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Norfolk nChance

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About Norfolk nChance

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    Secretary. Royal Academy of Sciences
  • Birthday 06/25/1969

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    norfolknchanceuk001@gmail.com

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    Hong Kong SAR
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    [ELITE] The Church of the Poison Mind

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  1. Thanks for all the feedback guys. Keep it coming both good and bad points are truly much appreciated. I should have added a thank-you page not just to @admin, but to YOU the community that really make the game come alive for me. We as a whole (Dev’s & testers) sometimes forgot this with over tweaking in my humble opinion. Name dropping was a big part of the fun within the story, from @Banished Privateer to @Wraith to even @Ink and many others. The community make this game come alive just to repeat myself... The appendix I stripped back a lot. Originally, I included a lot of my research notes and links. Just this very short piece took an awful lot of background fact finding. Definitely added to my knowledge of the whole period. The Cast in Order of appearance, was very important with three types of distinct characters, The real-life person, the player character in NA-OW game and the purely fictional entity. In the end it felt I was making it too easy for the reader to add a wiki-link page to see if Captain Miller or Shia Delma or Lazare Carnot were real-life people or not. Again, this applies to the ports and the ships mentioned. The idea, if you like was to encourage the reader to dig deeper into the history if he liked a certain idea or aspect of the story. This led me to a new appreciation for the old ‘Age of Sail’ writers like O’Brian and C.S Foster pre-internet. The leg work they did was amazing. I’ve got a good book collection both technical and fiction, google and the wiki were indispensable plus a couple of other dedicated websites. However, the big surprise was how much I gained from our own FORUM page. The HISTORY and Shipyard sections became a real go too in cases of ambiguity or ideas @Fluffy Fishy and gang are a real resource. This was my first attempt and amateurish I’ve no illusions. I really enjoyed the process and really appreciate honest cold feedback. Hopefully one of you out there maybe inspired to have a go at something like this and do a much better job. The purpose originally was to show ideas like a campaign for RvR, but with some deeper dimension within a complex storyline. In the end, it was just a short dark tale set within NA-OW... Norfolk. Ps the Capt. Norfolk nCook guides mentioned can be found here. https://forum.game-labs.net/topic/26689-the-elite-archive-guides/
  2. The Haitian Campaign (a Naval Action Open-World story) This is a fictional story I’ve being playing with set within NA-OW. The PDF has hyperlinks and printer friendly. The Maps maybe an issue though. Norfolk Haiti_Campaign.pdf
  3. @Coco Well done nice work and glad to see an updated craft guide. This was my first guide I wrote for NA and is a tad out dated to say the leased... https://steamcommunity.com/sharedfiles/filedetails/?id=821902779 This is the problem with any sort of guide. However, as I keep pointing out try to show the method or strategy behind the tactics. This way the player can use the idea and develop his own route even if the game mechanics have changed. This includes PvP guides as well... My Crafting Experience Understand the build mechanics before embarking on any build. Piss Poor Planning Pisses off Norfolk. In my day the Trader Lynx had no guns therefore no carriages needed building. Its Labor from basic parts and CREW space made it the easiest and cheapest to do. The fact that Oak Log was used in several first stage construction to second and final means this was the ideal main source material. All base materials should easily be found in all the adjacent ports to a Capital PORT. Build an oak farm. NEXT, is set the warehouse up logically to build T-Lynx’s in sets of 20x. Estimate production costs. With your perks, an old perk not sure if it still exists was called Shipyard Connections. This added 15% to the AI bid price of your ship. Using excel, workout the actual cost of the build to then hit the AI bid. I had it down to 100Gold only. This method, is so much more convenient than trying to sell the ships to players. Analyze the break-up prediction cost as well. I found selling into the AI worked the best. Planning... The problem comes to money. Early on you simply don’t have the resources to do something like this. Later on, yes and training up a CRAFTer ALT as a Clan ruler is vital to free up other players. This ALT would then build and store the clan FLEETs not the individuals unless passing over a time zone. The Clan ALT would then be the focus for the resources in order to build much larger ship fleets with specialist woods etc... My advice to New players is split the goals up. Aim for Rank 20 then do something else. Comeback aim for 30 and then 40 and finally 50. Its logarithmic scale will have players not sticking with the original plan, deviation is the killer. It took three days to train Norfolk nWay my ALT to level50. That’s with resources and planning from my MPC. On its own an MPC must plan realistically. Really like the work you’ve put in. Well done Norfolk nChance [ELITE].
  4. @Mr. Doran I agree with your first point totally. The I-farm also... The WoWs (don’t know tanks) I found a different experience. I found myself being farmed this is totally true and very frustrating. However, my clan leader pointed something out which was a bitter pill to swallow. I’m sailing in too high-level ship for my talent... Slow down, learn the class and don’t run up the ranks too soon... Similar here in NA-OW with players too inexperienced and yet carrying a Rear-Admiral rank. In WoWs ship level 5 break sees the Seal clubbers am sure you know them. My problem with WoWs was the random battles with my ship bling on that finds me teamed up with utter morons. Not Newbies or Beginners I mean morons. Losses here become a costly waste. Grouping is only with 2 other clan mates but I’d like that wider. It’s a crap shoot. The RANK battles see a much better player quality and focus in my opinion. The Scenarios and Campaigns helped a lot and NA should adopt them. Learning the finer points of the game. I don’t know about you, but in NA-L I used to like the solo weekend trials competition the most. The ability also to play as a large group was a big plus over WoWs... Norfolk
  5. @Fluffy Fishy Great topic and agree with @Haratik hoping it takes off. My short answer is Sane like you. https://en.wikipedia.org/wiki/Jacques-Noël_Sané The reasons will probably be different and I’ve got the history wrong somehow so please correct me. I’d like the link to the other thread, but of Sane’s three four major works this is the one reason why he stands out. The fact that his peers copied it reason enough. https://en.wikipedia.org/wiki/Téméraire-class_ship_of_the_line The Temeraire design is the main reason for me. How it was adopted, copied and tweaked then by the Royal Navy, Spanish and the Dutch. The sheer volume of ships produced of this type against others is testament to the change in warfare at sea. Even though it was a very costly build. The ability to build massive line ships by most leading Nations wasn’t the issue with the likes of HMS Victory, L’Ocean or the Santisima Trinidad. The problem was bringing these massive gun platforms in a line to bear onto the enemy’s line to have a polite exchange. The Permeant Fighting Instruction laid down by the Royal Navy and then adopted elsewhere allowed the ability to control many line ships at one go from a single Flag ship. Unfortunately, a Captain or Admiral from either side could quickly work out and see which line would in all likeliness win. This then leading to an Ossification to the English tactic with neither side actually ever engaging... Fleet Tactics and Naval Operations by Hughes & Girrier https://www.amazon.co.uk/gp/product/1682473376/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 Ch2 Tactical Development, Page 42 English Tactics Ossified The 74-Gun third-rate Temeraire-class balanced fire power and speed in perfect harmony. Ships of similar size built at the time leaned either too much toward fire power at the loss of speed or vis-a-versa. The French adopting a distance type of hit and run attack against the sails and rigging sat perfectly with this type of ship. https://forum.game-labs.net/topic/28367-14th-february-1797-battle-cape-st-vicent/ If time have a look at the battle details and Collingwood in the HMS Excellent. He caught up to heavier built Spanish ships and yet was still able to deliver enough alpha once they became in range. Summary Naval Warfare needed to change from the mid-1700s. I think Sane’s design of just this one class of ship helped progress fleet tactical engagements. Humphreys and Slade yes also contributed in their designs I agree. I would like to mention the Swedish shipbuilder Fredrik Henrik af Chapman and his thinking about the parabola method as well. This for the time was incredible. https://en.wikipedia.org/wiki/Fredrik_Henrik_af_Chapman Would love to hear others views and thoughts. Great subject. Norfolk
  6. did you notice a huge difference between RTX2060 and the 960...?
  7. not my intention @Mr. Doran, but I see your point. The idea was to help with content from a basic start only. NnC
  8. @mikawa https://steamcommunity.com/sharedfiles/filedetails/?id=934048215 really like the idea. I did this above an age a go and obviously dated, but more than just the graphic cards inclusion as well. My build PC not Laptop... Intel i7-6700K CPU @ 4.00 GHz Kingston Hyper X 16.0 GB RAM 64bit OP Windows 10 Home GPU GeForce GTX 980 Ti v419.35 I live in Hong Kong with an average ping rate of 180. This rate has remained the same since Unity5 change over. This is my main problem with engagements but is not a graphics issue. Issues – After a STEAM patch update this PING can double to 300+. This is usually solved by looking at the Properties – Local Files – then “Verify Integrity of Game Files” Average FPS I have locked at 60. V-sync and Anti-aliasing off Everything else on High or Ultra settings. Like @Liq said I too need to dial it down with larger engagements. Norfolk.
  9. @LeBoiteux said... But that requires a tremendous investment for GL devs. Will it be their future priority ? Ordinarily I’d agree. However, the Dev’s must have already an overlay interface for the program. I doubt they hard coded the tutorial progression missions as an example. I’ve seen some stunning work already on U-Dread, and with @sterner and his progress on just the first phases of U-Admiral. To design an SDK overlay in which to design and playout RvR player-built content actually doesn’t seem a tremendous investment in either time or Money. It could help solve a lot of issues regarding content. Unfortunately, neither @Ink or @admin have replied to say either way. Which of course is their prerogative. NnC
  10. @sterner Wow nice, you need testers etc. soon? Norfolk.
  11. Idea: NA-OW Editor Short Version at the bottom of the post… Grab a glass of red, you’ll probably need it. I’ve noticed heavy feedback lately about lack of content or RvR. I want to suggest an idea if possible, first to use in PvE that then could help the Dev’s with wider campaigns into PvP as well. @admin The Idea: Is to allow a player base program like an EDITOR or SDK that’ll allow them to build mission scenarios of their own. This can be replayed via STEAMs Workshop for friends and others to also try. I’ve mentioned this idea before. Is this possible in concept @Ink or @admin ? I know it’ll be a lot of work but would be less work than writing all your own campaigns and mission threads. Please watch these two old ARMA2 YouTube videos. They’re only 5 minutes each. The ARMA editor has changed a lot and is much easier to use now, but I wanted to show you the nuts and bolts here. Parts 1&2 both 5mins each https://www.youtube.com/watch?v=W2Af6e0n7fQ https://www.youtube.com/watch?v=bynzzMt7Fg4 Use PvE first… Use the PvE server first for obvious reasons. Templated Campaigns and designs by players could be built for restricted rank access or multi-fleet composition needs in order to fore full the walkthrough. Let me know what you think, good or bad… Norfolk nChance [ELITE] ARMA III Editor evolutions https://www.youtube.com/watch?v=kynF_6kRGMg https://www.youtube.com/watch?v=eOm7TocJzZA https://www.youtube.com/watch?v=BIvLIg6gQB0 Short Version: Thursday night after a bottle of white Cloudy Bay and a couple of lines, Mrs. nChance and I have roleplay. What makes it work is the storyline and scenarios and outfits and tools or input. The more input we put in the better the outcome… The same is true in NA. The ability to build content scenarios to play out could heighten the enjoyment of open world. However, always agree on that safe word first…!
  12. @jodgi positive spin and @Ruthless4u dead in the water views all are valid... A Question I have for all of you, except the Dev’s... @admin What things are absolutely needed at the bare minimum for a NA-L style game to work? For me, its mostly said in my posts before... Universe Sync models with NA-OW, all ship models are the same in the Franchises Universe. An historic detailed Player Character Statistics log. And CLAN construction ability. https://worldofwarships.eu/en/community/accounts/554819715-NorfolknChance_UK/!/pvp/overview/ A Grind path that can be accelerated in time via a PREMUIM ACCOUNT purchase. EVENTS, include PvE, Campaign, Tournaments and clan events. And fixed opponent selector... I want to fight @Ruthless4u 1v1 or His Clan v My Clan... Different styles of arena scenario’s on random battles. High-touch and very regular client contact from the game’s publisher. That’s quite a lot, but not impossible. The small team of GLs will need at least a very dedicated permanent and proactive team just to NA-L. What do you all think? Doubters also included... Norfolk
  13. A little help if possible. This is part of my Naval Action Story. In the tavern section PuLp Fiction, is the title. A fictional account of the battle Cape St. Vicent told from the perspective of Norfolk. It’s not edited yet, but would appreciate any critiques good or bad. Whether the story line or inaccuracies in the tale... Norfolk
  14. @Wraith You make a great point about speeding up OW, and it makes sense. The issue I have is PING. @Banished Privateer talks about two clients with 30ms ping. In Asia or Hong Kong, I’m fast with 180ms. Go out to our Antipodean brothers and you’re looking at 300+. Now @Socialism points out it’s a server sync issue, not ping related. If so, no problem. Increase the speed and let’s see... In Battle, I would like to test slowing things down. Just to see how it plays out. Norfolk
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