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Arnaud Arpes

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Posts posted by Arnaud Arpes

  1. Hello, sorry if this post is in the wrong area. I sail with France, and it seems that most all the French nation players are... French. As a result, I'm left seemingly on my own most evenings in the US. Wanted to reach out to my comrades and see if any fellow US players for France played often and in the evenings US time.

    • Like 1
  2. Welcome to the community, if you haven't gotten into the closed beta yet, and you're interested, you might try poking around on the forums here for how to get a copy.

    I really like your suggestion of having the identity of a ship concealed until within some range. Being able to click on ships two miles out and seeing the type of ship, name of captain, rank, and faction is a little cheap in my opinion. That being said, there are still many ways to trick or deceive an unsuspecting enemy. When I was first in the game, and finally acquired a frigate, I sailed into unknown enemy waters and located another player along the coast in a small trade vessel. I chased him into a baylike area, only to realize too late that his faction mates had circled in behind and trapped me. I was caught, had my sails shot to shreds, and boarded. It was a disapointing engagement, but I took a lot of joy in the experience of having been tricked like that. It made me realize that this game is going to be a lot of fun, and much more to it than at face value.

    The game is still very much a WIP. So the devs will specifically say to ignore the UI. Other game mechanics such as port battles, crew, officers, and admiralty have not yet been implemented.

     

  3. Often times, I'll be sailing around and I'll come upon a battle that's one sided in against France. I'll join the battle to try and assist, but once I'm in the battle it's just AI French ships being attacked by a group of real players. The AI ships dont help me much, and I end up getting sunk, captured, or having to flee.

    It would be great if there were some way to see the players names, ranks, ship class, etc similar to whats shown on the scoreboard when targeting a battle on the OW.

  4. I find absolutely no problem with the current setup. And I have a feeling that when Port Battles are added, the PVP aspect will be much easier to get into. As the devs have said, they plan on having attacks/defenses known about prior to them actually taking place, as the attacking fleet must carry some flag or something to the enemy port to attack it. The defenders can intercept or wait to defend. This should help rule out the 'its a big map/ I'm lost/ where is everyone' feeling some get who are just after PVP. Also, once port battles are in place, I would expect that most action would take place where national waters bump up against one another, sort of like a border.

    I would also expect, that on a server style as we have now, with both AI and Players, that the AI numbers could be diminished as more players play. From either the devs lessening their spawn rate and players destroying them.

  5. I don't agree that we should have linear ship trees.

    Not everyone is going to have the time or patience to grind through linear trees. Total freedom in a game to pursue any ship, class, trade, etc. is what will allow the player driven economy to function. We already have had the addition of honor kills required to progress in naval rank, and I think that should be enough to force players into certain ships.

    This game does not need to become a World of Warships clone set in the Age of Sail. This game needs to differentiate itself from the others in the market, as it has done so far, and push toward development of a believable, living, and immersive experience in the AoS; in so much as is possible with PC Gaming.

    • Like 1
  6. How the ability to equip 'Upgrade' for 'Towing' which allows your boat to sail against the wind for a few added knots for a short time, maybe with a cooldown? This way if you're a bit of a ways out from port, you can get to port a little faster. Maybe a 5-10 minute increase of 3–4 knots to OW speed.

    Alternatively, they could just increase the range a bit where you can 'Enter Port'.

    By towing, I'm inferring that this is happening: h52488.jpg

  7. I would like to see port lights visible from a little further away by night, or some light houses. I don't think having the ability to click ports from distance should show the name, it should only display the name once you reach a certain distance. Similarly, I'd like Ships nationalities not to be apparent until the player is within a certain range. This would add to the element of mystery as you spot a ship on the horizon. The fog doesn't bother me too much, though it'd be nice if it occurred about a third as often as it does now.

    • Like 5
  8. I think, OW being a newer addition to the game, they're more focused on the gameplay aspects, economy, and coming port battle mechanics than the immersion factor as it pertains to OW.

    I'm sure, that as the game's mechanics and gameplay become more fleshed out, we'll be seeing more of what you're asking for here. If you haven't by now, go take a look at the Naval Action Facebook page, they've got some concept art on there which I think gives an idea of what they someday hope to have ports etc. look like.

    Example: 10372937_332541546903770_560103400922627

  9. I'd rather see an option similar to contracts that would allow players to engage in the shipping business for other players.

    Player 1 posts 'Shipping Contract' in Plymouth. If accepted by player 2, he must transport the goods from Plymouth to Tiburon.
    Pay: 10k. Ship tier minimum required: 7th rate
    Contract expires 7days

    Player 2 accepts and then begins traveling to Tiburon.

    - If Player 2 is attacked and sunk/captured, 50% of goods are lost and transferred back to Plymouth, Player 1 receives notification and contract expires.
    - If Player 2 is does not complete contract by timeline, goods return to Plymouth in full and player 1 is notified.
    - If Player 2 successfully delivers goods, Player 1 is notified, items appear in his warehouse, and Player 2 receives 10k in Gold.

    This would sort of drive the player based economy, and allow Neutral players to enjoy mercantile shipping, which I feel they want based on their nation of choice. They could gain reputations and be sought out for their reliability and speediness, or their lower chance of being taken. Etc. Would also give Pirate players merchant ships to raid.

     

    • Like 1
  10. At the time I ran this I was not in game or logging in. The only thing I am aware of is my ping remaining consistent throughout the freezes and kicks, which for me is 170s to high 180s, this has been my ping since the beginning of Sea Trials (not counting that awesome window where we had a US server and I was getting into the 90s).

     

    I have never had issues before this patch so I'm hoping it's something temporary.

    Yes, and mine is consistently about 140-150, and whether there are issues or not that remains the same for me as well. I've only had the issues for the past week or two now.

  11.  

    Ok will do, thanks

     

    Update: Let me add that at no time during these issues was my ping higher than normal. Also this confused me: " Type: tracert <server_address> and press enter (<server_address> is actual address of game server)" so if it confuses anyone else type this exactly:

     

    tracert 89.163.234.93

     

     
     
    Tracing route to 89.163.234.93 over a maximum of 30 hops
     
      1     7 ms     6 ms     2 ms  10.0.0.1
      2     *        *        *     Request timed out.
      3    25 ms    24 ms    29 ms  xe-4-0-1-0-sur04.or.comcast.ne
    t [68.85.242.109]
      4    19 ms    17 ms    23 ms  ae-51-0-ar01.or.comcast.net [6
    8.87.216.105]
      5    23 ms    18 ms    36 ms  be-33490-cr02.seattle.wa.ibone.comcast.net [68.8
    6.92.217]
      6    20 ms    19 ms    19 ms  he-0-13-0-0-pe04.seattle.wa.ibone.comcast.net [6
    8.86.82.234]
      7    20 ms    24 ms    39 ms  as174.seattle.wa.ibone.comcast.net [66.208.228.1
    10]
      8    53 ms    57 ms    56 ms  be2085.ccr21.slc01.atlas.cogentco.com [154.54.2.
    198]
      9    53 ms    60 ms    64 ms  be2127.ccr22.den01.atlas.cogentco.com [154.54.25
    .69]
     10    83 ms    72 ms    80 ms  be2130.ccr22.mci01.atlas.cogentco.com [154.54.26
    .122]
     11    79 ms    79 ms    77 ms  be2157.ccr42.ord01.atlas.cogentco.com [154.54.6.
    118]
     12    86 ms    89 ms   104 ms  be2185.ccr22.cle04.atlas.cogentco.com [154.54.43
    .178]
     13    98 ms   102 ms   101 ms  be2597.ccr22.yyz02.atlas.cogentco.com [154.54.31
    .90]
     14   113 ms   102 ms   106 ms  be2093.ccr22.ymq02.atlas.cogentco.com [154.54.44
    .106]
     15   170 ms   169 ms   179 ms  be2385.ccr22.lpl01.atlas.cogentco.com [154.54.44
    .142]
     16   179 ms   197 ms   176 ms  be2183.ccr42.ams03.atlas.cogentco.com [154.54.58
    .70]
     17   180 ms   187 ms   181 ms  be2440.agr21.ams03.atlas.cogentco.com [130.117.5
    0.6]
     18   189 ms   185 ms   184 ms  be2114.rcr21.dus01.atlas.cogentco.com [130.117.4
    8.62]
     19   186 ms   191 ms   184 ms  be2567.nr11.b015770-1.dus01.atlas.cogentco.com [
    154.25.6.182]
     20   196 ms   197 ms   185 ms  149.6.138.122
     21   184 ms   182 ms   185 ms  89.163.234.93
     
    Trace complete.
     
    >ping 89.163.234.93
     
    Pinging 89.163.234.93 with 32 bytes of data:
    Reply from 89.163.234.93: bytes=32 time=189ms TTL=108
    Reply from 89.163.234.93: bytes=32 time=188ms TTL=108
    Reply from 89.163.234.93: bytes=32 time=191ms TTL=108
    Reply from 89.163.234.93: bytes=32 time=181ms TTL=108
     
    Ping statistics for 89.163.234.93:
        Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
    Approximate round trip times in milli-seconds:
        Minimum = 181ms, Maximum = 191ms, Average = 187ms

     

     Interesting, seems we take the same route through Cogent to reach the server. Were you experiencing login issues at the specific time you took the tracert? I've noticed that anytime my pings have no packetloss/timeouts it's typically working. So much so that I've started running pings before I try logging into the game even.

  12. Tracing route to 89.163.234.93 over a maximum of 30 hops

      1     5 ms     1 ms     1 ms  homeportal [192.168.1.254]
      2     6 ms     8 ms     3 ms  75-1-192-3.lightspeed.snantx.sbcglobal.net [75.1.192.3]
      3     7 ms     3 ms     5 ms  75.28.192.128
      4    12 ms     8 ms     4 ms  12.83.39.13
      5    14 ms    16 ms    15 ms  ggr3.dlstx.ip.att.net [12.122.139.17]
      6    13 ms    12 ms    12 ms  192.205.36.222
      7    13 ms    15 ms    12 ms  be2032.ccr22.dfw01.atlas.cogentco.com [154.54.6.53]
      8    24 ms    22 ms    22 ms  be2433.ccr22.mci01.atlas.cogentco.com [154.54.3.214]
      9    38 ms    36 ms    35 ms  be2157.ccr42.ord01.atlas.cogentco.com [154.54.6.118]
     10    47 ms    44 ms    43 ms  be2185.ccr22.cle04.atlas.cogentco.com [154.54.43.178]
     11     *       80 ms    81 ms  be2597.ccr22.yyz02.atlas.cogentco.com [154.54.31.90]
     12    82 ms    82 ms    83 ms  be2093.ccr22.ymq02.atlas.cogentco.com [154.54.44.106]
     13   149 ms   148 ms   149 ms  be2385.ccr22.lpl01.atlas.cogentco.com [154.54.44.142]
     14   163 ms     *      162 ms  be2183.ccr42.ams03.atlas.cogentco.com [154.54.58.70]
     15     *      168 ms   167 ms  be2440.agr21.ams03.atlas.cogentco.com [130.117.50.6]
     16     *      172 ms     *     be2114.rcr21.dus01.atlas.cogentco.com [130.117.48.62]
     17   173 ms   175 ms   174 ms  be2567.nr11.b015770-1.dus01.atlas.cogentco.com [154.25.6.182]
     18     *      170 ms   172 ms  149.6.138.122
     19   165 ms   164 ms     *     89.163.234.93
     20   165 ms   165 ms   165 ms  89.163.234.93

    Trace complete.

    &&

    ping 89.163.234.93

    Pinging 89.163.234.93 with 32 bytes of data:
    Reply from 89.163.234.93: bytes=32 time=166ms TTL=106
    Reply from 89.163.234.93: bytes=32 time=168ms TTL=106
    Reply from 89.163.234.93: bytes=32 time=165ms TTL=106
    Request timed out.

    Ping statistics for 89.163.234.93:
        Packets: Sent = 4, Received = 3, Lost = 1 (25% loss),
    Approximate round trip times in milli-seconds:
        Minimum = 165ms, Maximum = 168ms, Average = 166ms


    __________

    I've been having the issue still, though it's been slightly less often than before. I'm experiencing it currently, and so I grabbed a tracert and ping just to provide in hopes that it may help devs, myself and others determine the cause.

  13. Interesting. What is different about today?

    Nothing that I know of. I played for about 45 minutes, was in my 2nd battle of the day and the game sent me back to the login screen without error or warning. Now, I'm back to being unable to log in. When I do get in, I'm in the Port screen for Plymouth, there is no chat tabs, no player messages are visible, I can click and switch between my ships but pressing Sail does nothing.

    Checked the game's logs, found this:

    1664:[2015-Oct-10 22:53:35.460200] Log: [10/11/2015 3:53:35 AM] SendWebRequest: error while getting response from http://89.163.234.93:7770/queueListener/: couldn't connect to host

    However, just the attempt before it was successful:

    1664:[2015-Oct-10 22:53:12.436200] Log: [10/11/2015 3:53:12 AM] SendWebRequest: received response from http://89.163.234.93:7770/queueListener/: {

    Ran a 'tracert' to the IP given in the logs. It completed the route, with some intermittent *'s. I saw it took a route through Cogent. Checked 'Internet Health Report' and saw Cogent had Critical > 180ms Latency. So possibly this is the cause? Shitty backbone issues. I'll check again when I see the cogent issues resolved and see if that's the difference.

    FOLLOWUP:

    I checked this morning and Cogent's issues were resolved it looked like. So I ran another ping and tracert to the IP 89.163.234.93. No timeouts this time. Tried logging into the game, made it in first try fast as a snap.

    So it does seem to be network related. I recommend anyone having issues logging into the game try the following steps:

    1) Open up Windows Command Prompt

    2) type in 'tracert 89.163.234.93' and let it run. Keep an eye out for any '*' symbols or request timed outs. Allow the trace to finish.

    3) Once it completes, run the following: ping 89.163.234.93 if it times out, take note.

    4) Look to see the names of the servers that gave the * * symbols in the tracert. Check here: http://internethealthreport.com/and see if there is any issue relating to the server hop that had issues. If there is, this is likely why.

     

    • Like 1
  14. You have restarted steam?

    Yes, I have:

    1) Restarted Steam

    2) Uninstalled Game & Reinstalled

    3) Created Inbound/Outbound Rules for all ports and for client.exe

    4) Taken all my other in-home devices off wifi/ethernet.

    5) Tried logging in each day for about a week. Always failing to actually get in game. Either I error out on the login, or Error out and get returned to login when choosing Character and pressing Start.

    EDIT: Today I made it into the game without any issue. This is the second time in a week I've been able to log in and make it into actual OW Sailing.

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