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Posts posted by Woody051
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Prior to the patch yesterday i had 197 PVE Marks. Today i downloaded the patch and when i logged in it had converted to the new Combat Marks. (So 197 Combat Marks.) I took a 2nd Lieutenant Mission and went out and killed two "Rookie Snows" and earned 4 more Combat Marks and upon returning to port i now have 0 Combat marks. Instead if 197 + 4 = 201 Combat marks i now have 0, they all have disappeared.
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For new and returning players out there who are looking to join a clan in the US Faction, TDA is certainly among the best to join. I would advise working together from the very beginning and the best way to do this is by becoming a clan affiliate.
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Hey there Tac,
At 1000 hours and crafting in the high 40's i'm sure any clan would be happy to accommodate you. As far as English-Speaking clans yes of course there's the British Nation, but the US Faction and Dutch have been hospitable for English Speakers as well. Pirates, although you may find a US playerbase it doesn't appear to fit the playstyle you described. Spanish, French, and Danish from my experience have seemed to be more European-based clans and the Swedish i've often seen as acting as a small-gang pvp entity.
If you're looking to stay in the British Faction we would love to have you in the SLRN. We are established on both the Global and EU servers and would enjoy someone of your aptitude. We, the SLRN have been a clan in long standing with the Naval Action community with many of our members originating back to Sea Trials.
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I was away from the game for a few months busy with a career change and getting settled at a new job. During this time i wasn't keeping up to date with the forums and i did not catch the news and announcements for me to create characters on all the servers so that i may be able to start anew on the other servers.
I have been a long time player of Naval Action and have seen the game through some of the busiest and slowest times. I'm an advocate of the game and a participating clan member. I would really like to rejoin my fellow players in the game without being severely disadvantaged to start from the beginning as this would be a great deturrent from the amount of time and effort that i have put into the game thus far.
Is there any possible way to have my PVP EU Server account information copied or mirrored onto the PVP Global Server? I wish to have the option to play on both servers, yes but i intend to start anew on the Global Server.
Woody051 - Great Britain
Current Global Server
Current EU Server
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Labor Contracts - What will happen to these in this patch?
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2 minutes ago, rediii said:
Well - logic. If they only change the ships to 1 dura i'm pretty sure pvp will die.
2 million for a frigate and if this frigate sinks i have to grind 2 million again? Well hello kitty it.
If i have to grind more and do boring stuff to get some fun out of it i would quit and i guess most think the same. Changing ships to 1 dura without touching the crafting needed would be plain stupid.
edit: Also they planned to do this with the 3 dura first rates. (trippling the materials and labor hours needed) So i don't think they don't do it with this huge change too.
I agree
The only way i see this "1 Durability" game mechanic to work properly it would mean that the game economy would have to be adjusted in some way, shape, or form.
The NPC ship market would need to adjust the ship prices. The item materials costs should be considered. Or the PVP/PVE rewards need to be greater. In my opinion this would be required in order to prevent deterring players from A.) Playing the game and B.) doing PVP.
If X Ship costs 2 Million currently and it has 5 Duras then the player gets the security of "durabilities" in their investment prior to either needing or wanting another ship of the same type. 5-4=1 So when that player is on their final durability then he/she would be considering buying or crafting a replacement.
Now if we take that same X ship and put 1 durability on it then we are in a different psychology and economy. An active player wants security that if they lose one ship they will have another to replace it in order to continue to play the game. When they had multiple durabilities it wasn't as much an issue as it added value in their investment. With 1 durability ships it would make sense that the player would want more of them "stocked up" in order to feel comfortable in risking them in the game (PVP/PVE) otherwise we would not be as likely to risk doing anything.
With a lower durability ship, "ship X" in this example the price value would have to decrease if the durability went from 5 to 1. It would also go very far if the docking space on our player was increased to help with this compensation. From a psychological standpoint a player will feel reserved or deterred from risky actions such as PVP if he/she only has 1 ship of 1 durability. That being said you would expect most players would want 2-3, or 4 of that same ship type in stock if they were to enjoy the game.
TLDR: The economy must be changed to fall in line with the ship durability changes. I fear that if the economy is not calibrated for the new ship durability it will result in deterring players from playing and/or preventing them from wanting to PVP.
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- Will the crafting resources still be valid if we were to start breaking down ships and modules?
- How will redeemable ships be effected? Will the ships on our accounts that are not redeemed still be there?
- Will clan warehouses be effected?
- Will the admiralty store and flag/banner system be included in this patch?
- When you say "after a lot of months at sea in x ship you gain experience for that vessel" what perks/advantages do we gain? "Can sail it well" doesn't make sense to me. Are these like the current officer perk's system?
- Do you intend to give us a larger dock space? If all ships are 1 durability it would logically mean that players would wish to "stock up" on more ships in their inventory. However with the current docking space available it is already difficult to maintain a full variety of ships on your player. If ships go to 1 durability then i would hope that we can receive additional ship slots to dock them with.
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On 1/25/2017 at 9:31 AM, SirSamuelHood said:
You keep saying that. I have several questions as to your BAC. Please take the sailers off of the yardarms and step out of the vehicle sir.
I swear constable, that hemp is not mine!!
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18 hours ago, SirSamuelHood said:
Drink responsibly!
Hey any novice captain can navigate their ship sober. It takes real skill to do it inebriated!
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On 12/31/2016 at 11:58 AM, Chijohnaok said:
Never Drink and sail.......
Anyone can navigate sober, it takes an experienced captain to do it inebriated.
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3 hours ago, Darayavahus said:
Please read:
We need more missions that mix PvE with PvP - basicly done in enemy regions or at the "border" line. Currently there are only few options to do when at OW (not including Port Battles which are limited to certain scheduled time/date):
- AI killing missions
- Trader hunting
- PvP Ganking
Your mission proposals focus only on PvE, but some of them are very good.Well if you actually read the post 2 of them are PVP missions (To Arms!, On Guard!) and a two more requires a player to travel to a port that they've never been to before or to transport goods to an ally. (Which in itself causes exposure).
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On 8/15/2016 at 6:39 PM, Woody051 said:
Originating off my post in the patch notes thread: http://forum.game-labs.net/index.php?/topic/15638-development-plans-for-conquest-mechanics-rvr/?p=293895
Note: These are just rough ideas. The rewards, map design, ship types, fleet designs, etc.. Minor details can be worked out or discussed.
Myself and a few of the players in the community have begun to feel that the current mission system is getting a bit stale. Things became a bit more fun and exciting when fleet missions were introduced but the base mechanics remained the same in that your objective scenario is always the same. "Go here, shoot this." Well to a certain regard that is what the game is but there are other ways... more creative ways of going about combat rather than the current sail to point X spawn in head to head and sink what's in front of you mission types that we have now.
To break up the menatoney
Here are perhaps a variety of new mission ideas:
- Exploration - Discover 5 new ports (player has to dock in 5 new ports that they have previously never been to before.) - Limited once per rank
- Exotic Trade - Mission will spawn an exotic good in the port where you start the mission and task you to deliver that item to another port of the same or ally nation
- Escort - Battle instance will load with a landmass with a harbor on each side. Your goal is to escort a trader to a circle near the opposite end of the map as 1 or more npc's want to kill you and your trader.
- Intercept - You and 1 NPC spawn in vs a trader and 1 NPC and your job is to kill or capture both ships. (Opposite of Escort)
- Fleet Intercept - A well guarded group of trader ships are being escorted and you and your group must kill and capture them all.
- Fire Watch - (Group Mission) You spawn in next to a large NPC fleet of line-ships of your nation. Your nation's NPC.s sail in a straight line and in 3 waves npc's equipped with the fireship module will spawn that will be trying to target your ships of the line. You and your group must sink all 3 waves of fireships.
- Coastal Assault - You spawn in next to an abandoned mortar brig and you have to sail over to it and take command of it and start killing structures/towers. As you do this you have a npc fleet of ships "carrying troops" that will be sailing into the port. Your mission is to destroy all land targets before they can kill your assault fleet of NPC's.
- To Arms! - Daily mission - Win one small battle or one large battle (Through joining in the port user interface) Mission is active until a win is achieved.
- On Guard! - Daily mission - Player assumes coastal patrol duties and is flagged as "Coast Watch" or "Coast Guard" for one hour. Player receives x3 experience for travel and x2 experience and gold for combat fought in friendly territory sphere of influence.
- In Plain Sight - This will be covert ops mission. The mission spawns you at a mouth of an enemy harbor at night (very dark and foggy). In this harbor there will be multiple ships of the line at anchor (and remain at anchor). You leave your current ship outside and nearby you take control of a cutter (or a gunboat maybe?) and your mission is to sneak around to the center rear of the enemy harbor and interact with their flagship and plant a powder charge then sneak back out again. As you sail away a slowmatch fuse will burn and then the powderkeg will ignite setting off a large explosion on that ship. On the shore in say 2 or 3 places there are combat towers but with very poor range (due to it being night and foggy). Also in the harbor are enemy patrol boats (cutters, gunboats, pickles, or something..) just sailing around but they will have a radius drawn around them (just like we see the radius if we tag someone in open world.) If you come within that radius then we essentially are "detected" and that ship will start shooting at you. If you sink you fail.
With Land in port battles and new PVP scenarios including a larger emphasis on ship variety and Mortar Brigs i think we should perhaps consider some of these missions for PVE content. If we can introduce some PVE missions to grant some exposure to some of the pieces in the new battle/conquest system then there will be less of a learning curve for the players when actually faced with the PVP.
I know I for one as a clan member/officer would enjoy a means of helping teach my own members (or train myself) on PVE scenarios on bits and pieces of this so that when it does come to Port Battle day at least some of those roles and tactics will be better known.
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12 hours ago, Tomms123 said:
Did you send an f11 (bug report) on it?
Yes
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While the Ayes Port Battle was being fought in Costa del Feugo some of us where outside the port fighting in front of the port itself. During our battle in "open world" the port battle of US vs Spain completed and when it did suddenly all of the buildings became 3-4x larger and seemed to be able to shoot further as well..
Then Suddenly after the port battle ended.... Superforts!
In Battle
Open World
Full album:http://imgur.com/a/JzsoW
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41 minutes ago, Llewellyn Jones RN said:
And this is why you failed in the pirate nation because the pirate nation would not bend to your will and for your information BRITS lost 4 to Ocean and many more were asked.
As for yesterday we Zerg opted not to go in as one clan it was set for the rest of the nation to attend your dictatorship is not wanted within the British nation.
Just wanted to add that players that have been moving to Ocean (And HRE) from Britain have been leaving on good terms. I can't speak for everybody of course, but those who have been former affiliates of SLRN have made formal postings of their resignations and intentions and even though they were switching nations we still supported them in their endeavors.
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How about some new mission ideas/content?
Originating off my post in the patch notes thread: http://forum.game-labs.net/index.php?/topic/15638-development-plans-for-conquest-mechanics-rvr/?p=293895
Note: These are just rough ideas. The rewards, map design, ship types, fleet designs, etc.. Minor details can be worked out or discussed.
Myself and a few of the players in the community have begun to feel that the current mission system is getting a bit stale. Things became a bit more fun and exciting when fleet missions were introduced but the base mechanics remained the same in that your objective scenario is always the same. "Go here, shoot this." Well to a certain regard that is what the game is but there are other ways... more creative ways of going about combat rather than the current sail to point X spawn in head to head and sink what's in front of you mission types that we have now.
To break up the menatoney
Here are perhaps a variety of new mission ideas:
- Exploration - Discover 5 new ports (player has to dock in 5 new ports that they have previously never been to before.) - Limited once per rank
- Exotic Trade - Mission will spawn an exotic good in the port where you start the mission and task you to deliver that item to another port of the same or ally nation
- Escort - Battle instance will load with a landmass with a harbor on each side. Your goal is to escort a trader to a circle near the opposite end of the map as 1 or more npc's want to kill you and your trader.
- Intercept - You and 1 NPC spawn in vs a trader and 1 NPC and your job is to kill or capture both ships. (Opposite of Escort)
- Fleet Intercept - A well guarded group of trader ships are being escorted and you and your group must kill and capture them all.
- Fire Watch - (Group Mission) You spawn in next to a large NPC fleet of line-ships of your nation. Your nation's NPC.s sail in a straight line and in 3 waves npc's equipped with the fireship module will spawn that will be trying to target your ships of the line. You and your group must sink all 3 waves of fireships.
- Coastal Assault - You spawn in next to an abandoned mortar brig and you have to sail over to it and take command of it and start killing structures/towers. As you do this you have a npc fleet of ships "carrying troops" that will be sailing into the port. Your mission is to destroy all land targets before they can kill your assault fleet of NPC's.
- To Arms! - Daily mission - Win one small battle or one large battle (Through joining in the port user interface) Mission is active until a win is achieved.
- On Guard! - Daily mission - Player assumes coastal patrol duties and is flagged as "Coast Watch" or "Coast Guard" for one hour. Player receives x3 experience for travel and x2 experience and gold for combat fought in friendly territory sphere of influence.
- In Plain Sight - This will be covert ops mission. The mission spawns you at a mouth of an enemy harbor at night (very dark and foggy). In this harbor there will be multiple ships of the line at anchor (and remain at anchor). You leave your current ship outside and nearby you take control of a cutter (or a gunboat maybe?) and your mission is to sneak around to the center rear of the enemy harbor and interact with their flagship and plant a powder charge then sneak back out again. As you sail away a slowmatch fuse will burn and then the powderkeg will ignite setting off a large explosion on that ship. On the shore in say 2 or 3 places there are combat towers but with very poor range (due to it being night and foggy). Also in the harbor are enemy patrol boats (cutters, gunboats, pickles, or something..) just sailing around but they will have a radius drawn around them (just like we see the radius if we tag someone in open world.) If you come within that radius then we essentially are "detected" and that ship will start shooting at you. If you sink you fail.
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11 minutes ago, sruPL said:
Looks very impresive and like a proffesional job. Who was commanding?
Although credit is well deserved, I rather not disclose it. I spoke with some of the others and they agree. We who were there know who they were.
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1 minute ago, Guenwhyvar said:
You must be itching to make a new "Letter to the King" right now
Well somebody's got to talk about that big assplotion on the French fleet!
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Combat Marks Dissappearing
in Support
Posted
I logged out and back into the game and the Conquest Marks re-appeared. However i am very certain i was at 197 and if i earned 4 i should be at 201 not 200. But hey close enough. The main thing was that they disappeared in the first place.