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JazAero

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Posts posted by JazAero

  1. 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

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    • Like 4
  2. 38 minutes ago, Fenris said:

    This is supposed to be a game,not a manual for in real life sailors.

    You are exaggerating totally with most suggestions here.

     

    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.

    • Like 1
  3. 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..!

     

    • Like 1
  4. 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..!

    • Like 7
  5. 2 hours ago, Lord Heyford said:

    Dear community members:

    1. We are going to wipe the servers.

    2. No, we aren't, you can keep your materials and gold.

    3. No, you can't, we are going to do a wipe. But PVE is going to be combined with PVP.

    4. No, it's not going to be combined. We are going to leave them separate. But we guarantee it will be 18-24 months.

    5. But...

    How about maybe you don't tell us anything until you have honestly made a final decision, rather than get us all upset. 

    I had my 220m in gold, and my materials all set for the move, then you tell me I can't keep it. I had my PVE clan all set to rebuild on PVP Global, Some to spawn in PVP some to spawn in PVE. Now, they are all divided.

    You know what the biggest problem is with this game? It's not that it's in development and buggy with crappy UI. No, we expect that, we are testers.  What is wrong with this game is the messaging from the dev team is disjointed and not consistent. Maybe you should take some of your money and hire someone to do your support and comms for you. Devs are the worst people to interface with the public.

    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.

    • Like 5
  6. 1 hour ago, Captain Bonny said:

    I can't tell where the excitement is for you.

    I was exited when I made my first million.

    I was exited when I sailed my first indiaman with 2 million worth of contraband in the hold.

    I was exited when I built my first trader lynx.

    I was exited to see my own ships gathered together to attack an AI ship.

    Again, I can't tell what makes you tick. It would be fun to do things togethet what makes us both have fun and not at the expense of an other player who chose to sail in a single trader brig around the world and seemed like an easy victim (Sitting duck as my attacker told me).

    Each his own as I may say, but not at the cost of others.

    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

     

  7. 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.

    • Like 3
  8. On 3/23/2017 at 9:50 AM, admin said:

    Hello Captains. 
    This is an important announcement on the asset wipe.  

    Most importantly - your xp is safe. 

    Bad news 
    All assets (including money) will have to be removed from the game. We tried hard to find the way to keep the assets, but unfortunately due to the sheer volume of resources accumulated during experiments (which sometimes provided too much money or resources or both). In addition to that keeping resources will not allow us to properly test the economy changes, ship changes (including 1 durability), upgrade changes, npc resource distribution. All assets will be removed. We will provide 4 ships of various rank as redeemables to all players to give some head start. 

    Good news
    We mentioned some time ago (several times) that all participants of the early access will receive rewards for all the pains endured during this hazardous voyage. Today we can announce a first exclusive reward (there could be more) that all players who have owned the game during early access will receive. 

    Pandora - beautiful, fast and agile light frigate famous for the search for the Bounty after her mutiny. 
    veKKwIC.jpg

    The ship will be delivered on release of the game or maybe earlier (for testing). It will be added to redeemables in one of two forms (we do not yet know which and will provide more information on this closer to release) un-tradeable permanent blueprint, or an eternal redeemable ship similar to the yacht. 

    Timeline (timelines are not final)

    1. Series of patches will be applied to testbed by the 10th of April (last patch to testbed was applied on 27th Feb)
    2. Asset wipe by 19th of April
    3. Preparation of the server merges and reorganization by 19th of April
    4. Opening of servers 19th-20th April

     

    We understand that the action we take could be painful but it is absolutely needed for proper testing of the game before the release. 
    Thank you for your attention.

    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. 10 hours ago, ER0S said:

    To the Devs; Please read the entire post before you ban me!

    This is the worst idea yet! You are going to lose so many players over this! (me included) I've played all three servers, but ended coming back to PvE because I was so tired of the BS!  Certain clans seem to think "THEY" rule the server, and you "HAVE" to do as they tell you or they will focus on driving you from the server.... how you may ask? ALTS! They come right out and tell you that they will use their alts to sink you whenever they see you until you quit. There are players who brag about having multiple alt accounts! Which leads us to the next problem. We can't attack anything because we get a private message saying "don't attack that ship, it's my alt!" If you reply that all other nations are fair game, they go back to the threats. Then there's the packs of "children" who think a fair fight is at least six to one, or are in a ship that is vastly bigger than yours. They will run away unless they can catch you alone, or out numbered! I work odd hours, and as a result, it's hard to find players in my nation that are online at the same time. So if I'm in a clan or not, i mostly sail alone. What am i supposed to do? Sail with people that speak a different language just so there are more friendly ships around? From past changes made to the game, i wouldn't be surprised to see this "PvE" area to be intentionally limited, with the goal being to force players into PvP areas in order to get certain materials. Is is fair? I don't want to limit the amount of time i have available to play to be based on when there are enough clan mates online so i won't have my Trader Snow attacked by seven players in Surprises! WITH THEIR FLEET SHIPS!!!

    It's your game, and you will do what you want (always have). And i don't want this to sound insulting, or threatening, but here are a few things i think you should consider. 1st, I thought the goal of making a game was to make money, but if you keep driving away players because you don't listen to them, I don't see you doing much of that. 2nd, word of mouth. I have played this game for over 2000 hours, and have recommended it to many people, but if you keep going in the direction you seem to be going, i will leave the game. Want to guess what i will be telling people after that? again, it's not a threat, but simple fact. Do you offer good comments for products you don't like to people you know? I have already heard people who have left the game give it bad reviews on facebook, teamspeak, and skype, so it's already happening! Yet they also say that they would come back if the "Devs" would just listen to the players. 3rd, everyone has different tastes, some want easier (PvE), some want it "hard core" (PvP with out AI fleets) where the only option is to go out and take what you want/need. Why can't we have it both ways? I can even deal with PvP based rules in PvE if i have to, so there wouldn't have to be different software for the different servers.

    So, ban me if you want, but I am only saying things MANY other players (your customers) are saying, but don't want to chance saying here. I think you have a beautiful game going here, with SO much potential! PLEASE! Don't kill it with this lobotomy! Make some accounts (if you don't already have them), come on into the game (PvP and PvE), and talk with us, maybe even invite a few here and there into a voice chat. Listen to our thoughts/ideas/concerns, I know not all will be possible, but it would make us (your testers) feel like we are a part of the team instead of midievil peasants groveling at the feet of the kings!

    Thank you for your time, and for ALL the hours of fun I have had with your creation thus far.

    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. 
     

  10. 3 minutes ago, SeaHyena said:

    Not one to argue, but this caught my eye. Speak for yourself mate, you seem a bit dramatic yourself painting all PvPers with the same brush. I know some great players who are PvPers who don't act the way you think. Maybe you just got in with the wrong group of people. :)

    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.

  11. 4 hours ago, admin said:

    like they do now or did before from capitals? It will be symbiotic relationship . pvp players will provide pve players with conquest marks/land permits and pvp marks and pve players will provide the backbone of the economy.

    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.

    • Like 1
  12.  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

     

    • Like 15
  13. 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?

  14. 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

    • Like 4
  15. 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

  16. 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

    post-22378-0-88293500-1469238011_thumb.jpg

    post-22378-0-91911200-1469238012_thumb.jpg

    post-22378-0-82799400-1469238013_thumb.jpg

    post-22378-0-41080400-1469238014_thumb.jpg

    post-22378-0-52738500-1469238015_thumb.jpg

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