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SeamanStaines

Tester
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About SeamanStaines

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    Junior Lieutenant
  • Birthday 06/05/1957

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    Male
  • Location
    Jakarta

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  1. SeamanStaines

    PVP MARKS and PLAYER RETENTION

    The way the game is at present is great for a small number of the "best" players (PVP allocation ). But not so good for the more causal and average player who serve as fodder for the elite. The current reward does not encourage PVP. Quite the opposite. If your PVP win average is less than 50/50 why would you make a fight of it. Better to avoid or run. For those not in the top tier of skills, not running multiple alts and struggling to get PVP marks for elite mods, the game in its current incarnation is not very rewarding. Some allocation of PVP marks for losing would at least give some consolation.
  2. SeamanStaines

    Deep Portbattles and Small ships

    Thanks for the reply, however, who is going to screen with ships-of-the-line against a fleet of hercs and reqs?
  3. SeamanStaines

    Deep Portbattles and Small ships

    Whereas I see both sides of the debate, I have to say that I miss the large "Trafalgar-like" fleet actions. To me it is the centerpiece of the game. It was the spectacle of this that first attracted me to NA. I think the game would be much worse if these were to disappear. However, I can see how imbalances currently require some Nations the use of small ship fleets to compete.
  4. SeamanStaines

    War and Peace

    Seems to me that the DEVS should set the alliances rather than the players or at least have the chair of a council. They have the membership details (i.e. numbers in each Nation) and other statistics and also control of resources. They can see when a Nation is being destroyed or becoming all-powerful. I am not saying that they need micro-manage but should keep oversight. It is in their interest to keep the players interested by a considered balance of power and ensure continuity of PVP. Whereas its great to be on a winning team its not so much fun to fight a long defeat against overwhelming odds nor is it good to be lacking in direction. I don't see a hands-off approach being successful in the long term.
  5. SeamanStaines

    War and Peace

    Yes more like Syrian Militia's than National Navies.
  6. SeamanStaines

    War and Peace

    This all worked best when we had a few clans and was for the most part Nation driven. At that time we had a relatively large number of players. Now we have dozens of clans with only a fraction of the number of players. Imagine the chaos if the game is released like this and the player base gets big again. If the 300 or so regulars cant get 'casual alliances' to work and things fragment (as is the case) what chance it will work with 1000's of players? I don't have any magic solutions, there have been good suggestions. But I do believe the DEVS and should consider these problem before release. For me National agenda should be set. Clans should operate within these parameters.
  7. SeamanStaines

    War and Peace

    I don't agree that everyone knows or that the diplomatic system works. Only those that follow the forum (which is difficult) and those involved with negotiations have an up-to-date picture. . Even if an alliance is known, not everyone follows it. Often there are simply too many clans with different opinions to get any consensus. If (as suggested) when someone disagrees and forms their own clan the situation only gets more complicated. So despite imperfect mechanisms I believe an alliance system is required to bring some order to the chaos.
  8. SeamanStaines

    US Political Situation

    One problem I have is that day-to-day I have no idea who is allied with who. These "alliances" change all the time. Frankly I miss the alliance system. Fortunately as I am British a good "rule-of-thumb" is that everyone hates you.
  9. SeamanStaines

    Le Req is changing the game!

    The Requin needs to be nerfed one way or another. If not, then we will simply lose more players and the game will eventually die. Given a choice between losing the $14 dollars upgrade fee or losing the game I would prefer the former.
  10. SeamanStaines

    Le Requin Testing and Feedback

    I don't mean in the context of a game, I mean in a RL context. Its always been absurd that small ships could take out SOL. The musket volleys alone would probably destroy a Requin. But this has always been the case but the Requin with its large crew is now the ship of choice for the reasons stated in the previous post and now we if you want PVP its most likely going to be against Requins.
  11. SeamanStaines

    Le Requin Testing and Feedback

    Just my opinion. This ship has ruined the game. Virtually all the PVP is against Requin's and if you don't sail one you cannot catch them. The fact that they are over-crewed means no other cutter has a chance as it will be boarded. So all other small ships are now redundant. In fact yesterday I saw a Santi boarded by Requins (how absurd is that)! The result is the game has become very dull for many except for the Requin raider fraternity. The fact that they are issued free if you buy the add-on makes them more destructive to the game as a whole. Where is the risk of loss if next day you can redeem one? Why would you sail anything else that needs crafting? Soon you might as well rename it Requin Action as that is the only ship you will routinely see. What happened to the glory days of Trafalgar's? What happened to historical accuracy? I hate to see the game go downhill so rapidly.
  12. SeamanStaines

    Caribbean Invasion News

    On the topic of our new alliance I note only 2 British turned up to assist our French allies at Bensalem. Either nobody knows about this or people cant be bothered. Not a good start.
  13. Biggest problem at present is lack of players. Its reaching a critical point. The rest is trivial by comparison.
  14. It wasn't a good start when I failed the "look left" and "look right" exam. It just got worse and reached a low point in the endurance exam. First time it was looking good but when I went to loot the first ship the "horrible prick" flash boarded me. Second and third attempt I got creamed by the second vessel because I could not loot the first ship. Fourth attempt I was looking good having looted the first ship but the internet crashed.. The last attempt was a repeat of 2 and 3. I now feel like a failure, and have turned to drinking methylated spirit. Wife has left me because I sit in the corner weeping all day. But seriously, if the idea of the tutorial is to encourage/train new players is it necessary to crush and humiliate them? They will get plenty of that in OW later without the AI beating the crap out of them.
  15. SeamanStaines

    Why did players leave?

    Springby I appreaciate your concern and it cant be easy for the DEVS to listen to harsh critisism. But its important to be frank. I can only speak for myself and why, after 3000 hours, I gave up. We had a beautiful game. Yes it needed tweaking here and there, but overall it was wonderful. We then spent a long time going around in circles tweaking things that already worked and not addressing the remaining problems. But then the DEVS inexplcably changed everything, including the things that worked fine. I dont know where these ideas came from and why all was changed at once. The grind became worse, the consequences of PVP drastic and the time required sailing mindlessly became a major drain on players time. In short, it appeared to me that the DEVS had lost touch with the mainstream communty and the things that made us play the game. Instead the vision of the DEVS became increasing at odds with everything that kept me playing. It was as if the founders, who were passionate about the game, had lost control, to be replaced by "wall street" executives who just viewed the game in terms of population cycles and natural wastage of players. I hope that they can get back to the passion for the game that we once enjoyed. Then I will happily return. For now its not that I have turned to another game, its that its so frustrating to watch something that I loved going in this direction.
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