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amosblanco

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Everything posted by amosblanco

  1. Sí, lo sé. Una nación sin puerto del craftear es brutal 😰😰😰 Pero prefiero vender el permiso de Endymion en La Tortue con un buen precio y luego intentar comprar uno que crafteando con bonificación del puerto allí. En mi opinión, Un trinco construido con maderas secas es mejor que un Endymion sin bonificacións de puerto. Think of this way, bonificacións que obtener del puerto de fabricación como Verá Cruz= Aproximadamente Un northern carpenter (tripulacion)+un British gunnery (gunnery)+ un guacata (gunnery)+ un french rig refit (rigging)+ un navy hull refit (sailing)+ un British rig refit (sailing), un cataghena(hull+rigging) y mas! cuántos le gustaría pagar por esas mejoras?
  2. necesita un permiso para fabricar un Endymion. Y un barco tan caro nunca debería construirse en La Habana, que no tiene bonificación del astillero. Entonces, Puedes navegar un trinco si tienes el dlc, que te permite canjearlo cada 24 horas y están construidos por maderas secas. También puedes probar Essex, y estoy seguro de que podra craftear ese barco para ti.
  3. no fue porque yo odio intrínsecamente a Rusia. Mi obsesión con Rusia es únicamente geopolítica (de la misma manera que México está obsesionado con Estados Unidos). mirar el mapa. ¿Dónde podemos expandirnos? Solo hay dos opciones viables: (1) Rusia que controla 3/4 de nuestra frontera casi de la misma manera que Palestina está rodeada por Israel. (1) Piratas, que ahora ocupa Remedios. Por supuesto, una gran mayoría de jugadores españoles tiene más quejas contra TOXIC por la razón obvia, pero Suecia está lejos y lo máximo que pueden hacer es pvp alrededor de Baja y Cayo de Sal. Si Rusia está muy lejos como Suecia, seríamos el mejor amigo, te puedo asegurar.🤗 Por supuesto, soy una persona racional y necesitamos tener un término amistoso con Rusia ahora. Pero lo que pasa es que queremos que se devuelvan Gasparilla y la costa oeste de Florida, tal como Francia quería que regresaran Lorraine y Alsacia después de que Prusia las tomara. Porque La Habana es nuestra capital, no Vela Cruz, ni Cádiz, ni Alicante. Por lo tanto, es imposible tener una amistad genuina entre España y Rusia ahora. Creo que cualquier persona sensata puede darse cuenta de ese punto. un abrazo y saludos
  4. ahora somos el "the sick man of Naval Action" como el Imperio Otomano en el siglo XIX. Como nos dicen las historias, la confianza en las alianzas y las fuerzas externas solo nunca se convertirá en una anécdota de todo: mientras seamos débiles, nunca seremos respetados por los demás, y por esa razón, los demás nunca nos ofrecerán un buen trato en la mesa diplomática. Nunca habrá ayuda genuina de Rusia porque ¿qué podríamos ofrecerles a cambio? nada!!! Rusia no es una institución filantrópica ni un Mesías que nos va a salvar de la miseria. Así como daneses, suecos y otros... Lo que necesitamos son fuerzas militares capaces (aka una flota de pb que sea capaz de tomar puertos y defender nuestros intereses). Es verdad de que es doloroso organizar esas flotas, lo que requiere ambos la reconciliación con jugadores Españoles que fuera de nuestra faccion y entrenamiento de nuevos jugadores que tenemos (y incluido), pero no hay otra forma de evitarlo ... Admin es un ferviente creyente del Social Darwinism. Por tanto, para sobrevivir no hay lugar para llanto. Debemos aprender a adaptarnos y sobrevivir en esta jungla. Oh...España sigue siendo una nación "easy" en el juego, y y Rusia sigue siendo una faccion "imposible"...
  5. por supuesto, los desarrolladores son la gente se alegran más porque España ahora es totavia un "easy nation" para los nuevos jugadores🙃
  6. Thank you for your clarification! This is what Hell Crab told us... Relations between different clans in the Pirate faction has always been a mistery to us. It was exactly later realisation of that matter (after Mr. Gipp’s intervention) that we pulled off the attack on Cayo Romano— We were not idiots to believe that we can afford a full-scale war against Pirates, and we knew Nuevista’s time window (it’s impossible to take Nuevista if it’s defended). Here was our unfortunate situation. WTF was not giving us an offer. It was more like a blackmail or ultimatum. We have two choices: (1) if we comply with them, we will be at war with the entirety of the Pirate faction except WTF and MERCY, which we could not afford (2) if we did not comply with them, which is the option we opt for, then we have the consequence now— they went to Remedios and took our only crafting port. And then I bet the same people who attacked Remedios would now justifying their aggression by saying: Ha, it was Spaniards who declared war on us first! ...Those bastards...
  7. The thing was rather complicated. From what I have understood, WTF always wanted a crafting port for themselves, and earlier this week, Hell Crab from WTF asked TVM to help them take Nuevistas, which is currently controlled by DEMON, a clan what is no longer active. In exchange, I believe we were allowed to take Cayo Romano for us, a port we court for for a long time. That led to us to place a flag on Cayo Romano on Friday. However, that pissed off RHB, who said that they would go to defend Cayo Romano should we sail our battle fleet there. So after some heated exchange between Mr. Gipps and our diplomats, we decided to halt the attack, a decision that pissed off WTF. So the next day WTF and MERCY came to Remedios and our only crafting port got conquered. There might be some variations of the whole drama as my Spanish is quite limited. Please correct me if what I have stated above is incorrect.
  8. That heavy 5th rate DLC is Trinco. Our unwillingness to buy more DLC ships also has to do with our limited parking space (30 if you have the admiralty connection dlc) and book slots (you always want to sail the ship with the most unlocked book slots for pvp). It’s almost certain that new dlc ships will generate less and less revenues for Naval Action, which is concerning. When the devs made the decision to use dlc ships as a mean to fund their programmers and continued development of Naval Action, I saw this potential issue. Now, without DLC ships, how can this game be funded now? Lowing the price of the base game, yes, could bring some new players and generate extra revenues, but it’s at most a short term solution. As an online game Naval Action was supposed to be a monthly/seasonal subscription based, and thus continued development could be possible as long as there are player playing this game. But now it’s impossible to revert back. The devs made a fatal mistake regarding the profit model back in 2014. Now I am really concerned about the long term sustainability of this game...
  9. The problem solved. I have just figured out how to manage my hold of my fleet ship through that grey slider. Many thanks to @Archer11 for giving instructions. But, from a realistic perspective, fleet ship should be able to at least move even if it's damaged and overloaded isn't it?
  10. Dear @Ink I think this is a bug, and I have no way to get out of this situation now. Here is how it happened. I sailed with my privateer today and captured a NPC trader snow near La Anguila (in the shallow area between Cayo del Sal and La Anguila) After exiting from the battle to the open open, however, I found my privater can't move. The ship can turn, but the speed can't go above 0 knot/hour. Because of that I am stuck in the middle of the open sea right now. Here are the screenshoots : As the screenshots show (1) I have set my sail to "full" (2) I am at the position of "broad reach" (3) the privateer is a shallow ship and has no problem sailing in a shallow area, so as the trader snow that I have captured (4) my privateer has 60 crews, and other 13 were being assigned to the trader snow. In a normal circumstances, I shouldn't be stuck here. The only possible explanation for that situation is I met a bug. Here are my guess why it happened: As the topleft of my screenshots show, one of my ships is overloaded. Since my privater is not overloaded, it was that captured trader snow. I clearly have memory that the trader snow has a lot of cargo goods, and since trader snow does not have much cargo space, being overloaded is a likely scenario. However, it might be the scenario that one can not have a overloaded ship under the fleet. Thus, I got stuck. I am happy to privode more screenshots if you need more information to check it out. Since I am not stuck in the middle of nowhere can can't do anything with it, I also ask if you can teleport me back to a friendly port (be it Cayo de Sal or Habana, I am playing Spain) before you investigate. If you know how I can get out of this situation, let me know ASAP. Thx.
  11. But the logic can also be-- since you belong to the most powerful faction in the server (a quarter to a third of the server population), you are more likely to call your clan/ faction member for help to put an even fight, which means you are less likely to be ganked. On the other hand,if you don't want to be ganked, either stay in the Gulf of Mexico or other safe zones or simply concede some ports to other factions. The goal is to add some challenging, but not immersion breaking aspects, to players from the strongest nations, like you.
  12. One of the notable aspects that break the balance in the current PvP server is the presence of one overpowered nation (currently Russia), which could steamroll any other faction at her will with her superior number of players and resources. Of course that is not the fault of players who play Russia. Even if BF and other influential Russian clans quit and join another nation, it's just a matter of time before we have another zerg nation that overruns other. What is needed is another mechanic to fix that balance. I have seen in the forum that many have called for a re-introduction of the alliance system. But any of the so called alliance system would require certain level of consensus and coordination among players in the faction, each of which possesses different clans with (very likely) different agendas and objectives. Thus, it is extremely likely that such an alliance system, no matter how well designed, will invite new problems. That is perhaps why devs got rid of it after an attempt two years ago in the first place. Here is my proposal, inspired by many Paradox series games such as EU4--- An coalition/ bad boy mechanic that targets specific nations that own above certain number of ports. My objective is not to penalize players who happen to the players of the targeted nation (which will definitely ruin the player experience), but to incentivize players of other factions to coalesce against them and their faction, and thus a semblance of the balance of power may be restored. Numbers and stats could be subject to changes For any nation that owns 75 capturable ports or more: -Players who engage in combat against players from the targeted nation earn 25% extra XP, reals, and doubloons. -Players who attack players from the targeted faction will NOT receive karma penalty, which will be introduced in the next patch. In a nutshell, players from the targeted nation could be ganked. For any nation that owns 100 capturable ports or more: -Players who engage in combat with coalesce earn 50% extra XP, reals, and doubloons. -No karma penalty as explained above -Players of other factions who join the combat on the same side of targeted nation could receive certain penalties based on their rank. Essentially, it discourages the option of an informal alliance for the targeted nation. -Any other nation could join port battles against the targeted nation, whether the targeted player being the aggressor or defender. Thus, it reduces the possibility that small nations could not gather enough players to fight against the targeted nation. Maybe other players have already proposed similar mechanic for the same purpose, or devs have already been thinking of implementing similar things. But I do not see significant drawbacks of it, and a balance of power is urgently needed in the current war server. How do you guys think?
  13. As long as we will not hear my Spanish sailors shouting in English in my ships
  14. Wow that is the answer. I was wondering why we Spanish captured those Mexican ports so easily with the help of our pirates friends. That is also good to balance the player base of the pacific time zone. The end of British monopoly over that can never be better. You Brits now have to be up early or very late, or sacrifice working hours like we Spaniards to defend their ports Also setting the port capture window to 10-12 no longer guarantees invincibility from captures. We now can have "relatively" more even fights with our enemies.
  15. Nice to see some insightful thoughts from our enemy. Keep the interview series. Greet from Spain.
  16. Clearly Dutch did not enjoy Danish beer very much Do you wanna some Habana Rum? We are glad to serve you some....
  17. Pero antes de apreder algos de los danes, necesitamos tener 25 santis o victories para una batalla de puerto.
  18. Primeramente, salud a los que defendió y retomaron nuestros puertos contra británicos en las última semanas. Los sientos por mi Castellano, uso Google translate aqui con pocos correciones, y si no entiendes, mira a mi texto original abajo: Levanto este problema porque estoy muy preocupados con la configuración actual del temporizador del puerto, y el hecho de que no hay un líder en el consejo de tomar la carga completa de las decisiones del temporizador de puerto y hacer cumplir a los "lord protectors" a cambiar las horas The Facts here: 1. ahora tenemos 3 temporizadores diferentes entre los puertos mexicanos que recientemente conquistado, y uno sin siquiera ajuste de la hora (Conil) 16-18: Tuspan 18-20: Cuyo, Espíritu Santo, Alvarado, Bernal, Almería, Arenas 20-22: Yisil, sisal, Campoton, Puerto Real 2. Por lo que sabemos, que están tratando de negociar la paz con los británicos, pero la paz no es probable que se apliquen muy pronto debido a las democracias y los pobres autoridad de "consejos" para hacerla cumplir. 3. El nuevo parche llegará pronto, ya sea en esta semana o la próxima semana (mediados de mayo, según los desarrolladores). Un cambio importante que se confirma por los desarrolladores de la nueva parche siguientes: protectores señor sólo podía cambiar el temporizador de puerto después de la conquista de una vez, a menos que el puerto que está siendo conquistado por los demás. http://forum.game-labs.net/index.php?/topic/13698-aviso-sobre-timers/ 4. Los temporizadores de puertos aleatorios que nos propusimos dar a nuestros enemigos la oportunidad de: (1) compra falsas banderas --- supongamos británica comprar al mismo tiempo la bandera de Corrientes y Ysil, dónde debemos ir ??? (2) atacarnos cuando estamos durmiendo o trabajando --- mediante el establecimiento de los contadores de tiempo de todos los puertos mexicanos de 10-12 / 14-16, sólo para ser agarrado por los australianos, uno por uno. (Por supuesto, sabía que el propósito inicial de la misma es evitar que sean adoptadas por los rebeldes americanos, pero todos ignorado la amenaza potencial de otro lado, que repetí advertido a los demás) (3) crear confusión entre nosotros cuando nuestros enemigos vienen --- "Oh, mierda !, que establece los temporizadores ??? ¿Cómo estúpida!" En suma, los temporizadores de puerto ramdom que nos fijamos nos colocan en una posición muy vulnerable a defenderlos. 5. Con una mejor disposición de los temporizadores de puerto y el terreno defensivo del Golfo de México, que son capaces de hacer que cada flota ofensiva británica en una pesadilla que debe tratar de capturar esos puertos: Para atacar a los puertos mexicanos, la flota británica tiene que emprender de Tulum, Placer o Tantum, y tienen que pasar a través de Tombado-mugeres. No hay una forma alternativa de eludir esas áreas --- que proporcionan excelentes oportunidades para nuestras fragatas para interceptar la bandera, para etiquetar las flotas agredir y retrasar sus llegadas. Pueden todavía es capaz de capturar esos puertos, pero con un costo grave de los kits de reparación! Así que aquí están las propuestas: 1. elegir a un líder entre nuestro consejo, que tomaría la carga completa de la toma de decisiones de cambio de temporizador puerto y la aplicación de protectores Señor que cambie temporizadores. 2. cambiar todos los contadores de tiempo de los puertos mexicanos a una ventana. Mi sugerencia, todos los conmutadores de 16-18, (Que está bien para ponerlos en lugar de 18-20, pero los británicos todavía puede comprar las banderas de los puertos de México a las 19:59, y comprar la bandera de Corrientes uno minutos más tarde) Siempre estamos dedicando para evitar el desperdicio de dinero de los británicos . 3. Mueva todos nuestros primeros segundos tarifas / a Mantua o Tombado, lo que garantiza que todos los días nuestra flota principal se puede llegar a la ciudad apuntado antes de la flota británica agredir. ---------------------------------- Here is my original text in English: First, homage to those who successfully defended, retook our ports against British and rebel Americans in the past week. I raise this issue because i am very concerned with the current port timer settings, and the fact that there is no single leader in the consejo taking full charge of port timer decisions and enforcing them to the lord protectors who set the timers. Here are the facts: 1. we now have 3 different timers among those Mexican ports we recently conquered, and one without even setting the time (Conil) 16-18: Tuspan 18-20: Cuyo, Espíritu Santo, Alvarado, Bernal, Almeria, Arenas 20-22: Yisil, Sisal, Campoton, Puerto Real That is a mess! 2. As far as we know, we are trying to negotiate a peace with British, but the peace is not likely to be implemented very soon due to democracies and the poor authority of "councils" to enforce it. 3. The new patch will come soon, either in this week or in the next week (mid May according the the developers). One important change that is confirmed by the developpers following the new patch: lord protectors could only change the port timer after the conquest once, unless the port being conquered by others. 4. The random port timers we set give our enemies opportunities to: (1) buy false flags--- suppose British simultaneously buy the flag of Corrientes and Ysil, where should we go??? (2) attack us when we are sleeping or working--- by setting the timers of all Mexican ports to 10-12/14-16, only to be grabbed by those Australians one by one. (Of course, i knew the initial purpose of it is to prevent them from being taken by those American rebels, but all ignored the potential threat from another side which i repeated warned to others) (3) create confusion among us when our enemies come--- "oh shit!, who set those timers??? How stupid!" In sum, the ramdom port timers we set place us in a very vulnerable position to defend them. 5. With better arrangement of port timers and the defensive terrain of the Mexican Gulf, we are able to make every British assaulting fleet a nightmare should they attempt to capture those ports: To attack any Mexican ports, the British fleet has to embark from Tulum, Placer or Tantum, and they have to pass through Tombado-Mugeres. There is no alternative way to circumvent those areas--- that provide excellent opportunities for our frigates to intercept the flag, to tag the assaulting fleets and to delay their arrivals. They may still able to capture those ports, but with severe cost of repair kits! So here are the proposals: 1. elect one leader among our consejo, who would take full charge of making port timer change decisions and enforcing lord protectors to change timers. 2. change all timers of the Mexican ports to one window. My suggestion, all switch to 16-18, (it is fine to set them instead to 18-20, but Brits can still buy the flags of Mexico ports at 19:59, and purchase the flag of Corrientes one minutes later) We are always dedicating to prevent Brits from wasting money. 3. Move all our first/second rates to Mantua or Tombado, which ensures that everyday our main fleet can arrive at the targeted city before the assaulting British fleet.
  19. It is already in developer's agenda i believe. It will come to one of the future patches, along with open sea forts (which will replace the previous reinforcement mechanic). Thus, sailing a ship next to friendly coast will be much safer.
  20. Some great proposals here, especially the in-game currency which should be implemented asap. I think one aspect that should also be considered, but is largely ignored here, is historical flavors. Of course Naval Action should not be a "reality economy simulator of the Carribean World in 1805", and I definitely do not expect the economic aspects of game to be as complex as they are in Victoria II or other Paradox series. That is why i use the term "historical flavor" than "historical reality". So here i offer some of my visions on the economy, market and resource distributions: 1. unequal distributions of the resource instead of equal ones--some region should be much richer than others: - More than 75% of the ports in the game during the 18th century were no more than a small fishing towns, some of them entirely fictional and did not exist during that period ( those small island in the Mexican Gulf for instance). Those ports should produce very few resources, and should not consume resources (like it was suggested above). But they can be developed by players through production buildings or other means of investment. - Some regions, which are almost considered as wastelands in the current patch, are extremely developed and prosperous during that period. The prime example here is Mexico. Campeche/ Veracruz were responsible for almost all the export/import of Mexican/ Yucatan inland. They should be made the most important and prosperous ports in the game, thus giving factions incentives to capture/ defend/ loot those ports. the level of consumption/ production of those ports should be significantly higher than other regional capitals. Meanwhile some regions in the game were almost completely undeveloped during that period, only settled by a bunch of Spanish or French missionaries and some native Americans. (Texas, Florida, The Mosquito Coast...) The level of production in those regions should be very low unless potential investment by players. 2. The concept of the "European traders" should be expanded. In the current patch, all trades are domestic by shipping goods from one Caribbean ports to another. That is shame since during that period as a majority of goods produced in the Carribean were ultimately shipped to Europe. Besides, the most valuable products that sustained almost the entire economy of the Caribbean islands, sugar, cocoa, tobacco.... all all not existent. Meanwhile, as a part of "Atlantic triangle trade", the Caribbean is integrated into the world economy through traders from Europe. Slaves (a controversial one. I mention here just as a matter of historical fact), manufactured goods, and other raw materials were brought by European traders to make the Caribbean economy alive. What i propose here is to make European trade (or i prefer to to call it trans-continental trade) an another independent layer of trading opportunities. - regional capitals, and capitals should act as massive consumption ports, to simulate the presence of European traders. - colonial plantation goods are to be introduced; cotton, cocoa, sugar, cotton, tobacco, indigo... They can be produced through certain ports that are not capital/regional capital/free port. Those goods are consumed massively by European traders. and they should be a major source of income for certain players. -some goods should be accessible only to certain regions. Life Oak for example, are only available in America and Cuba. Teak wood, for example, should only be available in capitals or regional capitals controlled by British, French and Dutch (teak wood are only present in the Indian Ocean region) - the price of all goods should get flowed based on the supply and demand. - trade mission (by finishing the orders by European traders in regional capitals and capitals, or by safely transporting goods from one place to another) and group trade missions. For example, shipping x amount of gold/ silver produced in Mexico to factional capital Habana. The mission would be risky, and the player who carry the mission may be a target of players of other factions and pirates. - maybe the introduction of separate trading xp and level, or making trader a specific profession.
  21. So will it be updated soon? It is extremely useful for players (if it works properly) to check the performance of their guns and aimings.
  22. 10 seconds is simply too short. One player need more than 10 seconds to do: 1. see the cross where the battle happens 2. see how many ships already joined the battle 3. react to that thinking of whether to join or not 4. click the cross to join the battle. If one misclick or somehow his poor computer lags for a moment, things can totally screw up for players in a open world.
  23. i start to love swedish, graping to death never run .....
  24. This just shows how stupid this new rule is! In what time does the Naval Action become a game of maths and calculations. Whenever you see a single target, your first reaction is, instead of chasing him with the group, to calculate the BR difference and decide which members of your group should join the battle to maximize your advantages. Too complicated and again stupid! If those who complained about being ganked wanna a even fight, please go to duel room. That is the place to preserve and earn your honor and prestige (in a very 18 century way also) ! Rather than accusing others of being coward and childish playing "hide and seek", lol.
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