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HardyKnox

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Everything posted by HardyKnox

  1. This will result in a small cluster of suddenly rich "block heads" spending money like drunken sailors. Until the bubble bursts and the hangover comes.
  2. Another great video from the 'Splainer in Chief of Naval Action, Admiral/Professor Jeheil.
  3. To prevent these predicaments is why the Devs have been warning for over a month that this would happen and that ports ownership would be changed. See, e.g. "Important -- Final map. Player action required for both PVE and PVP servers. Started by admin, Sep 15 2016 09:52 AM"http://forum.game-labs.net/index.php?/topic/16468-important-final-map-player-action-required-for-both-pve-and-pvp-servers/ and, "Important october patch information" Started by admin, Oct 05 2016 08:48 AMhttp://forum.game-labs.net/index.php?/topic/16751-important-october-patch-information/
  4. The Patch is now updating. See full explanation and list of changes at: http://forum.game-labs.net/index.php?/topic/16932-patch-996-new-conquest-new-trading-new-ships-and-other-things/ For the Devs: (Applause). "Lieutenant, we shall beat to quarters." (drum roll) ~ Hardy Knox, Captain ~ Yankee Trader and US Coast Guard Militia PvP One EU 600+ hours and counting!
  5. New Patch is incoming. My client is Updating now. For the Devs: (Applause) ~ Hardy Knox, Captain ~ Yankee Trader and US Coast Guard Militia PvP One EU 600+ hours and counting!
  6. Think of the contra case from the standpoint of the new game buyer after Release, without a wipe: New player with zero experience, zero XP, zero crafting skills, no experience or buddies in game ... pays XX Dollars or Euros for this "New Game" and finds hundreds .. HUNDREDs ... of Early Access Players with ports full of Ships of the Line, fleets of sloops, factories, mines and forests, stockpiles of tons of essential resources. They feel like a penniless Iraqi refugee with a wife and four children under 12 suddenly in Athens or Istanbul, and say "I want my money back". What the Devs propose is a quite reasonable middle ground: The Testing Players keep their Sailing Rank (size of ship they can properly sail), they keep their Crafting Rank (quality of ships, mods and craft goods they can make), and most important, they keep their actual human experience sailing, maneuvering, coordinating with other serious players and figuring out the optimal trade model that fits their situation. That is a tremendous, but subtle advantage. It is not "in your face" as much as a bunch of "Inherited Wealth" in the hands of "Trust Fund Babies". There is an old saying in negotiation, not only in business but also politics, that unless both sides are in part happy and unhappy, somebody got unfairly screwed. Some will whine, some will leave, but the Devs have said before they are not aiming at a huge game aimed at the "Lowest Common Denominator" ... they have said their target is about 1000 regular, stable players who will enjoy and value the deep, immersive environment that they are creating. They have not stated (where I could see) their long term "value proposition," but if one thinks about other "situational immersion" environments, once the Basic Engine is developed and stable, they can add onto it easily, and charge $20 or so for "Extensions" ... "Naval Action Eastern Atlantic and Med" perhaps. Or "Naval Action Pacific". Or "Naval Action China Sea" and so forth. Others with more imagination can extend the ideas. If the game is inherently enjoyable and satisfying, if you enjoy the simple pleasure of sailing a trader or warship out of sight of land for 30 minutes to an hour, then making a "good landfall" by navigation alone, and turning a profitable trade, all while visiting with like minded 'mates' on Teamspeak and "doing the necessary" about hostiles, NA may be for you. If not, good luck in your chosen entertainment. But don't whine. Those individually threatening to leave, as if one player's pouting will change the Dev's development arc, need to toughen up and grow up. ~ Hardy Knox, Captain~ PvP One EU Yankee Trader and Coast Guard Militia Over 600 hours and counting in NA
  7. Immediately upon entering Battle Instance .... "WE SHALL BEAT TO QUARTERS!" followed by drum roll. ~ HK ~
  8. This is NOT consistent with my experience over months of play, and that of the many people I sail and fight with in PvP One EU. Learn the local ports, their resources and how you can gather them and change them into valuable products you can sell at a profit. Use that money to buy a decent ship, such as a Cutter, Pickle or Privateer. Use that ship to capture some "AI" traders that constantly cruise about. Take the trader's cargo, maybe send their ship to an outpost port to use as extra storage. Work up to a larger ship as you advance in rank. BE PATIENT. Join a clan or group in your neighborhood that patrol together or do "fleet missions". Get on Teamspeak and listen to and talk with the more experienced players. Most will be happy to tell you how to: trade and craft profitably choose and arm your ship for your skill level and mission manual sail (very important) maneuver in formation coordinate and concentrate fire work as a team or pack. Listen to them. Sail with them in Open World coastal patrol or escort Player traders. Sail with them in Admiralty Orders and Fleet Missions. Patrol solo if you like, but call out hostile targets to your friends in Teamspeak, and coordinate your response. Do not be afraid to lose a ship to hostiles. It is just pixels, and but for the biggest, new ones have "five lives." Soon you'll realize ships are cheap, as long as you don't want the biggest, newest, baddest one. Rinse, repeat. Grow skilled. ~ HK ~ Captain Yankee Trader and US Coast Guard Militia PvP One EU
  9. Jeheil, the voice on this is new to me, but Aussi ... is this your "real life" natural or adopted son, joined the Army so as not to live in the Shadow of Dad? Whoever, he's got your talent at narration and videography. ~ HK ~
  10. Don't forget your MedKIts! Restore crew at sea! ~ HK ~ Maker of fine Medium MedKits Charleston, SC PvP One EU
  11. This what happens when people without taste get too much money. ~ HK ~
  12. Don't complain, write a play. https://en.wikipedia.org/wiki/Three_Days_of_Rain Or adapt a set of Chekov novellas into a film. https://en.wikipedia.org/wiki/Three_Days_of_Rain_(film) ~ HK ~
  13. During battle, another map to read, another set of symbols indicating who goes where, is another distraction. And one more low-need routine for the Devs to program. Voice is the 'go to' command channel, has been for thousands of years. Use Teamspeak and accept a leader, even if you rotate leadership for training purposes. If English is a challenge, sail with your countrymen or learn English (as international pilots must do today). ~ HK ~ Yankee Trader US Coast Guard Militia PvP One EU
  14. Terrific and useful piece of scholarship. ~ HK ~ Yankee Trader US Coast Guard Militia PvP One EU
  15. That is EXACTLY the sort of tactical coordination that makes the game particularly exciting. "Social Engineering" is the key to big success, but requires some to be leaders and others followers, at least for that battle. In my military officer training, the trainers emphasized that by having a different trainee be the "team leader" for each "mission" so all were evaluated on both leadership and following battle plan and leader's orders. Sadly, many don't get it, for whatever reason. ~ HK ~ Devs, don't let the whiners wear you down. Keep up the good work. I have over 600 hours in this game and it hits so many of my "pleasure points" ... far more than any simulation game ever. ~ HK ~
  16. Medium and Large Medkits I make and offer in Charleston seem to sell well, so someone is taking advantage of the ability to restore crew at sea between battles. ~ HK ~ Yankee Trader and US Coast Guard Militia Medium Medkits made and sold in C-ton "Don't leave port without them!"
  17. In addition to all the good advice above, Cap Jeheil has a series of Naval Action videos covering from "First Missions" through basic sailing, navigating, trading, crafting, Outposts and Production. His weekly "Letter to the King" updates on local alliances and warfare. Subscribe, you'll be glad you did. They start at: Naval Action's Official Forums include valuable guidance from the Developers and Admins, as well as respected players (with the usual chatter). This is where new Updates are announced, explained and debated: http://forum.game-labs.net/index.php?/forum/35-developer-news-and-announcements/ Economy, Trading and Crafting here: http://forum.game-labs.net/index.php?/forum/57-economy-trading-and-crafting/ "ramjb" has additional valuable YouTube videos. One explains and shows how to use "Line of Battle" sailing and fighting. By keeping the Friendly ships organized into a close column sailing at right angle to the Opposition Forces' center, Friendlies focus stable firepower and reduce exposure to enemy counter fire and maneuver. This video also shows how to "Keep Station" with proper separation, and how to maneuver to change or even reverse the direction of the "Line" and still keep proper position and combat superiority. With text narration in English. "Naval Action: Teamwork vs Guns" at: ~ HK ~ Yankee Trader and US Coast Guard Militia PvP One EU
  18. Lz, don't be a hater seething in port. Be nimble and run the blockade like Rhett Butler. Here's how I sail cargo to minimize my chance of being hit by Opposition Forces ("OpFor"). First, establish Outposts in multiple ports that are not Free Towns and that produce resources you want/need. 1) I mine Silver, for example, in my OP in Port X, perhaps convert it to Silver Coins using Coal I bought at another port and transported there, then load it into a fast trader (e.g. Traders Lynx) or sloop (Mercury or Rattlesnake). I ask in Nations Chat and National Teamspeak about what Opposition Forces ("OpFor") are operating on US East Coast. 2) If "coast clear" I peek out of Port "X", head swivel and up sails 100%. I sail directly away from the coast UNTIL I AM OUT OF SIGHT OF LAND, head on a swivel and TeamSpeak up and working ("ears on, eyes open"). I then alter course to sail along the coast continously OUT OF SIGHT OF LAND until I reach a point OUT OF SIGHT OF LAND offshore of my destination OP or Charleston. 3) I gauge my "best point of sailing" INTO THE DESTINATION, get to where I can use that and sail as fast as possible directly at the destination port. 4) "Ears On and Eyes Open," I sail toward the port like a bat into hell, using spyglass to watch for OpFor in area of port. If it is not a Free Town, OpFor warships can't pop in and out, but they can be cruising past or sitting just off the port, sails down (harder to see). If they surprise you "on the doorstep" you have the Targeted timer period to "Enter Port". 5) If targeted too far from the Port Entrance, a Trader Lynx can outsail most any ship in the game, if you sail "close hauled" ... about 20-30 degrees or so off the headwind. That may be "back to sea." If they chase and start shooting from behind you, you might "jig and jag" ... when you hear the guns, TACK across the headwind ... when the balls arrive at your former location, you'll be elsewhere. Repeat and TACK BACK if necessary until out of range, keeping about 30 degrees off the headwind. 6) Sell or convert your cargo as planned at Destination. 7) Rinse and Repeat. Never be poor again.
  19. Fuzzy, the Devs have been working for months on the changes in many things that will be implemented sometime in the next couple weeks. Those include changes that would or could change the premise of your post. A lot of Players are concentrating now less on tossing in or voting on "New Ideas" until they see the effects of the soon-to-be-released Patch. That Patch is based on ideas proposed months ago which the Devs weighed, tested and are now about to release. They are unlikely to focus on New Ideas just as they are about to implement the prior New Ideas. Also, after months of reading these forums, I've learned that only a minority of players seem to attend to posts other than those from the Devs and threads they have already clicked to "follow". They are busy either playing this fascinating and immersive game or doing something else until the Patch is released in the next couple weeks. So, don't be disheartened. Just my opinion. ~ HK ~ Yankee Trader PvP One EU
  20. Do you do that by clicking them and checking "destroy" ... or is there a "remove" option? ~ HK ~
  21. I sail on PVP2 EU and primarily trade and do missions up and down the US East Coast and when possible fleet in that area with other US captains. I also cruise the coast in a small, fast trader and do "target spotting" and report movements of "OpFor" units ... usually Pirates, Spanish and Swedes. I constantly offer aid to new captains and encourage them to call targets meanfully and work together to learn and coordinate. I point out to them the information on the Official Game Labs Forums, for example at: http://forum.game-labs.net/index.php?/forum/44-guides/ http://forum.game-labs.net/index.php?/forum/57-economy-trading-and-crafting/ and the excellent videos on YouTube.com, including Cap'n Jeheils excellent series of Naval Action videos covering from "First Missions" through basic sailing, navigating, trading, crafting, Outposts and Production. His weekly "Letter to the King" updates on local alliances and warfare. (Subscribe, you'll be glad you did.) They start at: The challenge that I find is that many captains lack the patience to first learn the basics, and instead want to get fast gratification for the desire to "sail a big ship now and shoot something up". Another segment seem compelled to rush into a fight undercrewed or with a vulnerable First Rate, without backup, and decline to communicate on Nations Chat or Teamspeak and coordinate with other players. Then complain "why did you guys not follow me?" So, before one can help new players, they need to understand and accept that they have much to learn and that teamwork and communication is a very big part of this game, perhaps unlike other games that they played alone in the past. ~ HK ~ PVPTwo EU
  22. Rather than ask the already busy Developers to automate this, why not work out a simple outcry system within your Clan or Nation to do much the same thing informally? Invite traders to request an escort, and use the existing "Group Invite" function to sail together as a convoy. Then practice good convoy formation discipline. Or, if you want to escort traders, cruise your appropriate warship up and down the coast you want to patrol, greeting traders in private or Nation chat and asking if they wish escort? Of course, reputation will be a factor, and this non-automated method puts a premium on "know your neighbors." Or are you trying to avoid asking, negotiating and waiting for response? If so, you may have to wait a while for the Developers to get to automating this. ~ HK ~
  23. I just did that. I bought a warship in an enemy, non-free town, added it to fleet. At time, that was the only ship I owned. Then bought a local trader, made sure both trader and warship crewed and the fleet ship free of upgrades and weapons and left the enemy non-OP port. ~ HK ~
  24. Just tested this solution. Bought a warship and a trader in a Free Town where I had an OP . Was able to add the warship to Fleet, sail the trader to a nearby Pirate owned port as US Smuggler with the warship in fleet. Was able to sail out of the Pirate port with the warship in tow. To truly test your situation, I tried to purchase a new ship in the non-OP enemy port, but it would not let me buy one in non-OP port until I got rid of the Traders Cutter I was in. So, I tried removing the warship from fleet into the docks, to test buying a Trader and adding the warship back to the fleet. No go, as "can only take ships in ports where you have an OP". Would not let me drop the warship at non-Op dock. Next, while still in non-OP enemy port, sold both the warship and the trader I'd brought there. Leaving me with zero ships. Bought a Lynx warship. Added it to fleet. Still not owning a second ship. Bought a Trader Lynx, checked to make sure my Lynx warship was still in fleet and crewed. Sailed them both out non-OP enemy harbor. Of course, to add the "new acquisition" warship to fleet, you'd need to remove all mods and weapons. If you added perm mods you can't remove, could be a bar. ~ HK ~ ~ HK ~
  25. Sounds like a very reasonable 'work around' I've often found putting a high price 'sell contract' on an excess load of Resources, or on a "one-to-many" ship in order to hold it until I return a useful device. Would he then be able to return to the port, after US and Britain settle their spat and are once again official friends, and buy back his own ship at that price and sailing it away, thus getting his investment out, and satisfying the coding condition? And, Ink: Excellent point. "The Duty to Warn" usually trumps any illusion that one should be prevented from making an expensive mistake. As a Early Access player, I consider my bottom line role as finding little 'features' like this ... and reporting them to the Devs so that they can add them to their "to do list." So, this would be an educational experience for me ... as I expect it has been for others who would prefer to learn from other's experience, rather than from their own. ~ HK~
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