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Cmdr Thrudd

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Everything posted by Cmdr Thrudd

  1. Cmdr Thrudd

    PvE PB

    PvE certainly needs some sort of 'end game' features. PvE port raids where you don't get to keep the port would be ok. Basically some sort of group endeavor that doesn't negatively impact other players but gives folks something new to do together.
  2. Not just money, it would be nice to be able to set up contracts for others to pick up from port later. Managing supply chains currently is a pain.
  3. You cant at the moment.
  4. Agree 1544 is nowhere near enough. I even put up a suggestion a few days ago regarding this but specifically on the PvE server where NPC's are our content. Some spots on the world have enough for example around Spanish town but other areas are totally devoid. Please increase the number of NPC fleets by a large number and by a lot on the PvE server. If you want to get people to stop doing missions all the time the open seas should be full of varied targets
  5. Yeah with the current economy being so clan focused not being able to use the warehouse effectively is a real problem. There are just too many types of item in the game now for this limited warehouse. There have been a few threads about it but I've not seen any response.
  6. I know that on the PvP server many folks don't want too many NPC's about as it gets in the way of PvP but could we please get a greatly increased number of NPCs on the PvE server. Open seas hunting is fun but there really isn't the density of fleets needed to support this type of play. It often takes ages to find a fleet suitable for your current ship or group. Would it be possible to just simply make the server spawn like 5x the number of npc fleets to get the target density up a bit? Many parts of the map are totally devoid of npc's to kill or trade ships to plunder
  7. Many people have found it hard to hit the cutter when starting out what with the low profile and big waves. I'm assuming that the reason they put in the rookie snow and brig was to give new players larger targets to hit. They do need a tune down though as they're pretty tough for newbies to beat, maybe a few less guns would be enough of a tweak.
  8. I'd be happy if the ships just didn't sink so fast or at all. Make them usually strike their colours rather than disappear beneath the waves, sometimes sink, sometimes explode but usually just strike colours and give us time to loot them.
  9. Please update the Steam description in the meantime so people know about the PvE server
  10. I was talking to some friends about the game with the intention of getting them to play with me. They'd heard of the game and were interested in sailing but werent keen on PvP so had given it a miss. They didn't realise that it wasn't a PvP only game until I told them. I was just looking over the games description in the steam store and it dawned on me that no where does it mention that there is a PvE server. The description mentions the games hardcore elements, combat, open world gameplay and the player reviews below talk a lot about ganking and pvp. I think this could be discouraging some potential buyers from even trying the game. I know the main focus is on the PvP experience and the two servers that support that ruleset but I think it should be made clear in the first paragraph of the games description that there is a PvE experience available for those people that want a less confrontational naval game set in the age of sail. The lower numbers on the PvE server may not be because its not popular but because potential buyers don't know about it. The PvE server is only mentioned quite far down the page on the http://www.navalaction.com homepage. I think it should also be mentioned on Steam.
  11. I dont mind that it was removed even though I was kind of enjoying it most folks werent. I was expecting it to be tweaked rather than removed Thanks for the ship looting tweak, that was pretty frustrating before. Looking forwards to seeing how much it helps.
  12. Yeah after cross referencing the in game tool and your wares table on the trade page I worked out how it was displayed. I didn't realise that the wares table was the available column for some ports and the consumes column for capitols. Nice work this is going to help loads
  13. Nice work Black Spawn! Going to check this out and suggest it to the gang. On the trade tool, any chance you can make it list trade good available when selecting a port. Like the info in the A column in the in-game trader tool?
  14. A group of us tried to enter an epic event last night but the join as group button wouldn't work, just put a black line up on the UI. Are they bugged or are there ship class restrictions? If there are restrictions the UI doesn't mention it just recommended rank and group size.
  15. Personally I hope it brings more people to the OW game or at very least helps fund further development of it. I have no interest in an arena style game, as much as I love the combat for me the main pull of NA is working with clan mates towards some long term goal and that part of the game isn't relevant in an arena game.
  16. I agree that the game is much harder at the start than in later game. Difficulty should start easy then ramp up to allow new players to learn this game systems and find their feet before the challenge gradually kicks in. I'm sure thats what the devs would prefer too as it'll improve player retention and its basic game design, it's just not in that state now. 7th rates should be ludicrously easy to replace even for a clueless new player, 6ths easy for anyone to move into/replace after a couple of hours playing and then the work/cost involved goes up as the rates get higher. Folks need to be able to loose their early ships trying things out and not feel devastated by it.
  17. Agreed Remus. I really think the economy would benefit from everyone getting xp for participating in some respect. The real problem in my mind is that by restricting XP/Leveling to ship building is basically forcing everyone that aren't lvl 50 to make ships. If folks got fair xp for making parts they maybe we'd have a more varied supply on the market. People specialising in portions of the process would feel like they were making progress. I think this is more important now that npc's don't produce resources as we need people to be doing lots of different stuff.
  18. I've just come back to the game after a long break. Been wondering what the thinking was behind removing craft xp from making parts but didn't find anything on the forum. Seems a little strange to limit it to ships. With the interdependent nature of the economy crafters should be able to level their crafting by making anything rather than forced to make ships. The economy needs people making all sorts of stuff and being rewarded for it. Anyone know if there are plans to bring it back (and hopefully more viable than before)?
  19. I also think the amount of grind does need adjusting a bit. It's good to have to work for things but I think there's a bit too much work and not enough fun with many of the systems. The game was a little too easy last year but now it seems to have gone the other way. Especially at the start. Getting out of a cutter is a real drag. Nothing that can't be tweaked though. I like Krumpf's suggestion. Funnily enough someone else mentioned the same idea to me earlier in-game.
  20. I've started getting this issue since the latest patch, never had it before. I run a 3 screen setup, haven't changed anything on my system from before but now the mouse isn't 'trapped' to the window as a result combat is really frustrating. I usually run the game windowed so tried it out in full screen to see if it would help but sadly it didnt.
  21. They said in an interview that the reason they didnt put it in is that the OW ship models are much lower quality for performance reasons. They were concerned people would complain if they looked a bit fugly through the spyglass.
  22. I like your crafting suggestions. As a player that really enjoyed the crafting/econ side of games I wholeheartedly agree with what you've posted. The current system is just frustrating and not engaging for someone like me that wants to do econ 80% of the time. More choices and flexibility would be fantastic. The current system though seems to be designed more around players that want to dabble a bit in crafting but spend most of their time out pvping. That's fine if you're that sort of player but for those of us that like to make stuff or don't pvp it's pretty frustrating only having a few clicks every couple of days as our crafting fix. I don't think they're going to change it though. I can't comment though on the port battle stuff as I play on the PvE server.
  23. I agree. If the plan is to make production chains between multiple players they all need to be rewarded decently. At the moment assembling the ships gives around 2.38 xp per labour hour. Parts are 1 for most crafts, modules around 0.8 and notes 0.0066 - 0.004 (low to high). They don't have to be exactly the same but there's currently a really large difference between them and it discourages players from filling any role other than ship assembly.
  24. From what I can tell all the shipyard does is unlock the ability to build ships. Small at tier 1, medium at tier 2 and large at 3. There dont appear to be any other benefits
  25. The issue we're having in my clan on the PvE server is everyone in the clan falls into one of two camps. They're either a ship builder or they don't/wont craft at all. Anyone thats interested in crafting wants to make ships. No one wants to be the person that just makes materials/notes, the XP is too low and it's not engaging. None of the crafters can spare any labour to use the new production buildings. The new crafting note level requirement is really screwing their production plans too as the non crafters can no longer supply notes when they buy ships and with notes giving 1xp the crafters don't want to loose days of labour to make them either. Really starting to think that xp should be normalised so labour used and xp gained are somehow tied, this current system doesn't encourage folks to make anything other than ships which is a problem if you're trying to make an economy chain.
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