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Challenge

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  1. 1. Accurate prevailing wind directions for bot OW and Combat. The wind "clock" really is an immersion breaker since I know how the wind patterns actually are in the Caribbean. Of course players will then complain it isn't "balanced". 2. Heel seems to be a bit much in all the square riggers I've used in game. In addition, while the inability to depress guns far enough to compensate for the windward side is realistic, the ability to elevate the guns enough to compensate on the lee side no matter how far over you're heeled is more than was actually possible. 3. Leeway seems a little too high on most of the square-rigged ships I've used. Everyone of them end up backing sails while tacking and that just isn't the way they work when properly trimmed and handled. Using manual sails correctly during a tack does nothing to alleviate the issue, and done correctly, it should. As an aside to this, some of the ships seem to turn faster when backing sails than they do moving forward... odd sort of thing. Also, if we need to make rudder corrections to sail in a straight line, how about putting in incremental rudder control so I can adjust my heading for leeway without having to keep pushing the helm over every few seconds -- you know, like it is in RL. 4. I'm not sure if the poor handling I've seen since the last changes are due to the Turn Rates, or the Turn Acceleration Rates. The Indefatigable, which has been my main 5th Rate since the wipe, Wears around well if the turn is long enough to get up to turn speed. For anything less than about 120 degrees, however, it feels like it's wallowing. Still, I've been able to dance around Constitutions with it, so I think the Connie may need to be revisited as well. 5. Ship differences are easier to assess than the curves and they are adequate for the most part. The Surprise is quicker than the Indef (and mine is made of woods giving some speed and acceleration bonuses). Turns better and seems to sail better a bit closer to the wind than it's big cousin. On the other hand the Mercury, which was quite sweet in most respects until the last change, has become a barge. It's reputation IRL was built on being able to survive against multiple opponents and much of that came from is sailing capabilities. I guess the differences are about what I would expect, but there are some that seem a bit off. 6. I think I cover this in 3 above. The first thing I thought of that caused issues with this was the leeway, but the physics changes probably helped. 7. As I said in number 4, turning seems to work okay while wearing around, once I get the ships up to speed. There may also be a bit too much drag causing the rate to go down more than I would have expected. Thanks for the opportunity to give some feed back on the sailing models. For the most part I feel leeway was needed but a little over done; the physics changes have drastically changed the handling on some of the ships, but not so much on others and the larger the ship (except for the Mercury) the more the handling seems to drop... although I would expect that.
  2. I doubt it. Now the spam will be about killing the PvE server: The more things change, the more they stay the same.
  3. Because historical references and realism are too hard for PvP...? Kidding aside, there are a lot of inaccuracies on some of the ships (the whole concept of CvC (what used to be called RvR) compared to the historical versions. But mostly it's minor enough not to matter -- other things, not so much.
  4. I agree. Rewards have increased and CM costs have decreased. It seems that actually sailing in the OW and doing things is now called "grinding." It used to be called "playing the game" and leveling up a character. I understand, crafting isn't for everybody. So don't do it and buy your ships from someone who does enjoy it. Issue solved. I believe, in the long run, the economic changes are not going to work out very well. Taxes are going to raise the cost of ships considerably as prices increase to maintain profit margines.
  5. Here you go George. All very much NA related; by some of the better players. Perhaps you do not learn well from other people, but I have not found that true of most new players. Naval Action Guides - YouTube Naval Action Tutorial 1: Ship anatomy - YouTube Naval Action ultra Quick Start Guide - YouTube Perhaps, if you wait until the game is in a more finished form, where the patches are no longeer changing game play, such developer made tools will be available. Until then, these seem to help, although not completely.
  6. Apparently, George, that isn't working very well. There are plenty of "how to" videos on YouTube for NA, but still there are people who don't know where to go or what to do. The game is complex and sometimes you just need to take the time to encourage people when the learning curve is as steep as this one. And you are wrong: you can teach people. But you have to want to.
  7. @George WashingtonWhat is the point of tutorials and manuals when the game changes faster than you could edit them? Yes, it's a tough learning curve, but if you want new players to be prepared faster... TEACH THEM. You are the tutorial for your clan, nation, or what ever. That is one of the advantages to the PvE server; the players would rather help and teach instead of crush and shit talk.
  8. Challenge

    Trade-winds

    Nice video, if a relatively monotonous narrator, but has nothing to do with what I said. See big animated map posted by Duke. That's what I am talking about wanting. And ships are slowed by load in the OW as well as in combat instance from what I've seen. Although that is a subjective and unmeasured impression. While this isn't about combat: I had no problem fighting is rough seas. It's just that most people want this game OW and BI to be too easy. Weather and trade winds would give it more a realistic feel.
  9. Challenge

    Trade-winds

    How about we just get more realistic weather modeling?
  10. Challenge

    Trade-winds

    Not a likely change. Trade ships were slowed by the load they carried because PvPers complained they couldn't catch them. Improving your chance to get away would just start that complaint up again.
  11. Challenge

    Wood

    I agree with you, but other are arguing the opposite in-game. So I'm searching for a definitive answer.
  12. Challenge

    Wood

    ON the tables there is a row labeled Fire Resistance, Crew Resistance, etc. Does a + in these areas indicate more difficulty to catch fire or damage or a higher resistance to damage?
  13. Challenge

    Shop Orders.

    Thank you.
  14. Yes. This post was much more understandable. Thank you.
  15. Challenge

    Shop Orders.

    I would like a dev response to this. Neutrality means the nation/region is not an enemy to any of the belligerents. As such they can freely trade with them. Yet in the game, apparently neutrals can't freely do so -- or the belligerents can't -- which makes no sense. Warships of factions are even allowed to enter ports for repairs, resupply, and medical attention for crew (as provided by international law) -- but here you can't even have someone put goods up for sale using a Shop Order. Is this a bug, an oversight when you made the Neutral ports, or a feature?
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