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Goodblue

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Posts posted by Goodblue

  1. And here lies the problem. What is more important to the community of Naval Action? Your personal desire to attack a Danish ship flying Swedish colors or the desire of 600 other players to play the RvR game differently and fight Britain instead of Denmark? I would argue that it is MUCH easier for you to turn pirate and fight the Danes under the black than it is for 600 other players to stop doing what they doing just because it does not suit your personal desire....

    Even if the majority hates it, there is no reason to force them to go pirate because their actions are not against the rules. Swedes and Danes should go talk to each other and make a blacklist of swedish players which do not follow the majority so the Danish players know what to expect from this small privateer clan.

    • Like 3
  2. Make it 80% and 20%, since 51% is no good enough

    Yea but what if this one clan does not agree which is 10%.

     

    There should be a system where there is a list of Enemies and Alliances for each nation. Then each CLAN can choose for themselves.

    For this particular topic:

     

    List for Sweden:

    Denmark-Norway --- Allied --- Enemies

                                       KF         DRUNK

                                      HRE

     

    then the members of the DRUNK clan will be shown as enemies on open world for Denmark-Norway.

     

    You should not take away the freedom of players in a sandbox game.

    • Like 1
  3. I've been following the News forums for the last few weeks and I'm really sad I'm missing all this action. I will try to make time for Naval Action again so I can join this interesting war. :) Maybe I'll get online today after work. I haven't even tried the new patch yet so that should be fun. :P

  4. well im pretty sure it is. if the choice is to click pirate or pirate and the br were same/similar... you're taking a punt 

    there should be a little indicator on one side if one of your group/clan members is in that battle so you wont join the wrong side. Or maybe they already have this in the game. Not sure though. Or at least make it so group/clan members can't join the opposite side.

  5. I would really like to see a video tutorial for demasting, with the unlocked / locked / range options and what size cannons are recommended.

    I've seen posts saying "just demast" or it can be done in five shots / minutes.

     

    I've looked for and viewed a few brief explications but nothing dedicated to demasting.

    Would someone be kind enough and take the time to show the ropes to beginners :P like myself ?

     

    Thanks.

    I could give you a few tips and maybe make a video for it :P

     

    Cannons:

     

    Carronades - Poor

    Mediums - Decent

    Longs - Best (especially hitting masts)

     

    Best way to slow a ship down is shooting a broadside of chain from the foes bow or stern so you can hit multiple sails at once. This does however slow you down in the chasing process but after a good chain broadside you should be able to chase your foe down with ease. 

    Best way to demast is using single shot with long cannons as their dispersion is very low. I also think unlocked sector auto is the best for shooting a mast.

     

    I also noticed it is pretty easy to hit a mast with bow chasers using long cannons.

     

    Hope this helps you out a bit.

    • Like 1
  6. Sorry but I dont get this, you were on the oposite team of Ayita and you complain being shot at by the enemy side? forgive me I dont understand this at all.

    No he said he was attacked by Anyita and he received reinforcements and the guy on his side shot him for some reason.

     

    Did you try to have a conversation with the guy to ask for an explanation? Also which nation are you playing?

  7. So let me get this right.

     

    If Initiate a fight with an NPC ship from another nation and drag in a player from my nation and I ignore the enemy ship and stick broadside after broadside into the player from my nation. I do not get classed as a pirate by the game but I get sent to the tribunal. Is that correct?

    I don't know which nation you're in but if you are already a pirate you should be able to engage other pirate players. Dragging a player into a battle to kill that player is green on green damage which is not allowed even for pirates I think but I don't know if they get dragged in as well. If you are playing a nation instead of pirate then you should turn pirate after doing those actions.

  8. I would say 1 character per account and remove neutral characters. Too many exploits with neutrals as they can't get attacked by any other nation but Pirates( not a nation :P ). They can however join every battle and choose a side. They can also enter every port BUT Pirate.

     

    I still want to see characters bound to servers so we could make multiple characters but only 1 per server. I would love to start a Pirate character on PvP2 just to have some fun PvP battles with other pirates. Unfortunately this is not possible and I don't see a reason not to allow this.

  9. I mean, come on. This is rather sad. You guys keep repeating how good you are with diplomacy, yet in real life you would be calling airstrikes after some random civvy online artist poked some fun at you in e-comic.There's overreacting, then there is nothing for a long time and then there is you guys.

    Woah calm down! You are taking this far too serious. Let's continue fighting ingame instead of throwing words like this on the forums. 

    • Like 2
  10. Most of it looks good but I'm a bit concerned about these three things:

     

    Combat tuning

    We want to increase importance of positional damage - raking and reduce importance of broadside damage slightly. Captains should tank with a broadside not with a stern/bow. This will be achieved by the following.

    • Significantly increased cannon damage from raking fire Significantly increased? Does this also mean more damage to crew? Yesterday I graped down 100 crew of a Frigate in one rake (full broadside). If it is more planking damage then that's fine with me. I'm not sure I like the idea of graping down 60%+ crew of a Frigate in ONE broadside. Also the Stern HP is already pretty low.
    • Lower rudder HP A bit concerned about this part. I remember the time where every 2-3 broadsides resulted in a red rudder. Hopefully it wont be reduced TOO much. Let's see if you guys found a good balance in this.
    • Increased broadside planking and class for all vessels Don't know. We'll have to test this. :)

    Mast/Sail repair on long cooldowns

    Demasting became a dominant strategy and does not give many options for the person on the receiving end. We know that many will say it is a wrong choice – but giving the player the option to recover masts in battle at least to a certain extent will bring more variability to battles. I'm not sure if this is a good idea. If you want to give players the opportunity to repair MASTS as well, then make sure to reduce the effectiveness of the replaced mast as it should NOT be a brand new mast that brings the sails back to 100%. I would suggest half of the percentage of a mast will be repaired. For example if one mast goes down that brings the player to 60% sails. The repair should only repair 20% of that mast instead of 40%. Sails would still be fully repaired.

     

    Our proposal is this:

    Bring back cool downs for hull repairs and mast repairs: Cool downs should only work when the player is on the exit timer – if you are out of combat. If enemy does not pursue you in battle actively you can disengage away wait for 10-20 mins and get another repair chance. Captains who participated in the previous repair discussions actively can bring back their ideas into the discussions here.

     

    Planking imbalances on lower level vessels. I'm curious but also a bit concerned on this part.

    We want to compact the planking integrity on unrated vessels bringing them closer to each other. This will increase variability and improve ship choices for shallow water combat. The difference in hp and survivability between a Navy brig-sloop and a privateer should not be as strong as it is now (almost 2.5x). I hope you wont bring these 2 classes TOO close in terms of planking. The privateer is probably already a more viable choice then the Brig of NavyBrig (at least from my experience). I hope they will find a good balance in these 2 classes and hope it wont be close to a point the Brig or NavyBrig will be useless compared to ships of a lower class.

     

    My thoughts about these changes.

    • Like 3
  11. I already mentioned this in the thread for feedback of the current progression. Change the BR of the Renommee to 100. Quoted from the topic:

     

    First of all I like this kind of progression more then just a standard xp grind. The only problem with the current system is the kills needed for the Renommee. Why is this a problem?

     

    The Renommee has a battle rating of 120 and can only kill Cerberus' and above while the Surprise has a battle rating of 100 and can kill Snow/Navy Brig and above.

    The Surprise has more guns and can carry 12pd meds 'n longs/24pd carronades while the Renommee has less guns and can only carry 9pd meds 'n longs/18pd carronades.

     

    Not only that. I can kill 2 Cerberus' in a Surprise while I can't do that in a Renommee.

     

    So my suggestion would be to lower the BR of a Renommee to 100. Would be fair no?

     

     

    Now I know this might not be the final progression system but it really felt like this needed some attention. :)

    • Like 3
  12. Maybe the circle should follow the center of the fight(center of the players) so you get drawn back to the fight, instead of drawn to a specific location.

    I don't think that is the problem. I think it is the pace at what the line of the circle travels which for players in a bad position, is hard to keep up and stay inside within a certain amount of time.

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