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OneEyedSnake

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Everything posted by OneEyedSnake

  1. I think that combined with a message that flashes across your screen would be more appropriate. Sometimes us players just dont look at that part of our screen when we are on the high seas not scanning the horizon as critically as we do when we are getting near ports.
  2. i wish i had anything but 3-5 garbage man .-. some people are luckier than others it seems. perhaps its to compensate for a lack of skill? im just jesting with you btw haha. please dont hurt me with your purple ships
  3. " look at how they format their forum page with different types of "likes" to give more feedback, have "important messages" pinned to the main browse tab." " easier to navigate, find important posts," I can never find jack on these forums because they are buried, the default notification system is horrid, and it all looks the same. Forums should be engaging and welcoming to participate in, in order to encourage a larger discourse of ideas from the whole playerbase.
  4. https://forum.warthunder.com/ https://forum.warthunder.com/index.php?/profile/357917-flyingwarlord/ https://forum.warthunder.com/index.php?/topic/402737-news-meet-update-177-“advancing-storm”/&tab=comments#comment-7504161 I believe this is the same forum builder used in the warthunder forums. The warthunder forums have so many more features, links, little trinkets of recognition throughout it really makes it feel player orientated. My suggestion is to just check out the links, look at how they format their forum page with different types of "likes" to give more feedback, have "important messages" pinned to the main browse tab. Implement some sort of game activity counter linked to the game and to the forum. As it is done in the Warthunder forums, as seen in the 2nd link with the number "5272," indicates my number of games played, perhaps hours for the forum. Why? Its just nice eye candy, info on players, makes the forums feel a bit more player focused, easier to navigate, find important posts, etc.
  5. teak sabicu. cheap enough since we stored up teak when we had it. could crank out 20 cheap 1st rates a day. the only ones we struggle with is live oak, white oak, cedar, I think we have a mahog port. but yes, cheap. iron is no problem, coal, oak, fir, etc. all the basic building woods and metals are easy to acquire in mass quanities. ie 10 stacks. labor hour contracts are not a problem either.
  6. I went to NAL, queued for hours. Only ever fought 2 players. Hundreds of bots. Realized I missed sailing around for hours rather than staring at a countdown for hours. came to the conclusion both games need a much larger playerbase.
  7. Did that yesterday in a cheap Vic. Resulted in a hell of a lot of fun actually! Got jumped by every bellows and their friend. Was forced out of the zone, and died to the timer. Had them on the run though haha
  8. And here we see either a troll. A brown noser. Or something worse, someone that is serious. Here is why, logs allow for members to gain access to greater amounts of resources. Which allow for more gameplay, which allows for more pvp, teamwork, and fun. How do logs allow this? Trust. If little Hachi joined VNM, stole all our shit, we have a log to prove it. Kick you out. Tell everyone on the forums with proof that you are a loser, you get screwed out of any decent clan, and hopefully just rot away at the bottom of the sea. now if little Hachi is new, and thinks this devious thought, but knows he will be caught. And the consequences. Chances are little Hachi wouldn’t do it in the 1st rate. Mutual self assured anhilation. It worked for 30-40 years in real life. It can work here. this is all just ignoring the simple fact that even in real life all warehouses have for hundreds, a thousand and a half thousand years, have been logged what goes in and out, by who and when. So now I ask you. Why in God’s green earth shouldn’t they be logged? It’s very simple and wouldn’t take hardly any data space if done correctly.
  9. I agree, and I think part of the solution to that is simple. More open world missions. The open world should be filled up to the point where you can’t go more than 10 minutes and not see some unique events that are rewarding.
  10. some mats and gold were stolen from VNM. we used to be an open warehouse clan. now we are not. the newbies now must wait for an appropriate member to be in our port with the warehouse to help them. which sucks for them. Clan Logs save lives!
  11. i think if the 1st rate's br was adjusted then this wouldnt be a problem. say 800? that way the otherside with no 1st rate outnumbers the side with a 1st rate by a good few players. 1st rates need crew, and without crew they dont function well. so those extra players could be the difference in the stern rakes.
  12. but yes, the carebears, that is what i was hoping to address with the PVE 1st rate reward. I mean oak oak is more than enough to allow for variability in the ship to become a good ship. and if they only pve anyway, thats more than enough though in my opinion. but it is just an opinion, and I certainly acknowledge those players and your point with that.
  13. i want 1st rates to be deathstars. they arent now. sorry if that wasnt clear. thats what they should be. and with how hard it would be to obtain them, it would be balanced.
  14. 1st Rate Problem The Premise here is simple, there are too many 1st rates to be historically accurate, but more importantly too many 1st rates for them to be fun or to look forward to. Historically fleets were comprised of way more 3rd rates than 1st rates. They were there, but the ratio from 3rd rates to 1st rates in fleet composition was 9:1 i believe? (Read something somewhere a year ago, nautical warfare expert facts to confirm or deny would be great) Why? Because 1st rates were national TREASURES. They were expensive as all hell to build, maintain, crew, and arm. It wasnt cheap, and every nation, of all wealth felt it. Think of a carrier in todays world. 1st Rates in game are so numerous in fact, that no one looks forward to getting them anymore. The newbies do, sure, but when people just offer them up freely because thats how easy they are to obtain, that excitement goes away as they sail with them, face a whole horde of other 1st rates, lose them, get more, etc. This also takes out a lot of excitement of being the most bad ass in the ocean. In fact, you probably arent, having a 1st rate MEANS NOTHING in game. Which is sad. Having a 1st rate, regardless of build should be an incredible feat, 1st Rate Solution In order to make 1st rates be a late game component themselves, as they should be, acquiring them needs to be completely reworked, and when you do, they must be an awesome ship indeed. Admiralty awarding 1st rate building permits. I believe this is the right track, but not there yet. This feature in game an be exploited by alts to an insane degree, and anyone with victory marks can pool them and give out 1st rate permits and thus 1st rates to whoever and whenever they wish. Permits must be made much harder to get. In fact an upper government, not of player control (call it your actual government admiralty from Europe or trade company), should reward these permits based only on killed predetermined targets on other pvp players. Essentially players get marked based off of their performance in pvp combat, the task is to then kill pvp players to earn this permit from your admiralty as you have become a national hero. If you can't do it, you dont deserve a 1st rate of great quality. You can sail a 2nd rate or 3rd rate of any quality of your choosing. But what about the pve players you might ask, the traders, the non PVP players? Simple. They can go kill X amount of AI of X quality, such as other 1st rates, they can get a 1st rate permit that limits their build type to oak oak, something that is exactly base line.Nothing terrible, but nothing great. Or just add a generic 1st rate to the game that is smaller than all the rest cannon wise and health wise, but just above a 2nd rate. This then creates a larger amount of players sailing on 3rd and 2nd rated ships. 2nd rate ships however should be made twice as expensive to craft as they currently are in game, as they are extremely competitive with the 1st rates, at least the buc is. The OVERALL affect of this. 1st rates become a true warship as they wade through a sea of 3rd rates and 2nd rates. Delivering the force of pure shock and awe with every broadside. But with their rarity, they will become massive targets as everyone will want to capture it and make it their own. The 1st rates will become their own late game, and become a true motivator for pvp combat, and fun terrorizing combat when/if you can meet the demands of your admiralty. Once the permit has been obtained you can craft said 1st rate of the quality you are allowed to craft. Once crafted the 1st rate may be traded ONE time before it is "bound" to that person and may not be traded again. It must be captured. Why would the admiralty give nelson control of HMS Victory if he was to give it to some junior admiral? Crafting Problem Crafting in game is a joke. Its more basic than starbucks' overall clientele. lv50 crafters are so bored our ports have run out of rum! (seriously though, where has the rum gone?) Crafting Solution If you thought my 1st rate solution was game changing, wait till you read this proposal. Essentially lv50 crafting will mean nothing as it currently does, up to lv50 i am proposing to KEEP the current system. But wait, there is more, all the way to lv100. An open world sandbox game, built around the age of sail. What could be more immersive than actually crafting your own ship built idea yourself? Designing your own hull, cannon loadout, rig and sail loadout, etc. What is to stop people from building the most op ships on the 7 seas? Their own stupidity, a better physics engine, and by rate. If you are crafting a 7th rate it has to be under a certain dimension and under x amount of cannon broadside weight. If that means you put 3 42 pound cannons on it, then so be it. But you only have 3 cannon slots and that reload time is going to suck. The Main limiter: Crafting level. Essentially each crafting level AFTER LEVEL 50 allow you to add more to your ship. Every level will allow you to add a bit more base hull hp, armor, and broadside weight. And every 10 levels you can start to build a new rate. So lv 50-60 you may craft custom 7th, 6th and 5th rates. 60-70: 4th rates. 70-80: 3rd rates. 80-90: 2nd rates. 90-100: first rates (will require a permit of special quality designating that you are not only a lv90-100 crafter, but also can perform in combat beyond Admiralty expectation.) Essentially the admiralty can only afford to trust you to outfit a ship based on your reputation and experience creating ships and in combat. This will of course create epic ships that truly define naval warfare. Within bounds of reason and physical capabilities. But what is to stop everyone from acquiring these ships, especially 7th-2nd rates, and seal clubbing everyone? The crafting limitations are one, but they should be more powerful than the standard ships if built correctly. But also of course each crafting level after 50 isnt some walk in the park to get. You can get to 51 the same way as you get to 50. But after this the only way to level is to craft custom ships. These ships must then perform well in combat. Like in the old days when your crafted ships earned xp towards the craft when they were used in combat, it goes to crafting xp. The jump between level to level can be linear. But at say 59-60, (every ten level jump that allows creating a new rated ship) it is parabolic in nature of craft xp. Essentially there will only be a handful of these ships per hundreds of players. More expensive overall to craft. Each custom ship built will require a good amount more material than their counterpart prebuilt ships. In gold currency, say a 4th rate takes 500k to build if you buy all the mats. A custom built 4th rate would cost 2 million. This adds more value to currency gold. Generates more open world traffic ferrying resources. This creates a massive late game for the abused crafters. Something to really look forward to, and of course these powerful ships shouldnt be shy of battle, as they are (hopefully) built well enough to be better than the standard ship of that rate. (unless of course someone got carried away with the sails and you capsize in battle, haha.) TL;DR? you are going to have to read, this was as short as i could make it. sorry As far as this not being possible to do? All of these things have at least in one game or anther been a thing, perhaps not all together at one time. But I know it is possible, and with our current engine it may take several years to do, but I do recognize that, and just believe it would be an incredible thing to implement for a more expanded late game for everyone. Ideas and thoughts are of course welcome, and perhaps i left some things out, as these were shower thoughts, and hastily put together. o7 captains, and Godspeed all.
  15. typical danes, they do the same to us Dutch. then have the audacity to say our nation is bigger. then complain when we set our pb timers to when we can have equal numbers. and not get ganked by 50 ships. what a wonderfully backwards and delusional nation.
  16. just now saw this. The first dutch ship, and a beautiful one at that! huzzah!
  17. Back in the day us Dutch used to go out and balance these battles, would pull quite the surprise on a lot of people. Perhaps something could be rearranged. Im not active enough to carry out my old diplomacy tactics, but @BPHick check this out. Ask our last leader by title in the clan for my number, I’m going to be busy for the next couple of weeks, if you have any questions. Good pvp content for us Dutch, find an ally. Save the weaker side, get some friends. @Van Poon And @Thonys an idea, if you think the Dutch players of the Dutch nation would like this, perhaps you could spread it around there as well?
  18. but logs allow us to monitor the warehouse and appropriately take actions. Our clan used to operate with all members as officers so they can use the warehouse. But when some shady stuff happened we had to restrict it to only the members we have known for 2 years or on a personal level. Which isnt fun for new players that have to wait for an officer to help them out. If we had the log then we could just take the position of the individual, not to mention that everyone would know their shady actions were being traced, so they probably wouldnt do it anyway. Thus easier use and beginning game for players in any clan, and thus more team play, thus more fun! A clan log is right now the most requested feature among clan leadership. I understand that the data adds up on your servers and slows things down, I am aware, I do program engineering programs that deal with massive, and i mean massive databases, that literally require a super computer to go through, where certain aero-stresses are constantly changing and we cant limit the number of data points because its literally life and death precision. But there is no reason to not limit the log to a certain number of transactions with a clan. You can make it show 100 transactions per clan AND wipe ever 3 days or so. That way the inactive clans wouldn't be a burden, and us clan leaders, diplomats, and officers, could properly LEAD and MANAGE the clan.
  19. hacking servers have been around since code breakers in the 40's admin. trust me, you arent nearly the programmers you think you are if you think you are unhackable. The developers of CoD, Battlefield, CS, and several other multi million dollar games have all been hacked before, after them saying "it isnt possible." Im not saying that the case of this tribunal is a hack, but please do not be so naive, it worries your community when you say such things, and makes us all feel less secure, and less inclined to play an "unsinkable ship." *looks at the titanic* What makes this relevant to this case? Well id like to think that it could provide an insight into the idea that nothing is "impossible" and I am just pleading with you to take these cases more seriously. Because the moment your game is truly hacked and it goes public, all this it is impossible talk will come back in a hard to take way. Further more, the whole entire crew not dying thing, has happened to me several times before, and another case was reported of this, I also would ask that you take a look at how crew are behaving when hit by grape balls and cannon balls. Perhaps their hit boxes are not correct? As far as the not being able to penetrate, more than likely the angle multiplier combined with thickness hasnt been fully understood by the players experiencing this issue yet. Angle of deflection is a multiplier, not a cumulative value. Thus any angle will greatly decrease your chance of penetration. Take for example the constitution in real life. Old Ironsides, while she was shooting at smaller ships, still was bouncing shots from 12lb cannons, this was crazy by any standards at the time, and I dont believe her builders had hacked life haha.
  20. That is the opposite of realistic. Go look at paintings of naval warfare atthis time period. You’ll notice most ships are missing masts because they were easy to destroy, but they also could be put back up in battle if you could get out of the battle for a day.
  21. have you been able to try the game yet? and have you checked out the dutch ship collection plan page in these forums. im sure your input would really go a long way there!
  22. DK consistently brings 2 port battle fleets down into our territory at a time, when we can only bring half of one. denmark has access to woods we do not as well. the unique ID login thing is BS at best. and in terms of RVR, we cant form a port battle fleet consistently in any time zone. so there you go. "more numbers" my ass
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