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-KM-

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Everything posted by -KM-

  1. I dont mind the names. You can only see them once you get quite close. However the white border ruins it a bit. Shouldnt be to hard to make it the same grey as the fogg on just those maps so that ships will melt in with the fog and the border at distance.
  2. Hi a short but simple suggestion. A lot of people seem to be frustrated with the storm maps. I quite enjoy them as long as I dont bump into them to often. I guess there is a random selection of maps. One way to make the storm map less frequent is to ad more maps. One that I d personally would like to see is a dense Mist map but in calm seas. Also if possible with the white line marking the limit of the battle circle turned grey so that it melts in with the Mist. Limited visibility + calm seas might be really fun especially if you cant see the end of the battlefield nor where the opponent ships are if they are faar away. As it is now you can see them agaist the white line of the border through the mist on the storm map.
  3. Well this was actually not regarding sea trials not Open world.. Its just that i remembered a post (cant remember where) stating they planned to introduce big 24h battles with re spawns.
  4. I got an idea for ship loss and re spawn in the big battle scenarios that they have hinted about. I think it is more fun if there is diversity with both big and small ships and also that there is some kind of mechanic that force people to think about risking their ship ramming/etc. The idea is to give each player x amount of points to start with. Lets say you get 10 000 points. Then there is a cost for each ship. Lynx 0 points (you can always get a lynx no matter what) I wont list cost for all ships just examples. Yacht 500 points Surprise 8000 points Bellona 15 000 Points etc Now at the start you choose what ship to buy. The points you don t spend will be saved for later. When on the seas you get points for capturing objects, damage, sinking ships etc that you can use when you re-spawn together with any saved up points to get a new ship. If you are out of points (you sink before dealing any damage/capturing anything, and you haven t saved any then you can always re spawn in a lynx) Lets say I spend 8000 points on a surprise. Then I deal 6000 damage and capture a strategic point that give me 3000 points before sinking. Now I will have 9000 + 2000 points to get a new ship for when I res-pawn. I think a system like this will give diversity on the field as well as rewarding taking care of your ship and players who charge in recklessly loosing the ship without having accomplished much will be forced to re spawn in a smaller vessel while those who do well will have points to get a bigger one. What do you guys think?
  5. I don t know if this is on or of topic. The military court/player run court actually excist in the corean MMO Archage. If you kill a player of your own faction you can be brought to court. Players can do court time and vote the player guilty. If so he will have to spend active game time in jail, and can even break out. I dont know if it helps in improving player behaviour, but well it excists and when players complain about Archage that is not one of the points they are frustrated with ( however the lack of rewarding endgame is)
  6. ..sry for the double post hre but just cam to think about this after klicking post. Think about it like civil police officers. They will ahve civil clothes and blend in. But when they Interven they have to show thier badges.
  7. I m 100% fine with the mods beeing incognito when observing however they should not be incognito when intervening. That is when they take action in form of moderators. For example warning a player it should be very clear that they are moderators.
  8. Collition bells??!!! Didnt know that. Anyone willing to part with info regarding hotkey for that? Regarding the risk of players spaming warning pings. It would be possible to restrict the amount of pings possible to issue each game. Lets say max 10 pings/player and game. That way people have to use them only in emergency and if they spam, well they wont be able to spam for a very long time.
  9. Have you ever had a teammate ram you despite that you wrote watch out in chat several times? Have you ever been forced to take a full Santi broadside becasue a player is blocking your way and doesnt leave room for you despite that you ask him several times politly in chat? A lot of the time people concentrate so much on the game itself and also tend to tunnelvision while aming that they do not pay attention to chat and sometimes not to the surroundings either. I think it would be great if it was possible to warning ping teammates. Lets say you got a list of teammates on the left side of the screen at some hotkey combination to select one of them + issue a ping. That ping would show up as a red flagg on that players screen + a sound alert. If that player is aiming or looking in a nother direction or not reading the chat and a warning sounds he will know that a teammate wants his attention and hopefully check surroundings and chat. If we tal about realism here I am sure that if ships sail close togheter they would be able to signal each other to communicate so it wouldnt be totaly unrealistic and at the same time might help the issue of friendly accidental ramming or blocking. regards
  10. Maybe an easy fix is just lower the damage needed to unlock the next ship on the brig. The frustration with the brig as faar as i remember were that you did as much damage in a lynx (all thought using carronades.. but still) as in the brig on an average. If people just had to play it a bit less before moving on to navy brig and snow they would get a lot less frustrated with it.
  11. Or The make a post at the forums saying that if player will not stop farming they will re set everyone since they need all ships to be tested (the purpose of sea trials). If they would state that the community itself would just plainly stop anyone trying to do so. Because no one want to be re set....
  12. Well if the Yacht is exclusive and will not be available upon release then I think it is at least worth 50$ (Since some games apparently charge 50$ for a tank that might not even be exclusive content) So that means you guys charged me 40$ for a game that even in early alpha is a lot better than some full price titles that charge 80$ for early access on steam and i got a 50$ worth Yacht as a bonus. In other words I am sorry to inform you but you are loosing some 90$ per copy sold. ..jokes aside thought. You are making a great game and well worth every penny. Keep up the good work!
  13. All thought overall I disagree with OP I agree on one point. The Yacht 20$. I was chuckling to myself a bit when I saw that. They could just have written something like: an exclusive Yacht that will only be avialable later through... or something like that. We have no idea of future prices for the game (all thought they hinted that it will go up) nor for "skins" or other items if there is a cash shop and I actually doubt even the developers do. However for me 40$ was money well spent looking at how much I allready played this game. I payed 50$ for several full rpiced titles that were utter crap (they looked promissing and had all the info and high metacritic score.. but still crap) It is an early Alpha. Seems like OP havnt rly gotten the part "EALRY ALPHA"
  14. ...Seems OP lack some basic skills when it comes to browsing, googling, youtube ang gathering information in general. You can check steam greenlight, you can watch most/all of what you can expect of the game as of today on youtube/twitch You can geta ll information about the game/problems pro's and cons from the forums. There is a disclamber about it beeing alpha. As for the marketing. Well its an alpha, seems the DEVs just havnt decided to put any effort into making it shiny yet. The players who find it through youtube, twitch etc will do so, the ones who go through the hassle of paypalll will do so etc. This is speculation but I would guess the DEVs at this time is more intrested in getting dedicated testers than trying to sell the Alpha to a huge amount of people. Hence the need of marketing and an inviting webpage with clear information about the game and development goals, ETA etc is not rly needed at this stage. There will come a time (probably this year) when it will b e possible to buy it on steam as early acces. I guess when that time comes the information that you want to be more accesible will be on steam. regards
  15. The current layout with the gun decks in game represented by circles with numbers from from left to right is not very intuitive. You got your stern cannons to the left, your cannons on the right side on top in the middle and the cannons on the left side below in the middle. It s hared to tell if the left or right one is the upper deck without using F-keys to lock the decks to check. And the front cannons to the right. Its not easy to tell what circle belongs to what deck at a fast glance without zooming in to fire or lock decks with F-keys. I feel it would be a lot more intuitive if it was from up to down. Basically the stern cannons at the bottom, then left and right cannons to the left and right and the cannons in the front on top. The you could see what deck was loaded to by the cannons of the decks being above each other in the interface. Upper deck up above middle/lower deck etc. Just to change the interface of cannons and deck layout for the guns from the side to side as it is now and turn it 90 degrees would make it a lot easier in my opinion to see what circle represent what deck. Anyone else who agrees?
  16. Just a small idea for open world. Quest: Cargo transport. Use of cargo ship to transport goods from point A to B When someone take that quest it opens up 2 new quests and a countdown. New quests: Quest:Guard cargo transport Quest: Sink Cargo transport Now lets say the cargo quest is selected by a French faction player it will have a 20 min countdown. until it begins. During that time other lets say up to a maximum of X French faction players can select do do the quest "guard transport" and a maximum of English faction players can do the quest sink cargo transport. The Guard Quest will only be viable for other players close to the harbour of the cargo quest starting area. There will be a location outside the harbour where the guard ships and the cargo ship. meet up. The players from opponent faction doing the "sink cargo quest" will get rough estimates at intervals of the location of the cargoship. The goal for the Cargo ship and gueards is to treach safe waters outside a target harbour and for the players trying to sink it to do so before it reach there.
  17. Also, one two more things i came to think of. When going into shallow waters the ships usually had a sailor in the front watching the seas shouting out warnings about reefs in front of the boat. You could have that in the game. A sailor shouting a warning when the boat was getting close to a reef in front of it. Also smaller boats would with water depths and reefs be better than ships of the line in coastal battles over key points or settlements or battles in waters with a lot of reefs or islands because the big ones would be to hard to maneuver and easily run aground. Basically giving smaller vessels a purpose.
  18. The idea is simply to introduce water depth, reefs, shallow water, rocks, small islands. Mainly making parts of the water more dangerous, especially for big ships running the risk of run aground. Mainly it feels like there is a risk of the small ships just beeing something you use becasue you can t afford a bigger one. There is no real pro of having a smaller one despite better maneuverability becasue the fights take place in open waters. If there was places on the battlemap there the bigger ships would be running a big risk of running aground to lure them when beeing persued or to escape through I think the samaller ships would feel more usefull. The big ships would have to sail around or slow down and carefully navigate in order persue. In an open world setting there could be places where only smaller boats could get protected by reefs Smaller boats persued by bigger ones could also escape by sailing towards more shallow waters. This would also make it possible to introduce things like: Running aground, ship getting stuck and slowly taking damage from waves. Smaller vessels would be able to sail above most of the reefs. Putting the crew to work at getting a grounded vessel afloat again. Smaller vessel would do this a lot faster than a big one. Fathom (I think that is the correct word) the old way. Meassuring the water depth by basicly using a string with something heavy in the end. Would be possible at intervals at lower speeds. The reefs could be made visible by either having small rock formations sticking up through the surface of the water or if below surface by a lighter green colour of the water/or much darker. ( As it would in reality due to the object beeing partly visible through the surface. Anyhow my first post. I tried to check aorund to see if this is planned to be introduced or allrdy suggested. Regards
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