happy New Year. Captains. Admiralty wishes you wealth, health and happiness in the 2019. Please accept the following gifts in the redeemables. Kiritimati Masts made from the strongest trees found in the famous Christmas island. Edinorog guns that will make your opponents fear your ship. Rare Christmas gift – Danish 2nd rate Christian. Redeemables must be claimed before 25th of January 2019. Attached - player made video of Christian by Captain Anolytic.
  22. 36 points
    Permits will be updated next patch. Do not spend marks or VMs on permits meanwhile. The following changes will be applied Only 10 ships will remain rare (we want them to be rare and precious), some performance stats for those vessels will be improved (especially rattles, niagara and constitution) Santisima Christian Bellona Constitution Endymion Renommee Rattlesnake Rattlesnake heavy Niagara All other vessels will lose permit requirements and will be crafteable Rare permits will be added to Gold and Silver chests so you can have a chance to earn them in PVE activities. PvP Admiral chest and Captain chest will have a 100% drop chance for one of the rare permits Admiral chest: line ships + 4th rates Captain chest: lightships frigates + 4th rates In addition to that (long overdue) the following ship notes will be added to the admiralty for combat medals for captains who wish to get those ships by in game means. (Prices are not final and might get adapted). Rattvisan - 300 cm L'Hermione - 200 cm Hercules - 150 cm Le Requin - 150 cm
  23. 35 points
    Hey Guys, I've created a Repair Calculator for Naval Action in Google Spreadsheets. So far I have not seen any tools for repairs, so I decided to make one. Test it out. https://docs.google.com/spreadsheets/d/1HFFJKiZW496Szf9qbO7m8p-EYgM08czwzjYDr_mR7b4/edit?usp=sharing
  24. 35 points
    Hello Captains Here is the information on the trading update patch. Every region will provide trading opportunities in unique resources specific to the region. For example resources unique for the Hispaniola region will only be available in Hispaniola. Trading prices will depend on distance from the source. The further from the destination you take the resource the bigger profit will be (even on the basic goods) Local goods become important part of the economy. Trading hubs will provide more trading or crafting resources if supplied by local goods. For example - bringing livestock from the nearby ports to the trading hub will help the port to produce more white oak. Common European goods will be introduced and will provide modestly profitable trading opportunities based on distance (horses, porcelain etc.) Rare more expensive European goods will spawn as usual and will provide good profits at medium distances and great profits if you sell them at distance hubs. The main difference with the old system are: More immersion and realism in creation of the trade routes and triangular trades. You will be able to find a working trade route and exploit it for your advantage. Resources will not feel random anymore - if you want a particular crafting good you can increase its output by supplying the port. Want pearls? - they are always in San Juan. Distance based pricing. No more extremely profitable 5 min routes. More influence on conquest. Hubs will matter more for taxes and control over resources.
  25. 32 points
    Captains NPC positioning changes next with Port UI patch. Feel free to use this information for changing locations for your future activities. One Port - One Flag. NPC fleets will carry the flag of the port they are assigned to. Dutch ports will send out Dutch traders, Dutch combat patrols, Dutch fleets to sea. Sail along them to get extra protection when trading or returning to base. Of course traders and NPC patrols will venture to enemy areas, but expect to see mostly Dutch ships if you are sailing through Dutch coasts. Regions Matter To help players find their perfect hunting spot, to help with search and destroy missions and to provide natural chokepoints and meeting places for players certain classes of NPC ships/fleets will now prefer to sail specific regions. For example: Yucatan Region, Hispaniola, and Lower Antilles will mostly have 1-3 st rates ship of the line sailing solo or in fleets. Missions currently avoid this requirement. Kill Missions will continue provide targets based on mission not on region.
  26. 31 points
    On the issue raised by @HachiRoku @Anolytic and many other captains. There was a proposal on this forum (i think it was @OjK but can be mistaken) Proposal was this: sell the permit that the player then will craft (unique ship but still participating in the economy). Initially thought a great idea. Evolution of imported (DLC) ships thinking was this. Premium ships was announced when we did not even think about the open world (in 2014) Premium ships were initially thought as unique status items, a more beautiful alternative. Some ships introduced over time were not crafteable (Wasa, Hermione) to give us the option to add them to premium roster without taking away crafteable ships. First experiments were ran with Hercules and LRQ (it wa good to do it in early access as many things were discovered and learnt as a result) Now many players say that DLC ships reduce the role of the economy, and that there should be deep and interesting MMO economy. But let's get this straight. Crafting was introduced last, and is a least cooked feature, as all focus was always on combat model, rvr and ROE (lately PVE). Hauling was somewhat forced onto players because some time ago we wanted everyone to be the target. And here is the main discovery. Players do not buy DLC ships for uniqueness. They do not buy them because they are stronger or weaker than others (there is always a better crafted ship, sometimes 5/5 crafted ship). Rattvisan is definitely not the best 4th rate. They do buy them to support developers (thank you everyone for support) And they buy them to avoid participation in the exciting economy (mainly hauling). Trading goods is rewarding and has both risk AND profit. Hauling goods for crafting is boring, not exciting, is risky but gives you no real rewards (you make a ship that you will soon lose anyway). Thats why making permit based DLC ships is not going to achieve anything. Thats not what customers want. Now. Here is the rug change that will tie the room together. Port investments will remove hauling requirements for basic resources for all players who play with friends or have friendly clans in the nation. Clans (and you can have a small clan and capture a distant port to use it) will invest into production of all basic resources in their port defenses to protect it shipbuilding to improve ships built in this region. By doing so - player will get ALL basic resources in one location, completely removing hauling requirements out of the picture. Saving time and getting ships by just spending LH and cooperating together to get rare woods if needed. Clan can decide if they want these investments to be available to them only, to friends or to everyone who can build in this port. As a result. Clans who developed the port will be able to get ships with one click. Enemy clans who do not want to spend time developing ports can try to capture the port from the enemies (why build if you can cap). There will be a lot less time wasted on hauling and more fighting.
  27. 31 points
    @admin Please let Players place contracts in Ports to buy Ships like we already can do with Ressoruces and other Goods. I craft Ships whenever i can. And Currently i have to announce the Ship in Global Chat or hope taht anyine stumbles over it i the Freeport Shop. If the Players can Place a Contract with the Ship they want, including Woods, Upgrades, Guns and the Prize they are willing to pay in Reals or even Doubloons (Or even PVP and Victory Marks) it woud allow crafters to build exactly taht Ship. Right now i might build a Ship nobody cares about. And since some Ships need Permits, it a hughe waste of time to build a Indefatigable with the Wrong type of Woods. Wich is alway a matter of Opinion. This woud skyrocket PvP and Crafting, because Players woud be able to Pay , for example, in PvP Marks and Reals, allow Crafter to get PvP Marks without spending too much with PvP (If they dont want to)
  28. 30 points
    Hello Admirals and Generals! We would like to share with you few screenshots from upcoming new game - Ultimate Admiral: Age of Sail. They are WIP(work in progress), but they help us to introduce you what the game will be.
  29. 30 points
    We are working on the illustrated guide in the PantherFibel Style that will help many to understand how to sail.
  30. 29 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.
  31. 29 points
    It's a grey area. There is no formal rules that do not allow attacking a player, shooting and running. Because they are based on initial core design elements built around instanced battles. But these core design elements cause such frustrations and problems that are not good for the long term of the game. Before the release the decision must be made about those core systems and here are the options. Current ruleset is based on these ideologies I want to attack someone and people far away must not enter = "i must be able to sink you solo if i want to" I want to be able to sink a 1st rate in a cutter (old heated topic). I want to be able to run away if i want to (because my ship is fast) I do not want a player from far to join my battle, because its mine. If the goals is to increase pvp these ideologies can be rethought or abandoned as they dont increase an amount of pvp. Problem 1 - inability to help your own. The common message from rookies in national chats are well known - "I got attacked near XXX port - please help if you can" or "I see enemy ships - lets tag them - come help"… Usual answer in chat - silence and "tough luck" - as you CANT. I think its time to accept the fact that distance based ROE is bad and is reducing pvp and only helps solo hunters (which based on data are a huge minority). This is a problem because we know that pvp assists has 100% of correlation with retention. If you dont participate in group activities you drop from the game 10x faster. Problem 1.1 part of lack of group pvp There is actually not enough ganking (hold on and bear with me). For accounts created in December: Only 5% of players have pvp assists and only 1% of players have more than 10 pvp assists. Again the problem because assist increase retention Problem 2 Speed Fast ship controls the OW pvp, and heavy battle ready ships do not have anything to counter against the gank even if they outnumber enemies in guns. Problem 3 combat ready ship balance - described by OP in the post. When line ship is fighting 3 fast frigates to win the lineship must not make a single mistake When 3 fast frigates fight the lineship they can always run away if they make a mistake So why dont we just rework those ideologies from scratch and focus them on the main goal - increase pvp and group pvp per hour for all (not only solo hunter in a speed fitted frigate). Examples of clear solutions solving the problems and increasing meaningful pvp on the WAR server This is a war server. Why escape options? Whats the point? If you attacked - fight! Patrol rules for the whole world. Circle of death. If you are ready to attack someone - be ready to die and fight to the end. Sure some will cry about it - tough luck like they say in national chats - but it will keep only meaningful pvp. Battle is always open for the weaker side This is a war server - this is a pvp game with the goal to increase amount of pvp for all. There is no point to close the battle for the weaker side. Let them escalate. This becomes the goal. Then you can come to help your own, and know someone will come to help. Then you can build more friendships and get assists Then you will stumble to more battles and will have more pvp kills per hour. Basically. When improving ROE - Remove all features from ROE that reduce pvp per hour. Add features that grow the pvp per hour. Ignore the cries like "but tumbado is 3000km away". Check only one parameter when determining the outcome of changes - number of PVP battles per hour and number of assists. Ignore the rest. This will also solve the problem described in the post (with the move to weight systems because with proper broadside weight - prince will die in 1 min). PS Current number for War server for accounts created in December 1 pvp kill every 8 hours in game per pvp engaged player. 1 pvp kill every 24 hours in game total for the server
  32. 29 points
    This is a great feature but its also a very bad feature, due to human nature creating "black mirror" situations. For example - a very large clan in your nation can drop a solo player rating just because they dont like you. A solo player wont have the ability to recover from it.
  33. 29 points
    Hello Captains I am back from travels (was visiting 88yr old grandma). How is everything? Concerns? Questions? Issues? From our side: Patch is on track to hit in June and will include OW UI complete overhaul, economy streamlining update + and a lot of fixes and improvements promised before. Prolific forger will also provide name change opportunity starting from the next patch. Admiralty Connection premium DLC will be added to the store (giving more warehouse space and more outposts).
  34. 28 points
    You still dont get it. The problems arent getting the basic ressources such as coal, fir, oak... The problems are trying to get the good woods (teak, live oak, white oak, sabicu, caguairan), the time to grind those doubloons (insane amount) and the risk of hauling those woods to the crafting point. DLCs are a matter of an instant click selecting the woods you desire. Crafting a teak-white Wappen requires effort and time (now much worse due to the permits wall).
  35. 28 points
    Please..PLEASE make them craftable DLCs, not ship notes... Make them "Imported ship" so we cannot trade them or capture them, but make it so that the crafting permit is redeemable from the DLC, not the actual ship-note like Hercules/Le Requin. A 24/48 hour redeemable live/white teak/white 4th rate is going to bring all the problems of the Hercules in the past x10. Please.
  36. 28 points
    yes. Thank you for the suggestion - we will give an option for a 2d back paint instead of the 3d port. we will start working on it in 2 weeks - so hold on.
  37. 27 points
    Some numbers first. We can craft 43 ships. 6 of them are traders. Consequently, 37 warships. From those 37 warships, 20 requires a permit. 54% of the warships requires a permit. From those 20 permits, 9 can only be earned by having luck opening a gold/captain/admiral chest. Consequently, 24% of the warships we can craft depends on RNG. This means that we can open several chests and still dont get the permit we are looking for. As it is, the current system will lead to player frustration. In Naval Action, the ships are our toons, and we want to sail the toons we like. This system based on RNG is just a HUGE mistake. If you look at other mmos end game looting tables, the rewards often gave you a token item which allows you to exchange it for the stuff you want. No RNG. Discuss.
  38. 27 points
    Dear Testers. You are cordially invited to test the Le Requin Xebec that will be one of the first premium ships in NA (It will also be receivable by other means in game). Ship will be provided as a redeemable that you can claim from today 8th June 2018 until 11th June 2018 13-00 kiev time (until maintenance). If you claim the redeemable the ship will appear in your dock and you can keep it until you lose it. But you must claim the redeemable before 11th june 13-00 kiev time to get it. If you do not claim it before 11th redeemable will disappear. More on timed redeemables below*. Please provide feedback on the Visuals and visual bugs and improvements Sailing qualities Yard management (we are testing new proper spanker curves and sail model) Combat performance Other things like hold etc Provide suggestions on what you would change to make this ship interesting Known issues 1) fire shock burns the whole sail - due to no yards - its just one sail - historical but it is dangerous to sail (we plan to give more fire control upgrades to counter that) 2) Sail furling - due to no intermediary states of sail plan you have to use yards to slow down faster, it will be fixed next patch (same problem exists on the gunboat) * ps. we added timed redeemables in the last patch. They are common to the industry and allow devs to encourage players to take action to receive something and keep database a bit less cluttered. Timed redeemables will be used for limited testing, seasonal gifts and other items that needs to be given to everyone across all servers. Eternal redeemables logic also remained and will be used for replacements and compensations
  39. 27 points
    This is the best act of all that I have seen on the server. If the rest of our community takes an example from this, at least 10% - we will have the best gaming community
  40. 27 points
    Patch was deployed to Test bed - 2nd of October Added option to move items from Main ship hold to warehouse using Right click - send to warehouse Added option to move items from warehouse to Main ship hold using Right click - send to hold Added option to move items from hold to warehouse/from warehouse to hold by clicking Alt - Click Alt click also moves groups of items Buildings limitations added - you can only have 1 type of building in the port and expand. The previous option of having 5 hemp plantations per port was deemed redundant - its better to just expand this facility. (new levels of buildings will be added later) Fixed bug that locked Craft button even if you have all resources available Crafting window now remembers what building you selected and remembers it if you craft Same resources in crafting blueprints are now added together - blueprint will show 3x fir instead of Fir Fir Fir Fixed spawn of missions in shallows Improved positioning of ships in some ports Removed redundant resources from trader tools Removed unused resources from port sets and loot tables Multiple other bugs fixed
  41. 26 points
    Time for Rocko's yearly Pirate thread, this time a little different. First off, the usual suggested changes to Pirate nation: No RvR Limited to free ports, maybe kidd's island as a home base (or another secret island) No Safe zones Outlaw battles (yes I said it) Rank 2 shipyard max Some sort of a bonus (ex: 2% extra speed or boarding buff) Why do this? Currently, there is nothing that separates pirates from the the other nations It is a change people have been suggesting for years now Not everyone wants to focus on RvR Give the role players and OW hunters a faction to be proud of If the pirates are banished from Mortimer Town, this could open up an unique opportunity for the developers to introduce some new content. Example below: An Idea i think that would be cool: Turn the island of Mortimer Town into ai-controlled ports (similar to free towns) that produce the most lucrative trade goods (NOT crafting resources) in the game that only sell for good profit at nation capitals. These ports would only allow trade ships inside and could not be controlled by any clan or nation. This would let the entire player population bid against each other for the best trade goods. On top of this, these ports could be subject to clan-based raids (either pve or pvp) where the clan with the most hostility points at the end of the day receives a reward chest (or something similar) in their warehouse during maintenance. What would this accomplish? It would focus trading and PvP to the center of the map. It would give economy-based players (and their escorts) incentive to sail out of their safe zone and into a highly populated area. This also would give solo hunters and group PvPers a central destination that is far away from safe zones. I think it has been suggested before to focus content in the center of the map, and with everyone wanting 100% safe zones, I think this is a way to make everyone happy (including the Pirates!). Im sure someone will find a way to tear this post apart (I don't claim for it to be a perfect suggestion), so I encourage them to make a better suggestion
  42. 26 points
    Captains. We are not satisfied with RVR incentives and goals and wanted to discuss them with you. Things that can be done within a short period of time. Tie port hostility points to port tax income Reduce costs of ports trading posts and timers Remove conversion of victory marks on War (RVR) Server as their current prices in doubloons is one of the things that makes RVR not worth the time. RVR rewards must only be accessible through RVR on the War server (but should be tradeable like right now). Additionally RVR reward trading should be disabled as i doubt Nelson could trade his Baron of the Nile title to others. This will make it important to participate in RVR if you want RVR related ships or rewards. Add items or chests for victory marks to the admiralty with some conquest related exclusive items. (Including paints and rare ships) Longer coding required and riskier features Add feature allowing lockdown of ports by clans (giving access to port resources only to the clan who owns the port) + maybe adding docking fees.
  43. 26 points
  44. 26 points
    Testbed announcement Captains. We invite you to participate in preliminary testing of the port UI patch. This is one of the most significant patches in Naval Action and we dont want to disrupt the gameplay on live servers in case of unforeseen problems. As a result the patch will be first deployed on the testbed server. All captains who will login to test bed will be provided you with the M&C rank, money and some resources to make testing easier. Kills will provide 25x gold so you don't have problems with money. Fight, craft, do missions – play as you would play normally. Сlick on everything and report back what you like and what you dont like. Port user interface feedback (keep in mind that shortcuts are not final - you can easily change them in settings). Mission feedback All participants who will pass the basic required flow will be rewarded. If you reach both of these goals you will be gifted a rare note for the ship of the line Christian on live server once the test bed closes (ETA unknown). Goal 1: Gain 1 combat rank (earn 10,000 XP in combat) Goal 2: Gain lvl 10 in crafting (we have significantly increased building production to make testing easier). Important: Economy changes are not deployed on test bed and some prices could seem too high or too low. Rewards for kills are also not final. This is a deliberate choice to not give out too much information too early. Final economy changes with real prices will only be deployed on live servers. Instructions on how to get into testbed will be provided today. How to get access to the testbed Find the game in your steam library Right click and go to properties Go to Beta tab Enter the key: FcaH2KzZXutz Click on the CHECK CODE button Select the beta called: testbed And click close It will download automatically. To return to the main game select NONE instead of testbed in the beta tab. Update September 26th: Captains, the testbed server is online again. Patch was deployed to Test bed - 2nd of October Added option to move items from Main ship hold to warehouse using Right click - send to warehouse Added option to move items from warehouse to main ship gold using Right click - send to hold Added option to move items from hold to warehouse/from warehouse to hold by clicking Alt - Click Alt click also moves groups of items Buildings limitations added - you can only have 1 type of building in the port and expand. The previous option of having 5 hemp plantations per port was deemed redundant - its better to just expand this facility. (new levels of buildings will be added later) Fixed bug that locked Craft button even if you have all resources available Crafting window now remembers what building you selected and remembers it if you craft Same resources in crafting blueprints are now added together - blueprint will show 3x fir instead of Fir Fir Fir Fixed spawn of missions in shallows Improved positioning of ships in some ports Removed redundant resources from trader tools Removed unused resources from port sets and loot tables Multiple other bugs fixed Patch notes for Port UI update 12th October. It is now possible to install an upgrade by clicking on a free permanent (upgrade) slot in the ship interface. The list will open that will show available upgrades based on Captain's chest, ship hold and warehouse. It is now possible to install an ordnance by clicking on a deck slot in the ship interface. The list will open that will show of available ordnance based on deck's requirements and availability of ordnance in ship hold or warehouse Requirements for ordnance are now based on calibers instead of classes In the port shop ordnance is now also sorted by various tabs: medium Guns, Long Guns, Carronades, Mortars Ship hold, warehouse, Money and Upgrade chests were moved back to grid Mission log has been added in Open Word interface Switching between outposts now requires doubloons, amount of doubloons is based on player's rank: 1 doubloon for intitial rank, 10 doubloons for the highest rank. Please keep in mind that the numbers are not final and might be tuned in future. Multi-selection icon has been added - once multiple items are selected it will show quantity of items and total weight during transfer. Rewards from claiming completed mission are now stored in warehouse (in case warehouse is full, rewards are stored in ship hold instead) The option to move items by clicking Alt - Click is now working as well for fleet/docked ships and ordnance equipment in the ship interface The Academy building now opens related blueprints to craft when clicking craft button. An icon representing overloading state is added in Open World interface Various economy tunings Multiple bugs has been fixed, and include a lot of interface windows improvements
  45. 26 points
    I would like to see an option in game that allows for full manual rudder control (i.e. being able to use the keys to move the rudder to a static, half or partial rudder angle). The double tap position could recenter, or move hard right/left as it currently does, but together with an indicator of where the rudder position currently is, vs. where you've ordered the rudder to be set would be a very nice addition to sailing.
  46. 26 points
    Naval Action when the DLC don't bring in enough money:
  47. 26 points
    Nope Some explanation is needed We called it a partial wipe, because only intermediate materials will be affected. For example barrels or frame parts or rudder parts - those are just fake clicks. And we want to remove them by just using the raw materials in all blueprints. Because of significant reduction of prices and denomination rounding errors will give you more resources or less resources as a result. Thus we recommend to use all intermediate materials and make something of them. Example using lynx Lynx BP will have 1 load of oak logs 1 load of stone blocks 1 load of fir logs 1 load of hemp 1 load of lignum log 1 load of provisions 1 load of compass wood 1 load of iron ore 1 load of coal + planking and frame specific logs of 1 each In the similar way, Santisima BP will need from 20 to 30 loads of individual resources. Its cost (at base prices) after denomination will be somewhere around 35,000 or 65000 pieces of eight (8 real coins) . Now more details on resources and materials conversions. No action needed. Raw materials will be converted as is with no loss or gain (for example Oak logs). If you have 1000 oak logs in the warehouse and the conversion rate is 100 to 1 - you will get 1 oak log (load) (number used is for information purposes only) Money will be converted as is with no loss or gain. For example 1,000,000 gold will convert to 1000 Pieces of Eight (number is for illustration purposes only). Building productions and costs will also reduce according to conversion rates. Repairs, upgrades, ships are not going to be affected. Action recommended but not really required (the effects of loss or gain will be minor) Intermediate materials will be converted into raw materials. For example frame parts will convert into logs. Barrels might convert to logs or logs and ore. Carriages will convert to logs or logs and hemp. Et cetera. As a result Crafting BPs will be cleaner and more easy to understand. There will be less unnecessary clicks there will be less unnecessary materials to craft and hold There will be less zeroes.
  48. 25 points
    Patch will be deployed this or beginning of next week. Preliminary info on important contents. Finalization of battle rewards (properly calculated even if you switch ships to avoid players losing marks if they switched to enemy ship and later sank it) Bot fixes Almost all bot routes through land will be fixed NPC hugging will be fixed - bots will always fire if they have a shot. NPC reload freezes will be fixed Crafting rebalance ( @Coco patch) Crafting levels will be changed (there will be only 7 ranks) and thresholds rebalanced Former free towns will be added to nearby counties. This will cause the reposition of standard resources in those counties Building wipe will be required Additional PVP upgrades for the admiralty. Group missions will return Delivery missions will be adapted to allow players to make some money on short term r Final pre-release DLCs will be added (when valve approves the pages) L'Hermione - french concorde class frigate Rattvisan (Ретвизан) 24lb gun forth rate Pandora might get in as well. We will try hard to push port management into the build but it is looking unlikely. Port investments allowing expansion of resources will be deployed in the hotfix if this feature does not get in with patch.
  49. 25 points
    Final part of the economy update will be deployed before the end of the year. Approximately 50+ new goods will be added for trading Dyes will be added (part for the future) Resources will be repositioned and system of distribution changed - this might cause changes of spawn for standard natural resources in some locations Pricing systems might start including distance from source into consideration Trader tool will most likely be removed as it gives too much information; turning search of good deals into modern electronic trading, destroying immersion and trading opportunities for those who want to occasionally stumble upon something special. It was always a qa tool to help developers find problems with prices and test changes in economy and pricing mechanisms.
  50. 25 points
×
×
  • Create New...