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Macjimm

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Everything posted by Macjimm

  1. I hope you always stick to your conviction and don't ruin the the "vastness". Seems that some players are trying to convince us that pure PvP is the answer. These players claim we have lost, & are losing, players because PvP is not available continously without OW. I remember when there was NO open world, there was only PvP, arena style combat. Before Legends.Back then there was often no players online. The game was truly dead back then. If was fun for awhile and then the repeated combat without context just got ... boring.
  2. I liked the "storms". Lots of others loved them. Some players hated them. I always hoped ships could be damaged by wind and waves. The admin stated once that the game mechanics will not allow storms. Technically they were not 'storms', just rough water. The waves and winds were not strong enough.
  3. Hey Raxius You should post this suggestion where it might get adressed. Fleet practice really isn't combat, so pehaps ......
  4. I agree that the old crafting system was well suited to solo players, but disagree that the peace server was better. I liked the risk of transportation in a world where loss was possible. Demand was higher also. I was not in a clan when I had a small crafting businesses on the PvP2 server. I played occasionally on the PvE server, but made most of my money selling Barrels. Just Barrels, as a standalone enterprise that I could easily do by myself. I harvested resources, transported them to my workshop, crafted the Barrels and then transported my Barrels to markets. It was more exciting on the PvP server. Fast ships with light loads would usually be successful reaching port, without falling victim to the gankers. I could usually outrun them. I also sold my labor hours daily to a few friendly shipwrights who would give me the raw logs, I would cut them into planks and the same shipwright would buy the planks from me. The shipwrights paid well because they lacked the labour hours. It was fun and interesting, but best of all it encouraged players to interact and make some friendships. I liked to think I was using my crew to earn their keep, rather than letting them loaf and sit idle in the tavern. It was a fascinating time. Great ideas for imagination.
  5. Not really. I was seeking clarification, because I think some players may not understand that only some of "Trade with Good" is fun. But thanks for your reply.
  6. Perhaps there are more than 3 ways to farm money, or other methods are just sub-categories of 3 basic ways. Trade with other players = PvP Trade Sell; Resources, Notes, Blueprints, Upgrades*, Books, Cannons, Reals, Doubloons, Repairs by order. PvP trade. Trade by Contract in Ports Buy: Resources, Notes, Blueprints, Upgrades*, Books, Cannons, Reals, Doubloons, Repairs and sell at a higher price by contract. May involve transport. Delivery missions High yield of Reals when Doubloon reward is sold - 1/2 million + Reals for 1 TBRig full of Cargo Boring and grindy Shop Trades Buy port shop Goods at a low price, transport them, and then sell them at a high price. Boring and grindy Cannons and Repairs PvP Trade Make/buy Repairs and.or Cannons and sell them by placing contracts, or by trade to players These are the only craftable PvP trade items left * Upgrades can be be quazi-crafted, but some ingedients must be bought or obtained by chance. Ship Sales Buy cheap ships, transport them to capital, or shipbuilding port, and sell them in auction for higher price. Capture ships, and sell them by auction. Craft ships and sell them Hire a shipwright to craft ships and sell them PvP/PvE whatever ....
  7. Got that right. It's weird. One day, if I have the patience, I might build a whole lot of boats so that I can increase my crafting XP, to increase my yield crafting repairs and cannons. When I'm done I'll destroy the shipyard. Seems like a lot of grinding for something unrelated to shipbuilding.
  8. This is very basic, but so is crafting in NA Basic Crafting and https://drive.google.com/open?id=1RcTIOSrbdEbC_Is6MkjzHsjgK_d-L-Lc
  9. This is a very important. Personally, it's a show stopper. Without a first person view the game would not be immersive. A common complaint of the Witcher was that a third party app was required to use first person. In the same area of interest; will the user be able to turn off text? or will there be text and UI features that are permanently turned on? Elite Dangerous and ARMA3 allow the option to turn off all text, leaving the user to experience the game more realistically. Naval Action allows no option to turn off the text over ports, or notifications.
  10. If the human captain is a gentleman he may PM you. But other than that, you can only watch the behavior of the ship. NPCs are unlikely to be as tricky as a player.
  11. Thanks for the explaination. Seemly like a simple fix to adress absentee clans owing ports forever. Just change the mechanics so that the process is not automatic, but manual. At least manual every couple weeks, or months.
  12. So port fees/tax is paid automatically, no action is required by the port clan? Perhaps it would help if the port owner-clan is required to actively make a monthly payment.
  13. If the port owner clan is absent, how is the port tax/fee paid? I really have no clue how the port finances work. Perhaps a port owner clan should be required to pay a monthly fee for the port, higher proportional to the tax income . If the clan fails to pay, the port goes into receivership and reverts into to a neutral port.
  14. Massimo makes sense. There are lots of games that are very fast action, structured for competitive balanced gameplay. And there are some very skilled gamers that enjoy that style. Naval action is much different. It is an open world and the content is largely created by the players involved. It is not fairly balanced and that is the beauty of it. Players have the freedom to create whatever story they choose. Lone wolves, large groups, players who like sailing, other hate sailing. Some trade and never fight. Other hate trading and make all their money in battles. There are few fighters who fight alone and make enough via PvP only. Most players group up to enjoy support from clan mates. But the game is not for everyone. It's a niche indie game. I hope it is never reduced to the cheap receipe that other dull classics use to attract thousands of players. Some people prefer to play chess, rather than checkers.
  15. Seems that in all wars there are complicated politics behind the motivations and objectives for nations to fight each other. The publicly stated reasons are often a smoke screen to mask the leader's intentions. Add to that recipe, the encouragement of subversive dissent and the result is a complicated mess that is often hard to decipher. NA has created an intricately complex and dynamic back story by allowing players freedom and choice. The game has a much more interesting story. More so than anything the Devs could have artificially added. A player driven saga is preferred to one that was designed to be competitively balanced. So much passion and emotion. This beats boredom, or "shits and giggles".
  16. I think we are already doing this. Propose that we remove, fix, rework, or delete. If the idea is great we can vote it up.
  17. It's astounding how much complaining is available in the forum and all chat, including the Help chat. I have never considered joining Russia but your opinion is enticing. I recently started playing more on the Peace server and the whining is very common there also. Is this true? Is there less moaning and bitching, about the game mechanics, in Russia Nation chat?
  18. Making changes to satisfy vocal people who claim that they speak for the majority is risky. I suspect such changes would do little to improve the game, because there are lots of players who are not vocal. The opposition to having a variety of nations sounds narrow minded.
  19. This may be too detailed for the average gamer, but would be facinating and enriching.
  20. I like the game. But I'm easy to please. I've aways been Great Britain. We are currently a shadow of our former strength on the War server, but I still like playing. I hear lots of players complaining that Russia is too large. There seems to be a belief that a huge overpowered nation dwarfs all others and all the other nations don't have a chance. The huge verses small nations is not a issue of too many nations. Also as Great Britain it seems that Russia is not our primary foe. Seemed like Sweden, Spain, rats and Prussia have a greater influence on our demise than Russia has. The other complaint is that players can change nations just to cause grief. I can't see how reducing the number of nations will solve this. Even with only a few nations players could still switch sides. The Forger Papers are a moot point, because if a player has multiple accounts he can change nations at any time, and he doesn't even have to wait 30 days, he can particpate in another nation without leaving his current one. Perhaps the game mechanics could involve some sort of economy so that taxes increase, or expenses grow, as a nation increases in size and population. Create a balance where maintaining a massive number of; ports, and active players, becomes increasing difficult to sustain. Other wise it doesn't matter if there are only 2 nations. Not if the issue is that one nation is huge and the other is small. Creating a house of cards structure where if a single nation becomes a monster it also risks sliding off a point of no return where production and port finances crash, at least temporarily.
  21. Great idea lad. I hope you post it as a suggestion. I'll vote for it. It may get added. https://forum.game-labs.net/topic/35592-new-feature-proposals-art-and-other-various-featurs-not-related-to-combat-rvr-dlc-or-economy/
  22. You got a point there. T.O. mr clown. I'm likely thinking of this wrong. I've logged about 100hrs + on Star Citizen and paid zero. All free plays. Yet look how much money they have made ... Obviously I'm not a good indicator of the average gaming consumer. I've bought no DLC ships, flags, or paints. And paid for one account. No alts.
  23. Um. I think that the point is that new people without any accounts can create multiple free accounts. No need to buy DLCs or anything, just use unlimited free Alts. Players are allowed to use Alts. Buying accounts is income for Gamelabs. Using multiple accounts provides players access to more; outposts, ;labour hours, ports, dock spaces. etc... The issue is; New players will have little incentive to buy anything if they can have dozens, or hundreds, of free accounts. 0
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