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Rebel Witch

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About Rebel Witch

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  1. Great discussion and thank you for the replies everyone. I think it is pretty clear that the majority want a casual and fun single player game, however there is definite interest in a sandbox MMO style game using these ships and game mechanics, .... hint hint Devs
  2. Two initial options. 1. An EVE Online style open world sandbox where players create their own trading companies, merchant ships, shipping lanes, shipyards, their own ships, navies. Trade companies fight vast wars on the high sea etc. 2. A world of warships style arcade match game play where you have to play to build up to bigger ships but you repeat balanced battles against other players or NPC.
  3. I just started playing the Alpha of this game. Is there a way to pick a primary target for the main guns and to pick a primary target for the secondary guns seperately? Can we turn off our main guns while still keeping secondary guns shooting? Or turn off secondary and fire mains. Is there going to be a slow motion option for game speed or a half speed option. Will there be an option to color our ships. I am a big fan of the white colored ships of the late 1800s, just wondering if we will be able do that? Will we be able to name our own ships? Thats my questions for now. thanks!!
  4. Since the updates I have not been able to duplicate the CTD. I Run the same simulation with modern battleship vs fleet. I zoom over to enemy fleet while my shells are incoming and the game seems very stable for the entire times i try it. Job well done Dev's! Another minor issue i had before was that the enemy battleships would get to 1-10% hull and it took dozens more salvo hits to sink them. That appears to have been fixed also.
  5. modern battleship scenario vs several enemy ships. Started out fine for several minutes. Then as i moved my view to the enemy ships to watch incoming shells, just as one shell hit the enemy BB the game crashed. My ship had 12 17inch guns so not sure if the size of the salvo matters. The game crashed to desktop (CTD) after a brief second freeze up. Amazing game with so much potential, no one else is even close to this era and detail. Gold mine if done right, good luck guys.
  6. Looking forward to this game. Game Labs comes up with some great ideas.
  7. the solution is so simple to this problem. just make separate repairs in a battle have a aprox 45 min cooldown. so if you repair sails, it has to cooldown 45 minutes before you can repair sails again. you can repair hull separately, that has a 45min cooldown as well. this way you do not get screwed by using one repair and both have to cooldown that long. it also limits use of repairs so battles do go on and on and on and on.....
  8. limit all ammunition, isnt there a reason why boarding was the most effective form of combat in this naval period? because ships didnt have ENDLESS supplies of ammunition to circle around firing for hours at a time. the devs would do the game a favor by limiting ammunition to force players to make hard choices and to put more focus on boarding in the game. all of which is 'more' historical and immersive. on that note. there is a reason why pirates in smaller ships boarded much larger ships, because sailors were not marines. sailors were not fighters so an experienced group of cutthroats usually made easy work of a ship without marines.(in boarding)
  9. Not everyone wants to play the game like you do KOC, there is a very good reason why the Devs made safer areas around the unconquerable ports and its working to slowly build up population again. This game will have more people playing if it has a place for both PVPrs and carebears. You have 99 percent of the map that is all out pvp, stop trying to take the 1 percent from carebears it wont help the server or the game, only hurt it.
  10. repairs in the game are out of control and needed limitations in battle especially pvp. battles need to be shorter not made longer with unlimited use of repairs that gets old for everyone. i like the idea of having one or two shots at repairs and thats it! either that or make it so repair times last A LONG TIME like 25minutes to repair that way players need to think long and hard about using manpower on repairs during a slug fest. they also need to give us limited ammunition which would bring a whole new dynamic to the game that would be both more realistic and challenging for all naval battles, as well as correctly fill up those empty warship holds with ammunitions, supplies etc for war, not fish, bottles and cargo.
  11. Im starting to agree that the open world sailing speed needs to be increased , we are in testing so why not try it, yep it may help.
  12. The devs are starting to create a true sandbox where both PVP and carebear pve is welcome on one map. That will help longterm to bring more people. However, i will agree that PVPrs need more help in finding other PVPrs to fight with. One of the biggest hindrances to PVP in this game is the RIDICULOUS amount of time it takes to sail around just to find action. People are starting to call this NAVAL TIMESINK not NAVAL ACTION. Here are my proposals to help players who want to PVP find each other, bring them together and spur more pvp on the server without impacting the carebear safe areas. Combat news was a great first step in encouraging and rewarding PVPrs. Lets take it a step further with a server leader board for top killers, top damage dealers etc. PVPrs often love recognition for their efforts, so leader boards for the winners is great. Thats just cosmetic though, here are ideas to bring them together. The devs need to realize that the time it takes to sail to find PVP is hurting the game. this is not real life sailing, its people on a computer trying to find fun, sailing for hours finding nothing gets old FAST. Create a pvp challenge option in the UI screen, lets say a player is bored he wants to pvp and doesnt have time to sail around. He clicks on a tab, pushes a button to add themselves to a challenge list and another player looking for pvp notices the challenge waiting and joins it. They could tier them by BR to help make the pvp more balanced i recommend just using BR for your ship and fleet. That way pvp battles can be much more varied. So a 1st rate can face off against a combined fleet of 3 frigates (1 player 2 in his fleet) for example. That way its not just 4th rate vs 4th rate or 1st rate vs 1st rate. it gives players options to do an assortment of pvp battles at small scale. player vs player. Next idea..multi idea read carefully. King of the Hill zones, circles and clan ownership of areas of ocean territory. Create King of the Hill (KOTH) zones around the map. PVPrs go to a KOTH circle on the map, a central circle where players meet to fight each other with their ships. These KOTH circles serve as a gathering place for Pvp but also for control of the map as well. KOTH circles are surrounded by a KOTH zone which is a large area of open ocean that the winning side literally controls. Control over an open ocean area would matter if the Devs could make the zones taxable or tolls. So if your clan takes over a KOTH zone and controls it, any ships passing through that KOTH zone must pay a toll to pass through it. If they dont pay the toll maybe npc ships of your nation attack or something. The idea is to make KOTH zones not just magnets for PVP but also matter in the open world as ways to now control large areas of ocean with your clan. Lets say the ocean territory idea doesnt work for the devs? Fine, but at least the KOTH circles should not be too hard t implement to be magnets for pvp and challenge areas for pvprs to control. I hope naval action legends is incorporated into naval action and not a stand alone game because NAL will spur on more pvp in NA and also be a huge boost for crafting and trade.
  13. Saying that PVP is dead on a PVP server because of safety zones that make up less than 10% of the server. Then suggesting a new safety zone thats smaller as if that will save pvp on a pvp server? The safety zones are not the problem for true PVP, its a problem for those who want to gank easy targets. Thats why the Devs put up those large safety areas to encourage MORE players to one server. So carebears and new players have their safe zones and options to go outside of them and the PVPrs have the rest of the map to do PVP. Lets come up with ideas that make sense to help PVPrs find each other and fight each other. Leave the carebear areas alone, they are not your problem when you have over 90% of the map and ports to play your pvp games.
  14. Im on board with a server that lets all players have options for play style. The devs are moving in that direction, they are doing a fine job. this game has a bright future for pvp and carebears alike.
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