Jump to content
Game-Labs Forum

JookySeaCaptain

Ensign
  • Posts

    28
  • Joined

  • Last visited

JookySeaCaptain's Achievements

Landsmen

Landsmen (1/13)

13

Reputation

  1. I would very much like to see a Search function added to the map. This would allow players to type in, or begin to type, the name of a port and have the map either pivot to the port, or highlight it. Too often while playing I am left thinking, "Where the heck is that?" and then spend five minutes combing the map to find the place folks are talking about. I would also like to see the Conquest section of the map upgraded so that a player can click on a port name under the Conquest Information section, and have the port be highlighted on the map. British attacking the neutral port of Pacer and don't know where that is? Just open the map, pull down Conquest information, and click on the notification. While we are at it, can we pretty please with cherries on top, have a section for Active Port Battles added to the map? Right now players can't tell what is going on once an assault flag reaches its destination. Just add a little section that says Battles in Progress. Thanks!
  2. My suggestion is to add a feature to the forums which allows players to view the current Conquest Map. This would allow players who cannot otherwise log in to the game to see how the dominance (or mere survival) for the Open World is going at any time.
  3. I would like to update that I continue to have this issue despite switching Sever / Faction. I am now Jooky de la Mer on PvP 2 / France. Attempts to sell goods to a player contract result in only being paid the AI set store price for the item.
  4. My suggestion is to implement the old Sea Trials as its own game mode at the login screen. I hear a lot of chatter from folks who dislike the current small / large battles for various reasons (It takes people out of OW PvP, it breaks immersion, people only use cutters, not enough people queue for it). Implementing Sea Trials as its own game mode would address many of these issues. Set up Sea Trials as its own server at login. Doing so would consolidate the people engaging in small / large battles into one location; making finding a match easier. You could then remove small / large battles from the main game, which would address the OW PvP / immersion issues. Lastly, because the Sea Trials rules had no durability loss and free ships with progression, people would more willingly engage in ships other than the Basic Cutter. You could make XP from Sea Trials translate to players' Steam accounts as the small / large battles do now, or leave it wholly separate. Additionally, you could set up account based rewards for playing or for the winning teams in Trafalgar battles such as redeemable BP or ships. Finally, I envision this Sea Trials mode as a method for the developers to test new ships and balance changes before making them live in the main OW game. Give people who want a quick and balanced PvP match someplace to go that is separate from the OW game. Bring back Sea Trials and make it a fun and rewarding extra game mode!
  5. This has already happened. For example: My faction on my current server controls one port on one side of the map that produces hemp. That port only produces 360 hemp per day. To make a single Cerberus requires 72 hemp. In other words, if the entire hemp production of that port is devoted to nothing but building Cerberus class ships, only 5 can be built per day. Everyone has the ability to craft ships, but in reality only five people each day will have the capability to do so (assuming of course that 30 people don't all come to the port and everyone takes away a fraction of what they need). This is on top of the labor hour issue of course where to actually craft a Cerberus requires slightly more labor hours than you generate in an entire day. So what happens? Hemp is instantly bought the moment it appears in port because people sit there and snap it up as soon as it spawns. This discourages shipbuilding because only a few people will be able to actually make anything - a problem when the entire economy, such as it is, revolves around making ships.
  6. They need to just remove durability loss from the small and large battles. This would encourage people to use bigger ships, not run away, and to experiment with new ships and tactics. People always counter this proposal by saying something about risk. Here is my take on that. In the Open World and Admiralty Missions you can lose durability if you sink. However, the risk there is far far less than in the arranged PVP battles. First of all, the Missions are already stacked in your favor, and second, you can more easily flee those scenarios. In the PvP battles, however, you know going in that at least 50% of the people involved are going to die. That is a hugely disproportionate risk. The risk either needs to be removed, or the rewards need to be greatly enhanced. If people continue to flee when there is no durability loss, then count those who escaped as killed for XP/ Gold rewards.
  7. I was doing missions with a friend the other night. He was in a snow, and was only down to about 95% armor on one side when suddenly he caught fire, went into Fire Shock, and then exploded 5 seconds later. He didn't even have time to go into survival mode. The resulting explosion killed about a third of my crew and put me into crew shock even though I was pretty far away. P.S. Snows are somewhat notorious for this as their powder magazine is located above the waterline, making it easier to hit.
  8. When I attempt to sell goods to a player contract, they are instead sold for the AI store price. This makes trading for a profit nearly impossible. Everything used to work just fine, but I have had this problem for at least the past five days now, and have submitted an F11 report each day with no response and no resolution to the problem. Please see the attached screenshots. As you can see from the screenshots, I attempted to sell 10 x Hemp to a player buy contract for 150 gold each, but instead received only 114 gold each - the AI store price. Please let me know if you have any questions or confusion about this scenario, and I will do my best to answer them quickly so that we can get this issue resolved.
  9. Regarding griefers and your first issue: They are actively taking a poll on two proposed solutions. I feel like your vote, and your own solution would be better spent in that thread. Regarding nation populations: Yes, I agree. I feel like the developers have bowed to pressure from numerous nationalistic groups to put in more nations than the population can really support. I understand that folks want to sail under their own nation's flag, and that they are proud of their heritage and history. However, splitting the player base among eight factions seems unwise. The servers right now only hold a max of 3,000 people, and only PvP One ever hits that mark. Still, that's only 375 players per faction at peak times. That may sound like a lot, but given the size of the map, it really isn't. The other servers don't even come close to those kinds of numbers. It makes me really worry about long term game balance for the less populous nations. Some people like being the underdog, but I doubt how much fun you will have long term when you are reduced to your home port and free towns only.
  10. He really has a lot of hate for the teleport on a 3 hour cooldown! I also like how he keeps harping on the lack of realism, but holds Sid Meir's Pirates! up as the pinnacle of the genre. If you want realism, why not complain about being able to see the enemy's health in battle? Or how many guns he has ready to fire each side? He complained about crew respawning at port, too; a mechanic that is a place holder until they rework crew and officer mechanics. It just seemed like he really cherry picked with his complaints. I also disagree with the hate towards the small and large battles. All said, I hated his review, but I would also agree with his conclusion that the game isn't worth a buy at its current price point and feature list. That isn't to say that I hate the game, or that I don't have fun playing it, just that the current value of the game isn't worth $40.
  11. He has a fair point about the collisions. As my old physics teacher said, "The equation may be Force = Mass x Acceleration, but you always want to be on the side with the bigger M! This is why compact cars lose to big trucks on the highway."
  12. I think the repair kits are the biggest issue at the moment for getting people into the Pickle and Privateer. Make their repair kits much much cheaper, or even free, and people will start using them. Even if they aren't that much better stat wise than the free Cutter, I feel like folks will want to sail them for variety's sake alone, as long as they aren't being unduly financially penalized for it.
  13. Pardons happened all the time in real life. I think there should at least be a system in place for the poor folks who make a mistake once. Sure, fine them, but let them come back to the straight and narrow if that is what they want. I would also be ok with making it harder / impossible for career pirates. Perhaps a sliding scale fine for number of ships attacked while a pirate, or time spent as a pirate.
  14. Could we also please have the following things to making grouping easier? 1) Group members are not invisible to each other while the invisibility timer is running 2) Group member mission signs are visible to each other 2)a) Make group mission markers a different color from your own 2) Make your own mission markers a different color from everyone else in the world 2)c) Make mission markers a different symbol from battles. Yes, I know they are a different heights over the water, but can't you figure out some better way to distinguish them? 3) Group members share and can assign loot rewards after the battle. Especially captured ships. 4) Group members can see the repair status of their groupmates in the open world. Even a general Repair % number next to each player's name in the group window would be nice. 5) Reduce the penalty for friendly fire, at least for group mates. I understand wanting to penalize team killers / griefers/ sloppy shooting, but sometimes a cannon ball flies wild, or someone makes an unexpected take, or a wave rolls you up at the last second. If I am in a group and I hit an ally, chances are it isn't malicious. 6) Give some kind of XP rewards for sail damage. This is just a list of things that comes immediately to mind. I am sure there are plenty others if I sat down and thought about it. Right now Naval Action is shockingly unfriendly towards grouping, which seems strange in a naval game, to say the least.
×
×
  • Create New...