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Norfolk nChance

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Everything posted by Norfolk nChance

  1. @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.
  2. @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
  3. @sterner Wow nice, you need testers etc. soon? Norfolk.
  4. 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…!
  5. 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
  6. @Wraith said Seriously though, the game purchase model without a subscription, and the mechanics-breaking DLCs have hamstrung the game and its development in important ways as well. I think is correct, but and correct me if wrong... only EvE has succeeded in the sub model. The important thing to look at is the NA-F or Franchise. Once NA-OW is launched, this platform is perfect for the NA-L arena style game with Premium Account grind built in. This FREE look into NA subs the whole franchise. @van Veen Yeah wow, I like that... even demotions for bad behavior instead of straight Nation ejection. Practically, though that’s a big idea on its own. Love it. @victor Unfortunately, I can’t disagree with you. Could @Ink code something like this to test. Very basic Rank 6 PvE mission. Limit entry 3x PC Co-Op Tiny steps though to test. Link missions into a small campaign. These are optional of course but structured in such a way to deliver the right skill book at the right time. The missions solo, PvE, Co-Op, PvP cover crafting, trade missions and mix fleet needs... Start with just three tasks, one opens two, opens three. One is solo, two is Co-Op. The final is a small port raid that needs at least 1x Mortar Brig to succeed. Rewards... cash, books, entry to 5th rate progression... NnC
  7. @Sir Loorkon You couldn’t have said it better “meaningless…” Each rank should be seen as an achievement and not a CREW hurdle. The Skill limiter again just the thought is giving an understanding as to what they do. This is not an easy task, but will provide meaningful content. NnC
  8. Do we promote too fast...? Grab a glass of red, you need it... Backdrop... Last week saw some very interesting threads posted. This is one below... https://forum.game-labs.net/topic/28422-what-happened-to-the-2500-players/ In all fairness to the community it is worth reading through all the views. Unlike most this doesn’t deteriorate into the usual “This is my view...” blinkered repeats back n forth. It gives many different and clear insights into their view of this game. Even @admin makes a very good point also worth the read. The Content Argument This is mentioned a few times, but what does it really mean? Players stating there is little if anything to do. In fact, every player is focused now onto the same goals to reach. Unless that PC is Hardcore it will prove near impossible to achieve from a Newbie or casual standpoint. How can Naval Action receive a BAD review due to lack of content from players having plus 250hours invested in the game saying it lacks content? Even one with 13k hours invested? The comment by @Wraith... “this is inherently the problem when you build a game around players being content, rather than having content attract and retain players, who generate additional content, etc.” This to me answers the 2,500 down to a few 100 players we have now. The Players actually provided the content as I’ve mentioned like East v West, the Care Bear Alliance or rogues like [SORRY]. For Good or Bad it actually was player driven content. That in itself is not enough, and needs NPC Game Content that then drives the people driven one in this Light Sandbox we work in. Fun Factor Unfortunately, @victor as mentioned this a few times in the past... “The reason of the decline is simple: the game used to be funny ... Is it's no longer a game, basically ... it's a work? Games shall be funny and NA it's not” He’s NOT talking about grind path either. What’s Changed...? This Question by @Christendom I love and have asked it myself a few times in the past... “We're 3+ years into development and it feels like the game is maybe less ready for release than when I picked it up almost 3 years ago. I'm sure I'm not alone in this opinion. In that time frame we've changed ROE, RVR and even a new crafting system....but it still feels like the same tired old stuff without any imaginative increase in content...” Now I must agree, the game is definitely an improvement from three years ago, but three years’ worth of time taken? How much more does the combat model need tweaking or even overhauling God forbid? The Core Game play Then we see @koltes post breaking it down into four areas... To keep players interest game should have targeted the following making the below interesting and entertaining as well as challenging: a.) Character progression; b.) Recreational activities; c.) Competitive activities; d.) End game content He goes on like others to mention the Economy, skills and clan Nation mechanics all known views. @jodgi regret comment “I kinda regret this topic now. There has been some... discussion, but it has attracted so many posters that just came here to dump a turd smelling of discontent. I touched on this in my previous post, but it's cringy to witness these besserwissers swooping in giving, often contradictory, "advice". I'm not mad or riled up or anything... just... dejected” he said This I disagree with and is a great thread full of insight. No, it wasn’t a dump on the game at all and you shouldn’t feel dejected one bit. This entire thread made me think a lot about the game as a whole. With all due respect to my peers and @admin/Dev’s there was nothing NEW here that I hadn’t heard or read about before. No new revelation or solutions either. Norfolk Reviews I gave my opinion first regarding my reluctance to return to the game even as a fan boy and hardcore player. Then to the Content problem and backstory needed for PvP and PvE to sit on. The NPC Nation Overlay and Campaign arc thread mission ideas suggested. Again, nothing I haven’t said before. It led me back to thinking as in the OP 2,500 days and my memories. Then the compare reviews of our two peers EvE and WoWs. We have a much better sail and combat model than either, and have had it for years as @Christendom suggested. So, what is the difference...? Is EvE better... WoWs what’s the long term attraction...? https://forum.game-labs.net/topic/26423-idea-norfolk-compares-apples-to-oranges-to-avoid-a-lemon/ this I believe shows even without the resources of the other two Game-Labs NA-OW still delivers. Both @admin and crew have done a remarkable job. The difference highlighted is client connectivity. This my main arguments with the NA-L concept. The other main high light was the newbie treatment and tutorials. Idea: The Slow Promotion Model Concept Question: How long did it take your Main Player Character (MPC) to gain rank 10 Rear-Admiral or equivalent from rank1. From a BASIC Cutter, how long did it take you to get into your very first SoL Victory, L’O or Santi...? Take your ego away and answer honestly. Now, if you’ve played EvE or WoWs... EvE how long before you got into your first BASIC Capital ship? In WoWs how long did it take before you could participate in the RANK tournaments? These levels in all three games whether PvP or PvE are really the point of the game’s Ultimate promotion level stages or top out. The Games, each from this point on take a different view to the player. I’d suggest of the three NA first, WoW second and EvE third... Rank Promotion Built on Time as well as Performance Imagine a Promotion level built on XP like now but also with a time element. The like XP in Craft and Rank is also Logarithmic in scale. Getting longer between levels. Think of ALT promotions now... How would this impact their use? You’d need to invest real time in them just like your MPC. Within each level certain Skills and skill books must be also achieved and found. The skill or book once activated, takes time to produce its 100% statistical effect as you use it. Career Direction Once again, Crafting or Piracy or Port Ownership or Clan Leader. In the same way, unique skills and the different grade qualities layered both on time and xp. A Fleet Admiral skill book cannot be used or developed by a Rank 5 level player... and so on. Campaign Activity Completing NPC Nation campaigns solo, co-op and pvp gain these entry levels. Make up requiring mix fleet compositions to succeed a specific mission. http://wiki.wargaming.net/en/Ship:Campaigns http://wiki.wargaming.net/en/Ship:Scenarios The Output Effect Here now each player has a different short- and medium-term goal to that of the general Hardcore topped out player. Focus, training and community interaction is needed at all levels, the rewards equally become more relevant to that individual player. Summary It seems like I’m introducing even more grind. However, what its designed to do is understand what each level or rank of promotion is. Building the content with layering campaigns and limited skill knowledge defines each rank, making them more important rather than just a crew hurdle. Do you remember the difference between Rank 6 and 7...? Using this system will get much more activity in content that’s fun and not grind drive. Just an idea Norfolk
  9. @Suppenkelle Please also download the main navigation guide while available. NnC
  10. Basic Navigation in NA-OW... Here is my Captain Norfolk nCook guide to navigation. This PDF I suggest you download asap. Unfortunately, through memory constraints I’ll need to remove it in due course. Also, look out for my Pacific Route in the Q&A section as well... Norfolk
  11. Take a look at this @Suppenkelle Norfolk also here's the full Captain Norfolk nCook guide to Navigation. Both PDFs available for a limited time only sorry https://forum.game-labs.net/topic/5218-basic-navagation-in-ow-british/?tab=comments#comment-622734
  12. wrote in STEAM, when is the game going on sale? then wrote in STEAM a thumbs down review with less than 5hours game time
  13. It’s a great question. Not quite my first hour but here goes... Getting over asking more experienced players what to do. Trying not to waste their time, or embarrassed to ask was does “o7” mean...? Look on STEAM at some of the hour’s players have under their respective belts. It is astounding for an EA game. I’m 4k but many have more. What defines a newbie, not the first hour... below 200hours maybe? That’s more hours content probably than you have given to the majority of your steam games... take a look. Major game memories usually come from major changes in the gameplay. This before your time was hilarious, but does reflect current arguments regarding final release dates. Rose tinted glasses... https://forum.game-labs.net/topic/20652-the-junkie-his-dealer…/ When I took part of my clan from PvE to PvP was my most memorable time. I had to re-think an awful lot of things. Also, to understand we actually had advantages over pure PvP clans. The game quite literally doubled in size of me. Sail out into the Unknown... First time I sailed to the pacific years ago. Then built a guide to show others a few months back. That was a real unknown sail and took hours... Learning how to sink... “GF, and what did I do wrong...” the most important phrase I ever learned in NA-OW Norfolk
  14. @LeBoiteux That’s brilliant thank-you. I’ve worked this out this way as a rough idea near as. From my link above I knew the ship length was about 70m, its Beam 17m. From your link, at the bottom the model dimensions (L x W x H) at a 1:48 scale. Model length 1.6m x 48 = 76.8m, Wiki length 69m Model Width 0.36m x 48 = 17.28m, Wiki Beam 16.24m Model Height 0.43m x 48 = 20.64m this the total hull height. Wiki draught 8.12m, Model Height 20.64 less 8.12m wiki draught = 12.52m this would be the visible height of the hull on the water... I think I’ll look at this book and tweak the scaling better. Writing a book or fiction thread ? @LeBoiteux said I’ve completely re-written the “PuLp-Fiction” story I did in the Tavern forum section. This little side hobby is now 30k in words and could be used as a Campaign idea for PvP or PvE if @adminwas interested. It’s still quite away from completing, a few months. Let’s see if it works or not who knows right? Norfolk
  15. Question how tall was the French Ocean-class ship? A quick question if anyone knows. In dry dock how high did the Hull stand to its quarter deck. In the water fully loaded how much would be visible out of the water. https://en.wikipedia.org/wiki/Océan-class_ship_of_the_line The main interest is the first editions that Jacques-Noel Sane designed in 1785 rather than the later editions. Build time, between one to two years only…? If anyone could point me in the right direction, I’d be most grateful as always. Norfolk.
  16. Thanks for the feedback guys, seriously helps me... Even though I’m British, I maybe mixing up metaphors and terms with my American cousins. Using Wiki isn’t reliable enough, again if written by an American using their structural form to describe a situation. I’ve struggled with a similar subject before regarding the evolution of Fleet tactics. The storyline to suggest a campaign to @admin probably doesn’t need the exact detail. The story itself probably does. The large amount of antimony a far from home Rear-Admiral has is I think my next research dive. This may reveal the basic strategy used in putting a footprint in an area that’ll last. The stages If you like. Again, thanks and please keep the suggestions coming, Norfolk
  17. Nice write up @Hethwill top man, and the link. This is one of my favourite battles to analyse. Have added some extra links below. https://en.wikipedia.org/wiki/Battle_of_Cape_St_Vincent_(1797) https://en.wikipedia.org/wiki/HMS_Captain_(1787) http://chasingnelson.blogspot.com/2013/09/nelsons-patent-bridge-for-boarding.html http://www.admiralnelson.info/CapeStVincent4.htm https://www.youtube.com/watch?v=v-2bNxdxDCM Watch this one… its long but worth it https://www.youtube.com/watch?v=9s8m3c1hwm0 I use this battle and Nelson’s action in a small story. The mention of his Old Agamemnon’s John Sykes, John Thomson and Francis Cook involvement. The cannon ball strike at the HMS Captain nearly throwing Nelson overboard if it wasn’t for Miller… all really great incidents Nelson’s move… and understanding ossification In Nelson’s Wake… this story and Nelson’s own PR machine gives the view as to why he was head and shoulders above his peers. This I believe is not the case and his Death over shadows many other great Captains. I believe even if we’d have lost the battle Nelson would not have being Court Materialled but would have faced one. Ossification with SoLs By the 18th Century the fleets becoming so large it was hard to have them bring to bear in a long single line squarely alongside its enemy. The French, reluctant to engage also, they preferring longer range rigging attacks. Stagnation sets in with reluctancy to engage. This made the Admiralty’s “Permeant Fighting Instruction” useless with ossification. The Admiralty knew this, so too did the French. The 74-Gun Fast French cruiser coming into existence. https://en.wikipedia.org/wiki/Lord_Howe%27s_action,_or_the_Glorious_First_of_June https://en.wikipedia.org/wiki/Glorious_First_of_June Look at Lord Howe and what he did in ’94. With Jarvis and others including Nelson they the Royal Navy were struggling to make the First Rates actually effective platforms. They had to change the rules of engagement. This is what Nelson did, and changed the force multiplier to the British even though out numbered. https://forum.game-labs.net/topic/26916-book-fleet-tactics-and-naval-operations-3rd-edition/ The Patent Bridge Run Try without hindsight what went through Nelsons mind. The San Nicolas was badly damaged from HMS Excellent. Nelson could see this, and realised it would strike her colours. Storming the quarter deck from the Spanish Captain’s cabin led to a quick surrender. Then the collision with the San Jose, the San Nicolas caused the yards and rigging to interwind. The much larger San Jose could re-take the surrendered San Nicolas… This I believe was the problem going through Nelson’s mind. He had no choice… San Nicolas crew would remain surrendered below decks, he sent a force through the San Jose stern and he charged the San Jose Quarter deck. The Captain, not expecting the sudden rush surrendered immediately. Nelson’s thinking, if the San Jose Captain realises the Nicolas was taken and with such a small force… He would have prepared a defence or counter attack boarding party himself. Instead the Spanish Captain was focused on the rigging and tangled yards with the other ship… My thoughts anyway… Norfolk
  18. Suggest speaking with @Felix Victor and his map, also @qw569 My main gripe is the lack of out of game content. This stuff keeps the Customer in touch and interested. https://www.youtube.com/watch?v=Y6F-813ifGs Speed the time up... and use your imagination Kills, Trades etc. I miss @Jeheil and his out of game content also Norfolk
  19. Thanks for the feedback Guys. Here’s the thinking and plausibility of it post 1808... https://en.wikipedia.org/wiki/Pacific_Station https://en.wikipedia.org/wiki/South_America_Station https://en.wikipedia.org/wiki/South_East_Coast_of_America_Station This is what happened in real life and covers and area from Hong Kong to the Falklands around 1808 to 1836. My story, in 1808 I want to have my clan/squadron [ELITE] get relocated to the Pacific by Admiralty in London. The Galapagos islands are chosen, [-431k, -572k] for a station. The SEoA Station is the stepping stone using the Falklands. https://na-map-test.netlify.com/ First the OUTPOST would be called the East Pacific Station. The Rear-Admiral Governor “Norfolk” would control the stationed fleet there. After a time, (with localization inbound) other Royal Navy stations may open more outposts like Hawaii (Cook’s resting place) or the Marshall Islands. This linking up the Pacific with the East Indies and China Station later at Hong Kong. This Fleet, then could roam using the outposts. It would become The Pacific Fleet, with roaming squadrons North Pac Squadron, West-Pac Squadron and so on. Obviously, this is pure fiction. The economic need from the East India Company, ran India Opium to SE China in exchange for silver. Silver bought tea in Shanghai that is then transported back the long way around to London. My idea, or campaign idea was to set up a new run back to London. Is this progression realistic, from Station setup, to multiple stations, to a Fleet that then as roaming Squadrons? Using the Stations as stepping stones rather than permanent bases...? Apologies for the convoluted explanations... Norfolk.
  20. 1800s RN Squadrons Fleets and Station Question... Need some help and understanding the Royal Navy structure. Date 1808, and I want to know the difference between Stations, Squadrons and Fleets. The Station concepts look to be phasing out from this point on... Cape of Good Hope Station https://en.wikipedia.org/wiki/Commander-in-Chief,_Africa_(Royal_Navy) West Africa Squadron https://en.wikipedia.org/wiki/West_Africa_Squadron North Sea Fleet https://en.wikipedia.org/wiki/Commander-in-Chief,_North_Sea My thinking... please correct me A Squadron is More than 3 ships of the same class Rating A Flotilla is More than 1 Squadron operating under 1 Commander A Division same as Flotilla except operating as part of a FLEET A Fleet Multiple Divisions I’m assuming originally the “Station” Admiral was acting like a Flotilla or a Division like the Leeward Islands Station. Is it something to do with tech progression with Fleets becoming much more mobile, covering larger areas in shorter times? The Station becoming more an anchor than safe harbor? Any pointers, much appreciated as always...o7 Norfolk. https://en.wikipedia.org/wiki/Leeward_Islands_Station
  21. @koltes If I may say, the guide is very good and still relevant. Repeating what I’ve said above. YES, the game mechanics have undoubtably changed. However, the strategy behind the tactics have not... So, look how @koltes watches for patterns and routes. Using the Trader tool to find profitable 2-way trade runs etc... Then equip one’s self with the right ship and load out to intercept... Seriously, its more about the concept rather than the tactics. Norfolk nChance [ELITE]
  22. Originally the PCs most valued assets were CRAFT then RANK level. Now it’s Ship knowledge slots and Book skills. If I’m wrong please correct me. A total wipe would I believe attract the older veterans back to “give it a go” with a level playing field. For the Newbie, knowledge of Veterans CRAFT, Rank, Ship or Book skills carrying over would be an immediate turn-off. Imagine the bollocks on STEAM...! However, it’s a tad harsh on the current live Vets. Would this idea work... The Value Weighted Veteran Each ship slot would have a Doubloon or Cash value. A L’O third slot more than a Surprise one etc. Next Each skill book would have a cash value, some more than others. Combined, would again gain a synergy bonus... Day ONE, the Vet PC like the Newbie starts Rank1, Craft0. However, he’d have a Redeemable tab. 1. 1. Yacht (if early adopter) 2. 2. DLC purchased 3. 3. First Doubloon amount equal to total Ship slots OPENED 4. 4. Second Doubloon amount equal to total Skill books used Maybe add a CRAFT bonus also. This puts everybody on a level playing field. The problem with a delayed or time release for books or slots is it devalues the NEW economy. Turning them into cash instead will kickstart the early days of the Caribbean... The vets reforming a clan, finding a base building out the infrastructure. You get the idea. Early ‘ganking’ would be hard and @Christendom idea would come into play. Wiping just Rank and Craft is not enough, both slots and books must also go. Otherwise the new universe makes no sense. Turning them into CASH, would give a big boost to the early economy. Remember you with 3,000hrs game time experience are now let loose on a ONE-day old Universe. The Newbie’s can’t complain. Cash to them very early on is useless in such large amounts. Not sure if it would work... N.
  23. It’s a hard question with no easy answer. My main PC took an age to get to 50 craft, but the ALTs not so much. I understood the mechanic. On day ONE if your main PC and ALTs have Rear Admiral and 50 Craft don’t you think that’s an over whelming advantage for an already veteran player? Think about it... You have in all fairness supported the Game and toiled the grind ladder though... But, how long would it take @Norfolk nChance or @Anolytic or @PG Monkeyor @Wraith from a standing start to get to the equivalent Rear Admiral and 50 Craft? My thinking is not very long at all compared to the new player. It’s a question on Grind... https://forum.game-labs.net/topic/20652-the-junkie-his-dealer…/ well you might remember this... Here’s my thinking, we veterans need rewarding at launch. That reward needs to equally offset a complete flat start like everybody else. This money or whatever but not levelling... Norfolk
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