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JazAero

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Everything posted by JazAero

  1. I see this happening all the time, just go to the port of Havana and it happens constantly ships coming from the woods and Doc at the pier..
  2. 3695 hours Played! Battles in raging storms with high seas were Epic!! I missed the big swells They never should have been removed !!. The First time I reached level 50 craft and built my first gold Santisima . The absolute friendly Camaraderie on the PVE Servers And the way we all help each other and support each other in battles and Also in just learning the game and leveling up. Exploring new coastlines and attempting real navigation Before the grid cheat system. (Which would not have been necessary by the way if we just had accurate compasses Instead of the little toy compasses) I also miss the fact that it was the only game I've ever played in my 60 years where I was able to engender my family to play also, even my Older sister! . We got to enjoy something that Bridged generations that didn't require Memorizing 1 million esoteric control buttons or twitch reflexes that could be played at a much More leisurely pace and required a little planning. The fact there was something in that game for everyone whether you just wanted to be a merchant, or you wanted to engage in epic battles, or you just want to teach others. Or if all else just sailing And exploring. I also Enjoyed sinking a ship with a Single lucky shot from the mortar Brig 308 mortar. The first Time I Used the fire ship To set fire to an opposing fleet. There were a lot of moments like these . Especially the ones where we were able to create maximum slotted fleets of players to go Into epic battles. And many more
  3. excuse me, but it is the developers themselves that are promoting this as a realistic sailing simulation and not just a game, as a matter of fact they have reiterated this several times in several other threads. please read some of the other threads on this issue.
  4. I hope the @admin actually reads this. Because I never got a response from you guys. (reprinted from elsewhere) The problem with the game as it stands is that you are attempting to create a sailing simulation without the simulation. There are too many things wrong with this in its current form to Call it a simulation. So here are some suggestions on how to fix it and achieve the goals you set out for yourselves . Give us the ability to sail our ships properly in open world. Give us the ability to change our viewpoint while on the deck. If we use the binoculars let us get up into the crows nest. Change the view position from the rear of the ship to the front of a ship or amidships etc. Make the crews useful, provide the ability to set and change your sails in open world. Provide for periodic maintenance for your ship while underway. Replace broken line and split masts or scrape the barnacles to attain one or 2 kn more speed. In other words give us something to do other than just staring at the screen while sailing and watching YouTube videos on the side out of boredom. Additional thoughts: Get rid of the compressed timescale, and, while on the subject of scale, it appears that the scale of the ships doesn't match the scale of the landscape. This needs to be looked at. Get rid of the rotating wind. You need to include realistic wind and wind directions including Tradewinds and realistic tides. this will have the additional effect of creating natural bottlenecks forcing players into close proximity just as they would in real life. Bring back real world weather including real-world storms, not this watered-down version we currently have. Sailing into a storm should be a very bad thing to do. if done, it should be done properly bow into the waves and reduced sail or risk broken masts or worse, being capsized. Wave action should mimic real world wind driven waves, which respond to inclement weather and have the ability to do damage to ships if improperly sailed. Get rid of all instancing. If you're going to have open world sailing, then make everything open world including engagements. Having said that, if you're intent on instancing combat, Then it should at least have the wind reflect the direction and speed as it was in the open world when the instance was started. With regards to maps and charts, get rid of the premade gridding system. Give players the ability to chart their own course and annotate their own maps. Give us maps we can markup. and, additionally give us proper navigation tools and realistic stars to chart our courses and take fixes to determine our position. Give us a virtual sextant to take readings with in the daytime, and an actual working ships compass with proper Gradiations would be nice, not some tiny display with bad markings on the bottom of the screen. Not everything needs to be on the maps and charts. you need the ability to discover new lands. This was a time period of discovery. While certain countries and Navies had standardized charts, this was a time when captains created their own charts and often modified the ones they were given to reflect their new discoveries and new wind and Tide patterns. There is so much that can be done in this respect, I'm probably just scratching the surface. Ships need to be given the ability to extinguish their lights at night to give them a chance to run away from a Pursuer. To summarize; there is so much more you can do with this game to make it a true sailing simulation and you have not even scratched the surface while at the same time claiming that this is a simulation of the age of sail. trust me, it's not even close, But it could be..!
  5. The problem with the game as it stands is that you are attempting to create a sailing simulation without the simulation. There are too many things wrong with this in its current form to Call it a simulation. So here are some suggestions on how to fix it and achieve the goals you set out for yourselves . Give us the ability to sail our ships properly in open world. Give us the ability to change our viewpoint while on the deck. If we use the binoculars let us get up into the crows nest. Change the view position from the rear of the ship to the front of a ship or amidships etc. Make the crews useful, provide the ability to set and change your sails in open world. Provide for periodic maintenance for your ship while underway. Replace broken line and split masts or scrape the barnacles to attain one or 2 kn more speed. In other words give us something to do other than just staring at the screen while sailing and watching YouTube videos on the side out of boredom. Additional thoughts: Get rid of the compressed timescale, and, while on the subject of scale, it appears that the scale of the ships doesn't match the scale of the landscape. This needs to be looked at. Get rid of the rotating wind. You need to include realistic wind and wind directions including Tradewinds and realistic tides. this will have the additional effect of creating natural bottlenecks forcing players into close proximity just as they would in real life. Bring back real world weather including real-world storms, not this watered-down version we currently have. Sailing into a storm should be a very bad thing to do. if done, it should be done properly bow into the waves and reduced sail or risk broken masts or worse, being capsized. Wave action should mimic real world wind driven waves, which respond to inclement weather and have the ability to do damage to ships if improperly sailed. Get rid of all instancing. If you're going to have open world sailing, then make everything open world including engagements. Having said that, if you're intent on instancing combat, Then it should at least have the wind reflect the direction and speed as it was in the open world when the instance was started. With regards to maps and charts, get rid of the premade gridding system. Give players the ability to chart their own course and annotate their own maps. Give us maps we can markup. and, additionally give us proper navigation tools and realistic stars to chart our courses and take fixes to determine our position. Give us a virtual sextant to take readings with in the daytime, and an actual working ships compass with proper Gradiations would be nice, not some tiny display with bad markings on the bottom of the screen. Not everything needs to be on the maps and charts. you need the ability to discover new lands. This was a time period of discovery. While certain countries and Navies had standardized charts, this was a time when captains created their own charts and often modified the ones they were given to reflect their new discoveries and new wind and Tide patterns. There is so much that can be done in this respect, I'm probably just scratching the surface. Ships need to be given the ability to extinguish their lights at night to give them a chance to run away from a Pursuer. To summarize; there is so much more you can do with this game to make it a true sailing simulation and you have not even scratched the surface while at the same time claiming that this is a simulation of the age of sail. trust me, it's not even close, But it could be..!
  6. I don't see it that way. The way I interpret It, the developers made a decision and The community Responded and gave their opinions in overwhelming numbers. Which caused the developers to rethink their Original decision. I for one am grateful that the developers of this game Actually listen to their customers. More Companies Should emulate that. It's not the developers fault if you're inconvenienced during testing. That's what we are doing here. I view all assets including experience as fluid until the game goes live in its final form. And I have over 1 billion in assets as well. Wouldn't bother me one bit, if it all went away In favor of quality development.
  7. you need to check your spelling, excited = gleeful, enthusiastic what you wrote exited = left, or leaving I think that word doesn't mean what you think it means, :-) LOL
  8. Okay I just made a very long and lengthy reply on another thread that was basically rendered moot by this thread but I will repost it here anyway because I think it has good ideas. At the risk of being keelhauled, I would suggest you not stop there, I believe you should wipe everything including experience Rank but leave the crafting levels Alone. Before I get tarred and feathered heres my reasoning. I've stated earlier posts That the biggest problem with this game has always been lack of progression beyond the rank of Rear Adm. once this rank has been achieved by a player everything becomes boring and redundant. So I believe If you By necessity are going to go through the trouble of wiping everything else we should all just start over completely Anyway. and at least that way we'll have A goal to work towards once again. Part of the charm of the game from the point of the PVE player at least has always been in my opinion the fact that During every single Day of gameplay You would see the Spontaneous formation of what I call Player experience fleets.. Players who would work together towards a common goal of increasing their sailing ranks By engaging in Large scale Fleet actions. It's what made the game interesting and forged a lot of friendships amongst the players By the very necessity of working towards a common goal. Definitely, One of the better Aspects of the game. But I would wager if everyone had to do it again the same result will occur we would once again work cooperatively as we did before. You could even structure the point system so that engaging other players Or other PVP activities are more valuable point wise Than engaging in NPC Fleet actions. The reason I would say not to zero out the Crafting levels, because that would at least keep existing players in the game by allowing crafters to supply ships and materials to the other players In their bid to regain their ranks. And finally Admin's you Absolutely must Provide a progression beyond the rank of rear admiral. players need a goal to work towards to maintain interest in the game. And sad to say creating trade routes between players is not the answer. All that accomplishes Is creating a grind and once again gets boring and redundant and Causes people to leave. I Would also suggest doing away with the designations PVE and PVP entirely and just Create one designation of PVW. For the sake of solidarity and Player camaraderie. Having players from two different groups Designations, on the same server is what creates that "us versus them" mentality that is detrimental to any game. The easiest way to fix it is to not have distinctive labels for players and have everyone play under the same label. Hence PVW "player versus world". One last point with regards to smuggling flags. What's the point of smuggling if you're flying a flag that says your smuggling? This never made any sense to me whatsoever. No one should find out if Whether you're smuggling or not unless you are pulled Into an instance And inspected or your ship is inspected entering port. Players can Also determine who the smugglers are just by observing their movements. And that's the way it should be. It would become fairly obvious that a French player entering a British port Etc. must be a smuggler. It is certainly not necessary to fly a flag for all to see advertising that fact. You could easily add a command Within Open world menu of Calling for inspection Of ships encountering each other. Doing so Would start An inspection timer Giving the Hailed vessel an opportunity to run or Forced to submit. In the case of submission ships are dropped into an instance For inspection which starts another Timer in which No cannon may be loaded Unless the timer runs out before the inspection has taken place signifying the intention of the hailed vessel to avoid the inspection entirely. Once the inspection command has been invoked And ships enter the instance the timer begins And Players would then have The choice of either sailing away to avoid the inspection or to Sail in close to each other and engage in a special inspection option of the boarding menu Call it "Cargo inspection". The opposite of that command from the defenders point of view should be a "avoid inspection command" Which would Decrease the % of being detected as a smuggler. Failure to invoke that command would result in a 100% detection rate. Additional percentage modifiers could be stacked based on ship type and proficiency of the captain at avoiding detection. During this phase All other Combat and boarding commands would be greyed out. And combat should Not be possible until the Either the inspection timer runs out Without a submission, or upon completion of the "inspection" and Then only upon the revelation or discovery of a smuggler by way of finding the contraband in which case the players can be given a choice to surrender the contraband either all or in part as "payments" Or to disengage from the boarding inspection and take one's chances attempting to run. However if the choice of payment is made and Upon completion of said payment the instant ends And all ships are returned to open world The ship which incurred the inspection would have another timer set so that it could not be "Inspected" for an arbitrary amount of time I would say two hours real-time should be good. or if In the case of a smuggler that refuses the inspection both ships can choose to disengage, running, or fighting As per usual combat rules And timers. Anyway this is how I would do it.
  9. At the risk of being keelhauled, I would suggest you not stop there, I believe you should wipe everything including experience Rank but leave the crafting levels Alone. Before I get tarred and feathered heres my reasoning. I've stated earlier posts That the biggest problem with this game has always been lack of progression beyond the rank of Rear Adm. once this rank has been achieved by a player everything becomes boring and redundant. So I believe If you By necessity are going to go through the trouble of wiping everything else we should all just start over completely Anyway. and at least that way we'll have A goal to work towards once again. Part of the charm of the game from the point of the PVE player at least has always been in my opinion the fact that During every single Day of gameplay You would see the Spontaneous formation of what I call Player experience fleets.. Players who would work together towards a common goal of increasing their sailing ranks By engaging in Large scale Fleet actions. It's what made the game interesting and forged a lot of friendships amongst the players By the very necessity of working towards a common goal. Definitely, One of the better Aspects of the game. But I would wager if everyone had to do it again the same result will occur we would once again work cooperatively as we did before. You could even structure the point system so that engaging other players Or other PVP activities are more valuable point wise Than engaging in NPC Fleet actions. The reason I would say not to zero out the Crafting levels, because that would at least keep existing players in the game by allowing crafters to supply ships and materials to the other players In their bid to regain their ranks. And finally Admin's you Absolutely must Provide a progression beyond the rank of rear admiral. players need a goal to work towards to maintain interest in the game. And sad to say creating trade routes between players is not the answer. All that accomplishes Is creating a grind and once again gets boring and redundant and Causes people to leave. I Would also suggest doing away with the designations PVE and PVP entirely and just Create one designation of PVW. For the sake of solidarity and Player camaraderie. Having players from two different groups Designations, on the same server is what creates that "us versus them" mentality that is detrimental to any game. The easiest way to fix it is to not have distinctive labels for players and have everyone play under the same label. Hence PVW "player versus world". One last point with regards to smuggling flags. What's the point of smuggling if you're flying a flag that says your smuggling? This never made any sense to me whatsoever. No one should find out if Whether you're smuggling or not unless you are pulled Into an instance And inspected or your ship is inspected entering port. Players can Also determine who the smugglers are just by observing their movements. And that's the way it should be. It would become fairly obvious that a French player entering a British port Etc. must be a smuggler. It is certainly not necessary to fly a flag for all to see advertising that fact. You could easily add a command Within Open world menu of Calling for inspection Of ships encountering each other. Doing so Would start An inspection timer Giving the Hailed vessel an opportunity to run or Forced to submit. In the case of submission ships are dropped into an instance For inspection which starts another Timer in which No cannon may be loaded Unless the timer runs out before the inspection has taken place signifying the intention of the hailed vessel to avoid the inspection entirely. Once the inspection command has been invoked And ships enter the instance the timer begins And Players would then have The choice of either sailing away to avoid the inspection or to Sail in close to each other and engage in a special inspection option of the boarding menu Call it "Cargo inspection". The opposite of that command from the defenders point of view should be a "avoid inspection command" Which would Decrease the % of being detected as a smuggler. Failure to invoke that command would result in a 100% detection rate. Additional percentage modifiers could be stacked based on ship type and proficiency of the captain at avoiding detection. During this phase All other Combat and boarding commands would be greyed out. And combat should Not be possible until the Either the inspection timer runs out Without a submission, or upon completion of the "inspection" and Then only upon the revelation or discovery of a smuggler by way of finding the contraband in which case the players can be given a choice to surrender the contraband either all or in part as "payments" Or to disengage from the boarding inspection and take one's chances attempting to run. However if the choice of payment is made and Upon completion of said payment the instant ends And all ships are returned to open world The ship which incurred the inspection would have another timer set so that it could not be "Inspected" for an arbitrary amount of time I would say two hours real-time should be good. or if In the case of a smuggler that refuses the inspection both ships can choose to disengage, running, or fighting As per usual combat rules And timers. Anyway this is how I would do it.
  10. I too have 3,685 hrs on record and I could not agree more with the statements made above. I know the developers have tried to listen to players in the past with some good results and some not so good results. Having said that, I also believe that this is one of those times when they really do need to listen to us. Because as sure as I'm writing this they are going to lose a lot of customers and it is true that one disgruntled customer will tell the world, and that has a negative impact on any game. Naval Action
  11. You could be right, perhaps I am being a bit overly dramatic. Having said that however I do stand by the observation of demographics with regard to average age groups. I like to think that on the PVE server I am fairly well respected, and never hesitated to help or assist my fellow players Including and especially the brand-new players. But it has been my experience that on the PVP servers new players are often looked at as targets. And while I'm sure there are exceptions to any Observation I have never encountered the type of Destroy the other player at all cost mentality as I have witnessed on PVP. So I really have to wonder if buying these two groups on one server is a wise decision. I guess that's all I am really trying to say here.
  12. that's wishful thinking but not practical, you are overlooking the most obvious observation, and that is the demographics of the two groups that play. PVE players tend to be older more mature and much more mellow about their play style. We have developed friendships and very good working and playing relationships. On the other hand PVP players tend to be much younger less mature more melodramatic in both their play style and in their messaging on the chat boards. I often equate visiting the PVP servers like jumping into a sewer. So no I do not believe this grand experiment of combining the two groups is going to work and you are going to lose a lot of players. what works in eve, works in eve, but this is not eve,. If we wanted to play that game then that is what we would be playing. But this is the game we chose. I know of some older players who have never played any video games but find they like and enjoy this game. You are taking that enjoyment away, for what purpose I cannot fathom. I can only assume that the age group of the developers is more closely related to the age group of the PVP players. Perhaps you should do a survey or check your demographics. at the very least . if you feel you must combine the two servers for financial reasons, then restricting one group over another to certain play areas is just flat out wrong. People should be given a choice of what country they play for and what geographical area they choose to play in. And restrictions should be placed on encounters the way they are in other games using a selection system selection a, you can be attacked selection b, you are safe but even that I fear would not be enough.
  13. I and my brother and sister, all three play this game and we are unified as well as many of the players posting in the game chat that we absolutely will refuse to play this game anymore if it goes to PVP style. I don't think the developers realize that there is a very large core group of older players who enjoy this game for its relaxing almost nostalgic and romantic tone of the game. We feel it's the kind of game made for people like us who don't want to be involved with kiddy twitch shooters, and ganking squads of amoralistic, immature, frustrated Eve players. It has been said that the developers are patterning this game after Eve, I would highly caution against that, if we wanted Eve we would play Eve. If we wanted call of duty we would play that game, if we wanted Elite dangerous or any of the other first-person shooter style dog eat dog economy games then we would play those games. But we choose instead to play this game because it offers a game style unique unto itself and does not have to emulate anything else out there. the only thing that has ever been missing from this game in our humble opinion, meaning me and my siblings and close friends, is the lack of vertical achievement beyond the rank of rear admiral. Because once that rank is achieved all gameplay becomes obsolete and redundant. All the developers really needed to do was to create an achievement progression comensurate with both period and play style inherent in this game. there is a camaraderie among players of this game that you don't usually find in games of any genre, I believe a lot of that has to do with the average age and maturity level of the player base on the PVE server. if you start throwing those people in with the younger PVP demographic you're going to have a mass exodus on your hands. So that's my two cents for whatever it's really worth
  14. I have submitted 2 bug reports now. With no response. I am unable to play the game at all. My ship has appeared on dry land with no hope to recover. I cannot sail or move. My holds completely full, including labor contracts. I had recently acquired. I do not wish to lose these. Since they are becoming very rare and difficult to obtain. Does anyone know how to get the ship back into the game without destroying everything and teleporting?
  15. it almost sounds to me like this game is going to go strictly PVP. Where are the changes for PVE spelled out? and how do they differ from these ? many of these changes have no effect in the PVE world.can you please clarify this?
  16. Re: leader boards. no leader boards. Please. Once you take a game of this caliber and introduce leader boards you basically reduce the quality of the game. if you took a poll you would find that many of your players have no desire to play a nautical version of call of duty. leader boards destroy simulation style games such as this one.. they reduced the quality of gameplay in favor of twitch style playing and unfortunately introduce the element of obsessed game player whose only goal is to see his or her name at the top of some esoteric list. And in far too many instances will do anything to achieve it, and, as all too often happens, the cheating starts shortly after. well that is my 2 cents
  17. there has been a lot of heated discussion recently in game, Re:: server wipes. It is time now that we really need to hear from the developers definitively if the servers are going to be wiped and if so, what does that entail, what will we retain, and what will be reset if anything. And what exactly is the timeline for such an occurrence. You really need to address this issue because you are losing players. And you may lose a lot more. So developers please put these rumors and conjectures to rest once and for all. It would be greatly appreciated by all in the community.. Thank you
  18. thank you, but I normally launch direct from the desktop,
  19. I tried to do that in actuality. As soon as I did the game crashed to the desktop, so I had to file the report manually.
  20. I am enclosing several screenshots of a recent bug where shipwrecks appear completely off the map. After opening sealed bottles. This is happening now 6 times in a row with 6 bottles picked up off the coast of Tordo and all shipwrecks appearing West of Alvarado completely off the map and unavailable. It would be appreciated if you could replace these bottles ones producing shipwrecks that are actually on the map at the same time, fixed the bug that caused it in the first place. Thank you. Yours truly JIm
  21. JazAero

    JazAero Views from a triple screen

    Screenshots as it is I can get them From my triple screen.
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