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Anymn

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Everything posted by Anymn

  1. I'm late to the party, but I really despise any wipe of xp. It's true, I grinded completely up in 1 month, but I also did that with the promise in mind that xp were here to stay. It makes no sense for a PvE server to force people to grind again. But what should I say? Let me quote these old, wise words, and live on.
  2. While I can see that fast SOL's can be abused on the PvP server, teak was used for constructing the following second and thrid rates: HMS Ganges (1821), 84 guns HMS Asia (1824), 84 guns HMS Bombay (1828), 84 guns HMS Cornwallis (1813), 74 guns HMS Wellesley (1815), 74 guns HMS Carnatic (1823), 74 guns That is, if the Wikipedia is correct.
  3. Thanks for the great work, it's very useful. However I encountered a bug that I can no longer see the different wood type effects.
  4. I love how the system works currently. Reals are mainly obtainable by trading/crafting. Doubloons are mainly obtainable by combat. You'll need to do either both, or find someone who does the other thing and exchange. What might need to change, is giving new accounts some starting capital (25.000?), so they can start with some trading/crafting immediately instead of painfully grinding those starter credits.
  5. To help (new) players with making long term goals, I suggest a Captain's Diary, which contains: Collectible pages in which you can track: which kind of fish you caught at least once; how many of each kind of ship you've sunk; which skill books you've learned and which not; which harbors you've visited; which ships you've fought with at least once, as well as compare their stats; Achievement pages, in which you can earn (Steam) achievements for goals like: earn 50.000, 500.000 and 5.000.000 by trading sink 10, 100, 1000 7th rank ships sink 4, 6, 8 first rates in one battle win a 1 vs 2 without using repairs etc. Statistics pages, in which you can check: how often you've sunk how accurate you are at firing how many (port) battles you've did A nice twist could be, that when you sink someone, you can read that captain's diary.
  6. So, you suggest that a port stays effectively neutral after a win. That's exactly what I suggested with port raids, but instead of that you have to defend the port after capturing, you'll get the benefits paid out at once.
  7. First to counter some points: We think the Map is perfectly sized for the peace server. There is enough space for solo gameplay, but also some busier ports in which you can interact with other players. I've never seen people complaining about the map size on the Peace server. A smaller map is not needed and takes more development work instead of less. It costs no power whatsoever to have two servers online at the same time. It requires an exact copy of the war server with a few flags edited on 'off' like port battles and player battles. The above suggestions are rather easy to implement, as all 99% of the code is already in the game. They only have to make a accept/ignore player battle button, and the solution about duals is implemented. What I taste in your comment, is that you love the war server. I think you're completely right to do what you think is fun. What I don't like, is that you deny others to have fun on the way they do like it. The peace server has it own right of existence, because the play-style is so much different. It's not fun for either party to merge both servers, as we both have to give things up. Not everyone likes to be full-time on high alert, and the peace server is a perfect place for that. What I'm asking for, is additional content that would add to the experience of the Peace Server, which doesn't cost a lot of coding work but still retains the feeling of peace.
  8. The problem with claiming ports for your nation, is that it caters first comes, first serves. Once taken, it can't be taken back as there is no PvP combat. I gently disagree. The main idea about the PvP/war server is that you are in a constant fight around ports (RvR) and that you are always sailing in a fear to be attacked, taking calculated risks. Killing enemy ships is therefore a necessity to also gain an economical benefit against other nations. The PvE/peace server on the other hand is for a relaxing, safe experience, and having a mutual agreed duals does only add content for those players. It doesn't take away any content from the PvP server. On a broader perspective: I think decisions about content should not be made based on the fact that some people might change servers, nor that either of the 2 servers have any reason for exclusivity of content. Decisions about content should be made by: Does the new content adds valuable gameplay? Does this content fits in the nature of the game / server? In case of the War server, mutual agreed PvP would make no sense, because of the RvR nature of the game. On the peace server, I think it could benefit the game experience for players.
  9. But why is an equal start necessary on a PvE server? It doesn't matter if someone has 30 first rates, all golden. They worked hard for it, let them have their fun.
  10. I would love to suggest some Co-op options for the PvE server, as there are currently no port battles. These co-op activities would be optional, so the peaceful, relaxing nature of the PvE server would not be changed. Port raids. Essentially just port battles against an AI fleet, raids will allow players to group up and fight for a port. Once captured, doubloons will be handed out based on battle performance. Duals. Players are able to challenge each other in the OW, and with mutual agreement a PvP battle is started. NPC Blockades. A group of 5 - 10 NPC's will blockade a random port. This will initiate a 6 hours long lasting battle, which all players can join. When a port is blockaded, you cannot enter this port directly. You'll have to join the blockade instance and sail your way through the enemy lines into safety of the coastal defenses, if you want to move into the port. A coordinated player fleet however can also kill all NPC's, after which the port is free to enter again. Can be BR limited to create a challenge. I don't know how this would work out on the PvP server (option 1 and 2 would be redundant), but I think option 3 could also be fun on the PvP server.
  11. I'm wondering what purpose a PvE server wipe would serve. The only thing I can imagine, is that there would be a fair starting point for everyone. But considering there is not competition on PvE anyways, that really isn't a big deal. The drawbacks however are not good. Players will lose a lot of progress in their ship/upgrade collection without any benefits.
  12. As an PvE player, I think that NPC aggression could be a good addition, if it's done right. For me, that means: Only warships will be attacked and traders with the smuggling flag on. No tagging at (in-game) night time, allowing smugglers to get into an enemy harbor safely. Relatively fair odds, with a max difference of 33% Battle Rating. Player should be able to join a NPC fleet of their own nation by paying protection money, meaning only other large fleets will be able to attack. Drawback is that you'll be slowed down in comparison to manual OW sailing because of wind directions.
  13. For the quote: I've made a mistake in editing my own post. Most likely a lack of coffee. I understand the modding idea, but I'm not sure how that would work out in an MMO. What I could foresee however, is e.g. a monthly contest to submit quest scripts, which could be implemented in the next patch. I'm sure there is enough creativity within the community to come-up with realistic scripts. Once the system is in place, adding new quests shouldn't be too much work, as it doesn't change current game systems; it only chains them into a logical and challenging order.
  14. Yes indeed, I'm that one! Well, you don't really need fully 3D modelled figurines. A 2D portret in the new UI styles with the quest plot in text would already defintely do it. The best thing would definitely be that it is optional content. That never hurts, but retains players who like that content. It adds additional sand to what already is a great sandbox.
  15. I would love to see a how-to-start-with-crafting guide. I rejoined the game after not playing for a while, and fail to comprehend how to craft. Unfortunately, a lot of the crafting guides available are outdated, using the old UI for example. Any help?
  16. After playing a while on the PVP server back in 2015-16, I joined the game back again, this time on the PvE server to get a somewhat more relaxing experience. Starting as a rookie, I finished the endurance exam, but I'm still struggling with the Final Exam. That doesn't matter at all, it's supposed to be hard as it is the final exam. However, I dreamed a bit around and felt I was missing a crucial thing for the full PvE experience of new(ish) players: Story line quests / Campaign: a series of story driven quest telling me to sail from A to B, defeating a PvE pirate underway, smuggle a bit of contraband goods for my country and other 'meaningful' orders. A good example for a starting story, could be the following: Quest 1: On the market, a trader asks you to start fishing, as there is a huge shortage of fish. Player starts fishing, finds different kinds of fish, and sells it for a good bargain to the trader (small starting capital for the player). Quest 2: As there is still a huge shortage, player is questioned to go fishing again. However, he manages to catch a bottle with some inscriptions in it, pointing out someone is in a dire need to be salvaged on coordinates X/Y. Player rescues someone from a raft. The rescued person is thankful and rewards player with money. Quest 3: As the player starts talking with the rescued person, he points out that he was a trader who has a feud with another trader. He thinks that trader hired some pirates for sinking his ship. Player starts investigating by visiting 3 nearby cities for information, and sails back to report to trader. Reward: sailing experience, player learned to navigate on open seas. Quest 4: All proof points towards pirate X, who might be responsible for the attack. Players will hunt down the pirate on the open seas, and is required to board him to capture the captain alive. Reward: new ship (lynx) and player practiced the boarding mechanics. Quest 5: After a thorough hearing, the pirate captain refuses to tell anything. However, the ring he's wearing, looks familiar to the saved trader. He found out that once these ring might be of one of his friends, who used to live near free harbor X. Player goes there, and finds out that he's no longer there. All traces point out that the trader sailed to city Y but was captured halfway by the pirates. Quest 6: Player is towards a pirate harbor, and has to sneak in the enemy port using a false flag. When arriving there, he finds out that indeed the friend is captured, and is forced to work on one of the 3 pirate ships. Player sails back to the trader, and together they decide that they'll rescue the friend. Quest 7: Players boards 3 ships and finds the friend. That friend happens to have good connections around the world, and ask you to become part of a nationality of your choice, opening up to 3 new quest lines. Reward: sum of money, experience and player chooses his nation he wants to sail for. Etc. Now, why would NA needs this? Firstly, new players, just as me, struggle to find something meaningful to do in NA. I just joined again, got myself some money by trading, and I'm now looking for ways to increase my experience level and looking for ways to earn more money. A story driven quest would give some guidance in mastering the game again in a relaxing pace, and ensures me to play the game for as long as the duration of the quests. So basically, it helps player retention. Secondly, the 'new player'-quests will be in a save zone, save for PvP and ganking. After finishing their 7th quest, they decide which nation they'll join, making their choice more informed and based on in-game information. The new player can starts his adventure a bit more 'solo', allowing more people to stick to the game. After that, the 'experienced player'-quests are spread further away, and requires player to sail bigger ships, defeat bigger enemies. On PvP servers, this ensures a steady supply of players trying to sail certain routes with valuable goods, which can be captured. However finishing the quest also will net a great reward, netting the player who manages to do them a good profit, even when losing some ships. Quest can give end-game goals for players, for example a non-tradable crafting receipe for non-tradable upgrades for your first rate ships. Quest can help people find each other in the game, as they are sharing a common goal. An example could be a quest which you need help of someone else with. This brings people into contact with clans. Quest add solo content to the game, both enjoyable for the PvP as the PvE server. Quests can give a reason the explore a vast majority of the map, instead of just sailing around your starting harbor. Quests can smooth the leveling grind in a structured way. Now, I know Naval Action is a historical correct game. However I really think above mentioned stories are very possible without losing that realistic feeling. In my opinion, having just a touch of a RPG, this can be very useful for both player induction, as well as player retention. Once the system is in place, it also opens up the way to more and more quests, some maybe even as a DLC. I would really enjoy some extra goals and many with me. Furthermore, I think it's a very important thing Naval Action should do in the near future, as a good quest line really can have a positive effect onto the economy (which rewards do you give?), the meta (players not sailing alone with their expensive ships as there is no reward for doing it) and the player retention. At the same time, it has no drawbacks, because any player can ignore their quests at any time. What do you thing about this suggestion?
  17. When the problem is santisimo creep, there is a very simple solution: make strong ships expensive to sail. So, e.g. 5th rate is money maker, 4th rate doable, 3rd obly profitable while doing well and 2nd and 1st very expensive. Higher the costs of repair kits and fix the ammount of gold earned for battles. I prefer a good economy where gold is the limiting factor to play ships. Time should never be a limiting factor. The XP requirements are already grindy for a occasional player. Do we need crew for such a balance? No. Should devs focus on implementing? No. Please fix the economy First.
  18. I'm not liking the lord system actually. I would propose that voting does depends solely on your activity in the last 30 days in PVP. Every won port battle gives players 10 points, every won PVP battle 1. (example) A ranking will be made based on the number of points. The top 25-50 players on this ranking will be able to vote (5 power) and can join the politics chat room. The next 100-150 players on the ranking can vote too (1 power). Benefits: The voting power is directly where it belongs: at the players who play regularly and do PVP. Players can directly influence whether he/she can vote. All clans or players who claim that they deserve political rights, can prove this by being active. Not being active = no voting rights. It also eliminates the problem of inactivity. When Lords get bored and are not online, how can you make decisions? There are no unfair safe ports for the early players. (ports near capital are usually safer, so they can't be taken over). Players have to play a lot of PVP for a whole month. This gives them time to acquire knowledge about politics. Probably you might want the same kind of system for crafters, like: Craft 1st rate ship: 10 points; Craft 2nd rate: 5 points; Craft 3rd rate: 3 points.
  19. What about survivors? Can I pick up swimming sailors once my enemey ship is sunk? Or force captives to work on my vessel after a successful boarding?
  20. I really like this system. However, I think some things are lacking. Some players are playing this game on a more individual level, and might disagree with their nation's leaders. Therefore, I propose nation switching. For example: if I don't like where my nation is going (e.g. declaring peace with everyone), I suggest that as a player without voting rights, I will have the option to leave the nation and join another nation. Doing this will give me a fixed time of 1 month to re-integrate (*learning the language*) before I can take part in political affairs in my new nation.
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