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s2bu

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Everything posted by s2bu

  1. UI DLC - the UI is pretty but horrible to use. i would like to have a fully customizable UI long story short i dont expect any game designer to make the perfect UI for everyone... best case scenario is a good default UI to get ppl started and then the option to fully customize it into whatever you prefer as you are getting more experienced with the game and develop a specific playstyle... having 1 person design a proper toolbox that enables the community to come up with ideas on how things can be presented better and how the UI can be adjusted to optimize certain "workflows" is imho far superior to having a whole team of ppl working on the "perfect" jack of all trades ui that tries to please every1 but ultimately fails every1... the above is mainly regarding the port UI (and related workflows) for battle ui it should maybe be enough to just be able to resize and move the elements around.
  2. POST battle analysis: AFTER (*maybe even with a delay of x hours) a battle ppl should be able to save the "replay"-data of that battle. In replay mode you should be able to move around freely with the freecam or "lock on" any ship to follow it around, have information on the builds/upgrades of all ships involved, have some time compression options and have a detailed combatlog i.e. penetration value of the ball as it left the barrel, as it hit the surface, angle of impact, thickness at point of impact, effective thickness, damage done, also repairs... in the first step dont worry too much about how you present that combatlog information visually - i'm sure some1 can come up with a way to deal with that in ACT or a similar program - just provide the information. *added the delay after writing the rest of the stuff to make sure the detailed build of a ship may still be "secret" while that person is trying to get away in OW.
  3. @admin just so i get this right - what you are saying is: next time you do something "stupid" that nobody really asked for (like let's say seasoned woods) you want everybody to just hammer steam with negative reviews so that it actually gets through to you. discussing these things on the forum isnt the appropriate approach?
  4. https://cdn.discordapp.com/attachments/682904690714869770/697797131708268554/na_ship_identification.xlsx some info for the ships i had sitting around...
  5. you could also make some sort of diagram / flow chart, that checks features of the boat in question, i.e. number of masts, number of gundecks, number of sails / mast, bowfigure, decorations/nameplate on the stern, ... that can probably fit on 1 page that you can have printed next to your keyboard - a whole book of pictures (while more realistic) isnt gonna be as easy to use.
  6. Beim Nation Change nach Schweden? OK - scheint so als ob das jetzt keine Option mehr wäre...
  7. the fact that you cant accept missions directly into or deliver them straight out of the fleet ship's hold (but have to shuffle stuff around first) is also kinda annoying. if it really has to be like this at least make a hotkey for fleetship 1/2/3's hold. so get away without most of the clicking.
  8. this is gonna be a quick one as i am heading off to work: i would like to see port upgrades being lockable by the officers (or maybe just leaders) of the owning clan so that no1 can invest in those locked upgrades. It is frustrating to see ppl puting hard earned ressources into the wrong upgrade.
  9. There are some cases in the game where the UI is exceptionally clunky and does not allow the user to do what he obviously wants straight away. 1) my favorite example is still this: at this point the user has clicked the "transport" button and confirmed his intention once. i cannot come up with a reason why the user would now suddenly change his mind. so the process of moving the fleet ship to the docks really should be automated or at least offer the option to "send fleet to docks and teleport" with a 2nd button. 2) splitting doubloons out of money chest the process of moving most but not all of your doubloons from your money chest to the warehouse is unnecesarrily complicated as well as you need to move all of them out, then split them in the warehouse and then move the ones you want to keep in the chest back... solution a: make the already existing context menu "split" actually work in this context (i.e. one portion of the split is moved to warehouse solution b: make a checkbox underneath the doubloons that toggles between "moving all" and "moving all but x" (i.e. if i have 5323 doubs in the chest and that checkbox is on it will move lets say 4823 as i drag them out and keep 500 in place - the 500 value could be userdefined somewhere) solution 😄 just get rid of the 10k limit as it serves no actual purpose 3) abandoning trade missions - the *ultimate-WTF-of-UI-clunkyness* as a foreword: to somehow get the most out of your missions you should always have 9 missions that are somehow related to you killing stuff and use the 10th slot to cycle through trading missions as you are not required to have the mission in your mission queue to complete it (that mechanic is required so that ppl can trade in captured mission items). so what you should do is accept a mission and abandon it straight away so that you can take a new one. that way you can have endless trademissions while keeping progress on 9 fighting missions. however the process for abandoning a mission is superclunky especially keeping in mind that you have to go through it with literally every trade mission you take. so to accept 2 missions into the one slot you have left you accept the first (which oddly you have to comfirm) in the mission tab and then the true horror begins. you need to move over to the journal tab, scroll all the way down because the list with 10 elements is only big enough to show the top 9 (wtf!), select the mission, move over to the abandon button, confirm the abandon (*) and then move back to the mission tab to accept the 2nd mission. * with abandoning missions confirming that process is generally ok - but specifically with trademissions it's only a useless extra click again because it makes no difference whether you have the mission in your queue or not (other than them blocking a slot uselessly) solution a: dont make the trade missions show up in the journal - downside: ppl might complain that now they cant keep track of what they need to do solution b: dont make the trade missions go into the 10 slot list but a separate infinite list that could be placed underneath the 10 slot list... 4) harvesting ressources useless window/extra click for no reason (relict of a time when you could get random bonus materials) - get rid of it I'm sure that there is more cases where the players are left behind stunned by the lack of thought that went into making a UI that is not only pretty but also usuable...
  10. I wasnt really trying to insult you - least of all for providing information. Back to the topic at hand: Basing prices of the amount of doubloons currently in the system is imho the wrong approach - one might think that basing prices on the amount of doubloons/resources generated might yield better results (-> existing doubloons need to be wiped). In other words: - making doubloons more relevant to the economy (by making them a requirement for sourcing the special woods) - wiping all materials to be able to see how the new economy turns out (in the next patch) - while keeping all the doubloons seems to be an odd choice to me because it doesnt really allow you to see what is going on because the market is still flooded with doubloons. Rephrasing the question to decouple it from the doubloon mess. How much time should in your opinion be required for a player to build a - 1st rate - 3rd rate - 5th rate out of a) oak/oak and b) special wood/special wood.
  11. just so i get this right: you do dont even know the direction (as in ballpark number) you would like to be prices at you dont really seem to understand the effects the changes you do on the economy yet we are blessed with random changes to a complex system - what good can possibly come from this? no offense but how do you expect any1 to have faith that in the end there will be a working system? 1) come up with an idea of where you want shit to be 2) come up with settings (numbers, percentages,...) that work in theory to get the system there 3) try how those settings work out in reality (on the server - with actual ppl "messing with the system") 4) evaluate the result possibly tweak numbers...
  12. hmm 25k for 5k sabicu in little cayman 35k for 5k cag in carriacou 35k for 5k cag in george town so i guess the price either changes as people do the missions or they are different for different woods... back to playing war thunder now ;o)
  13. As long as they didnt change the availability of doubloons (--> ai traders, and those still have the chance to drop wood as well - this post is written under the assumption this didnt change) i think i'm fine with spending 35k doubloons for 5k wood. However as you mentioned - the fact that all woods are trated the same although they clearly arent the same in quality is weird, counterproductive and obviously flawed... But as the wipes are still looming overhead and everything we do is basically in vain anyways i'll just not worry about anything. The devs will figure it out eventually and make NA great again. I'll just play something else in the meantime.
  14. ships are safe for now but will almost certainly be wiped at a later point prior to release.
  15. As i said: let's test how much sense it makes... (after all we are here for testing) - reset xp - monitor player progress - see how long it takes for the progress to absolutely diverge Use that information to meassure the effectiveness of the tool "xp wipe" in regards to "creating an even player experience". If the tool proves to be not effective just restore the current database in regards to xp...
  16. on the issue of ranks: the Board of Admiralty consisted of the first lord of the admiralty (civilian), a bunch of sealords (selection of serving admirals) and a couple of other personell (depending on the time you are looking at)... I think having these top ranks as achieveable player ranks that everyone will eventually get to in the long run is gonna have a weird feeling to it... keeping in mind that there only ever was ONE first lord of the admiralty and a few sealords at any given moment in time. Imho the player ranks should end before the "top notch pencil pusher level" ;o)
  17. What is the point of these new ranks? Will they just further increase available crew (i.e. you can crew 2-3 1st rates in the end) or will there actually be new mechanics...
  18. About the xp wipe - I have to agree: The intentions behind the proposed xp wipe are noble - however imho it's a futile effort to keep up the pretense of an even playing field after the release that only pisses some people off w/o doing anything meaningful towards the intended goal. Here's my proposition: How about we do what we are here for - we actually test it (while the current database is safely stored somewhere). - Reset everything to your heart's content - Monitor the players' progress over both time played and absolute time - See how long it takes until the progression of players will completely diverge My prediction is "it wont be long". If you then add complete noobs to the equation who will most likely progress even slower than the slow people in our testgroup and thus speed up the divergence the obvious conclusion is: Alienating a sizable portion of the playerbase to achieve nothing significant in terms of player experience just isnt worth it. In case the xp wipe does achieve the desired goals go through with it at release, in case it doesnt restore the pre-wipe database (in regards to xp). The people who think starting from scratch after release is a fresh and thus desireable experience are free to delete their characters to start over regardless... It doesnt matter which way the decision goes in the end but as long as people are presented facts that led to the decision and show that it made sense it will be a lot easier to accept compared to now where the entire basis of the decision seems to be some1's gut feeling. I guess we can all agree on the following 2 points: - if NA ends up being a working game and not a total desaster it has the potential that people will keep playing it for years and that always will have new players coming in - if you take 2 alternate timelines (1 w/ xp wipe and 1 w/o xp wipe) you won't be able to differentiate the two by looking at a point in time that is sufficiently far into the game Coming up with irritating ways to create the pretense of an even playing field at the start is completely besides the point imho. What really needs to be addressed is a the fact that the game needs some mechanic to stabilize it in the long run, something that makes it near impossible for a nation to dominate the game. The only thing that is currently doing this is clans moving around from nation to nation once they get bored (oh guess what - DLC required). This can hardly be the intended solution.
  19. in regards to the "blue box". can you maybe temporarily move that information out of the map area until there is a "proper fix"? that screen shot is 3/4 of the width of a 1920x1080 screen (which still leaves 1/4 room for TS)
  20. I would also like to see a setting where you can actually see the grid lines on the map itself. Right now the grid lines have the same color as the map background - maybe change them to have the color of the "grind frame background" (light gray) or the color of the "grid numbers". I suggest either changing the setting "show grid on" or adding a 3rd setting "show grid on + visible gridlines"
  21. Also on Firefox 65.0 the blue box is causing issues. When hovering above a port that is left of the left edge of the box (i.e. Santa Cruz) the cursor changes and you can click the port for info - working as intended When you are hovering above a port that is right of the left edge of the box the cursor doesnt change so you cannot get info on that port - this might be working as intended for the pirate ports on the northern side of cuba in the picture who are actually underneath GUI-elements. However you also cannot click Manzilla or Port Antonio (vertical postion has no effect on this issue). And here is the part that makes this problem "critical": The workaround to just drag the view so that the port you want info on is left of the box doesn't work on ports along right edge of the map... Also when it comes to dragging the view around: when you start dragging in that "bugged (red) area" - lets say south of Sant iago. You dont drag at all but start highlighting text. I'd say the cause of this problem is that the red area is actually part of the blue box as well...
  22. On the issue of "goods" being broken: Have a look at the attached screenshot: i selected teak logs so i would expect the map to highlight the teak ports (i.e. Little Cayman) - however it doesnt do anything. Edit: this is on Firefox 65.0
  23. IMHO: the actual problem is not nightflips. The actual problem is that one side can totally dominate the other. Nightflips are only one way that can lead to that scenario. So instead of fixing nightflips and alienating a portion of the playerbase doing it only to then run into next month's flavor of "imbalance" people should have a look at what can be done to keep players from losing interest in the game because all odds are stacked skyhigh against them. I think there should for instance should be some softcap mechanic that limits the amount of regions any nation can hold at a time.
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