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Cmdr RideZ

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About Cmdr RideZ

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  1. I was hoping less "grind, gear and gank" and more "PvP and skill" from the final product. It was a long early access journey, I wish you all the best with the launch.
  2. I have to agree with everyone who stated there before me that big bonuses are not working. You should go back to 0.5% and 1% changes. I really would like to know what the F you were thinking when you decided to give 5 different port bonuses? One would have been massive and you decided to go with 5? admin, do you even play PvP games in general? Do you even play Naval Action? Are you really so bad PvP player that you love to butt R new players with your OP gear? Don't want to be offensive here but if you make every feature in this game to support this, then what do you want people to think about you?
  3. Remove PvE from all plans. Forcing PvE for PvP players is a bad idea. You can do separated PvE content. The game is way too much about gear these days that I suppose it does not matter what I say. A is good but as you already made ship building to be "big clans only", you made it much more difficult for small clans to be in competitive 5v5. B because it gives a surprise change for small clans that don't own a port. If you really think this through, how can small clans defend vs something like this? Their port will be raided every night multiple times. Have you thought how a small clan can transport goods? They wont ever survive the trip, big clans will have zergs waiting them to exit. Now going back to "Lets do content for small clans", you really don't think the big picture. If you want to take small clans in the game then change your port investments to support small clans and friend groups. Small groups need competitive ships to do this stuff. There were years ago small competitive PvP clans. They all quit. There are no reasons to now think small clans. You have to change so many things you broke that probably not worth it any more. Both ideas are pretty bad for small clans especially now after your massive port bonuses. I have told you many times that your big bonus fixation is bad for the game. It is still bad for the game. If you want small clan pvp, then start looking back to history when small competitive PvP clans sailed the seas. As you are not going to do it, it is better to continue making content for big clans only.
  4. Everyone should be able to build buildings in national ports owned by clans. Major benefits like shipyard crafting bonuses should be only for the clan and their allies. Forcing people to bigger clans/groups does not have purpose, simply harming the game.
  5. I wrote from "investments" long time ago and it got no support. I am surprised that you took it. In initial idea clans were able to provide services to all, add some rent shipyard feature? Idea was also that there can be carpenters ship to decrease repair costs, etc. These were supposed to be something that clan can offer for others as well. Make hubs outside green zones. Give reasons to PvP outside green zones in the process. Also good reasons for players to leave green zone to these hubs. Maybe buildings can also come with mission givers? This way a big clan port can be very important for whole nation to grind XP. In process players build PvP hot spots as well. Whole nation would be interested to defend it. etc.
  6. PvE trading is ok to have as long as it doesn't conflict with player driven economy or conflict is not too radical. Ship resources and crafting are part of trading. Ships if we want that people trade ships. Crafter of your ship should get reward based on its combat success. You also see who was the captain sailing the ship to earn your crafters reward. Something like this was tested before. This would work as an additional reason to craft and sell ships. This can include xp but also something that lasts over the maximum rank. Not much realism in this one, maybe crafter gets famous and rewarded from building successful designs and ships. Labor Hours should be the limiting factor in crafting. I am not saying that players have to wait days to craft. This will decrease resource prices but increase material/parts prices. I don't like that much the idea that crafting is limited by rare resources or wood types. Wood Types should be in balance. Some resources can be more rare than others but limiting too much will directly limit the amount of war we wage. Crafting parts should give you crafting xp, this is mandatory, and crafting resources to parts will increase value of your products. We add parts crafting LH requirements and decrease ship LH requirements. This will make parts trade much more interesting? Neither you want high level crafters to craft parts as that would decrease ship production. This increases social interactions, communication. Time is money, LH is time. Trade window should have an option to pay from crafting. One will pass resources to be crafted and reward, another will craft to get the reward. When players were leveling crafing, years ago. They wanted to buy resources from other players. As time is money, sailing a trader has a very god damn high value. You produce resources but if you don't get enough money from sailing a trader, you only transport for your own needs. The money you spend to get resources could be zero or very close to zero in case LH were more expensive. You create value for your resources by using expensive LH. If you have no other use, you can always get resources. If LH reals value is about 0. You transport your LH valued resources to crafting port. Your income will be directly based on resources prices in the port, is almost directly the income you get from sailing a trader. Very low cost resource production will decrease risks to move resources and increase value of sailing a trader, not talking from LH price here. As some people don't want to be crafters they have free LH. They can easily exchange LH to resources and the only task left is to sail a trader, invest time, exchange LH+time to money. You don't sail a trader to transport your free resources and you don't find anyone to craft parts for, you lose your free income. I could imagine that players want to use this free income in a way or another. Player driven economy should have a bigger role than PvE trading.
  7. Both have been tested and both have been a fail. You are trying to make it possible for a solo sailor to survive but you have to remember that this is Gank Action not Naval Action. When 10 players gank 2 players and teleport to safety, well that really is some salty shite. Like said so many times. They have to fix repair kits to give any hope for this. You have to be able to be in multiple good fights. You have to have enough repair kits to fight multiple fights. Old repair kits were making this possible why it was good. Liq is on the right track there as well. That 5 min timer before you are kicked out is not enough, it should be at least 15 minutes. 5 minutes is too well defined window, too easy and lazy for zergs. You have to be able to tag for defense. It has to end to a chase or it will be too salty for a party or another. It has been already for a long time made so that Mass > Skill. Players with numbers for some reason has to always win. It is a nub protection. Because it feels bad to lose for a better and smaller fleet. It is much more safe to lie to yourself that you are a pro player and only lost because they had the numbers. Which sucks indeed. It only increased fleet size and took the game from Naval Action towards Gank Action.
  8. 50-75 meters would be much better. Players here on the forum has been asking 250m or something equally easy multiple times. Notice that masts have now 3 parts. You would need to define distance for each part. Another issue is that stern raking was made too good. If you fail to position yourself you can always mast rake. If someone succeeds to defend her stern, raker can always hit the masts. It is too easy. Raking damage should be set so that if you get a clean nice broadside to side hull you take it. Instead the damage is always set so that players don't take these clean broadsides but instead they simply sail after stern in hope that the situation will change soon. There is a raker playstyle that makes players to do nothing else except follow that stern to rake. They may get that clean broadside but they don't take it. This is were the game has been broken most of the time. Damage should be set so that you will take a clean broadside when you get one. If you get in raking position, then good, you will take it. Never you should skip a clean good broadside. Another issue that has haunted the game has been that ships have been too maneuverable, especially when compared to rake damage. They should also already increase horizontal dispersion that has been asked many times. It was already seen that everyone can start mast sniping with some practice. Not something that only good players can do.
  9. I wish old tutorial were still available but the new one is there. That is not exactly PvP situation but takes us to the right direction. Test it. You will see that hull bashing is the most difficult way to win. You can wait that devs make it easier. You will see that admin by purpose makes it so that with tricks it is easy to win. The previous tutorial was made so that with tricks every nub was able to do it. The same nubs were not able to do it with hull bashing. So far admin has probably never evaluated how much skill it needs and base effectiviness on somewhat around that. Ships were even more agile than now. Cannons are really accurate. Masts for example. There has been always players who win multiple enemies by dismasting and boarding. Because by purpose this was made so damn easy. If you don't have the gear or didn't know that this was defined to be the fotm, sucks to be you. How can you hide your masts? How can you defend your masts with skill? There are maybe some very minor things you can do but pretty much nothing that you can do. Except one lazy way called gear. Gear or repair kits seem to be the answer to all broken combat features. It is not about balanced options in combat, it is more like what admin thinks is going to be the meta for today. The combat model was in much better balance but the predefined metas has pretty much destroyed it. admins way is more like how efficient different things should be in his opinion, instead of trying to find balance. @admin I am also really sorry to say that. I am not sure if you ever even wanted to balance the game and give us good PvP. I have no idea if you ever wanted to have another tournament or esports. Examples? If you actually and honestly try to find balance and then you introduce Kirimati masts and Poods? How can you even remotely think that you can find a balance with these? Repair kits? When one players has kits and another does not, how can you balance this? Oh, it was never meant to be in balance, you lose if you don't have kits? You have enough space to take kits for one even fight or go ganking. Don't take it on just these two, it is full of your FOTM. @Mr. Doran Admin pretty much indirectly kicked PvP players out by saying that this game is not for them. That is his final answer. After that the circus has been going on.
  10. 250m demasting. None of the limits should be defined on Focus limits (250m unlocked). Makes it too easy.
  11. I admit that rake hull damage is high. Your pdf file was nice. I read it years ago when I started to play. I think that many read it. Some parts were explained in slightly too complex way. It can be that I did not understand all. You could make a youtube video from it, I am sure it would be helpful for many. Two players following the same algorithm but one is still always better. I don't think it is as simple as an algorithm. Much to out-smart.
  12. ROE is not the only tool but definitely a nice one. Skilled player and raking. This is the same thing as with mast raking and sniping. At some point mast damage was set so high that everyone started to do it. Also information was passed for all that it is the meta by far. Suddenly all magic was gone and everyone was taking down masts. It took next to 0 skill to do it. It takes much more skill to win by side hull bashing only than raking. How can you win a bigger ship? Use your nice tool for skilled players? I think this is ok when a smaller ship is fighting vs bigger ship. That tool is there to make you able to take down bigger ships but I don't like the idea to take ships of your own size. When taking down bigger ship you have to proof your skills at raking as well. Taking care from all fights by raking, not fun. If you hull bash only, you are exchanging broadsides. I would bet that it takes much more skill to be able to constantly outsmart your enemy so that he fires a bad broadside and you get a good one. Still, at least in history there were players who were able to do this. Maybe most players did not understand that as a skill to achieve, eventually wanted some critical points to aim and click. Ability to diminish damage with skill but high damage. Sounds fair? No ability to diminish damage with skill but high damage. Sounds unfair? Naval Action has been using the "Sounds unfair" option in pretty many cases.
  13. Rake hull damage is high, I admit. High Rigging/Mast damage will never help to improve ganks that we have now. The same applies to raking. There has to be ways to diminish damage, other than gear and I suppose repair kits go in the same category. Thickness is ok for hull, aligning yards is some kind of way for rigging. Gear is currently for masts which is a joke. If there is no way to diminish damage then damage should not be high. PvP combat model should be able to handle unbalanced fights, else we have what we have. Gank Action.
  14. Notice that Doran is explaining how he thinks the game should be. He divides it to "rakes to disable" and "hull bashing to sink". The division is only one way to think how the game should be. In Dorands dichotomy raking is always an option to win. First of all it creates players that only rake and if balance set correctly they always win. This was the sad part and why it does not work. The game can have more to offer than raking. Doran has there very good points but overall Dorans dichotomy does not work. 1vs1 with the same ships: Should always be about side bashing on equal level. Upgrades set so that you cannot "I win", small bonuses, not to change tank to be F1. Because of similar sailing profiles it should be only possible to rake on cumulative positioning mistakes. Masts and Rigging should be strong enough to last over the fight. The current chain damage forced to be high because high mast damage. Hull bashing is the most difficult way to win in Naval Action. Why 1vs1 should be all about it. All other ways have always been tricks to win fast. Demasting in 5 minutes while the nub hammers your hull? Rageboard? One rake + board? Demast + rageboard? Demast + rake + board? This brings us to repair kits. When you are bad at positioning, avoiding damage and estimating how ships will eventually move you want to repair through all your mistakes. You don't want any thickness as then you cannot penetrate. Boarding should be only used as finalizing move. Once player took too many rakes. If you board 1vs1 without rakes, you should always lose, your gear should not matter here. Defender has defenders position. You have to always soften the target before boarding. Boarding should not be gear to win. Boarding should last much longer. If it is not 1vs1 other players should have time to come to help. Boarding got a major buff when rigging damage was set high and tacking stops and reverses your ship. 1vs1 small vs big ship Small ship has enough agility to be able to avoid damage and rake. Big ship goes for demasting and rigging. Small ship should not be OP and not lose rigging or masts too fast. Small ship needs a good starting position from OW. If Big ship has the wind, much more difficult for smaller ship. Big ship should have higher change to win. Does not mean that small ship should not have a change. On average it should need 2 small ships to win a big ship. If rigging/masts are lost too fast, it is boring for the small ship. If crew/cannons are lost too fast, it is boring for the big ship. High rake/rigging/mast damage wont make this fun. I know it makes combat fast and easy, but because of that it belongs to "trick" category, which is a fail. Speed and agility should belong to problems of big ships. 1/1 repairs are the best. If small ship loses a mast it can repair it. It cannot repair it the second time so the captain has to decide if he stays or runs. If he decides to run he has better change to save his ship but he has to make his decision now. If he believes that he can still win he will stay but it will be then fight to the end. You make final decision when you click repair. 2 big vs fleet 2 big ships are able to support each other to over come their problems with bad maneuverability. If big ships are too maneuverable and fast, then why to sail small ships? Many useless frigates and less options for max rank captains. Not fun. fleet vs fleet The game is all about unbalanced fights. Unbalanced fights make Naval Action much more interesting than arena fights. Zergs wont in case you did not know it. Combat model that does not give a change for smaller fleet is not fun. ROE is the only tool to remove Zergs? Losing rigging/masts fast will be boring. It wont support these unbalanced fights on any level. Now if you were able to win 1vs1 by fast rigging/mast victory, these unbalanced fights would not work. Dorans idea does not work.
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