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Everything posted by Darayavahus
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Jib / Square Sail & Sail Force Multiplier
Darayavahus replied to Landsman's question in Feature proposals and Gameplay Help Q&A
Is "full rigged ships data" taken from API dump? Cause i might be able to grab it directly again and it to Ship Data dump (the other google file is mine ) -
Public "API" for Naval Action
Darayavahus replied to raskolnikoff's topic in News Announcements & Important discussions
Txt file then i use Authotkey macro that looks for certain items i described in excel sheet which is my final output aswell. -
Fun PVP for everyone!
Darayavahus replied to admin's topic in News Announcements & Important discussions
So i risk a Teak/Teak Renomee with 4 or 5 perma upgrade slots, with Copper Plating, Gazelle, Elite French Rig, etc.. and some bonus Trim.... for a Random Ship Note Nice deal loooolllll, everything in this game focuses on maximizing ships efficiency, so a brand new blank ship wont reduce "ship preservance". -
Public "API" for Naval Action
Darayavahus replied to raskolnikoff's topic in News Announcements & Important discussions
1. API provides: - Item in each shop - sale price / sale quantity - so if someone is selling through contract it will show that price and the contracts quantity, the same for the NPC sale - buy price / buy quantity - so if the NPC store would buy any ammount of the item the price would be set, if that's a contact it would show how many items would that be - biggest issue on this is the fact the data is provided at maintenance time, and it is not updated during day time 2. From what i know there is no "working" website. 3. Yes, it is possible to parse the API data to identify items sold/bought. I'm doing that myself. (greedy bastard mode) -
Double OW Speed - no players in sight
Darayavahus replied to Darayavahus's topic in Current Feature Improvement Suggestions
I don't really care about the ring bell - i do not often afk sail... but the time it takes to find a viable target "outside safe zone" made me quit the game for now. -
1. Limit Repairs = Fir/Fir ships will cease to exist very fast as they will be easily destroyed 2. Limit generation of Solo/Fleet Missions in Safe Zones for players with ranks above 3rd rate, so only newbies/unexperienced players be protected Simple.
- 13 replies
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- safezones
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Rig / Hull - Diminishing Repairs
Darayavahus replied to Darayavahus's topic in Current Feature Improvement Suggestions
So everyone would only demast as most viable tactic. We have been there already. -
Advanced Economy
Darayavahus replied to George Washington's topic in Current Feature Improvement Suggestions
There should be more to OW than it is now, every additional activity would be nice... -
Rig / Hull - Diminishing Repairs
Darayavahus replied to Darayavahus's topic in Current Feature Improvement Suggestions
Best thing for the game would be to split Sail and Mast HP completely and add Mast Repair (spare masts) as an item. But it would require a lot of changes. Proposed mechanics would be a lot easier to implement: - Slow down repair to 1 minute intervals while consuming Repair item at the begining of each interval, each item repairing 250 dmg (plus upgrades/knowledge) - Calculation of a damage limit - simple math and couple more variables for each part of the ship - Increase damage to crew while repair is active -
First of all 'Battle Instance' repairs should be limited, there are a lot comments on this issue, mostly because ships can repair all the time (every 10 minutes). I would propose a mechanic that would instantly remove the issue and add 'realistic' touch during battles: 1. Ship can repair all the time, either Rig or Hull (can't do both at a time) - Crew picks toolboxes instead of loading guns or tackling sails 2. Rig / Hull repairs are consumed every minute - As much crew repairs they consumes materials 3. Repair process requires crew (like now), but crew has higher chance of being hit by shots by a fixed value - Crew being outside of battle stations 4. % of Hull repair limited to 50% of current damage (plus modules/knowledge): - Ships hull can be properly repaired out of battle or in port 5. % of Rig repair limited to 75% of current damage (plus modules/knowledge) - Ships sails or rigs are easier to access and repair than parts of the ship under water For example if a ship has 5000 side Armor... goes down to 0... starts repair... it takes 10 repairs (250 each) in 10 minutes to repair to 2500 (50% - see point 4 above) - at this point ship cannot be repaired no more until getting more damage to this side of Armor... If it goes down to 0 again, it could be repaired up to 1250... After that to 625... 313... It is always 50% of current unrepaired damage (till the limit) This mechanic would: - prevent ships from repairing to full, brand new out of shipyard state all the time (in battle instance) - make ships with higher armor/sail HP more important in PvP / RvR - make ships made of Fir/Fir with stacked speed upgrades/knowledge less favourable in PvP / RvR - make armor/structure/repair upgrades/knowledge more favourable in PvP / RvR
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Repairs - Salvage
Darayavahus replied to Darayavahus's topic in Current Feature Improvement Suggestions
Exactly, Free Towns or "Open" ports are so rare, and you would have to find repairs available. So basicly a miracle. Of course you can bring repairs with you, but when you are badly damaged you will use up all of them at once. Unless you sail LGV... -
Repairs - Salvage
Darayavahus replied to Darayavahus's topic in Current Feature Improvement Suggestions
Yeah, but that takes time and you might lose more than you earned. -
When you are far from a friendly port you can just use repairs you found on enemies or the ones you brought with you (but they might run out pretty fast). What about an option while you stand next to boarded ship, right now you can just sink it - what if you could salvage some Hull/Rig Repairs out of it and sink at the same time. Of course the ammount you receive would be corresponding to the size of the ship you sink. But even couple of repairs are better than having zero in hostile territory.
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Nerf or Re-balance the Wasa
Darayavahus replied to bubz's topic in Current Feature Improvement Suggestions
Wasa is just plain & stupid OP: - Speed - Chasers & Cannon Count (broadside weight) - Crew - Cost to acquire (just get some money/marks) And as the pure Speed is still considered the meta, Wasa's are the meta. No one plays any other 4th Rate ship anymore - people even stopped playing Reno's or Endymion's. And it is not a solution to play Wasa - the solution is to NERF Wasa stats - preferably speed, down to 10-11 knts - this way it might use it's Chasers as an advantage/defence. -
[modules] Refit & Note modifiers [Patch 11.0]
Darayavahus replied to Black Spawn's topic in Guides - development forum
Can we add the type of each "Refit"? As for example some "Rig" refits cannot be used on the same ship: Bovenwinds won't allow usage of Cotton Sails, British Rig Refit, French Rig Refit - so all of them should be counted as "Rig" type. Although Pino Ocote Masts might work (haven't tested).- 48 replies
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- refits
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[modules] Perma Upgrade modifiers [Patch 11.0]
Darayavahus replied to Black Spawn's topic in Guides - development forum
He is talking about fix on Swing & Swivel thingy (can't recall exact naming) it provides 5% higher elevation angle and 5% wider horizontal angles. -
Forthcoming patch final discussion.
Darayavahus replied to admin's topic in News Announcements & Important discussions
Rattlesnake (light one) will return? -
[modules] ShipUpgrade book modifiers [Patch 11.0]
Darayavahus replied to Black Spawn's topic in Guides - development forum
Can we have an update after Speed nerfs? -
Basicly the biggest drawback of teleports to Free Towns as it was before 'the Wipe' is the fact that one nation could use it to instantly jump into a distant location on the map and Grind Hostility before defensive fleets could reach that spot. As of now we have a cooldown on ability to join PB if someone logged off in OW. So the idea is to introduce simmiliar cooldown but for Hostility gain/creation after undocking from Free Town, of course cooldown would be dropped when a player docked into it's national port. I would propose a cooldown of atleast 3 hours. This way more PvP would be generated, with less sailing time wasted on the way to prefered "hunting grounds".
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[modules] Refit & Note modifiers [Patch 11.0]
Darayavahus replied to Black Spawn's topic in Guides - development forum
That's why i mentioned it with an example when you pointed out other Stats might have 20% cap aswell.- 48 replies
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[modules] Refit & Note modifiers [Patch 11.0]
Darayavahus replied to Black Spawn's topic in Guides - development forum
I think there's no 20% Speed cap. I've got Gazelle, Bovenwinds, Copper, Opt. Ballast, Art of Cargo Dist. on my Surprise (Bermuda/Bermuda) and it is 19% from bonuses and 10% from woods used, and every item/skill added increased speed, finally reaching 15knts cap. (drops below the cap, only when above 215 tons in hold with full set of long cannons - 4/9/6/4 pdrs).- 48 replies
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- refits
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