Jump to content
Game-Labs Forum

Macjimm

Members2
  • Posts

    1,772
  • Joined

  • Last visited

Everything posted by Macjimm

  1. Not sure why it would bother you if I develop a friendship with one of my trading partners in this game. The white oak I buy today, from a friendly neighbour, may be the white oak I sell to you tomorrow. If you discover me, as a trader of your nation, anchored next to a ship of another nation you should do whatever to feel you need to do. Your options are varied. You could text and ask what's happening. You could attack. It might matter to you what nation the other ship is, or not. It's Naval Action, a game centered around combat. How you react kinda depends on you, and the cut of your jib. But perhaps you suppose too much, the players I trade with may flee when they see you. You might have to catch them. They might be faster than you. All in all, international trade creates more content, for everyone.
  2. The best part of NA is the interaction between players. The fix to promote international trade seems simple. 1) allow players to friend each other. 2) allow players to msg each other by clicking on ship. It would be nice to trade between any player in OW, but 1) & 2) above seem like basic requirements for any type of multiplayer or MMO. We could still trade in a open or free port, if the Devs feel compelled to restrict international trade.
  3. Journey From the trips I'm made, and timed, the result seems fairly accurate; At least for an empty Basic Cutter But there is no way to determine the trip details with cargo. The speed reduction from carrying goods in the hold will result in significant variation. Perhaps the ship's top speed could be added to Journey.
  4. Thanks Is there a way to delete a single waypoint? Or select a waypoint that is close to a port? Edit: The waypoint near a port can be accessed by zooming out.
  5. I would be pleased just to have the option to turn off the Port Name that is suspended above the buildings. In options, ... or with Ctrl H. 😀 Respectfully submitted in hopes of favorable consideration .
  6. Perhaps in the age of sail there was very limited communication . There is really no way to stop players from using a voice client, but it is possible to play the game without one. If a clan was very well organized and trained they could use text to emulate the signals that were historically used. Training to use standard text commands would be a challenge, but could be something to strive for. Such player development would be aligned with the OW sandbox gamestyle where players create their own content and also would consider players with varying hearing and speech capacities. But the biggest limitation of dedicating staff to the task could be the size of Game Labs NA development team. With 3.5 people, they may be focusing on other priorities. But perhaps someday, when the dev team has time, in game directional speech will be created so we can yell at each other, when our ships are close. And we can use voice activation to hoist signal flags when we are too far apart to shout. But for now I think the dev team is working full time on; enhancing the UI, and missions, etc.
  7. Thanks jodgi, Good advice, I should just enjoy the stuff people create to enhance the game, and ignore the hate. Suppose some people just want to complain.
  8. The only circumstance when a short journey, with several waypoints, may involve important timings is during a storm, when visibility is lousy. Most of the important timings are out on the open water, when cumulative intervals of several half minutes can result in a significant variation in distance. As a trader, it is wise to plot a course to avoid sighting land, where the course plan becomes an important recipe for arriving on schedule, at a precise spot. Regardless, your map is very helpful as it is. It works well, and it is fast. It's also easy to modify the Journey. My comments are offered in the spirit of fine tuning it. Players interested in precision navigation can still use a graphics program, some basic geometry, a little arithmetic and Shrouded Recluse's map for detailed calculations.
  9. My preliminary tests reveal that the times provided by Journey may be very close. The errors I have received may be because I did not use the map correctly. I am looking forward to testing more. I enjoy sailing and like the navigation part of the game. Arriving at the destination is very easy, but determining the time(s) still holds a little challenge. na-map is a good tool for fast information about the times required for each leg. It would be helpful if; The text and compass was smaller when zoomed in. It is difficult to see the course when zoomed in fully. The units of time were smaller; a ship can sail a great distance in a single minute, so decimal points of minutes or seconds would be nice. And a little clarification about the comment I made earlier. I have not heard anyone criticize na-map directly, but I remember countless times reading player's rants that the Devs should include more ingame options (Map tools) so that 3rd party apps are not necessary. I've never understood why pressing "Alt Tab" is horrible but pressing "M" is just fine.
  10. Felix, your map is impressive. I am looking forward to testing the accuracy of the Journey. Have you considered allowing us to input the ships top speed, to allow for Books and Upgrades? It is unfortunate that some players are negative towards 3rd party apps. Your's efforts have created something marvelous.
  11. I also play games with my mouse inverted. I have adapted to NA by using the key board as much as possible and avoiding gameplay requiring the mouse. Trading and port activity is still possible without needing the inversion. NA is an exciting beautiful game that can provide a rewarding experience without using the mouse very much. The development team is only 3 and a half people and respond to very limited requests. Please encourage your crew to try the parts of the game that are less dependant on mouse use. Currently the development is focusing on the user interface and the Game Labs crew are very pleased with it. Perhaps someday the option for mouse configuration will be added. Until then more players are wanted to make the game a success.
  12. I'm an advocate of player created content, but it is useful if players have tools. The mechanics to trade or communicate with players is helpful content, I'm glad it was added. Additional content could be exploration instances where players can search for resources outside of ports, creating "on land" mechanics is not required. We trade in ports and there are no "in port" mechanics, just simple spreadsheets. Create a player generated instance with potential to discover and harvest. Sail dead slow or anchor near shore to reveal resources, add a timer and a popup text box "Your shore party has discovered 1000 White Oak logs". Then the option to harvest the resources with another, slower, timer. Or make fishing more productive if ships move slowly and harvest less fish when sailing at full speed. Allow players to transfer goods between ships of different countries to allow international trade. Add identifiers so players can determine ship nationality by examination. I'm not against fighting, or combat, or battles, or adding more combat stuff to ship building, but it would help to add more trade related content. Like delivery missions, or trade XP, or specialization . I would even like non-combat missions; courier information, transport passengers, or have a random chance, like fishing, to reveal a discovery. Suppose I would prefer a working economy, but perhaps it is not possible with alts. So more content would be nice.
  13. I've been thinking, dreaming, about content since I read about the proposed game, years ago. But almost everything seems to be focused on battles, combat, fighting or making ships. Now there is a big effort on the appearance of the UI. I'd be very pleased if the content was created before release, or after release.
  14. Wow, I missed this thread back in February. My request is very simple. I dearly hope that someday we will have a way to turn of the BIG TEXT that floats above all ports. The Ctrl H keybind turns off the UI, but leaves the Port Names untouched. It would be wonderful if there was a way to remove this text.
  15. I hope I am incorrect, but I seem to remember a post from Admin that players would not like to risk AI to attack, therefore they will not allow NPC to sail between ports to transport goods. ( I've searched but cannot find the post). I like your memory better, and hope you are right.
  16. All of your ideas are great. I especially like the suggestion to have NPC attack enemy ships near ports. If friendly players were not dragged into the battle, between the defence AI and the enemy, the action could work. Seems that AI transport ships are not implimented because the Devs don't think players would tolerate the risk. That or it would be easy to cheat, where the course allows the NPC to travel through land between ports. If the AI ships could be restricted to sea travel I would love to use them to transport goods.
  17. I don't know how I missed this video till recently ....
  18. I've always thought that the OW should be separated into various areas that reward different styles of gameplay. Hot spots or conflict sites could provide more marks, and other incentives, for PvP or extreme risk trading. Low intensity areas could have varying levels of support for friendly players and allied nations. The transition between the zones should vary, and be graduated, so that players would only be certain of high PvP points deep in the heart of a hot spot, and traders could rely on heavy NPC support, like multiple warship reinforcement in low conflict areas. It is important that boundaries between zones are dynamic and ever changing to prevent players from meta gaming the fringes. I enjoy trading, even with the current state of the game, but the challenge comes from trying to find ways to trade with players rather than just the game mechanics, I prefer the risk from a PvP world rather than PvE. I think it would improve the trader experience if the impatient warrior type players were beating each other up in a predictable part of the map, and it might result in more PvP opportunities for them.
  19. Is there a was for Admin to confirm that HunterKSA and M7MDx503 removed the items? If so, is there a way for the community to be advised of the names of players linked to IP addresses from HunterKSA and M7MDx503?
  20. I was recently doing paperwork and was fishing at the same time. I sailed to a secluded island and anchored near shore in a small bay. I had the game running but was not paying attention. Caught a lot of fish by the time I finished the paper work. No bottles. I would only do this with a ship that I'm prepared to lose. It is very risky. From time to time I see ships anchored in a odd place. I assume the player is afk fishing.
  21. Awesome. I was nervous to use it. Don't risk what you are not prepared to lose.
  22. I'm not spamming this question, but thought it may have been missed. Perhaps Admin explained this previously, when the grid was removed. Can anyone please provide a link to a detailed answer. Seems that a sextant in NA is a grief tool, and that is a serious concern for those of us who would love to have a sextant.
  23. If my yacht is captured or sunk, can I redeem it again?
  24. I would like to name my ships. Don't see how it would hurt anything, just keep the name clientside so the name is only visible to me. I have no need for cosmetics, girls use make-up. But I think it is great if other players could buying paints for their ships, as long as the colours match the historical period. No day-glow, or fluorescents please.
×
×
  • Create New...