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angriff

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Everything posted by angriff

  1. I think there needs to be an option to ding a bell on PMs. So often they are missed as people are on other channels monitoring or the chat is closed .. answers sometimes take several minutes to return
  2. Wipe clans... Call them Squadrons or something... Not happy after spending 1100 hours traveling back and forth between ports to finally attain Rear Admiral to lose it all. You used to not get rank for crafting but you got crafting level now I will lose my 50 status, though that matters less as you need victory permits to build big ships and clans lock people out of those battles. I started with a cutter only twice in this game .. have to wonder . will it be a turn off for new players to find nobody here? Between locked open world battles in less than 2 minutes and excluded Port Battles no wonder players give this game up by the thousands. I will be happy if you can deliver enough letters to get a victory permit maybe.
  3. The problem of one Zone is the largest population in the game is crowded into one small area and it makes the game really difficult for new players. They cannot get established. Veteran player love the baby seal clubbing but it makes people quit the game. While this may provide income as the game is already purchased it does not buy DLC and it keeps game player number so low that nobody believes the game will survive. Get rid of R-Zones ok.. but not secondary ports. The secondary problem is that this game is Clan based mechanics which means as clans migrate between countries or leave for other games the towns become vacated and die out. This really places a damper on the ability to be trade player in the game. The clans do not area protect they only show up to port defend. This leads to a defacto no going back to the old no area protection and we get a France or Denmark with only one port in the game the reason I quit 18 months ago and did not play for 15 months. This happening will just put the game into a Teleport to fight here .. might was well put radar in that tells you were every player is in the game so and maybe take it down to 4 ports and remove all the others. I mean the battle dont happen in the OW take it out then. By removal does that mean the towns will no longer provide for a commercial (player concentrator) hub on pricing? Will they revert back to being a waste hole of commerce like all the other ports?
  4. I can appreciate the higher rank has higher chances scenario. I can also accept that the new guy has to get a leg up. But the Doubloon increase to Teleport to check your based when you advance rank is a penalty. You can't stop ranking up it is automatic and you suddenly are penalized for ranking. Maybe you could make it a curve that escalates through the middle ranks then reduces as you rank up. Another suggestion is to provide for a method to payoff or delay ranking. That is you pay 10 doubloons to not rank up and you can continue for a time to only pay 9 instead of 10 doubloons to TP.
  5. When a moderator deletes or moves a thread. It would be common courtesy to send a note at to why. Otherwise you tend to think that the game devs do not wish to get feedback on the game and that you do not have to wonder if you did not post it correctly so it disappeared on it own. We all can be civil and communicate our intentions to culture a favorable viewpoint.
  6. How about an X icon to close the map instead of Esc? You can click the map icon to open how about a closing it with mouse too?
  7. Ok this is a little thing. I would like to see a relation to the type of ship at a bottle sunken ship to the size of the cargo load. Yesterday, I took an LGV to get cargo from a sealed bottle wreck that said it was a lynx. I got there and it was 2100 lbs. I had to turn around go back and get an Indiaman to pick it up. Sort of drops the immersion level when a sunken lynx has 2100 lbs in at 500 lb hold. It could also tell you that you need to avoid bringing a smaller trader.
  8. Insurance purchased on transported cargo. If you get caught you get certain amount back like crafted ships. This should cost something. Price of insurance can be set up as to investment level to type of port if complications are added it makes it more interesting. Maybe even players offer insurance and they pocket the fee if the cargo makes it safely and lose the Insurance if it is intercepted. This could have a problem of Alts paying so they can intercept but they do not necessarily know the route or time of transport. So the risk that it is intercepted by another is still on the Alt. Sort of an insurance game (Lloyds of London style) within this game Formula: Lloyds of Naval Action Player (1)Buys insurance for your cargo at 30% of cost Player(2) puts 100% of cargo cost to provide insurance or has a pool that covers the cost. 30% fee placed in insurer player (2) pool. Player sells cargo for 2.44 profit releases insurance to sell If cargo is lost player gets the insured amount (note he is out the 30% fee no matter what happens) Risk based on distance cargo, player reputation, try to avoid destination exploit information but since the insurer and insuree have risk this should not be an issue. Time of sailing may be communicated possibly or hidden.
  9. Demurrage for fast shipping cargo. There should be missions where cities buy products with a Demurrage. That is a time based delivery. You take the mission it puts the cargo in your hold and you have to deliver it in a certain time to the port requesting to get a bonus. If you dont make the the demurrage there can be penalties or just the regular delivery rate. Make shipping more like shipping where the transporter does not own the cargo.
  10. I would like to see a warning for a blueprint buy you already have. I realize that you may craft a blueprint for a clan mate and that is great. However, when I hover over a book it tells me I already have learned that before I buy. Now that owned blueprints are stored in two places Academy for some and Workshop for others it might be difficult or confusing on where to click to craft. You may look and think you don't have it in the wrong place. You then spend 500 doubloons for a duplicate you cant sell back for doubloons. So if you hover over a blueprint and you have it is says in green like knowledge books you already have this book. Then you can buy it if you want for another and be reminded not to buy it if you have it but cant find where it is used. It looks like you make it cause it shows you the formula but you get another blueprint that you have instead of the product
  11. I think you are mistaken. Maybe you carry a fleet1 but those rabid LeReq do not. I change from two fleets to none depending on my actions. This is currently very expensive in Doubloons so limits my play in the latter fit out. If you carry no fleet perks the 1 to 3 perk slots filled with boarding items certainly slants to battle against the newer players. The suggestion is to remove the perks from this counter to give the newer defensive players a fighting chance and maybe something a bit more competitive for the regular players. Right now the winning of a boarding battle in less than a minute is the norm.
  12. With cargo being of little value to the PVP player the fact that those involved in trading for whatever reason on the PVP player having to use Perk slots to carry a fleet puts an extraordinary boarding Card advantage in the attacking players side. The PVP player does not need your cargo so he will carry additional boarding perks to provide for a boarding card game advantage. I suggest a level playing field in the boarding card game as well as an move to have the entire suite of ships to make use of the same defensive cards. The game is naval action. If the player wants to kill your ship and sink it do it in the beautifully crafted naval instance shooting. The mini card game with a 1 to 3 boarding card advantage due to fleet perk requirement has made a ruse of the entire transport action. DLC ships like the LeReq or Herc with large crews can take ships two and three classes above without the worry of defensive cards in the boarding game if there is a fleet. All fleets ships should benefit from a card such as a marine card, in the defensive players side. If you are going to create a card game instead of some skill activity then it should be rendered on a even basis chosen before you leave. The disadvantage of taking a fleet should not jeopardize your ability to function during some side card game suddenly.
  13. You cannot disengage.. out of some fictitious ring along with 5 other guys chasing me and I suddenly lose all armor and sink. You cannot disengage in this game is complete CRAP ... Officially Denouncing this game in the Steam Forums
  14. So in my opinion the voting system is not correct. You have to vote for war to get an ally. If you have an ally and are at war you must go to war with someone else to vote for another ally. Then you risk losing your first ally because of the lapse in time between votes and you could not vote for your TRUE ALLY . You have to vote for war with someone else and Ally someone else or let your ally lapse. I think we need to make it so that you can vote for the Ally you want to keep no matter if you have an enemy or not.
  15. Not too happy that you can lapse with an Ally .. Apparently you have to vote each time for the Ally and cannot enter a second one without getting out of sequence and lose an Ally during the next cycle. This happened to French. We voted Dutch, then Swedes just lost Dutch prior to next vote. So adding a second Ally means you will break with the first before you get to vote again. This just happened to the French and now we will no longer be at war with the Danes. This means you lose anything you set up with the Allies.
  16. French Swede? Ok well the fact is bots are not AI they are a means used by the Danish players to skew the BP limits on port battles. When two major ships enter a battle to change the BP level towards the defender you know they are alt accounts that are used just for that purpose.
  17. Be careful what you ask for.. I could post some of the screenshots of your rants on Global.. HAHAHAAHAHA
  18. I know often enough we can go to the map and see where we are at. However, it would be nice to click on a town in a Spyglass and get a report like a ship report as to what the town is. It should be a simple fix.
  19. This is a non-starter for me. I only play one faction. I have since the beginning. I don't have three Steam Accounts for three alternate personnas in other factions. I have played with both smuggler and no smuggler flag timeframes. I have still never changed factions. If you let my port capital be captured then I have no means for flying my faction flag or creating my faction ships? I suppose my Naval Action days are numbered. Put in mechanics that attract players into action not mechanics that force players to be near one another. The mission thing has to be something that will make new players not play anymore.
  20. Well it certainly should be possible with land in the battles to prevent those in the port from ever mounting a defense out of the port without a breakout line. Currently the defender waits until the battle starts and magically arrive behind the battle lines as if they are a relieving force. Any ship that spawns from the defensive port should always spawn in front of the battle not as it currently is wrongfully modeled. So the arriving defenders would have to spawn at the flag that was placed by the attackers outside of the port to enter the battle where they do now.
  21. The bots for resupply cost money and is a mechanism for players that do not like sailing the open waters. (Something I prefer over all in this game) .. The fleet also is a use for the new event type mechanic in that the defending owner that has his fleets cut off from his supply capital to save his front line fleet stored behind lines. So you can load up on food supplies and sail yourself (preferable mechanic) or contribute to a AI fleet that sails with an announcement that it is leaving for that port from another port in your supply area. If you want you make the faction buys / finds (on a trader) an informer that tells them when the fleet is about to leave and then they can intercept and sink it. The other side can sail along with it to defend. Voila useage for the current fleet mechanics and improved PVP at sea for everyone. There is the possibility that it does not get through. If the port is blockaded successfully and no food supplies get there then the fleets in the town slowly lose the ability to keep crew. Which means you cannot crew them above a certain level or add more crew in that blockaded port to supplement. The ships are now staying on station for a reason but are sacrificing capabilities to do so. Eventually they all drop to 10 crew min to sail out. Not saying the efforts for the personnel that built them are not lost in the boat but they cannot be fully crewed until they return to supplied ports.
  22. Funny you put in a comment with no suggestion. The knights of neigh dont come in and slam you for not putting in a suggestion. Shows you how awful they really are.. I will suggest that they put in the ability to switch two guns to bow chasers as an option if you want
  23. Not capture it leave that the normal stuff but you can attack it. Each time you weaken it with the port unable to produce food all ships stored there would be reduced in crew. This keeps the current technique of leaving huge fleets on the front line port or one way behind lines that you can instantly Teleport too and stay. A port like the current Guayaguayare of the Danes on US PVP2 would not in real be able to sustain itself. All trade needs to be cut so it stops production and ships there start to lose crew as the food dwindles. This would create more of a unified force type action that would force players to enter the world and transport food to the port. This puts more players in the open world and produces a method for players to intercept players. If you want possible a screen for players to contribute to an expedition that could send AI fleet to take food but this could be intercepted by players preventing the food. As the food in the port dwindles the players would slowly remove their fleets from the ports and could not longer teleport instantly to oppose any force attacking the port. You read about how this simulates real action in the Carribean. https://en.wikipedia.org/wiki/Roquebert%27s_expedition_to_the_Caribbean Roquebert's expedition to the Caribbean Guayaguayare
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