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Posts posted by Horror
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Refits are fantastic and add much to the game.
Variety and specialization can lead to all kinds of fascinating meta and interesting choices and trade offs.
Perfect balance will of course be impossible.
Tweaking the more glaring discrepancies, however, should be an easy matter.
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Agree with the realists.
If it is like delivery and i'm sure it is, makes OW less relevant.
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That guy is just trolling.
Don't worry, I have played every sailing game there is and yours, even in its current state, is hands down the best ever. And you continue to go in the right direction with regard to changes as promised.
The primary difficulty with certain reviewers is you are building a sandbox game (as promised) and they understand not what that means. This will frustrate certain player types, but only the myopic who cannot see the depth this style of game brings.
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4 hours ago, delaine said:
tbh i wouldent mind starting compleatly over no point to keep having craft nd combat levels if you startback in a basic cutter or yacht ay but thats just me tho
Now that econ is finally more player driven, its essential to wipe server to test it. Resources have been so plentiful for so long the sandbox has never been tested.
They can call it cutter wars.
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7 hours ago, KrakkenSmacken said:
12 hour of real time empty sailing just to find one mat, to make one ship, is not exciting. This coming from a player with over 1700 hours of experience on how to get mats and deal with trading.
Strange, in a little over an hour from now I can build a Santi just with stuff lying around. I have much less in game time than you and I have cash, mats, and ships coming out of my ears. Are you really finding it that hard?
Sandbox games are different than mobas. You think this is tough? try EVE
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10 hours ago, admin said:
Land in port battles.
Global events
Crew damage changes
Admiralty store.
Other changes
- We think that fine woods and ship crafting in general forced players to fight less and sail and craft more. The changes we implemented last patch were based on player proposals and we all thought that they will make the crafting more challenging and provide more options for conquest goals. Testing shown that might have just sucked out all time from PVP and increased the risk levels forcing some players to sail safer.
ETA - End of November.
Discuss
Global Events are great, especially for those concerned about having to put in the time to play a sandbox game (which this is supposed to be) and just want to PvP.
I implore you, however, to keep going on the positive changes on the crafting/resources.
The Sandbox aspect is really important. Really grand ships should be really hard to make. There SHOULD be great risk and corrosponding reward. I agree the fine woods thing went a bit too far. But reconsider your previous proposals to eliminate unrealistic teleporting ships and Delivery to Freeports that ruins any profitability from trade interdiction.
I can transport a fortune from one end of the map to the other with NO RISK. Whats the point in a pirate/privateer patrol or a blockade?
If players want a MOBA, give them one in Global Events, but you promised a realistic sandbox and I suspect that despite the moaning and whining, this will be the winning long-term formula.
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6 hours ago, rediii said:
You want to see 100 players primetime on both servers? because that's how you get that. Making even more timesinks isnt good for the game
Just a reminder as to what the devs promised:
'Naval Action is an exciting, realistic, and beautifully detailed naval combat sandbox immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas.'
I should say they have done this impressively well.
For those like yourself I do not oppose incorporation of a minigame where you can press a button and you are instantly transported to a 25 on 25 Exceptional Victissama smash 'em up. You can press that button over and over, No time sink. None at all.
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On 11/2/2016 at 8:05 AM, admin said:
Hello Сaptains!
We will abandon the 5 color grades for upgrades and ships. Fine (blue), Mastercraft (purple), Common (green) are not used and thus are useless. Nobody makes them and nobody buys them.
As a result of testing the final ship quality and shipbuilding system will look like this.
- Captured - captured (grey) will be assigned to all ships captured (except for ships captured from player fleets)
- Сrafted (yellow) - ships built by players
- Special - events, rewards, tournament vessels, or maybe extremely rare and hard to craft (months of effort required)
Instead of quality (who would try to make a bad ship) players will select things they want they their ship to have sacrificing other elements if they want to improve one of the characteristics
Definitely will be done
- For example if a shipbuilder wants to increase speed it will increase ship cost AND will have to sacrifice the hull quality
- If they want to have additional slots for upgrades they will have to sacrifice space or increase weight
- If you take more crew you might need to reduce hold
- Cannons and ammo and powder supply will affect cargo hold and will reduce ship performance if you overgun it
Under consideration
- If you want to take 200 shots per gun instead of normal supply to battle you might need to sacrifice some space (this will solve cases of light ships unloading 10000 rounds in a battle into a first rate)
- You can determine the number of repair kits you can take for the vessel and affect the weight.
- Unstable designs - add to much sails (to increase speed) your ship might capsize in some cases
- Other experimental ideas like 1 durability ships and other changes
Good Changes.
Wipe the server. Let them whine. You kept it too easy too long.
I would be much worse...
- Delivery nerfed. Players should be doing the transports, escorts.
- All durabilities should be 1. Get rid of it.
- No teleports. Get rid of them. Send ship instantly to other side of map? ridiculous.
- Put in turn acceleration.
You have made tough changes before in the face of great WHINE and they were all positive and good for the game.
Easily the best sailing game I ever played. Keep up the good work!!!
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Wipe (and not just ships) is long overdue.
There, i said it.
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The Anglo-Dutch Wars were incredible. That a tiny and europe's only republic could be such a nuisance for so long, spectacular really.
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What a vicious little bugger.
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The added advantage of consumables vs BP, however, could extend to the need to supply a fleet in operation further from base.
Consumables whether they are provisions, repair kits, ammo, would have to be stockpiled as a depot or 'base of operation' to support any extended campaign in an area remote from home turf.
Introduces a bit of strategic logistics, line of supply, support fleets, OW interdiction.
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I have no problem with BP
But if ppl prefer consumables that can work too.
Provisions and Repair Kits, player made, scaled to ship rate with option to autoequip at berthing, similar to world of tanks, to minimize micromanagement.
Any ot these CAN work. They WILL promote OW activity and player interdependence.
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I agree 100% with OP
I have oodles of cash with little effort and I have NEVER needed to use harvest buildings because labor hours are worth way way more than money and resources easy to get.
Easy cash and dirt cheap ships have ruined all economy and sandbox.
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Why?
Naval Action is an exciting, realistic, and beautifully detailed naval combat (check)...
sandbox (not by a long shot)
More economy needed.
Yeah costs of provisioning/crewing a ship (very expensive) is a bit of a pain. Thats the damn point..
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One more thing, Devs,
Why do you not consider also rolling in crew hiring costs into the blueprint?
This also would scale appropriate costs to higher crewed ships and avoid the maintenance hassles of constantly recrewing.
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I doubt you `ll see many trader doing them if they are available from every port. I dont see many trader anyway thses days, not in my corner of the ocean anyway
I have to disagree. Most shipyards all bunched up in capitol. Provision demand in vacinity will vastly outstrip supply.
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I dislike the food supply idea. It doesnt bring sighnificant value but just adds an excessive mircomanagement. You dont add crew hiring yet but think of food supply already! Deal with more important goals at first, pls!
P.S. The idea of food supply blueprint looks awful !
They are just adding 'Provisions' as a one time component in the recipe (blueprint) for the ship.
Could be costly though as it is one time cost projected over operational life of ship.
This will obviously scale up markedly with crew size.
These changes are good because:
1. Puts more ships in the OW to supply provisions
2. Brings up relative cost of big ships. Big ships right now are dirt cheap compared to the power pay off they provide, so win - win imo.
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Please put an indicator of OW wind direction in the port UI.
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Factions most concerned about spies are generally those that employ the best number.
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The smooth in this transition compensates for loss of ships, outposts, buildings, blueprints? Unless you go pirate ofc.
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You want to play EVE, that game is still running.
This.
And there is a reason EVE is still running.
Just glad I didnt get wiped for the carebear troll.
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What's new:
Rules for PVP Server Only...
No more do guilds belong to Factions, Factions now belong to guilds
There are no more AI national factions or NPCs
- Guilds are Nations
- Ports can only be owned by a guild
- All ports are capturable except Mortimer
- Guilds can own multiple ports up to limit
- Guild sets enemy/allied guilds, sets timers, collects the sales tax, builds port defenses, hires and pays maintenance on port defences and OW AI patrols
- Port defences and AI patrols are new features where AI can help defend port and coastal patrols can initiate or join OW battles they come across in nearby OW coastal waters. These cost big monies in upkeep
- Shipyards and guild warehouses are now port inherent and do not need to be built.
- Any guild member can build ship but level depends on port: First rates can only be build in Capitol Cities, Second and third rates in Regional Capitols, etc...
- Guilds are Nations
Pirates
- Not a guild/faction per se, it is nomans land
- Capitol and starting port is Mortimer
- Mortimer only port where NPC builds a few modest ships for sale at exorbitant prices
- Everyone starts as Pirate
- All guildless are Pirates
- If you are guild member and commit piracy, you lose your stuff and become guildless pirate but can join guild again after waiting period
- When you join guild, you are no longer a Pirate and are teleported to highest rank guild port.
- When you quit a guild you become a Pirate for a while before able to rejoin another guild.
- Pirates cannot be allies with any guild and are always at war with everyone
- Initial guilds are form when pirate group takes port and selects Takeover. That group then becomes a guild.
Port Takeover can be Takeover/Annex or Sack
- Guild can opt to annex or sack
- Guild ships can be berthed in allied ports but if ally becomes enemy, they are scuttled
- If a port is lost, all stuff in it is lost. All port defenses destroyed.
- Percentage of all stuff in port is subject to looting by attacker.
- Upon sacking of any port the pirate group involved in the battle can either raid port and take spoils or claim the port and become a guild.
Economy
- Guild can set their port as Guild Faction or Neutral
- Guild Faction allows only guild members to trade or build buildings
- Neutral setting allows anyone ability to trade or build buildings
- Neutral setting of port cannot be changed until some other guild takes it over
- At time of capture attacker can continue neutral port status, no looting. They now take over tax receipts
- All raw materials player produced and labor cost for harvesting markedly reduced
Discuss
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Admiralty refits - bonuses information
in News Announcements & Important discussions
Posted
Tweaking the more glaring discrepancies, however, should be an easy matter.