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Marques

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  1. Current state of the game... Why are players leaving? It's boring… No clear objectives. Analysis and improvement proposals. For boobs players, the routine involves performing "trading" tasks, which are usually boring missions of transporting goods or passengers. Making some money is mandatory but not enjoyable, as it needs to be done in order to get back to fighting. Most players dislike this routine as it consumes a lot of time and deviates from the immediate gratification and the main point of the game: combat and battles. Developers attempt to encourage player-versus-player combat through the game's environment and rules of engagement to make it exciting and appealing, but these strategies don't work in all aspects of the game. Some battles are fun, but in general, "shoot and kill quickly" games are more popular. Perhaps Naval Action needs more fun and clear objectives. Additionally, this game requires belonging to a clan and going through a long learning process. This generates several problems, leading the developers to add and remove rules repeatedly. They believe that by doing so, they will improve and control the game, avoiding unfair situations, but this has resulted in the game lacking direction. With each reset, previous progress is lost, and nothing really fun is added. The result is a slow and boring game. All players have experienced occasions where they have no money, no available battles, or go into a battle with enthusiasm only to find it dull. But above all, there is a lack of a final objective, a clear purpose. What is the objective of Naval Action in its current state, with 3 servers and a lack of players, a complicated trade and crafting system, and few opportunities for combat? It cannot be said that it is improving; rather, it is becoming more complicated with the introduction of absurd resources and few or no new dynamics that contribute to a global objective or additional fun. In the latest updates of May 2023, it seems that developers are trying to protect novice players with an anti-ganking green zone. That's fine, but what happens if you can barely rank up because experience gain has been reduced, and you see a complex promotion system and unattainable ships? You become discouraged and quit. You run out of money, make little progress in rank, missions don't help much, and you believe you won't be able to reach certain aspects of the game. Fun is scarce and can only be found in clan support and the player community. Clans provide assistance to new players as a patriotic community, but they don't offer the fun or objectives that the game needs. All of this is due to developers who listen very little. Among the player community, there are engineers, sailors, historians, and veterans who have been providing advice since 2016 without feeling heard. I repeat, there is nothing in the game that truly gives meaning to combat aside from the action itself, but there is also nothing that gives meaning to trade, to a nonexistent military career, or to a more enjoyable and realistic fight. When I say "realistic," I mean, for example, a game like "Sid Meier's Pirates!" It is a simple, historical, fun, and realistic game in terms of its dates and progression. Please read the positive reviews on Steam. In this game, there was a sense and purpose at the beginning. There were characters, a search for family and treasures, historical events, hidden maps, and real characters you could identify with. All of this made it very enjoyable and immersed you in a story and an environment with highly believable characters for that era. Sometimes simple videos or stories were included that you had to complete. Knowing the final objectives of a game makes it desirable and achievable in some way. In "Sid Meier's Pirates!", for example, there were various characters like pirates and governors, and besides making money and gaining position, you had to fight, trade, engage in land and sea battles, and visit the entire Caribbean. Even without the need to belong to a clan or participate in large battles, the game was extremely fun. Therefore, dear Naval Action developers, you should consider making the game more enjoyable in all aspects from the beginning. When you learn, when you sail, when you go into battle alone or when you want to go into battle with your clan. To achieve this, better historical immersion is needed, more realism, and simplifying things a bit. It is necessary to establish a beginning and an end for the game. The developers announced a historical period and have created ship replicas from approximately 1730 to 1815. It would be easy to incorporate many of the things players have requested in all the forums. If in the end, they are going to take away your money and ships in this game, establish a date and carry out the announced and known reset. Don't provide unpleasant surprises or robberies under the excuse of an undated reset. Announce it and establish the end of the game in 1815, and then be able to set objectives within a specific timeframe. For example, some possible objectives could be: Become a General in your National Navy or Clan, which could provide you with a monthly salary and ships from the rank of a cabin boy, without the need for trading. Become a great trader and acquire properties or cities that you can pass on to a future child in case of a reset. Be a famous pirate or pirate hunter with bounties. Be a renowned shipbuilder sought after by all nations for your services. Become Admiral Nelson or the Spanish Blas de Lezo, with the objective of defending Cartagena from a major attack, among other examples. Participate in "real" battles prepared by AI, such as the Siege of Cartagena de Indias, the conquest of Havana, or the Battle of Trafalgar. And without the need for extensive experience, with an automatic shooting mode and navigation assistance, only for certain historical battles. These are possible objectives, in which you know when they will occur (date-timer set for two years) and only need to demonstrate merit and register to participate. These objectives are more realistic when based on history and accompanied by a schedule indicating when events will happen, whether wars, earthquakes, conquests, or whale hunting. Thus, in a single server with all players gathered, you can focus on a personal story, on your objective, and continue with the current dynamics, knowing that the game will end in 1815. It is logical that when you start a story, you know when and how to finish it. That is an objective and a purpose. The game could last, for example, 2 years in real-time, which would equate to about 7 historical years for each real month of gameplay. During that period, there were 7 wars in the 18th century, with numerous battles and events that can be replicated in the game and could serve as an excuse to justify new objectives, missions, new historical characters to add dynamism to the game and events that make you feel more immersed and entertained (protagonist of real past events). Therefore, simple and fun things should be implemented, such as adding the Portuguese nation, whale hunting, storms with shipwrecks, lightning, lighthouses, treasure hunting, slave trading, and fleets of the Indies for everyone, not just for the Santísima and the Victory. New objectives should be incorporated, and everything that complicates players' lives should be reduced. Simplifying travel and focusing solely on ships would be a good option. Make everything more playable and establish a starting point in 1730 and an end in 1815, with multiple objectives and historical events that take place within a maximum of two years of real gameplay, which is approximately equivalent to 3.5 historical years for each real month of gameplay. During that period, there were 7 wars, you can check and take inspiration from Wikipedia, with numerous battles and events that can be reproduced in the game and could serve as an excellent excuse or means to justify new objectives, missions, and historical characters that provide variety and fun to the game. I hope that this proposal for a "new historical timeline with specific objectives a Current state of the game... Why are players leaving? It's boring… No clear objectives. Analysis and improvement proposals. For boobs players, the routine involves performing "trading" tasks, which are usually boring missions of transporting goods or passengers. Making some money is mandatory but not enjoyable, as it needs to be done in order to get back to fighting. Most players dislike this routine as it consumes a lot of time and deviates from the immediate gratification and the main point of the game: combat and battles. Developers attempt to encourage player-versus-player combat through the game's environment and rules of engagement to make it exciting and appealing, but these strategies don't work in all aspects of the game. Some battles are fun, but in general, "shoot and kill quickly" games are more popular. Perhaps Naval Action needs more fun and clear objectives. Additionally, this game requires belonging to a clan and going through a long learning process. This generates several problems, leading the developers to add and remove rules repeatedly. They believe that by doing so, they will improve and control the game, avoiding unfair situations, but this has resulted in the game lacking direction. With each reset, previous progress is lost, and nothing really fun is added. The result is a slow and boring game. All players have experienced occasions where they have no money, no available battles, or go into a battle with enthusiasm only to find it dull. But above all, there is a lack of a final objective, a clear purpose. What is the objective of Naval Action in its current state, with 3 servers and a lack of players, a complicated trade and crafting system, and few opportunities for combat? It cannot be said that it is improving; rather, it is becoming more complicated with the introduction of absurd resources and few or no new dynamics that contribute to a global objective or additional fun. In the latest updates of May 2023, it seems that developers are trying to protect novice players with an anti-ganking green zone. That's fine, but what happens if you can barely rank up because experience gain has been reduced, and you see a complex promotion system and unattainable ships? You become discouraged and quit. You run out of money, make little progress in rank, missions don't help much, and you believe you won't be able to reach certain aspects of the game. Fun is scarce and can only be found in clan support and the player community. Clans provide assistance to new players as a patriotic community, but they don't offer the fun or objectives that the game needs. All of this is due to developers who listen very little. Among the player community, there are engineers, sailors, historians, and veterans who have been providing advice since 2016 without feeling heard. I repeat, there is nothing in the game that truly gives meaning to combat aside from the action itself, but there is also nothing that gives meaning to trade, to a nonexistent military career, or to a more enjoyable and realistic fight. When I say "realistic," I mean, for example, a game like "Sid Meier's Pirates!" It is a simple, historical, fun, and realistic game in terms of its dates and progression. Please read the positive reviews on Steam. In this game, there was a sense and purpose at the beginning. There were characters, a search for family and treasures, historical events, hidden maps, and real characters you could identify with. All of this made it very enjoyable and immersed you in a story and an environment with highly believable characters for that era. Sometimes simple videos or stories were included that you had to complete. Knowing the final objectives of a game makes it desirable and achievable in some way. In "Sid Meier's Pirates!", for example, there were various characters like pirates and governors, and besides making money and gaining position, you had to fight, trade, engage in land and sea battles, and visit the entire Caribbean. Even without the need to belong to a clan or participate in large battles, the game was extremely fun. Therefore, dear Naval Action developers, you should consider making the game more enjoyable in all aspects from the beginning. When you learn, when you sail, when you go into battle alone or when you want to go into battle with your clan. To achieve this, better historical immersion is needed, more realism, and simplifying things a bit. It is necessary to establish a beginning and an end for the game. The developers announced a historical period and have created ship replicas from approximately 1730 to 1815. It would be easy to incorporate many of the things players have requested in all the forums. If in the end, they are going to take away your money and ships in this game, establish a date and carry out the announced and known reset. Don't provide unpleasant surprises or robberies under the excuse of an undated reset. Announce it and establish the end of the game in 1815, and then be able to set objectives within a specific timeframe. For example, some possible objectives could be: Become a General in your National Navy or Clan, which could provide you with a monthly salary and ships from the rank of a cabin boy, without the need for trading. Become a great trader and acquire properties or cities that you can pass on to a future child in case of a reset. Be a famous pirate or pirate hunter with bounties. Be a renowned shipbuilder sought after by all nations for your services. Become Admiral Nelson or the Spanish Blas de Lezo, with the objective of defending Cartagena from a major attack, among other examples. Participate in "real" battles prepared by AI, such as the Siege of Cartagena de Indias, the conquest of Havana, or the Battle of Trafalgar. And without the need for extensive experience, with an automatic shooting mode and navigation assistance, only for certain historical battles. These are possible objectives, in which you know when they will occur (date-timer set for two years) and only need to demonstrate merit and register to participate. These objectives are more realistic when based on history and accompanied by a schedule indicating when events will happen, whether wars, earthquakes, conquests, or whale hunting. Thus, in a single server with all players gathered, you can focus on a personal story, on your objective, and continue with the current dynamics, knowing that the game will end in 1815. It is logical that when you start a story, you know when and how to finish it. That is an objective and a purpose. The game could last, for example, 2 years in real-time, which would equate to about 7 historical years for each real month of gameplay. During that period, there were 7 wars in the 18th century, with numerous battles and events that can be replicated in the game and could serve as an excuse to justify new objectives, missions, new historical characters to add dynamism to the game and events that make you feel more immersed and entertained (protagonist of real past events). Therefore, simple and fun things should be implemented, such as adding the Portuguese nation, whale hunting, storms with shipwrecks, lightning, lighthouses, treasure hunting, slave trading, and fleets of the Indies for everyone, not just for the Santísima and the Victory. New objectives should be incorporated, and everything that complicates players' lives should be reduced. Simplifying travel and focusing solely on ships would be a good option. Make everything more playable and establish a starting point in 1730 and an end in 1815, with multiple objectives and historical events that take place within a maximum of two years of real gameplay, which is approximately equivalent to 3.5 historical years for each real month of gameplay. During that period, there were 7 wars, you can check and take inspiration from Wikipedia, with numerous battles and events that can be reproduced in the game and could serve as an excellent excuse or means to justify new objectives, missions, and historical characters that provide variety and fun to the game. I hope that this proposal for a "new historical timeline with specific objectives and new simple dynamics of missions and characters" is seen as something fun and with the aim of improving the game. Best regards, Marques- In game from-2015-2023. nd new simple dynamics of missions and characters" is seen as something fun and with the aim of improving the game. Best regards, Marques- In game from-2015-2023.
  2. Why not introduce a HISTORICAL CLOCK for NAVAL ACTION ¿? List of the Wars in Europe and America from 1730 to 1815: 1. War of the Polish Succession (1733-1738): This conflict arose from a dispute over the succession to the Polish throne and involved various European powers, including France, Austria, and Russia. 2. War of Jenkins' Ear (1739-1748😞 This conflict primarily took place between Britain and Spain, sparked by the alleged mistreatment of a British sailor, Robert Jenkins, by the Spanish. It expanded into a wider conflict known as the War of Austrian Succession. 3. Seven Years' War (1756-1763): This major conflict involved most of the great European powers of the time, including Britain, France, Austria, and Prussia. It began as a colonial struggle between Britain and France but eventually spread to Europe, Asia, Africa, and the Americas. 4. American Revolutionary War (1775-1783): This war was fought between Great Britain and thirteen American colonies that had declared themselves the independent United States of America. It resulted in American independence and the formation of the United States. 5. French Revolutionary Wars (1792-1802): This series of conflicts involved France and several European powers, including Austria, Prussia, and Britain. They were sparked by the French Revolution and ultimately led to the rise of Napoleon Bonaparte. 6. Napoleonic Wars (1803-1815): These wars were fought between France and a coalition of European powers led by Britain. They marked the height of Napoleon Bonaparte's power and encompassed numerous campaigns and battles across Europe. 7. War of 1812 (1812-1815): This conflict was fought between the United States and Great Britain. It was primarily motivated by trade disputes, impressment of American sailors, and British support for Native American tribes resisting American expansion. The war ended with the Treaty of Ghent. HISTORICAL CLOCK for NAVAL ACTION From 1730 to 1815. From 1730 to 1815, it spans 85 years... if we divide this period into 24 months (wipe time), the game could have a historical calendar of approximately 84 years divided by 24 months... (which equals 7 years per month). This means that each month of real-time in the game would represent 7 years of history. (“7 times” x 24 real months, equals= 84 historical years). Every 2 years real time, for example; 2023 to 2025, (will be) a general wipe could take place, and the game would start again, new in the historical year of 1730 Th. This would provide the possibility of having the following real-historical periods of peace: These are the periods of peace with their respective durations in years between the wars mentioned from 1730 to 1815:_ Historical: -39 peace ( for 84-39 = 45 years in war ) 8-year peace, between wars (1730-1738) 6-year peace, between the War of Jenkins' Ear and the Seven Years' War (1749-1755) 10-year peace, between the Seven Years' War and the American Revolutionary War (1764-1774) 14-year peace, between the American Revolutionary War and the French Revolutionary Wars (1784-1798) 1-year peace, between the French Revolutionary Wars and the Napoleonic Wars (1802-1803). This historical clock would have the following proposed objectives or advantages: In peacetime, prices are stable: During periods of peace, the prices of goods and resources remain relatively stable. This provides a predictable economic environment for players, allowing them to plan their trading and resource management strategies without sudden price fluctuations. Dynamic pricing during war: During wartime, the game developers (DEVs) have the ability to vary prices or even remove certain products from the market due to the impacts of war. This adds a realistic element to the game, as conflicts can disrupt supply chains, increase demand for certain goods, or create scarcity of resources. Realistic consequences of war: The historical clock allows for a realistic representation of the consequences of war. Players will experience the effects of conflicts, such as disruptions in trade routes, changes in availability of resources, and shifts in economic dynamics. This adds depth and immersion to the gameplay, reflecting the historical realities of war. Strategy and adaptation: Players will need to adapt their gameplay strategies and tactics based on the historical context and the ongoing state of peace or war. They must be mindful of the economic and political implications of their decisions, and plan accordingly to thrive in different periods of the game. Overall, the historical clock with its objectives aims to provide a dynamic and immersive experience for players, reflecting the impact of war on economies and offering strategic challenges and opportunities throughout different historical periods. Other advantages of implementing a historical clock in Naval Action would include: Famous "hero" characters “such as Nelson or Blas de Lezo”. It would also make more sense for safe navigation zones to be larger during times of peace and possibly eliminated during certain periods of war. Additionally, historical periods could provide territorial advantages (rewards of cities, ships, or entire regions given to victorious or defeated factions based on historical criteria set by the DEVs). These and other delicate measures would be announced or planned by the historical clock, creating new scenarios such as recreating “European Historical Naval Battles”,( 6 battles in two years-2024-2025) altering the course of history. All this provide players a new logical sequence of events that they might encounter in the game, giving purpose to mantein their ships ports and material, by preparations during peacetime. Perhaps there could also be a more balanced system for battles during times of peace. When a battle occurs during peacetime, it would only increase tension for the next war, and this system would not exclude any battles during peacetime (although they may be less rewarded compared to the same battle during wartime). These ideas are not very difficult to implement; they are improvements that barely modify the game dynamics (a clock, some stops, different rewards in each period). Similar measures exist in other games and provide a more historical and realistic sense to the game, following a historical script that is readily available in any historical Wikipedia. Making people learn and revitalizing the game in this way... Thank you very much.
  3. "I am a naval action player, and although I haven't played in the last 3 years, I have picked up the game again and wanted to share my opinion and some other opinions about the latest wipe. Here are the complaints: Too many green zones, which forces PvP concentration on only two islands, San Juan and Santo Domingo. This reduces the opportunities for PvP in other areas. Excessive hull toughness and low damage between shots. This makes battles very long and boring for experienced players. Please increase the damage, it should be at least double the current amount. For example, cannons with 24 damage should be increased to 34, and so on for all cannons. The ships are excessively tough, leading to never-ending battles. Increase the experience gain. It's impossible for mid-ranking players such as ensigns, lieutenants, or captains to rank up because battles provide very little experience. While green zones are a good idea to protect novice players from ganking, please reduce the size of these zones to encourage PvP in other areas. Have only one server, eliminate the peace server, and work towards finalizing the game. Constant changes frustrate players. We believe that four nations (England, Spain, France, and the Netherlands), along with a reduced pirate faction, should be sufficient to simplify the game. There could be scattered cities from other nations such as the USA, Sweden, or Denmark, but historical accuracy regarding the nations in the Caribbean should be maintained. More variety in the distribution and gifting of DLC (Downloadable Content). It doesn't make sense to have hundreds of 'Trincomales' in the game while lacking other ship models. Reduce the availability of high-tier ships like First Rates, Victorys, and Santisimas, as these overwhelm new players and prolong the learning process. The game is still slow, and transportation should be accelerated or made easier. Prices for DLC in Steam, are excessive, although I understand the need to sell them. Releasing a finished game would hold more value than leaving it unfinished with constant and drastic changes every five months. Such frequent changes frustrate players and cause them to quit for a while. Nations like China or Prussia don't contribute much to the game. These players should be able to join the main nations without having to remove their flags. I hope you can address these suggestions and finally complete the game. By the way, you should consider reviving the Naval Action Europa project for battles during the Napoleonic era and have partial maps of Europe for those historical battles. Thank you." As a simple Captain on the game, I don't have experience as a leader of CLAN. However, based on the comments it seems that the players has some concerns and suggestions regarding various aspects of the game Naval Action. They address issues such as PvP concentration, bad changes in battle mechanics, less experience gain, the number of nations and ship variety, DLC distribution and price, game progression that never finished, and bad historical accuracy. The player expresses a desire for a more balanced and enjoyable gameplay experience, with fewer frustrations and a focus on completing the game. Congralutions anyway for your game. Well done and await you could improve.
  4. "I am a naval action player, and although I haven't played in the last 3 years, I have picked up the game again and wanted to share my opinion and some other opinions about the latest wipe. Here are the complaints: Too many green zones, which forces PvP concentration on only two islands, San Juan and Santo Domingo. This reduces the opportunities for PvP in other areas. Excessive hull toughness and low damage between shots. This makes battles very long and boring for experienced players. Please increase the damage, it should be at least double the current amount. For example, cannons with 24 damage should be increased to 34, and so on for all cannons. The ships are excessively tough, leading to never-ending battles. Increase the experience gain. It's impossible for mid-ranking players such as ensigns, lieutenants, or captains to rank up because battles provide very little experience. While green zones are a good idea to protect novice players from ganking, please reduce the size of these zones to encourage PvP in other areas. Have only one server, eliminate the peace server, and work towards finalizing the game. Constant changes frustrate players. We believe that four nations (England, Spain, France, and the Netherlands), along with a reduced pirate faction, should be sufficient to simplify the game. There could be scattered cities from other nations such as the USA, Sweden, or Denmark, but historical accuracy regarding the nations in the Caribbean should be maintained. More variety in the distribution and gifting of DLC (Downloadable Content). It doesn't make sense to have hundreds of 'Trincomales' in the game while lacking other ship models. Reduce the availability of high-tier ships like First Rates, Victorys, and Santisimas, as these overwhelm new players and prolong the learning process. The game is still slow, and transportation should be accelerated or made easier. Prices for DLC in Steam, are excessive, although I understand the need to sell them. Releasing a finished game would hold more value than leaving it unfinished with constant and drastic changes every five months. Such frequent changes frustrate players and cause them to quit for a while. Nations like China or Prussia don't contribute much to the game. These players should be able to join the main nations without having to remove their flags. I hope you can address these suggestions and finally complete the game. By the way, you should consider reviving the Naval Action Europa project for battles during the Napoleonic era and have partial maps of Europe for those historical battles. Thank you." As a simple Captain on the game, I don't have experience as a leader of CLAN. However, based on the comments it seems that the players has some concerns and suggestions regarding various aspects of the game Naval Action. They address issues such as PvP concentration, bad changes in battle mechanics, less experience gain, the number of nations and ship variety, DLC distribution and price, game progression that never finished, and bad historical accuracy. The player expresses a desire for a more balanced and enjoyable gameplay experience, with fewer frustrations and a focus on completing the game. Congralutions anyway for your game. Well done and await you could improve.
  5. "I am a naval action player, and although I haven't played in the last 3 years, I have picked up the game again and wanted to share my opinion and some other opinions about the latest wipe. Here are the complaints: Too many green zones, which forces PvP concentration on only two islands, San Juan and Santo Domingo. This reduces the opportunities for PvP in other areas. Excessive hull toughness and low damage between shots. This makes battles very long and boring for experienced players. Please increase the damage, it should be at least double the current amount. For example, cannons with 24 damage should be increased to 34, and so on for all cannons. The ships are excessively tough, leading to never-ending battles. Increase the experience gain. It's impossible for mid-ranking players such as ensigns, lieutenants, or captains to rank up because battles provide very little experience. While green zones are a good idea to protect novice players from ganking, please reduce the size of these zones to encourage PvP in other areas. Have only one server, eliminate the peace server, and work towards finalizing the game. Constant changes frustrate players. We believe that four nations (England, Spain, France, and the Netherlands), along with a reduced pirate faction, should be sufficient to simplify the game. There could be scattered cities from other nations such as the USA, Sweden, or Denmark, but historical accuracy regarding the nations in the Caribbean should be maintained. More variety in the distribution and gifting of DLC (Downloadable Content). It doesn't make sense to have hundreds of 'Trincomales' in the game while lacking other ship models. Reduce the availability of high-tier ships like First Rates, Victorys, and Santisimas, as these overwhelm new players and prolong the learning process. The game is still slow, and transportation should be accelerated or made easier. Prices for DLC in Steam, are excessive, although I understand the need to sell them. Releasing a finished game would hold more value than leaving it unfinished with constant and drastic changes every five months. Such frequent changes frustrate players and cause them to quit for a while. Nations like China or Prussia don't contribute much to the game. These players should be able to join the main nations without having to remove their flags. I hope you can address these suggestions and finally complete the game. By the way, you should consider reviving the Naval Action Europa project for battles during the Napoleonic era and have partial maps of Europe for those historical battles. Thank you." As a simple Captain on the game, I don't have experience as a leader of CLAN. However, based on the comments it seems that the players has some concerns and suggestions regarding various aspects of the game Naval Action. They address issues such as PvP concentration, bad changes in battle mechanics, less experience gain, the number of nations and ship variety, DLC distribution and price, game progression that never finished, and bad historical accuracy. The player expresses a desire for a more balanced and enjoyable gameplay experience, with fewer frustrations and a focus on completing the game. Congralutions anyway for your game. Well done and await you could improve.
  6. Perfect analisys ! Congratulations...I think less nations, with order, and many flags will be very interesting to the game. Balance is the Key....As you said if you play as minor country, in alliance of big Nation you will be more free to have many enemies, but also more support from your protector nation. Chances to improve war or action increase. Security or peace, I don't know.
  7. Things that you say here are totally ridiculous ... Now you want a new PVP exclusive zone, for novices ... then you want that there are no alliances, and that hundreds of factions are voting to organize themselves , ins't a Republic or democracy....is a game with rules... All that is absurd ... it Naval Action does not work now , we need more players ... Without regulating the game NA is a kaos .... I vote for 4-5 nations, No more . The rest are only flags, allies. And this countries should have a fewer rights. And if were necessary to change alliances every 3 months that will be perfect. Kings could be the DEVS, or a history engine that adjusts the number of players to each faction ... and ¿why not limit the number of licenses per nation? each 25 %, players, perfect....means all equals weapons per nations. Those who arrive late should go to Portugal, or Denmark, or any other smaller one as an ally. If you lose your right to navigate for your country, you will be careful and ready to recover your seat next time.
  8. Barcucu...who is the dictator ?..Do you really writte this both text , explain ¿? .... if you do not educate and govern your dog ... sooner or later he will bite you
  9. The poll is very tight. 50% do not want to change, vs 49 % yes wants to be ruled. What is the problem to be ruled ¿?¿? This is not a custom game... and you can choose many things. Someone said above that never will fight join with their enemies...it seems very ridicoulous, because the important thing is that NA has many players, and be fun and playable. I think these 50 % first represent the "status quo" , British, Russians, Polish, and minor nations that do not want to disappear on their currently happy position. But actually , in this game, there isn't any kind of diplomacy, nor alliances, nor agreements between nations and clans...All is secret !! and sometimes there are secrets alliances that can broken the game. This problem should be fixed, because it is a very important factor that can spoil the entire game. Also we have time to test, before release. So please let the DEVS rule the game, and I hope they thinking well how to contol the alliances and increase the number of players. I prefer for a short time ,to be allied to the British, or the other ugly nations , than to have a game closed, difficult to play and lack of the players. The Devs launch the poll because they know we have a problem with Nations.
  10. I like your proposal, but main alliances should be ruled by de DEVS ( Kings) every three months, as order come to Europe politics. ( main alliances will be Legendary with Great Factions in your squeme) ( this will regulate rate of players and balance the nations) So main 4-5 Nations are almost impossible to alliance each other, only if regulated by KINGS..(devs), . But the others 10, 15 , are FREE to ally, so they can ssupport biggest one. (is possible whatever number or nations, Minor, but those have not ports, and are mandatory to be allied with only one of the main nations). In this way everybody has their nation, also their own Flag, but in battle the smallest nation have to sign, or fight under the big nation flag. This system will need a politic interfaz, place to see how the nations support one big country or another .( Spain- U.Kingdom- France- Usa- Ducth R.) Should be only cities under the 4-5 Big nations. Small nations cannot ruled cities. So the game would have only 4-5 players, and the others will give support them. As well minor nation as Portugal can be added. Piratas and minor nations cannot win the game under his own Flag
  11. I like your proposal, but main alliances should be ruled by de DEVS ( Kings) every three months, as order come to Europe politics. ( this will regulate rate of players and balance the nations) So main 4 Nations are almost impossible to alliance each other, regulated by KINGS..(devs), . But the others 10, 15 , Yes they can ssupport biggest one. (whatever number or nations, small or medium, have not ports, and are mandatory to ally with only one of the main nations). In this way everybody has their nation, also their own Flag, but in battle the smallest nation have to sign, or fight under the big nation flag. This system will need a politic interfaz, place to see how the nations support one big country or another .( Spain- U.Kingdom- France- Usa- Ducth R.) Should be only cities under the 4-5 Big nations. Small nations cannot ruled cities. So the game would have only 4-5 players, and the others will give support. As well minor nation as Portugal can be added. Piratas and minor nations cannot win the game under his Flag.
  12. Is true. So this is why is so important the DEVS rule the alliances, as the KINGS did on this times. If one faction become the winner, the best, or the bulliest the game will be ruined. I think is better to do the balance with many flags, many players but joined in only 4 main Nations.
  13. As far as I know, Naval Action is Not only from 1780 to 1815....is not Napoleonic war's only....if the DEVS would wanted this way, they had done a Naval Action in Europe, not in the Caribbean. I allways believe that this game is from aprox. 1715 until 1815 , so that because they are Ships like Belle Epoule or anothers made built around 1750. Anyway the issue here is if NA need 11 Nations, or only is enough with 4 main Nations ( Spain , UK, France and Dutch ). Actually I think is better only 4 Nations but very strong border lines, very strong capitals, and more cities unconquerables. We need to do things easier for new players because this game is to much hard to play and very difficult to learnt. So please come back to ships with 3 lifes. So in my opinion we can have 11 or more FLAGS, no nations, with portugal and Italy as well, BUT only 4 Big NATIONS. Then everybody has their flag but should be fight only under the King of this 4 Nations. Alliances is the KEY, and DEVS ruled this alliances in order to have allways 2 BIG enemies. Only pirates should be free out the coalitions, but limited in his number of players. Devs can rule the Alliances every two months as well they did the KINGS in this time. Sailors and Captains don't had the right to sign the war or peace. Only Kings ( DEVs for Us ) decided this wars. Is historical unfair , but easy to implemented, and much better for this game.
  14. Exactly....only if the DEVS rule the game the alliances will work. So it's better 4 Nations and more small nations. It´s not possible a Chess game with many nations, would be better to regulate because sometime in future could be 1000 or 2000 players and the game would be broken if nobody rules the alliances. This game should be controlled and ruled to avoid a disaster and boring system that will never bring more players. If people want current system is because are happy, and them never thinking about raise or increase new players. plz thinking future and regulate de alliances.
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