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fox2run

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Posts posted by fox2run

  1. For most players game is a couple of hours of escapism once in a while. Log on. Have fun. Log off.

    And NA doesn't provide this right now. Let me give you an example. I had fun when large battles was easy to get to.

    When Denmark and Sweden was at war and the joining times in battles where so long that you could log on, check the nation chat, sail out and join an on going battle. Fantastic to see and play.

    Now those mechanics doesn't exist anymore. It got clanbased and PB orientated.  To get into a large battle takes preparation that exceed the time aviable. Hence it never really get any fun like before. 

    So I log on and maybe fight an AI or two but that's kind of boring compared to old days, so I usually log off again and play Steel Division Normandy or similar. I love the age of sail but also like to have some fun when I play. 

    NA isn't there yet. And maybe it will never come back to the time where it was playable and fun like before.

    It was like one or two month of great gameplay in February to April 2016. Then devs began to kill the fun by making it too realistic with ROE that killed large battles and later grinding for shipbuilding etc.

    The present clan system is not for normal players with ordinary life's.

    So off course it's a small player base and an opportunity wasted.

    Sad but also truth.

    • Like 1
  2. 2 hours ago, admin said:

    I responded to your statement on "Gold dubloons is much more fantasy and something that belongs to a Pirates of the Caribbean universe 200 years before the period of NA ", by providing evidence that doubloons is not fantasy and were used much later than 1830. 

    And you copy some links about unrelated subject of carrying gold in cargo? (with minor veiled trolling)?

    This is called "moving the goalposts" where you respond to the critique of your statement by bringing another unrelated subject, making goalposts wider or moving them elsewhere.. Please avoid this on the forum. It might work elsewhere but not here. 

    I was arguing for the fact that it wasn't gold but more credit notes that where on board the vessels. (Except from far East trade where silver occurred often).

    Hence the present system mirror real life pretty good.

    Any view point that is not shared by admins are not necessary trolling. Keep this in mind. Tnx.

  3. 1 hour ago, admin said:

    Actually Double Escudo (Or common name Doubloon) was used very actively up to almost 1873

    https://en.wikipedia.org/wiki/Doubloon
    https://en.wikipedia.org/wiki/Spanish_escudo
     

    Spanish dollar or pieces of eight or piastr or Real de a Ocho was a legal tender in United States up to 1857!!! 
    https://en.wikipedia.org/wiki/Spanish_dollar

    It means General Lee and General Grant and Lincoln himself could have used the pieces of eight in paying for bread for example.  

    Not only that: The pricing of equities on U.S. stock exchanges in 18-dollar denominations persisted until the New York Stock Exchange converted first to pricing in sixteenths of a dollar on 24 June 1997, and shortly after that, to decimal 

     

    Yannick Lemarchand, Cheryl Susan McWatters:

     
    •  

     

    Here is an overview from Oxford bibliographies. If you like to go beyond the Google level of things. It was much more complex than sailing around with gold in the cargo:

     

    Introduction

    Trade and commercial development in the Atlantic world required capital, investment, and financing, both directly and indirectly. Credit was allocated, extended, used, and abused to further growth in various commercial sectors. The circulation of capital was a requisite feature of trade activity, with implications on both sides of and across the Atlantic. It was also a very social activity involving networks of partners and players across time and space. Issues of credit and debt cannot be isolated, therefore, from the broader institutional context: technical, social, and cultural. This article presents selected readings on the role played by credit (and debt) in the economic development of the Atlantic world. The scope is restricted to private rather than public credit, and to the long 18th century. Readings reinforce the nature of credit operations across the Atlantic, including merchant trade, the organization of the slave trade, and agricultural production in the colonies; and within Europe, as merchants and traders sought out operating credit and refinancing of trading activities. The nature of credit and debt cannot be understood without some appreciation for the technical tools, mechanisms, institutions, and laws in which these systems operated. Equally, credit networks were social relations within extensive and extended networks of actors subject to social and cultural norms. These norms can be apprehended more readily through the examination of the attitudes, perceptions, and values of those involved in granting and securing credit. Credit evokes questions of confidence, insolvency, risk, reputation, and trust. How these concepts were interpreted, perceived, and operationalized are important in understanding the evolving nature of the broader institutional context. Finally, while not exhaustive, this entry incorporates readings that provide a comparative dimension to this history, enabling the reader to tease out the parallels in different national histories, the divergent adaptations in various settings and contexts, from which it is possible to weave a common thread to the story of credit and debt in the Atlantic world.

    General Overviews

    The structure and organization of trade and its impacts on credit and debt have been variously examined with different emphases in terms of networks, the technical evolution of credit and trade mechanisms, geography, and institutional practices. Sheridan 1958 examines the organization and operations of the slave trade and, by extension, offers evidence of the far-reaching web of relations involved in the trade, including the long chain of credit and debt obligations. Anderson 1970 offers an extensive analysis of the English context, confirming how credit and trust relations were linked to the growth of the credit economy and the rise of the bill of exchange. In a large number of studies, three of which are selected as a starting point, Price (Price 1980, Price 1989, Price 1991) has investigated and explored the simple yet intriguing question of “what did merchants do.” Their multifaceted role as purchaser, financier, agent, and social actor was transformed in light of institutional changes during the period. The credit and market linkages across the Atlantic are well documented in Price 1980, an analysis for the British tobacco trade; themes revisited more generally in Nash 2005 with respect to the English merchant trade and its related growth in terms of scale and specialization. Price 1989 is insightful in its analysis of the dynamism in domestic and export markets and their effects on institutional arrangements and infrastructure. Price 1991 provides an important reframing of the research discussion in terms of transaction costs and their impacts on the trading activities, commission sales, and credit operations. Mann 2002 demonstrates how the evolution in insolvency legislation represented or anticipated those of mentalities. Muldrew 2001emphasizes social and cultural practices, facilitating our understanding of the profound changes in thinking that took place at the end of the 18th century.

     

    • Anderson, B. L. “Money and the Structure of Credit in the Eighteenth Century.” Business History12.2 (1970): 85–101.

      DOI: 10.1080/00076797000000001E-mail Citation »

       

      Examines the relations between money, credit, and capital formation. Outlines problems of circulation, coinage, and preferences for credit over specie, especially in areas of significant economic growth. Archival sources demonstrate the emergence of the bill of exchange, network, and trust relations as a turning point in the English credit system.

    • Mann, B. H. Republic of Debtors: Bankruptcy in the Age of American Independence. Cambridge, MA: Harvard University Press, 2002.

      E-mail Citation »

       

      A rich work on the evolution toward legislation favorable to debtors and the measures aimed at enhancing the security of credit and motivating risk taking. The entirety was grounded in recurring debates on the nature of insolvency: moral fault or economic failure.

    • Muldrew, Craig. The Economy of Obligation: The Culture of Credit and Social Relations in Early Modern England. New York: Palgrave, 2001.

      E-mail Citation »

       

      A stimulating work, at odds with the dominant vision of the beginnings of capitalism, based on multiple printed and archival sources. Examines the relations between credit practices and their cultural significance at a time, in the absence of specie, credit—in the reputational sense—was “cultural currency.”

    • Nash, R. C. “The Organization of Trade and Finance in the British Atlantic Economy, 1600–1830.” In The Atlantic Economy during the Seventeenth and Eighteenth Centuries: Organization, Operation, Practice, and Personnel. Edited by Peter A. Coclanis, 93–151. Columbia: University of South Carolina Press, 2005.

      E-mail Citation »

       

      Analyzes and compares the evolution in the roles of the various participants in the transatlantic trade to those of its sources of financing. If London maintained a central position, at the end the actors were not the same as those at the beginning: merchants had given way to industrialists and bankers.

    • Price, Jacob M. Capital and Credit in British Overseas Trade: The View from the Chesapeake, 1770–1776. Cambridge, MA: Harvard University Press, 1980.

      E-mail Citation »

       

      A pioneering study on the financing of the British tobacco trade. Examines in an extensive manner a wide variety of possible sources of financing in order to appreciate their respective contributions: merchant-firm capital, the issuance of “bonds,” bank loans and discounting, and finally commercial credit and the terms of payment agreed upon by intermediaries.

    • Price, Jacob M. “What Did Merchants Do? Reflections on British Overseas Trade, 1660–1790.” Journal of Economic History 49.2 (1989): 267–284.

      DOI: 10.1017/S0022050700007920E-mail Citation »

       

      Demonstrates that the dynamism of international trade beyond England and Scotland can be explained in large part by the development of a wide variety of credit practices, by key institutional innovations with respect to commercial and financial affairs, and by the accumulated experience of thousands of firms.

    • Price, Jacob M. “Transaction Costs: A Note on Merchant Credit and the Organization of Private Trade.” In The Political Economy of Merchant Empires: State Power and World Trade, 1350–1750. Edited by James D. Tracy, 276–297. Cambridge, UK: Cambridge University Press, 1991.

      DOI: 10.1017/CBO9780511665288E-mail Citation »

       

      Analyzes merchant trade in terms of transaction costs, noting the low cost and flexibility of the correspondent system. Insightful presentation of trade arrangements in various sectors, accounting and control systems, with rich examination of bills of exchange as a credit transfer instrument including the role of insurance in exchange operations.

    • Sheridan, R. B. “The Commercial and Financial Organization of the British Slave Trade, 1750–1807.” Economic History Review 11.2 (1958): 249–263.

      E-mail Citation »

       

      In-depth examination of the slave trade and dynamic relations between slave-trade merchants, planters, factors, and commission agents. 

     

    ATLANTIC HISTORY

  4. 1 hour ago, admin said:

    It is still under design 
    The plan has two options

    • Partial implementation
      • Just rename currencies, add gold (doubloons/double escudos) and silver coins (pieces of eight/8 reals silver coin) that will replace pvp and combat marks. Improve crafting components. Rebalance and denominate the prices (remove zeroes)
      • Implications: a little bit more immersion, but nothing changes really
    • Full implementation
      • Move to a physical coin, removing the electronic banking. 
      • Implications: Significant improvements to immersion, increased risk (especially for pvp players, who will have to carry the rewards back to ports or risk losing  them to defence fleets). 

    One would argue that because Bank of England started issuing notes in 1695 - trade should not require carrying currency in the time frame of the game, because (assuming venetians and British bankers operate in the area) you could theoretically use notes that would draw onto your main account with one of the banks. We are deliberating on this internally right now.

    Improve crafting components.
    We will adjust the blueprints for ships and goods removing unnecessary friction from the system. Some of the blueprints are just fake work and could just use raw material as the main source.  For example ship blueprints will require just logs and will not require the captain to mill the planks (as shipyard can do it on their own). This might require a resource/material wipe. If it happens we will announce some time before it happens.

    Using notes where very common in the late 18th and in the whole of the 19th century. For Denmark the German town of Hamburg played a significant role as the bank system there where known for a high degree of reliability. The captain loaned money by issuing notes that the buyer could claim. And the other way around when a cargo was selled. 

    The system required a high degree of personal trust and personal contacts where important. In mid 19th century the price on grain failed and many bankers went bankrupt as too many notes where issued without any real value. Out of this chaos began Carl Marx his analysis of some of the Hamburg bankers and thereby sparked the foundation of socialism and communism. 

    The claim contract system we have in NA pretty much mirror the real thing. Gold dubloons is much more fantasy and something that belongs to a Pirates of the Caribbean universe 200 years before the period of NA.

    • Like 3
  5. 7 minutes ago, Sir Texas Sir said:

    Actually it's not a PvP only game either.....immersing comes with hailing ships before you fire upon them.  Why would I fire upon a merchant ship when I'm out to hunt naval ships?  Maybe my government has sent me on a mission to hunt down the great Vazco Privateer of his nation and not to fight any other war ships unless engaged by them first and to ignore all trade ships.  That is immersion.  This is a Sandbox first, that means you can let your guns be your diplomat and others can let there tongues.   If this game was so realistic, guess what Prussia wouldn't be in game, Russian or Poland.  To me immersing sandbox means this is more a RP/PvP/PvE game (I won't say server cause lets face it PvE server is just a waste).   A sand box that offers crafting, trading, conquest and multiplayers, which wouldn't this mean this is not a PvP only game than?  

     

    Naval Action is a hardcore, realistic, and beautifully detailed naval combat sandbox immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas.

    What is the current state of the Early Access version?

    “Excellent age of sail combat representation
    Basic crafting
    Basic trading
    Basic conquest
    Multiple playable nations
    Large variety of age of sail vessels

    Now lets look more at the game. Show me where this is suppose to be a PvP only game?  I see a lot of great things here but being an open world sand box that means we can PvE, PvP, RP, do what every we want in game within limits of course.

    Features:

    Exciting bugs – Because its still alpha we have an interesting selection of annoying, strange, and sometimes wonderful bugs. We are squashing them one by one, but it's Caribbean - they will keep coming for quite some time.

    Enormous open world – Large open world, recreated based on 18th Century maps, historical harbors, positions, and town names. We do not believe in the various modern hand-holding markers, thus player position is not shown on the map: you will have to navigate yourself using compass, sun or landmarks. PS. battles are instanced to allow extremely complex sailing and fighting calculations for 50 ship battles. 

    Freedom – Build ships, trade, sink enemies of your nation. You can attack anyone almost everywhere. Remember that every action could have consequences. So don't attack everyone - or you will become a pirate. Conquer almost every port in the Caribbean, but remember! other adventurous captains will try to ruin your plans.

    Beautiful ships – Accurate hull models, sail plans, guns, internal upgrades, historical speed, turning and heel performance. Ships from small cutters to large 100+ gun 1st rates will allow the player to experience every possible role of the Age of Sail period. 

    Realistic sailing – Advanced wind and physics model provides for realistic portrayal of ship’s performance in the age of sail. Yard angles, ship angle to wind, fittings and ship condition affects speeds and turning rates. Correct tacking, boxhauling, clubhauling and other elements of the age of sail sailing are possible. Hidden ship characteristics will allow to gradually uncover potential of the vessel – every ship in game will be unique. 

    Historical gunnery - Realistic ballistics and cannon performance of the period. Every cannonball is tracked in the air and after it hits the target. One shot can hit the stern, damage the rudder, then hit the cannon carriage, injure crew, ricochet from the floor and hit the opposite side. Listing and wind affects the shooting distance and will require change of tactics. 

    Weapons - All major types of naval artillery are implemented: from long guns to carronades. Fort and land batteries will provide support during port battles. Mortars are coming soon.

    Damage model - Leaks, structural damage, torn sails, demasting, raking, fires and all other hazards that were possible in that era. Damage is positional: hit the gun and you might destroy it. Gunnery crews are placed deck by deck. Shot can pass through the balcony, ricochet of the gun, hit a crew member and then fly out of the gunport splashing into the water. Armor thickness and wood type is implemented and at extreme angles cannonballs will ricochet from the hulls. 

    Community driven development - Players actively participate in development and many elements of the game have already been implemented based on the player feedback. Content is immediately given out to players for testing and improvement. Share your thoughts in comments or on the forums.

    What I think is funny only the PvP only guys are the ones that keep thinking we are wanting PvE only, no we want the open world sand box that has both PvP and PvE we are promised.

    I guess they made a PvP server for a reason? 

    I like to battle versus humans more as they are harder and more fun to play with. Also more cruel. But this is well known.

    • Like 2
  6. To be casual means not having too much time to play.  To have some rewarding xp out of this game is hard.

    PvP is hard to get as too few are online. It takes too much time to figure out where to find the enemy.

    I remember many hours of wasted time sailing around, moving outpost etc to no avail.

    This is the key to a larger player base. Not some UI.

  7. 7 minutes ago, Wraith said:

    If really all you want to do is instant action, why not just organize fleet practices for your casual players?

    Why don't you understand that it is never the players fault if a game population fails?

    The game lacks fun. It had some of it back in 2016. 

    I have made a lot of feedback on this. But I'm met with an army of bezzerwizzers. If I don't find the game fun, it's my own fault.

    Ok. What about this: NA is crappy and gets bad reviews. It's a bad game with big flaws.

    You can change things or you can blame the players.

    What do you think will work the best?

    Have fun blaming, dude.

  8. Get a boat? 

    What an insult. I'm level 50. You cannot put an admiral in a boat.

    But I'm also a single player mostly, even though I'm founder of  a clan for casual players. 

    I'm missing the days where easy access to stuff meant action every night. Now things are too grindy and takes too much effort. 

    But I guess I have stated this 100 times or so. To no avail.

     

     

  9. 1 minute ago, victor said:

    If it will end up appealing just to a small minoritu of player, we will get 100 on server in prime time. And this would mean just the death of the game. 

    It has come to this. Roughly 80% has left the game. 

    It's all about the fun factor. When game is made for the elite it exclude the rest.

    This cannot be stated enough. Don't exclude players to get ships of all sizes. No player will play a game where he should play a minor roll. 

     

     

    • Like 2
  10. 11 minutes ago, AeRoTR said:

    How about this?

    Battle should be open for a long time, BUT if you arrive late, you spawn far away, you arrive 10 min later may be it will take 7-8 minutes to sail to active fighting zone ? 

     

    That would work great but it can't be done with land in battles. 

    My advice would be to make ships multi duras again. Open the battles so that each battle in reality could develop into a 25 vs 25 ship combat.

    This would be a cool game to work from. With basics in place further stuff could be implemented down the road.

  11. 2 minutes ago, victor said:

    At the end of the story that's what they really will get.

    Odds is that this will make them scream even louder about the lack of PVP and ... asking for more hardcore gameplay to solve the problem.

    It's easy to see the point ... but they simply prefer ignore it since they like so much playing the part of the elite players in a desert game, cause ... hey ... they are the elite.

    And this is ok with devs: to please the egoes a small club of players costs far less investments in programming than to build up and keep running a great MMO with a big population. So I guess that is what the future will bring to this game.

     

    Spot on!

  12. 6 minutes ago, Gregory Rainsborough said:

    But they are bad... Lying to them isn't going to make them better players either.

    Then ask yourself this: how can we keep bad players in the game? An average player would loose every second battle. A below average will win maybe 1:3. Etc.

    The goal must be that each player is capable of loosing one-two fights every day and still be in the game. 

    This should enhance PvP. 

    • Like 2
  13. No. I have turned into a PvE carebear as I can't afford to loose ships. I lost a Constitution and now I'm trying to build a third rare as a replacement.  In old days I would have 3 more Constitutions to throw at the enemy. But not now. I have 30.000 gold and no Lignum Vitae. It takes forever to build just one ship.

    PvP seems so far away for me. I'm average and there's a reason why I only come back sporadic. I guess I'm not the only one. Please consider how the casual player can come back to this game and find it playable again.

    • Like 1
  14. 3 hours ago, Liq said:

    In real life you dont have two dimensions, battle instance and a 15x compressed OW. If a battle was open forever you could call in reinforcmemts from across the map, when realistically they would have never been in the range of the battle to join. 3 min simulates that only those in range can join, as it should be 

    But then it's a game. And it's fun to be in a battle with other players.

    I think most of the PvP user will agree on this. The question is... How do we achieve this and make the right balances? 

    Boredom versus action...

     

     

     

     

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