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Jan van Santen

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Posts posted by Jan van Santen

  1. . I'm as hardcore pvp as they come, but I'd like to see an enriched world as well. I wouldn't mind taking a break from pvp occasionally to do some fishing :)

     

    That's the spirit. :)

     

    The PvE part of the game would be wasted if it's the current max 550 and average 300 ish players there only.

     

    Besides: aiming at "hardcore" pvp only will never give Naval Action the number of players this game deserves. 

     

    More PvE players = more moving to PvP, too

     

     

    One thing we all need to remember in my opinion is that team behind this game is quite small. 

     

    All the more important than: getting their priorities right. Atm it looks to me focus is on the gaming experience of the already existing "hardcore" players and little is done to make the game more attractive to new and casual players. 

  2. +1 

    The OP hits the nail on the head. This indeed is the first ever MMO I play (and I started with MMO's in the 90's) that comes with one quest only: Find sword symbol, kill pirate(s), repair ship, rinse, repeat.

     

    Allow me to add to the points the OP already made: 

     

    1) MMO by definition means interacting with other players. It does not neccessarily mean teaming up with them for fighting in PvP.

    Chatting, trading, doing PvE together  etc are valid forms of interaction as well. An increasing number of players plays MMO's simply for their size, their persistent world  and for being able to achieve something in a game that isn't finished after 30 hours. There is also an increasing number of gamers above the age of 16, meaning with fingers not actually used to coordinate 9 keys plus 2 mouse buttons, mouse position and scrollwheel just to land a few cannon balls in a target. Why would that even be needed in PvE ??

    How high actually is the percentage of gamers, who want to spend 100 hours on reading forums, watching youtube vids and start with a painfully steep learning curve ? 

     

    2) There are several other Pirate/Naval games in the making. If this one wants to get a decent slice of that market, it's high time it doesn't cater to a limited number of full time hardcore PvP enthusiasts only. 

     

    3) The sextant was in use since 1730, Harrison's H4 dates 1759. Captains of those days had a much better knowledge of their position than we have in Naval Action. What we do is Columbus 15th century style: sail west till we hit land...

    Or we "cheat" with F11 and external tools, so why not implement this into the game properly ?

     

    4) More variety in exp gaining,  less clumsy controls, and a manual/tutorial/internal help library should be top priority of the devs, much higher than new ships and other stuff new players don't encounter anyway within the first month of gaming.

     

    5) Half the new players leave after encountering the cheating AI in their first 5 or 6 missions, that is, before they have earned the money to hire a fleet. The AI in this game is actually very good, there is no need for it to cheat on top of that. Eg aiming through smoke, shooting through the waves and still hit their target or show hardly any effect of damage/reduced crew.

    The way I understood this works is: the AI does perfect "manual sailing" with a poll rate of 10 secs. 

     

     

    So how to solve the new player issues w/o a large programming effort and w/o reducing the fun of the hardcore PvP players ?

     

    On top of more variety for gaining exp, I suggest by reducing the AI poll rate somewhat and give players a better quality AI for their skipper auto. That would preserve the advantage of manual sailing for the PvP pros and at the same time make the game a lot more playable for new/casual players.

    This could also be done by one of the yet to be installed officers, thus making it new content the player has to achieve.

    • Like 4
  3. My Niagara was capsized when a half sinking trader cutter interrupted boarding (2 patches ago and down to 6 crew).. :)

    And a first rate might crack a cutter like a nutshell, but it wouldn't capsize it.

     

    The lever is missing. To counter the stabilizing effect of the ballast, it would need the mast as lever.

  4. Fiction:

     

    The "Charles Hayden" series by Sean Thomas Russell

     

     

    "Under Enemy Colors" and 3 more

     

    http://www.amazon.co.uk/Under-Enemy-Colours-Charles-Hayden-ebook/dp/B002RI9L5S/ref=sr_1_4

     

     

    "The Life and Times of Horatio Hornblower" by C Northcote Parkinson

     

    highly recommendable, a biography of Horatio Hornblower from the inventor of "Parkinson's Law   :)

     

    http://www.amazon.co.uk/Life-Times-Horatio-Hornblower/dp/0750921099/ref=sr_1_cc_6

     

     

    The "Richard Delancey" series by C Northcote Parkinson

     

    http://www.amazon.co.uk/Guernseyman-Richard-Delancey-Novels/dp/1590130014/ref=sr_1_8

    • Like 1
  5. Yes to more NPC ships and to fleets at higher rank !

     

    The caveat: Ports are oversupplied by NPC traders already, most materials are in abundance even in those ports consuming them. So this has to be taken into account when increasing NPC traffic. 

    Since one cannot take all of the cargo of a captured trader anyway, I would suggest to increase the number of NPC traders, but reduce their cargo substantially.

  6. To exclude hardware issues, I installed the game on my laptop (Win 10 64, german internal and external KB) Same problem there. 

     

    Also swapping the keys for rudder and mast didn't help. Rudder works on Q, E, (or A, D) but the mast never reacts....

     

    So this is definitely a problem the game has...

     

    Edit: sry, I was mistaken by the videos, showing the manual tacking in open world. Looks like it works in battle only now. 

     

    Another proof, that this game needs a manual....

  7. Hi, I'm playing since EA release and now got my first Brigg. 

    From the videos on youtube, I take it, that a brigg should allow manual sail control eg for tacking.

     

    However, the keys Q, E, Y, C (German keyboard, win 10) to which the masts should react do nothing. Neither tapping, holding them down or dbl tapping does anything in the game. I tried remapping on keyboard, mouse etc, but still no reaction. I am kinda stuck with skipper auto.

     

    I searched the forum and also googled, but no answers.

     

    Any ideas, what I am missing ? 

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