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Macjimm

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Everything posted by Macjimm

  1. Can't provide any guidance for passing the final exam. I did not have the patience to complete the tutorial, it lacks clear instruction and I found myself guessing too much. I don't think I'm the only player that had difficulty. I wonder how many new players have not passed the final.
  2. Sarcasm can be tough to spot in text. I was not intending to be sarcastic. I used to buy W. Oak from French Players and sell it to British Players . It was dangerous to sail near French Ports and attempt to chat with them, but fun ... and exciting. I can't find the threads but remember reading how removing communication between "enemies" reduces the chance that weaker players will flee from notorious ones, and also reduces toxic comments.
  3. Quests, Exams, Patrol Zones Etc. are okay for other players as long as they are not mandatory. Personally I have no interested in game generated quests although some optional rewards for acheiving goals are okay. The patrol zone is a good example of an "optional rewards for goals" . Some players prefer to create their own content in an MMO.
  4. I have been unable to. We used to be able to and it was very handy for international trade. I think it was removed because some players believe that more anonymity and less communication, increases the amount of PVP.
  5. I hope there is a safety mechanism like there is for closing an outpost. But I have wondered about this also.
  6. Wyy If the game places location dots on the map, and we have protractor, then why would you need a grid on the map? The grids have been removed (and F11 will be) because they were used as an ganking tool. If the grid is added back to the map then the coordinated ganking would be possible again.
  7. Bcause ... Thecost to raise a ship could be very high. There could be a risk of destroying the ship for a failed attempt. Other players could still steal the ship, or cargo. Recovery could be limited to moderate depth waters. Players would have to sail slow just to find the wreck location. It might be just easier to build a new ship.
  8. Tom, I'm just not getting this either. Are you suggesting that each ship has some sort of NAV radio that is tuned to VQR beacons within each port? That seems just about the same as having GPS in the age of sail. It's a cool exersize, but one that seem more applicable to a flight simulator with limited instruments. Not understanding the connection to the 1700s or 1800s. I would love to have a compass that we can use to take a "sighting" on a landmark. The current compass is challenging to use to determine a direction anywhere but directly inline with the keel. That application of transection/triangulation would be interesting. When we are out at sea, we are doomed to using dead reckoning because if we are allowed to use F11 or a similar sextant it will lead to co-ordinated ganking. Too bad though. Even if we could determine an inaccurate grid reference at noon, or from stars, and only when it was clear weather... sigh. As AeRoTR pointed out we should have a way of measuring distance in game. There are other maps that can be used to measure distance or a RL physical scale can be placed on your monitor. AeRoTR makes a very good point, and most players who like to navigate and plan would benefit from an ingame map ruler. EDIT: Saw your reply above. Not sure if any of this is realistic. The wind is predictable and there is no drift from wind or currents. Even dead reckoning is magical, because we can calculate precisely how far we travel and any given point of sale. I like the idea of having some crumbs for those of us who like to navigate. Like a compass we can use for a sighting, or a ruler. For the players who are not interested they now have the GPS icon and the low cost of 2 Points for a Sextant
  9. I can't recognize ships. I know some, but too few. It's important to be able to do so quickly because my reaction should vary depending on the type of vessel sighted. I've been creating a quick guide to ships so I can look them up fast. A friend suggested that I practice in OW with the spyglass to become proficient. It's a good idea. There is often insufficient time to look up the ship type and it's better points of sail. Until I know the ships at a glance I'm at risk. Without knowing the ship I don't even know which direction to flee. So I need to learn. I think that ship recognition is a core skill. Players should be skilled enough to quickly decide on type of ship that could be a potential threat. When we dumb the game down we make it less interesting. I would like to have a lookout perk that shouts out when a sail, or ship, is sighted. There must be an option to toggle it off.
  10. There is no drift from wind or currents. We have lazer accurate directional travel. The wind change is steady and predictable. All that remains is to determine distance from the time traveled. Record your time for a couple journeys and you will know the rates of travel. Then you can use a timer, like a stop watch, to measure distance. But you need to pay attention to your speed. Once you have the rates of travel for a few points of sail you can navigate with multiple waypoints, even out at sea, far away from landmarks and coastlines. Determining distances and noting the the times can create a small challenge while sailing. Provides something to do. Using the knowledge to plot a course and keep track of your progress provides another small challenge, more to do while sailing. For those that don't like navigation we now have the GPS icon on the map, and the icon is available for a couple of perks. It's unfortunate that there is not a keybind that could toggle the GPS icon on and off. Then the players who want it easy can keep the GPS icon on their map always, and those who prefer to navigate can chose when to reveal a position fix (as if the ship's pilot used the sextant.) Adding an on/off switch to the GPS icon seems like a small request. If the GPS icon is always on the ingame map then the only way to navigate will be to avoid looking at the ingame map and use only a third party map.
  11. Please don't force all players to have a magic GPS icon on the map. Navigating is one of the few activities available in OW. The GPS icon makes navigating impossible with the map in game. So allow an option to toggle off the GPS icon or have it as a perk. Please don't force all players to always see their position on the map. Allow sailing to be fun with the in-game map.
  12. Excellent comunication jodgi. Written expression like this helps to understand other players. There is so much diversity within the playerbase.
  13. It would be helpful to distinguish my ships based on a name. Clientside only is okay. I'd pay extra money for a name on each ship
  14. I like the chat, there are lots of players that offer entertaining comments. If I close the window I will miss out on an interesting feature of the game. Some insults are amusing. The "ignore: feature is helpful in Nation, Global, Trade to silence the trolls. Apparently it doesn't work in a battle instance.
  15. Please extend ignore to the battle chat. There is no reason that we should see text from a player we have chose to ignore in another chat window. Edit: for some players the 'ignore' feature removes enough toxic chat to render the War (PvP) server bearable.
  16. There is much more Non-storm than storm. I like variety. Prefer to have a range of weather rather than sun and blue sky most of the time. I'm definitely a casual player and have no issue with a storm lasting for a few hours. I have no issue with fair weather lasting for a few hours.
  17. I remember when I was unable to log in to the game because the number of players exceeded the server limit. There were times I wanted to play, but I had to wait. The Devs changed the game and imposed a mechanic that kicks us off after 20 minutes of inactivity. Seems easy enough to limit NPC numbers. Just create a filter that restricts the use of NPCs, they are only allowed when the server will handle it. There may be times we want to send out a NPC trader but will have to wait. No big deal. .
  18. WARNING: This video may make Naval Action players wish we had storms, and I can't imaging loading and moving a cannon during an big storm. Check out 3' 30" and 24'.
  19. Selling Repairs is a good business for traders. If all ports drop repairs all the time, for cheap, it will remove that part of trade. There seems to be repairs in the capital shop for a moderate price. PvPers wanting repairs should get on Global and suggest a port for the traders, or contact your favorite trader directly and place an order.
  20. Great idea. Public context = strict conditions. Private contract = no rules. I imagine the Doubloon fee for teleport as a modest tip. Each outpost can be administered by a port agent. The agent is paid through the taxes. If I sail to the port in person, then I address my own admin business without the agent. If I send word to the port agent to tend to some affair, on my behalf, then I include a tip, to ensure the business is completed promptly and correctly. The fee is insignificant, it is not a big deal
  21. Macjimm

    Battles

    Good idea. We should be able to tell PvP from PvE. Will be very complicated to show detail, (fleet ships, reinforcements, order of joining, multiple nations). The best we could hope for is simple. - PvE or PvP I disagree that less info means more pew pew. Otherwise we should Just keep all enemies nameless and nationless, in OW and in battle instances.
  22. Give players a choice. Allow hailing. If accepted then chat is opened . Interesting suggestion to allow anonymous comms. Not sure how that would work between many enemies. Seems unfair to restrict all of us because some players prefer to close all talk between enemies. The ignore should work in battle instances.
  23. I really like the idea of sending ships out into the OW at the mercy of any hunters. I remember reading that the Devs said players are not willing to risk their ships this way. I would love to do it and am willing to take the risk. Tow to port should involve the ship sailing in OW. Tow Request should require each ship sailing in OW to the destination. Easy fix for the sailing though land issue = allow way points and if the ship sails through land it is lost. We could also sail along with our NPC ships to provide escort. Contracts should be variable. Allow players to place their own conditions, but do not impose conditions. Be flexible. Some contracts could include the ship and cargo and payment will be a portion up front, and the remainder on delivery. Others could provide no payment unless successfully delivered. Some could require the contractor to provide a specific ship. Others could involve delivery guarantee and compensation to the payee for loss(es). Currently I prefer player trading, to shop trading or Port Contracts. The variety is wide. The contracts differ from transporting ships to; sourcing goods, establishing an outpost and then stockpiling. Or sometimes it is just moving wood for a clan relocating. I collect or buy repairs and then set Port Contracts by request, at the prices suggested. I have also made specific deliveries of my own rare woods or repairs. It would be great if all of these contacts could be placed; on a bulletin board or in a trade office. Outposts should not be managed at sea. Outposts could be remotely managed, from ports, but then a delay should be imposed to reflect mail delivery. Outpost details, such as warehouse contents, crafting, should be accessible at the outpost only. The teleport Doubloon charge should be viewed as wages paid to an Outpost Agent. The cost is insignificant. If we were hardcore then teleporting to outposts would not allow sailing out of port, but only allow us to manage business within the port. Hardcore would involve a different Passenger teleport to enable sailing from the outpost after the teleport - with both a; higher Doubloon (or Real) charge, and time delay, increasing with the distance. The cost charged could be provided to the clan owning the port.
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