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  1. 6 hours ago, Borch said:

    Hey @Alex B., is there any chance that we could have increased bot traffic in the patrol zones on Peace server? Also, maybe Deadmans Cay and Antilles patrol removed from weekly event list? Nothing happening there anyway from what i know.

    its coming - long overdue.

    Next patch it will happen. The only thing delaying this is the indecision on the attack. We think they should attack players but only in patrol zones.

    • Like 6
    • Sad 1

  2. 1 hour ago, Raekur said:

    I remember this picture being presented to show what was possible, too bad that no ship in this game would be able to duplicate the maneuvers. 

    Not sure if you are serious or not.
    The fact that YOU Cannot do them just means you have not practiced enough. We see all those maneuvers on streams over and over again (especially in frigates).
    You can replicate almost all the maneuvers on the image with the exceptions of ones requiring anchor. You can sail sideways backwards and forwards and control the angles to an extent. You should move to pvp server you will be forced to learn them ;). Unfortunately AI only teaches players to tack well but not move sideways and backwards . But i am sure a couple of guys on the War server will be willing to give you a couple of lessons and pointers for a hefty charge.

     

    • Like 2
    • Thanks 1

  3. 4 hours ago, van Veen said:

    It's so much fun sitting in Holland at a lock entrance in the sun with a coffee on the table watching some holiday skippers trying to stop in front of the lock. When realizing they start drifting, they try everything at once, bow thruster, rudder, reversing and finally full ahead again while the stone wall is getting closer and closer. Most motor boat people just don't know what wind does to your boat. And then there are computer gamers who never even went on a boat at all. 

    Seriously, guys, the sailing in battle instance is close to perfect. There are only some minor things that could be a little better. But these are negligible for the sake of gameplay imho. 

    • Close hauled speeds are too high
    • Leeway should be greatly reduced with increasing speed
    • Accelleration/deccelleration is too high
    • Yard turn speeds are too high
    • "Depower" removing all jibs instantly is absolute nonsense
    • Fore and aft sails (spanker and jibs) position for downwind sailing is too close to the center line
    • No square rigged ship could tack through the wind without reversing, but in NA fast square riggers can do this

    And of course, wind, waves and the weather in general are just too constant to be called realistic. 

    All these flaws were implemented knowingly, for better gameplay (weather and all speed related things) or ease of coding (depower, sail position). 

     

    @van stiermarken

    1. Closed hauled speeds are there for the reason - not sure if it is needed for the Game. I want it to be more realistic, but i know many will not want it. I vividly remember the slow turning and slower sailing experiment (we were bombarded by negativity). 
    2. Leeway is already reduced with increasing speed (up to almost 3x difference). Same with yard power.. Yard power is also reduced with speed (because of keel resistance due to speed)
    3. Acceleration deceleration too high AGREE
    4. Yard turn speed are too high - not sure.. What is your reference point with game speeds faster? For example we can provide the reference point for reloads. What is your reference point for yards? Lets say 90 men per mast for rigging work on a first rate - how fast they can turn the yards? We can even try to count the pulls for braces, how much distance (degrees) per pull (maybe captstain turns?) if we find a modern reference point for yard turning using braces we can fix it. it will require more planning (and allow to add more uniqueness for ships)
    5. Depower is removing jibs. Well. You can just untie the ropes (make it go free) and depower the jib instantly. For spanker its slower of course (agree but only for spanker). But you can depower jibs and staysails almost instantly with the right rig
    6. Fore aft sails - its a visual and animation issue, adding new positions is very expensive fps wise and increase amount of animations - so its purely visual. 
    7. Tack through the wind - Actually DISAGREE - in several 1700-1800 books on seamanship there are references that point that the skilled captain could tack without sternway. and sometimes even without negative speed. (especially heavy ship who were still decelerating on energy itself). But it only was possible with skilled crew who could remove wind from sails to avoid negative force. Whats lacking is the failed tack, we have it in game - but to make it work it we have to remove 1. (closed haul speed too high) then negative force of incorrectly placed yards will push you back . 
    • Like 1

  4. 1 hour ago, erelkivtuadrater said:

    the problem i see it is that since you as a single player control everything on the ship these things are possible to pull off regarding stern camping etc. Imagine if you would try to stern camp in Sea of Thieves or Blackwake, where it requires several brains up to 20 to operate with the exact same idea at the exact same time, this problem isnt in Naval Action, but you can kind of compare it with a 1v1 battle vs 25v25 fleet battle where you usually see the ones best trained and experienced players win because they think the same while the unorganized people bump into each other all the time.

    Maybe some kind of input lag would fix this? like 10-20 seconds input lag so you would have to plan further ahead and you cant instantly react if for instead e a player has decided 10 seconds before you that he is gonna depower and do  a full break? 

    We know how to fix sterncamping.. there are 3 solutions. 2 of them require 1-2 months of coding.
    Accel/Decel is easy - will force more planning for the camper, increasing the skill level required to properly sit on the stern.


     

    • Like 3
    • Thanks 1

  5. 5 hours ago, van stiermarken said:

     here in game you can sail with your ship forward, backward and sideways in a very unrealistic way

    Who did put this into your head. Read your willis


    Ships could sail forwards backwards and sideways and were really nimble.
    https://www.cnrs-scrn.org/northern_mariner/vol14/tnm_14_3_57-68.pdf
    Or look at any old or modern seamanship book showing how ships sail forward backward and sideways - for example in estuaries. 
    Khreayt.jpg
     


    The only difference is our ships can sail slightly closer to wind. Our sailing has found perfect balance between interesting realism without slipping into boring annoying tediousness. If they dont like it - they can go play... blackwake or motorboat ass creed. We don`t care whatever armchair critics think because based on the comments they probably have no idea. 

    You are good and useful in other areas Stiermarken. Your comments put shadow and devalue your other work 

    • Like 3
    • Thanks 4

  6. Today in the patch

    • Chinese have started to arrive to Shroud Cay - It's up to you to stop them
    • Important! Peace Server - International Clan Alliances. 
      • International clan alliances can be created - you can invite clans from other nations to your alliance.
      • This can help each other in hostilities, port battles, defensive port battles and can use the investments if the leading clan of the alliance have allowed other clans to use the investments.
    • Important! Peace Server - Raiders start to raid poorest underdeveloped ports on the Peace server.
      • Raiders will attack poorest under developed ports in 2 random regions every day.
    • FPS Boost
      • Significant optimization settings have been added that can give 20-30% to FPS. 
        • Cannon ball visualizations. 
          •  You can reduce the visual number of cannonballs on the client and set the distances where they will stop being drawn
          • This does not affect number of cannonballs on the server. 
        • Damage effect visualization
          • You can reduce the amount of visual effects from hits on the client and distances where they will stop being drawn
          • This does not affect damage and server calculations - they are still fully counted 
    • Tutorial challenges and final exams have been made slightly easier (they are still hard)
    • Other visual improvements and changes. 
    • Multiple bugs fixed
    • Like 19
    • Thanks 5

  7. Light pistol fire, serious language threats and general commotion happened on the Guayaguayare docks.
    Nobody was seriously hurt, but several locals and rebels were wounded.
    Chinese laborers having captured several undefended ships sailed out to the NorthWest.
    It is now obvious that they had several trained sailors with their group. 
     

    • Like 8
    • Thanks 1
    • Sad 10

  8. 25 March

    A complement of German Naval Infantry, Sailors, supported by several lineships arrived back from Caracas combat zone. 
    Governor of the Trindiad's freetown refused to allow resettlement and is looking into other solutions
    Tensions on the rise again.

    • Like 9
    • Thanks 1
    • Sad 13

  9. 1 hour ago, Moscalb said:

    Как это сделать? :D Подскажите пожалуйста нубасику) Переустановка не помогла
    Вот видосик: https://youtu.be/XeERJSuDgVk 

    Вроде как только захожу в город и в магазин нормально работает, но стоит чутка поперемещаться по вкладкам начинает глючить) Через поиск находит только модули. Такое только в тортуге)))

    Спасиб за ответ

    когда залагает жестко вышли NAB попробуем там покопать
    реестр где то есть описание как чистить на форуме

     

    • Thanks 1

  10. 17 hours ago, Moscalb said:

    У меня проблема) Один раз попытался купить модуль в ЛТ но не хватило места на складе... С тех пор дико глючит магазин Тортуги)) Покупать, что либо приходится используя поиск, и то не всегда помогает)) Отображается пустым и т.п.  Так же при покупке модуля (к примеру) окошко с уведомлением о покупке без кнопочки "ок", ток с крестиком, хотя должно быть)) 
    Скриник http://prntscr.com/rlf95c

    расскажи поподробнее и еще проблемных скринов плиз
    пофиксим
    пробовал реестр почистить навала? 


  11. 24 March

    Two professional sailors arriving from Shanghai were found to join the instigators. One captured worker had the following dangerous propaganda pamphlet
    1rDzExE.jpg

    Common citizens call for government to close all ports of entry on the island to block more laborers and supporters from arriving.
    Rich plantation owners are opposing this fiercely due to need for more cheap labor, and just want to bring the naval infantry back from Caracas attack staging areas.

    • Like 12
    • Thanks 1
    • Sad 20

  12. 4 hours ago, erelkivtuadrater said:

    its always been like this, hence why i thought it was the reason you added 2 days safety times for ports so people could actually set correct timers before someone flipped the port

    We will return the 2 day timer back tomorrow.

    • Like 11
    • Thanks 2

  13. 39 minutes ago, ashley said:

    So every time an Endymion has defensively tagged me so he can have a better chance of running has been breaking the rules?

    If this is true I should be reporting like 10 people a day as everyone defensively tags to have a better chance of running....

    If Endymion is without guns and actually keeps you in battle (instead of exiting at first attempt as it will usually do after defensive tag) and you recorded him keeping you in battle for 1 hour it would be griefing. Its not hard to capture such rare moment and they happen less after we wiped a couple of guys for keeping people in battles. 


  14. 3 minutes ago, Isaac J Smith said:

     HOWEVER, it can be flipped currently at any time TODAY (Day 2) after the cooldown ends.

    Cooldown should stop only during maintenance. Not in 24 hours. Will check again though


  15. 17 minutes ago, Isaac J Smith said:

     

    e) Enemy can attack port any time after 1700 ST on Day 2 (cooldown ends) until Maintenance between Day 2 and Day 3 (eg: Enemy nation can declare port battle for 0400ST the next day - Day 3) due to not having a timer.

     

     

    They cant since Saturday. We allowed no timers to let nations get their business done with against those who used fake timers just for 1-2 days. You have 24 hours after port loses contested state to set the timer safely.


  16. 4 minutes ago, Nixolai said:

    Take a look on Cojoro today, it is currently contested, after maintenance there will be no timer on the port. The cooldown timer runs out when the server time hits 22:45, after that i can be attacked until next maintenance because there is no timer. First after at least 34-36 hours the port will have a timer again, therefore im commenting, that the cooldown needs to be at least 48 hours as before removal of cooldowns.

    You can set the timer during 1 day after contested state drops. It will become active the next day. Only the next day the hostility missions can be taken.


  17. On 3/21/2020 at 1:36 PM, Liq said:

    I'm amazed how this can't be reason enough to revert the changes.

    be6f6c6540939f8dc0cb76f9a4e37b2a.png

    Lesson is simple

    • PvP communities try but cannot self regulate because if you could - we would see no port battles as the votes show. Someone breaks down all break down.
      • If this is true how can we cannot really rely on votes - if the action show that you want to ruse, flank, create distractions (fake port battles), exhaust the enemy? 
    • PVP communities should embrace the developer as a partner and should stop distancing to another side of the battlefield.
      • You cannot have a pleasant combat experience without us.
      • And you should start asking instead of voting.
        • Ask what you want - instead of telling us what to do. We wont do what you tell us to do. but might give you what you want instead by other means.

     

    On the port battles the fix is in the works. But everyone must prepare for the forthcoming storm. There will be more PVP and more RVR. 




     

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