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Barbancourt

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Posts posted by Barbancourt

  1. 10 hours ago, HachiRoku said:

     

    Please community Stop asking the devs to fix stuff that are well balanced! If they mess with gun accuracy we will have loads of new major problems to fix a minor unrealistic one....

    Guns are one of the things naval action has done excellent! It's just at the sweetspot between realisim and gameplay. 

    I thought people used to complain that it was the hitboxes being too large?

  2. Finished everything except the demasting exam on the first pass.  I can't hit the masts enough with single shots, but I found that 2-3 broadside rakes brought both of them down every time.  (The mast hitbox should be way smaller.)   

    Maybe a tutorial on executing effective rakes? 

    Things I think I remember... 

    AI ships shoot their guns at bizarre angles.  Please at least nerf them to normal firing angles during the n00b tutorial! 

    Is the bowsprit indestructable during the tutorials?  I tried to shear off the AI ship's bowsprit a few times in the tutorial and couldn't.

    The tutorial should explain clearly how your line of sight to the wreck has to line up exactly right to get the X key prompt to loot.  When I was new I didn't know that for a month or more. 

    The boarding tutorial should explain more exactly the conditions for the getting the G key prompt for boarding. 

    The boarding tutorial should explain how to manage preparation points and use things like counter-attack and disengage.  Use of rum during boarding should be explained.  It should really reveal the flow chart to explain what actions/responses are effective and what aren't.  There's a opportunity here to prevent lots of the usual confusion and frustration over how boarding works. 

    Final exam almost got me, but I was able to kite the second ship down from full health, when my own ship was down to less than 30% after dispatching the first enemy.  N00bs might need some prompting on how to kite and survive.  I wonder if a damage counter per broadside for both player and AI might help them gauge how effectively they're shooting relative to the AI at different distances? 

     

  3. 26 minutes ago, Archaos said:

    Most of what you are asking for here was provided in Legends, so why was it not more popular and why did it fail?

    Most of the players that might have been interested in the "Legends" style setup right after the Sea Trials period were long gone by the time "Legends" arrived after a couple years of everything being Open World. 

     

     

  4. On 4/22/2018 at 4:28 AM, RedNeckMilkMan said:

    Some players seem to think that "PVPers" only want them to leave the safe zone so they can kill them. While this is partially true, seeing the numbers of players that sit inside the safe zones experiencing very little of what the game has to offer is maddening.

    LOL, and I'm guessing that as soon as you see one sailing in open waters you gank them mercilessly so they don't leave port again for a while.   ;D

     

     

  5. 5 hours ago, Sir Texas Sir said:

    New players should be learning the game to be honest not jumping into RvR with no clue how to get out of irons or anything else.  Not saying they can't learn, but I think OW fights is better for that than PB's specially with the majority of them being low BR so your very limited on how many can get in and you normally going to want your "A TEAM" not you newbs.

    OW fights are usually getting curbstomped by much larger/stronger groups, so there isn't much learning opportunity in people treating your boat like a soccer ball.  You usually need some newbies to get full PB "team" anyway, and it's a much more organized environment. 

     

  6. 4 minutes ago, Wraith said:

    If you've bothered to do any OW hunting, scouting trade routes, haunting bays, running in gank squads, infiltrating forward enemy positions and finding gaps in safe zones to kill people while figuring out ways to escape the coast guard... that's OW PvP. 

    That stuff doesn't sound interesting at all.  Give me fleets fighting over something that somehow matters. 

    • Like 3
  7. 27 minutes ago, SKurj said:

    The upgrade chest needs to go, it serves no purpose any more, it allows players to teleport huge wealth around the map with zero risk...  People insist upgrades do not matter, they don't give an advantage, so they won't mind having to move them between outposts.

    Negative.  It's annoying to have to sail things here there and everywhere.  You already have to sail the upgrade components sometimes 1-2 hours just to get them together in the same port to craft the upgrade.  Having to wasting a tow to put an upgrade on a ship would suck.  Sailing an hour or two just to put an upgrade on a ship would suck.  There's already enough hauling resources from multiple ports to your shipyard just to build the ships in the first place.  But a shipyard outpost is full to the rafters with shipbuilding resources, so I have an entire outpost elsewhere just filled with all the different upgrades.  The game might as well be called Caribbean Trucking Simulator 1800.  Don't want to have to waste even more time hauling. 

    • Like 5
  8. 2 hours ago, vazco said:

    Even if you're on a loosing side, you're not guaranteed to sink. I didn't sink a few times already being in a disadvantaged group.

    Having said this, sink ratio is quite high - you could expect approx. 45%. There's no point bringing a ship you can't loose to a fight. It's best to bring 3-4 rate (depending on your skill), so that you are guaranteed to get 10 PvP marks even if you get sunk (plus PvP marks for everyone you will sink).

    LeL - well, I'm guaranteed to sink anyway.  Fortunately I still have those free agamemnons from Global to throw away. 

  9. 50 minutes ago, vazco said:

     

    Having them close to a Freeport is really useful and more fair. 

    Close, but not too close.  Some of us gotta live out of the free ports.  ;) 

    It would be good for it to move around the map quite a bit, scheduled in advance, so everyone has a good chance at it and nobody's regular game gets impacted too much/regularly. 

    The PVP area should be marked on the map. 

     

     

  10. 6 hours ago, Louis Garneray said:

    For the event in deep water (at least for US players) it seems that most players don't want to use their pretty ship or have already lost their ship and are therefore forced to use store bought ships. The Deep water events seems relatively easy to get the 20k damage even without players around since there are enough AI ships to kill in the patrol zone.

     

     

    It's a suicide mission - who brings their Maserati to a suicide mission? 

     

  11. The best thing for NA would be a solid game incentive to sail your good e.g. Belle Poule into harm's way on some hot part of the map, even when there's little hope of survival.  Something that will make your inevitable sacrifice in time and ship meaningful.  Not mere marks or money, but some movitivation/incentive vital to your clan or nation.  Something that isn't just feeding the enemy a stream of easy profits with nothing to be gained.  This gang bang mission sounds like it will just be crashing hordes of throw-away ships together for easy marks, which is ...something..., but not really the something I'm hoping for.  I'm not jumping to conclusions, but just pointing out that there doesn't seem to be any underlying game meaning to it.   I only keep posting here so much because it feels like there's great untapped potential in NA.  Anyhow, carry on...

     

    • Like 1
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