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Macjimm

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Everything posted by Macjimm

  1. Welcome back. I remember that you seemed to like the politics, had a healthy thick skin and a sense of humor. It's still a great game ... with overflowing cups of briney muck.
  2. The confusion thickens: Poisoning with districts? Laying in the fat? Disguise as a IA? Gatchimbi? I still don’t have any idea what workers dislike about conditions that could not be better.
  3. @admin How can an Endymion (without guns) keep a player in battle? Can the raider not just stop firing for a couple minutes and then leave the battle? if I get attacked, on a trade run, in a ship without cannons: It sounds like I can only use a defensive tag if I leave the battle at the earliest opportunity. This will respawn me in OW where the battle started, and will place me at a disadvantage. Are we confusing fleeing with deliberately trying to annoy players? Seems if I am attacked, when I'm without cannons, I should just close with the raider and allow my ship to be sunk or captured. Is it okay to flee if I do not tag? Please don't think I am being disrepectful. I find the battle mechanics very confusing.
  4. Does anyone know why the workers are upset about conditions that could not be better? Is this some sort of reverse phsycology politics? Is the recent news suggesting that the workers are never satisfied, even with the best arrangement? Is this news some sort of sarcastic code that means the workers are very pleased with foreign influence? Chinese laborers on Trinidad who recently arrived from Macao on the British ship "Fortitute" have demanded an improvement to workers condition. Obviously this is happening because of foreign influence and the working conditions could not be better
  5. I like sailing. If the long distance, open sea travel was removed the game would be boring to me. But I dont want to be forced to do meaningless tasks. I keep a log book, navigate, plot the course, estimate when I will arrive, time my travel in dangerous areas (to have the wind advantage), watch for enemy, hail other ships for info. Etc. There is lots to do without making up stuff. Keeping the log book and navigating, while watching for those supercharged speedboat raiders is enough. When I can be resonably sure I am far away from shore, ports, and wind boosts, I enjoy a little break. AFK is nice for part of the journey. Brew a cup. Hit the head. If more make-busy-work tasks are added, I sure hope they are optional. The game is busy and rushed enough without adding unnecessary content, considering the rapid pace of travel in OW. I would like added; Control of the ship from a proximal free view. (Ship controls from a camera view within 2 meters of any part of the ship). Enough OW manual sails to tweek speed. Auto match the speed of the slowest member of a group. Toggled lookout that alerts when a ship or land sighted. (Must have On/Off keybind)
  6. Cetric, I would be very pleased if you were correct. Trading and strategy is more interesting that arcade style combat. From what I understand; The NA game mechanics are limited. There are limits on number of objects, calculations, players, NPCs etc. The Admin/Devs have said that they are focused on the pew-pew, and other games allow more detailed trading. I've never played PTOBS, but I'm guessing that the experience of sailing wasn't nearly as realistic as NA. The videos of combat look somewhat cartoon like. Not sure if there is much point comparing clip art to a photo, or Donkey Kong to ARMA3.
  7. Perhaps someday there will be an age of sail game with an interwoven player driven economy. Ports require material, resources, goods, services to remain productive. Manpower and finance is critical to a nations strength. Even a powerful country like Russia can be strangled and brought to it's knees by killing trade to it's ports. I would love it. Many others would also. But that is not this game. Naval Action is based around combat. The focus is on lots of fights that happen easily, quickly and frequently.
  8. Allowing skilled players to Loki inexperienced players in capital zones is mean.
  9. It doesn't matter if there is a game mechanic to prohit a second attack. It's a war server, the risk creates opportunities and allows choice. There is risk in trading now. I can agree to deliver goods to a player and there is no guarantee the buyer will pay. Shipwrights can build a custom ship, and discouver the player refusing to provide the agreed payment. I could make a trade for a specific build of a ship and find out after I have paid that the ship is not what I paid for. The list goes on and on. Risk. Trust. Player vs Player relationships. But I would love to be able to pay a ransom inside the Battle Instance, and inside the Open World. It starts with communication between nations.
  10. No concern about adding some EXTRA missions, but leave the current delivery times alone. 10 days and 3 days are hurried enough. Not everyone has enough time to sail long distances in a single session. I like to collect a number of Missions and complete all the deliveries in an common area in single voyage. The current schedule is enough of a hurry for me. Please don't reduce the number of available 3 day and 10 day missions.
  11. Some players will buy a product that allows; extra dock space, more outposts, additional buildings ... but only if it is called a DLC. The same product that is called "an account" is unacceptable.
  12. The home cam adds realism and immersion. I use it extensively when on long sails and it makes the travel much more fun. It allows for an interesting first person view, and movement about the ship. Walking on deck, climbing the rigging. We should be able to control the ship when using it. The addition of ship control to the home cam would be a fix, or workaround, for the broken transparent sails. Removing the home cam was done before. It made sailing very boring. I was very pleased that it was reinstated. If cheating is a concern, (sounds like it is) it makes sense to limit the range to a few feet from the ship. Unless we are stopped near Port or land. It's not cheating to allow views from; the port towers, forts, and mountain tops. There is no use for underwater views. At least not to fairly aid gameplay, realism, or immersion.
  13. Or do the Protection Fleets range to the extent of the capital influence lines on the ingame map?
  14. Lars, Question (not rhetorical). what you described is about a 25km radius hunting zone for Protection fleets. The Virgin Islands are densely packed with ports. Perhaps port battles in areas with ports very close together will require ingenuity and co-ordination? Tough to capture but not impossible?
  15. One Man Clans: What's wrong with that? A player's earns enough to set up a clan - gets more dock space, more warehouse space ... Buys the Admiralty DLC: gets more ... Buys a alt: gets more, including an extra Tow & more outposts/buildings The dude will be logging serious hours of game time. How does this hurt someone who chooses not to use these features for extra spaces. I don't have enough time for more gameplay, but I don't begrudge others from using the features in game to get ahead. No big deal. Enjoy, relax. It's a game. I'm a casual player, but if someone else is serious and puts in the time, they should be able to earn and reap more benefits. I can do the same if I choose. Why should I limit others just cause I don't have as much; time, or dedication, to play. Multiperson Clans: The real beauty of allowing clans a repository for ships is the convenience of exchange. If the port can make tax, and some currency is removed, mores the better. Could be a clan auction (with set rates), or a fee per deposit and withdrawal of each ship.
  16. You sound reasonable, but often there is nothing to listen to. Many raiders refuse to communicate with their victims. I've not received a response during my last four battles, just rapid attacks that left me without a ship, and no word from my opponent. I've tried translating my text messages to other languages. Many players are just silent, they want to earn their Combat Marks, and have no interest in communication. Bubba's idea has merit. I would like to practice with a mentor. Engaging a cooperative real player would be very helpful. The experience gained from repeatedly trying; offensive tags, and shoot and scoots, could improve a trader's chance for survival. A mentor sign up program could pair willing players together, and they could agree to meet in game. Great way to build better players. Terrible idea if we want to keep the seals weak and easy to kill.
  17. Perhaps mentors could help anyone who is willing. Not just new recruits. NA action culture is not helpful with PvP combat training, or international cooperation, but there may be some experienced captains who would spend time with players of another nation and teach them how to fight or flee.
  18. I asked previously, if this new version that GameLabs is creating, is a remake. Included a link. No response.
  19. This should be optional, so that modest players can avoid the announcement.
  20. With the easy access to DLCs, and simple options to obtain ships in game, there is really no need to give 5th rates away for free. I just grabbed a B.Cutter and delivered a Passenger to a port near by. With the money from the delivery I bought 2 TSnows (there were 3 ports along the coast that had TSnows). I grabbed 2 Cargo missions and after a short sail made enough on the two deliveries to buy an Admiralty [White Oak(s)/Crew Space] - 5th rate ( and equip it with 9pd longs and a full set of repairs). And I have 39k reals cash. With 2 more deliveries I can equip the ship with 32pd carros. I can sell both of the TSnows for more than I paid for them but a Newb might keep them for more deliveries. I don't think we would improve the game by dumbing it down even more. We could use a few more key points in the "Tips" Economy Missions (briefly explain) Trader Ships are needed to enter foriegn ports.
  21. This suggestion is narrow minded. I enjoy trading and fishing. I would love to conduct international trade: (example- buy Copper from Russians). It's a lot of fun to find resources for a good price and transport them back to a friendly port and sell them to my nation's shipwrights, and crafters, for a reasonable price. It's been a fascinating challenge in Naval Action for the last 5 years. I can help out my nation and sail exciting player-to-player trade runs. Trading in foreign ports is high risk, but thrilling. Your suggestion reduces gamplay and limits opportunities for traders. I also have some good friends that are in other nations. These friendships have never been a threat to my nation's ability to wage war. Some other nations are not always at war with us. Even during battle the other nations often have willing honorable opponents, only those players with defective personalities are offensive. Reducing communication increases toxicity.
  22. I too would like to hear what these "abuses" are. I know many players would use a second account to; access stuff from other nations, add warehouse space, dock space, increase the amount of stuff that can be crafted, transfer from shallow draft ports to deep water ships, deliver larger quanities of stuff, etc. These are all great mechanics. If a player has the time it expands the options in game. Gamelabs gets more cash from selling extra accounts. There is no downside. What is this abuse you speak of? If you are referring to a player attacking his own alt and farming rewards; would that not show up as a cheat the same as if it were two players collaborating? It is the action that is bannable not just using an alt account: doesn't matter if it is one player with two accounts, or two players. The offence is international mutual co-operation in a battle to gain XP etc. I have only one account. I do not have time to use an Alt. I only play casually.
  23. I would be happy if I could name my own ships. Clientside. Don't care if anyone else can see the name besides me. Sorting would be easy if i could name the ships.
  24. Depends on your metric. Cannons and Reps are frequently crafted, bought, and sold. Perhaps more often than ships. Aside from DLCs, many ships are very easy to obtain. I've never built a ship but bought lots from the Admiralty. They are cheap. I've sold the majority of the Admiralty ships, and always for more than I buy them. I've sold hundreds of thousands of reps, and some lads have a great business selling cannons. It's a lot of fun. I've spent exponentially more on repairs. Even with all of the ships I've lost I've likely made more on selling ships than I've spent on them. Many players craft most of their ships themselves or get them from their clan. Be a shame to remove the opportunities from crafting cannons (or reps): it would eliminate a huge amount of content. Not all ships can be purchased as added content. DLCs are healthy for GameLab's cash flow, but let's not go overboard because we are bitter that disposable ships can be redeemed daily.
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