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Aposky

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About Aposky

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    Landsmen
  1. Thanks for answer. I thought that If I had character on each server that experience wouldn't be gone and it is safe all the time. That's a shame it isn't a thing. Wasn't there like a safe zone around friendly lands? With very low numbers on both servers, such merge and that easy addition to game mechanics would improve overall experience. Friends and myself would like to casually play together without being attacked all the time by others, better equipped players, so I could show them the basics. That really stops them from buying the game.
  2. Hello! It's been a long time of break for me from Naval Action. I'd like to return back to game and try PvE. Before, I played mostly on PvP server, put hundrets hours into it and a bit on PvE server. I got all my lvl and crafting experience back, altogether with some redeemable on PvP server, but my PvE character is fresh. Nothing to redeem and collect. Is shared experience no longer a thing? I was looking forward in getting back to NA, and play on PvE server and perhaps bring some friends that were interested in buying NA. Now I kinda feel let confused by the game.
  3. Have you considered then upgrading to Unity 5 engine? It worked miracles for Kerbal Space Program in regard of fps boost. Naval Action would benefit even more: - better physics - PBR textures - better multiplayer optimization - better FPS for all types of machines
  4. Crew needs to be paid - Great addition, but please make it one one payment (no monthly/daily fee). Crew can be killed during combat - Yes please! My proposal on how to replenish crew: - passive recruitment, ship docket at friendly port (not free port) will replenish its crew with time automatically, even when player is not logged in. The higher players rank and in bigger port he is docket at, crew will replenish faster. - active recruitment, player can pay to get his crew immediately when docket at friendly port.
  5. It's highly welcome to see rework on war/politics and port battle system. What I'd like to see to improve general gameplay in this area and make things more exciting: Casus belli basics: War starts with a reason and goal(s). Can be completed within certain time. For example a nation that struggles with a silver can start a war over a port that produces silver or enforce payment from other nation in form of that resource. Nation has X days to complete that war. Afterward becomes peace for X week(s). Nation that started a war has a specific goal to achieve. Defender knows what ports are threatened and where to send forces. Core system: Nation with time and cost can create a core over captured ports. Cored ports are seen as part of empire of specific nation - will generate more resources and grand more privileges to owner. If lost to other nation, previous owner has re-conquest CB over the port for a week. Then core will degrade. Raids: ports can be not only captured, but raided/plundered by other nation (attacker picks one) to get one-time resource/money loot. Harbour stays looted for a week with penalties to owner (less resource generation, etc). Port improvements: Cored ports open for investments - economical and military. One can boost its resource production, other can build forts and hire AI fleet to defend nearby waters. Trade routes: These can be crated between friendly harbours and free towns. Players can hire AI merchant fleets+escort to send resources to other places. These will be represented by AI trade ships sailing around the map (similar to what we have now). Free towns will be used to trade between friendly nations - no war ships allowed in FTs.
  6. There is much easier way to implement attrition system into the game without much effort: Limit number of available repair kits on a ship further. Captains would need to be more careful with their ships. Time spent on open seas would matter. You don't need to come back to friendly port that often if you had a good run.
  7. Great idea! Please add logging system into it. It could use current sale/buy system. "Player put x amount of Y goods into clan warehouse at XX:XX time" I'd go even further with this idea and allow players to store resources in other player warehouse (not only clan warehouse).
  8. Alt account abuse is another large issue that developers should deal with quickly. Alts are currently used to: - spy - join enemy port battles in tiny ships + escort to take slots from 1st and 2nd rates players - tie in combat or slow down enemy large fleet - start fake attack on ports (port battles abuse) - buy ships, resources, etc from enemy nation market to transfer it to alt owners - produce goods - generate labour hours - your example Full ban on alt account + 30 day ban and massive exp penalty for owner account should be good starting punishment for such abuse.
  9. This is serious issue not only for current game customers, but future ones. When game reaches beta stage or will be put on sale, all the new players that join us will be scared off by high level gankers in their exceptional PvP fitted ships sitting outside spawn town. They either stop playing or refund the game if they won't be able leave a home port. Game is already very unfriendly to new players and player numbers are dropping. There are few easy to implement ideas that will fix current issues and improve overall gameplay: - create larger non-combat PvP zones around national capital and nearest 2-3 towns; - AI fleets should chase and attack on sight enemy player ships; - bring back reinforcements for defenders in their friendly territory; As long there are no consequences or disadvantages for sailing deep in enemy territory the situation won't improve. Going after enemy capital should be a challenge for attacker.
  10. At the moment any fleet can sail deep into enemy territory or even hang out outside other nations main capital without consequences anyway. If Free Ports will be there to only buy/sell goods, enemy nations will need to capture enemy ports to have bases for combat operations closer to faction that they want to fight, which is a good change. I also hope to see that after introduction of politics into the game, nation AI fleets will chase and engage players ships that are at war.
  11. Devs mentioned on the forum that blueprint treeline becomes more and more outdated and will be look into at some point.
  12. Hello captains, idea is to have government orders, generated by game, to ship certain goods to Europe. Luxury resources located in Western part of the map (Central America, Gulf of Mexico) would need to be obtained, captured from Natives, crafted put on ships and escorted to Eastern border of the map. Once completed, all participant of escort would be rewarded. Mechanics: - cargo has to be shipped by players within specified time limit; - we're talking big here, 6+ cargo ships would be required as minimum + escort ships - part of the cargo can be lost to complete quest but for lower reward (you get 100000 tons of cargo, you can lose 35% of that on your way to Eastern border) - goods are only available in Western part of map, that would encourage all the nations to expand, fight for these lands or make alliances; - goods cannot be send in free ports, have to be shipped by player ships - such large convoys of ships can be spotted by other nations or Pirates and captured by organized parties; - large enough payment in gold or in form of high quality modules/ships to encourage large shipments of good at such long distances; - missions can be done only every few days; - goods captured by other nations cannot be sold on local market or traded to other nations, but shipped to Europe ir required by that nations capitol; - only pirates can sell captured goods on black market; - pirates cannot run these missions, but see point above; What are your thoughts?
  13. Fully agree on that. Most of friends of mine stopped playing due lack of content and uncertain future of content development for Naval Action. I'm glad that I made to high enough level to join Port Battles and PvP, but people who are still stuck in brigs easily get bored and leave the game to play something else. On average after 20 hours of gameplay player don't find anything new to do except mission grind. For PvE update I'd like to see: - scalable group missions, the more friends you bring the more enemies there will be and higher reward all the contestents get - other missions and go to 'A' and sink enemies edit: To support my posts about players dropping numbers, here are some graphs: https://steamdb.info/app/311310/graphs/ It went from 5.2k to 2.6k and it's going down. There is also other issue with availability of NA game in other places than Steam. I'm certain that NA would find more customers if game would be available at more markets, in more regions at fair price. That's something that publisher should look at.
  14. Good games don't need microtransactions or in-game shops to keep themselves running. The more content developers put into game, the bigger playerbase will be, the more money devs make. Take a look at Guild Wars series: It's single purchase MMO (expansions are optional). You can even download Guild Wars 2 for free and spend dozens of hours playings, get access to most of game content without spending a penny. One thing, the most important: Naval Action is early access game, in alpha stage. Game is also only available on Steam, which makes it hard and unfair to purchase in certain regions of the World. The game first needs to be finished, polished and supported after final release by developers and publisher before they start thinking about any other paid content. If they make it available on more markets and talk to local publishers they will sell more copies. If developers said that they are against microtransations - cudos to them. If you feel generous about spending more money on Naval Action - donate to developers or gift a game to your friends. More players = more fun for players and money for developers. Everyone wins.
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