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William the Drake

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Posts posted by William the Drake

  1. A splendid synopsis and much to touch on, good show!

     

    Case 1 Reply: Agreed; leave a basic level system behind. I do believe that we should be able to lose almost everything when defeated/captured, however I believe completely restarting/deleting the character is a bit much. Now, setting the character back as far as possible in terms of resources, money, or otherwise, I do like (perhaps even get "marooned" on an island).

    The "attack anyone at anytime" is already sort of in-game, as you can pretty much attack anyone, bit it will result in you turning pirate (and pirate on pirate violence is not, and should not, be punishable, except perhaps by a player-based pirate tribunal)

    Player run, managed, and built guilds? Yes. Player run/managed nations? No. I only say this because I fear the idea of a single player holding sway (more or less) over an entire faction. The Nations should be AI led and managed. The reason for this is that, also, there are those players who wish to play the game without excessive player interaction (even in an MMO) i.e. the same types of players who wish to go it alone rather than join a player-based guild.  Keep the base factions AI led and managed, but the ability to start player-based factions as well (via coordination between large guilds?)

    As for limitations on trade, you are somewhat contradicting your own statements:

     

    The risks should be real and the limitations not imposed by leveling systems and artificial scripts, but by actual mechanics. It’s something I call dynamic progression – the player can go back as well as forwards

    [...]

    There must be no non-economic or non-physical limitations on goods (eg, you must be at least rank admiral/level x to move these goods, or complete quest xyz, or unlock this). Perhaps allowing in-game users to invest in technological advances (updates) through gold or other capital would be useful. 

     

    Why limit goods or trade based on rank, if you with that rank/xp not be an issue? (unless I misunderstand the point you are trying to make)

    Case 2 Reply: Realism vs. Game-Mechanic practicality has long been a heated discussion here. For my own example, I argued that there should be no live map in the open world. This, however, would request a whole set of navigation mechanics, that could otherwise be worked around by simply viewing Google Maps (as pointed out repeatedly in the discussion). Overall I agree; more realism would lead to more dynamic gameplay, but one man's immersion is another's boredom. Some aspects like provisions for long voyages could get tedious, for example. 

     

    Case 3 Reply: "And when everyone's super, no one will be." -Syndrome. Little to add to this section, only how about actually penalize the player for things like mutinies? Hits to valor/honor would show that you didn't think things through, thus would make thinks like say, recruiting crew or buying a ship, or getting a mission from the admiralty after a mutiny would be rather difficult (so a player couldn't bounce back immediately after a mutiny back in full swing).

     

    Case 4 reply: 100% agree. In fact, I agree a lot; Not only allow the player decide how they want to play and let them work towards their own end-game.

     

    NOTE: 

    Implementation:  This mechanic shouldn’t be guided by quest markers, and the player shouldn’t be forced to sell it to the factory in Jamaica. The element of risk and trust, as well as possible retribution from other clans, should be enough.

     

    While I like the idea of relying (and suspecting) others, I would ask that you take a short look into the game ArcheAge. In it, there is a mechanic of Trade packs: you craft a trade pack, and then bring it to any number of NPC traders across the world. The type of trade pack you make, and the distance you travel to trade it, all determine it's value (a trade pack that can only be crafted with materials found in area A will fetch a hefty amount of coin in area B, all the way across the map on the other continent, which also happens to be the enemy's home turf). Trade runs are dangerous due to the default enemy players from the other faction, "Reds". However, the player atmosphere there is very toxic (at least the EU server Kyprosia), to the point where no one even thinks of reaching out for help: it is far more uncommon for someone to help out; Team killing and stealing packs is the norm, and almost everyone just takes it as fact. So just be aware that things that look good and exciting on paper can go from bad to worse when trolls are introduced to the system.

     

    Case 5 Reply: Agree again. Give Guilds/Clans almost free roam as far as management, guild housing, etc. Flags, sails, ships, guild houses, perhaps even Guild founded/run ports. Allow guild leaders to customize their guild's rank/permission structure as much as possible. Guild warehouses, wallets, and salary systems.

     

    Economy: Pirates of the Burning Sea had a good initial idea that failed in the long run: an almost exclusively player-run economy. Everything from the mining of raw materials to the final product of a ship was handled by players. Items listed in the auction house, from ships, to ammunition, to manufactured goods were all placed their by players for their price. only when the game ran low on players (and after Portalus re-vamped the economy, making almost everything previous obsolete) did teh system fail. Portalus did implement AI auction house listings, but only on some low-end materials for higher prices than they would (normally) be listed for by players. 

    Unfortunately, the lack of a player-base to supplant the old economic system saw the whole thing crash, and now inflation has run rampant: good ships are hard to come by, and prices have increased almost 400% in some cases. Things like "premium" and "Partner" ships also didn't help.

     

    Great work on your synopsis and an enjoyable read, keep up the good work!

    • Like 3
  2. Ahoy John! As far as the "Chat" tab goes,...I don't think a chat even exists. I could be wrong, but I don't have access either, and I have never heard any chatter about it until now. It might be an exclusively dev/tester chat room.

     

    As far as accessibility to other aspects of the forum, are you having any other issues? can you view pictures in the gallery, view peoples' profiles, blogs, member list, etc.? These are the common (and to my knowledge, working) parts of the forum that are accessible to members.

  3. AFAIK you can purchase tickets to sail on certain ships and the Lynx may be one of them. Kind of expensive but if you are coming up from LA.... I sailed on the Lynx in September which was a great experience.

     

    I believe they are only selling tickets for cruises on board the Serenity, AJ Meerwald, and the (recently added for sailing) Hindu. That's online at least, and we are considering sailing, but it will be no great loss if we don't. 

     

     

    Too bad more ships from the NA period are not included like Sultana, Pride of Baltimore or Niagara. Having said that I would recommend that you visit Olympia to get a view of an 1890's cruiser and of course there's the USS New Jersey across the river. I would also recommend getting down there early to see L'Hermione to avoid the lines.

     

    Duly noted, thank you!

  4. Tickets have been purchased, rooms reserved, and rum stashed! I'll be headed to Philly for this event!

     

    Some ships of particular note will be showcased at the waterfront, most notably the Privateer Lynx, La Hermione, El Galleon Andalucia, and others!. That said, I was wondering if the community had anything I should keep a rather keen eye out for: specific ships to take greater means to look at, or various details to focus on? Maybe some specific questions to ask the tour guides? Anything while I am in the presence of the real-life ships we are sailing around in-game.

  5. Also anytip in how to get to open world? Bought game via begging game devs @info hehehe and got my key on friday.

    Steam loaded but when I jon its just PVE/PVP but no open world or am I doing it wrong :) Cheers  

     

    Ahoy and welcome! At the moment, you have two paths to OW: 1: Grind away in the Sea Trials (that's the PvP/PvE arenas you currently have access to) until you get yourself a Santissima, at which point you (should) receive an OW key. Path 2: Wait. This one is simple, the admin has stated in another post that:

     

    It's tentative at patch 2 (eta 1.5 weeks) if new server infrastructure works properly. If it does not it's guaranteed at patch 3 (another 2 weeks) or somewhere in between.

    short version: it will happen within 30 days from today

     

    At which point the OW will be available to all who have a copy of the game.

     

    Anyway love to join a group if there is one for Australian or a clan who are based there :)

     

    There are a plethora of great clans to choose from already established here in the NA forums (as the game itself does not have a clan/society mechanic, but is planned to) which you can see in this very forum! I highly recommend you browse through and pick your favorite and then send them a request.

     

    Now mind you, many clans are operating out of specific nations in the open world (i.e. TDA is a solely U.S. Navy clan, whereas SLVF sails exclusively with the English Royal Navy) so keep that in mind when you are choosing a clan. 

     

    There is a short, basic list of clans and societies who have declared themselves here: List Of Posted Naval Action Groups/Navies

    You can also check out each individual topic by each clan here in the Guilds, Clans and Trading Companies forum.

     

    Good luck matey! And fair winds!

    • Like 1
  6. With the initial limited release of the open world, I began considering how the large scale map would affect things like navigation, realm vs. Realm, hauling, and so on. Furthermore, I wondered how many niche groups would find their way into NA and be satisfied. Surely there would be those who come to the game looking for a well-developed combat system, however there may be other interested in the Age of Sail economy and trade that is planned to be present. 

     

    The ability to specialize one's skills and abilities can create a dynamic community, where each player can perform a specific job, promoting group collaboration and cohesion: the Idea that either you could do one thing spectacularly, or do a number of things at a somewhat decent level. 

     

    The key here, however, is to make sure that skills that can be learned and focused on do not create an unbalanced combat or even travel systems: there will not bonuses or magical skills that allow for a 200 yard further cannon reach, or adjustment of accuracy/reload rates by percentage. the skills and ideas here are strictly to allow captains to follow a path of gameplay that they find most enjoyable and fulfilling, whether that be sinking ships or cornering a market.

     

     

    Skills: Skills will encompass basic assets that allow the use of or access to various items or mechanics that will later lead to more specialized gameplay or improve a variety of the captain's abilities. All skills are accessible to all captains.

     

    • Navigation: This used to determine the player's (or NPC's) ability to accurately determine location on the open world, correctly use navigation equipment (sextant, compass, etc.). Higher levels of navigation result in faster and more accurate navigation readings, as well as allow for the (correct) use of more complicated navigation equipment. This also allows you to chart very basic maps.
    • Persuasion/Personality: The ability to have others agree with you or find you approachable. This affects one's ability when dealing with NPCs or even other players. This effects interactions such as opening trade or recruiting crew: the higher your persuasion, the easier it is to have them agree. (So higher persuasion results in easier recruitment, more trade options, etc.). Trade opportunities with local traders can be accessed, but any trade with the larger Companies will be restricted and profit in ventures with them will be difficult anyway. The higher this skill, the more taxes in a port can be ignored.
    • Mettle/Fortitude/Courage: This was the hardest one; the idea with the skills is to in no way give any player an advantage in battle. But I did want something that denoted a Naval profession. Here’s what I came up with: this skill determines how well the Admiralty sees you fit for duty. The higher this skill, the more lucrative naval missions will be offered to you. When this skill is initially unlocked, skills will be simple: escort missions, handling local affairs/patrolling around ports, dealing with pirates, smugglers, sometimes dealing with other navy vessels. This skill will also(possibly) give you access to more specialized (although more expensive) ships: ships that would have more Naval-Geared modules: more focus on heavier guns and planking(?). The idea here is that players who did not wish to follow the “Navy” skill-line would still be able to have ships of the same caliber, but the Navy Shipyard would only make it more convenient for those who had access to it.
    • General Farming/Mining: (mining and farming being 2 skill trees): This is a general understanding of the very basics of farming/mining. This allows you to set up farms that harvest only basic crops such as wheat or corn/ mines that allow you to extract only basic metals, such as stone. This also gives you a limited number of responses to natural disasters that can affect farms/mines, such as droughts or floods, bad harvests.
    • Crafting: This skill allows you to craft some of the more basic items (Mostly utilizing the basic raw materials listed above). Beer and bread are some staples that can be made. Simple containers such as barrels and crates, and simple modifications, such as common planking and mast upgrades. The higher the skill, the greater the quality/amount of goods can be made. You can set up some basic shops for these to be crafted at.
    • Observation: This is the ability to make note of discrepancies or details in the world around you. This can be anything from the movement of clouds/wind, smell of the air (noting the possibility of a storm), etc. This could determine your overall distance/ability to sight ships as well.
    • Scavenging/Salvaging: This skill determines what can be used/taken from a captured/sunken ship after battle. The higher the skill results in a greater percentage that a module or repair kit that was on an enemy vessel survived for you to claim. Also increases the ease with which flotsam/jetsam can be salvaged.

     

    Specializations: Here is where a player really comes into their own and decides how they want to play. Specializations require high levels of prerequisite skills to use/unlock. Players can have one primary Specialization (allowing the payer getting 100% proficiency in said specialization), and one secondary Specializations (allowing for 60% proficiency, this number can be debated, but the idea is that it is lower than the primary skill)

     

    • Navigation -> Cartography: This skill allows you to make accurate charts of the waters and lands around you. The higher this skill, the more detail goes into the chart, and the more accurate they are. Higher skill results in charts with trade routes, prevailing winds, port ownership, port description, Navy/Pirate presence, identifying coves, shallows, reefs, etc. Also will allow custom markings: be able to mark your favorite/safest passage, custom notes (i.e. Beware: Pirates!/Reefs!, SLVF Hunt here)
    • Persuasion/Personality -> Speculating/Marketing: You’ve proven yourself to be good at making a profit. All local trade opportunities are available, you can now conduct trade with, and even sign on with, any of the trading companies (if you have decent standings with their respected nation), and larger world trade opportunities are available.
    • Mettle/Fort/Courage -> Prestige: You’ve made a name for yourself among the upper ranks of the Navy. More Rewarding (yet more dangerous) missions are now available. These missions will have you targeting rival navies more often, and call for more direct action,
    • General -> Specialized Farming/Mining: This skill 1st: allows you to select a (few) cash crop(s) to be able to farm, such as Sugar, Cotton, Bananas, Tobacco, Coffee, etc./ precious metal(s) to be able to mine, such as Gold, Silver, Copper, (Iron? Or should this go under basic metals), etc. and 2nd: allows you to set up more organized/effective farming/mining setups (so you could keep harvesting basic crops at a higher rate if you wished.) Also unlocks better responses to disasters. (Quicker recovery time, less product lost, etc.)
    • Crafting -> Manufacturing: You now have the ability to craft finer items, such as Rum, Brass, Textiles, etc. Greater grades of craftable modules are also available, as well as larger factories for manufacturing.
    • Observation -> Botany/Biology: This skill allows you to successfully identify the various flora and fauna of the new world, or, if discovering a new plant/animal, dictates how much information you can draw from the new species (for this, if someone with low Bot/Bio skill discovers a new species, they will only record the most basic info. Someone with a higher Bot/Bio skill can come along and expand the information, also giving them a reward for doing so.)
    • Scavenge/Salvage -> Plundering: (Not compatible with Prestige) This is the Pirate’s Specialization. This skill allows for a greater income of booty: higher rates of module/kit survival, as well as a higher gold income rate.

    Mind you, these are all just initial suggestions, but they show how the flow should go. Players should be able to play the way they want to without hindering their ability to fight, should they need to.

     

    Cheers. – William Drummond, the Drake

    • Like 5
  7. I think the pirate population will be the ultimate self-governed system in the game. I mean after all, Anyone can attack anyone, but for all other instances, you become a pirate (in this matter, shouldn't friendly fire still garner XP/loot as it will be legit under a Nat turning pirate?). And with the pirates, just as in history, I foresee the more organized among us making, at the least, non-aggression pacts to avoid undue conflict. Who knows, the pirates may even end up with their own, player based tribunal system :P

    We have to worry about all of you hunting us down, there's no need to have more fires burning if it can be avoided. Sure there will be those that will not with to do so and be lone sharks, and they should have every opportunity to do so. They will be dealt with by said community, should it develop. 

    • Like 3
  8. I have suggested something similar in the discussion in my Case Against a Live Open World Map, where a player can acquire different charts and maps that show different information.

    I envision being able to access a sort of map table in the captains cabin, where the player has their own chart which they fill in with the information they have found, and then can look at other charts in their possession, with some charts showing only geographical features, and others showing things such as political boundaries or trade routes.

     

    Purchasing other charts should be available, however extremely expensive, as charts were very very valuable, as noted in my post.

    • Like 1
  9. L7GNxOZ.jpg

     

    Attention all Cutthroats, Scallywags, and Gentlemen (and women) of Fortune!

    The Messengers of Death Set Sail!

     

    Avast! Let it be known that the first of the Messengers of Death have set sail on the Open World! We be right proud to fly white bones on a black field, and we be ready to plunder the high seas!

     

    Pirates are now indisputably a playable faction in Naval Action, and we are prepared and willing to sail under the illustrious and infamous colors of the black flag! 

     

    With this, we are open and eager for new recruits to serve as crew alongside us.  We have Teamspeak capabilities and are a welcoming and expansive community, with branches in other Games such as ArcheAge and WarThunder. 

     

    Lastly, we would like to officially and formally welcome our members active here in Naval Action, both in Sea trials and Open World:

     

    Captain Daniel Sharktooth - an MoD veteran with experience sailing on the Burning Seas.

    Captain Alabaster Epic - another Veteran of Pirates of the Burning Sea, and old friend of MoD.

    Captain Shadowdune - A newcomer to the Messengers of Death, we welcome him to the crew of Death and hope he finds great success and plenty of booty!

     

    So, if ye plan on sailin' the high seas as pirates, go ahead and consider sailin' with us! If'n ye think ye have the gumption, sign on!

  10. I actually like the lack of a map to be honest. While yes, a localvmap of things in the general vicinity, not having a "live" world map adds to the realism and accentuates the vastness of the OW. It's so much more fulfilling finding land or a location when your sailing by cardinal directions and the seat of your pants only.

    Now, if we had charts (that aren't 100% accurate) in which we filled in the black ourselves, I think that would be nice.

    • Like 2
  11. The possible place of signals and flags has been touched on in the topic: Flags, Ensigns, Banners, while the majority of the post is simply about suggested flag designs, their have been discussions about the role of flags and banners that ranged from communication, commands, identification, etc. Even the idea of flying false colors (mostly for pirates) or not flying a jack at all has been discussed in other topics regarding piracy.

     

    I personally thought that implementing command signals, if only for NPCs, would be extremely useful and immersive. Real-time coms do make signal flags between players a bit redundant, although I think there can be some sort of compromise.

  12. I have luckily come across my old notebook, although my notes not as detailed as I had hoped. Curse Freshman me!

     

    Anyway, here's what I wrote down:

    Iron: Early uses of Chemistry- Coke (Coal cooked withe an oxygen rich environment. Coal with almost pure carbon content used in smelting). Britain's advantage: coal low phosphorous iron ore..

     

    Hopefully that can shed some light on what my professor was trying to get at (because I can't remember much beyond what I have stated)

     

    Cheers gentlemen.

  13. Been such a long time since I played a PC version of the game, I honestly could not tell you. I know there is a dancing mini game( governors daughters) that is not there on the PC version. Beyond that not much different. There is Wii versions that is horrid that also has a different way to attack the forts in town.

     

    The PC version does have the dancing missions/mini-game as well. 

     

    Sid's Pirates! definitely isn't as in depth or complex compared to say Naval Action or PotBS, but it still makes a good game (in my opinion and PC version anyway). It's a more casual approach that can be challenging (I've tried many a time to get everything done on the more stressing difficulties.) 

    It is currently available on Steam for 10.00 U.S. Dollars, with "Overwhelmingly Positive" reviews, if your keen to give it a look. 

  14. Single Player:

    My vote goes to the game East India Company

     

    The reason? It is first and foremost a trading and market speculating game. Combat and conquest are secondary: you can play and win the game without waging war (if you're good). Any strategy that goes into the game is 1st about what to buy, where to sell it, and how much to invest in your trading fleet. Next is combat, and the combat engine isn't all that great. It's not bad, but also not stellar. But again, the focus of the game is on trade.

  15. The eye-bleeding color combinations in PotBS really turned me off.  If we limited it to "realistic" colors, I'd be ok with that.   :)

     

    Can't agree more on this. One of the things that irked me with PotBS was coming across an eyesore of florescent lime-green ship or bright 'Banana Boat".

    The almost neon colors that were available for the sail customization had no place. More "natural" colors would indeed be more welcome.

     

    I would like to see some Flags, which have diffrent emblems. Like the Pirates never had the same Flag. You knew all the time, this one is sailing with this flag. But it could be used for some.... you know. It should need some diffrent options, not 100% user generated.

     

    Pirates should indeed have the most freedom with customizing flags. But shy not make it a bit more interesting: as a pirate, start off with the ability to fly only a blank black or red flag. As you progress in the game (Time spent as a pirate, enemies defeated, distance traveled, etc.) more and more customization options become available to you. 

     

    I also like the idea of sail icons as well. Perhaps the devs could come up with a handful of historical looking designs as default ones to use. A Fleur de Lis for the French, a crown or lion for the spanish, Union Jack for the English, Eagle for the Americans, etc. As far as personal customization, the sails should have less options than flags. I for one also think that Nationals should have to fly their nation flag as their main jack (the largest one in the rear of the ship). All other flags and pennons can be customizable. 

     

     

    D2s1VeQ.png

     

    I really do like this idea, the devs can have some control as to what is being used, as opposed to completely unique user made flags and sails like on PotBS.

     

    Also, Achievement Hunter ftw! 

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