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blakdog

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Everything posted by blakdog

  1. Ya, but aren't you one of the developers on the game? And if so wouldn't that mean you could have an agenda behind your suggestions? I know myself it's always easier to convince stakeholders to change the spec than for me to have to change the code ya? I just find this to be an irksome suggestion as it trivializes the time people have invested into the game already. Especially those of us that feel the grind/game is already time commitment heavy (and especially if you've got a job and can't sink endless hours into game all the time )
  2. blakdog

    Lil Willy?

    Ye gotta keep Lil Willy! What else ye got for them long sails?
  3. Go here. Look at the pictures. Read the description. This is what potential new players see. And this is what we all want. http://www.navalaction.com/
  4. On the topic of "Server Maintenance": I don't understand why some effort isn't put into shortening maintenance. Setup 2 servers, A which is playing and B on standby. At Maintenance time, do maintenance on B then shut down A. Start up B. Maintenance then would only need to be a minute or two. Oh sure it might take a bit of coding and a bit of hardware. But it would do away with that annoying one hour interruption that impacts west coast players (me) and Australian players, and probably some of the early morning Russian players too. At end of next day, reverse the process. Sure the servers could be more complex than this, or there could be a cluster of servers, but the principle outlined above should still be applicable.
  5. ( Originally posted in a different thread. Jeheil suggested I post it here) If you're going to do a big server reset, there's something I'd like to address. This game advertises itself as a "tall ship combat" game and there are many new players that would love to try getting into a square-rigger and firing off broadsides at an enemy. The problem is that new players start the game and the best they can use is the highly volatile and difficult to sail basic cutter. I'd like to recommend some provision be made to allow first time players to immediately be able to sail some kind of a square-rigger; even a small one. Just so that they can get that delivery on what the game advertises.... tall-ships combat.
  6. Btw, everyone should take note of the key word "First" in "First asset wipe". Basically it sounds like they're planning for more asset wipes down the road. So what's the point of trading and crafting anymore if everything is going to keep getting blown out? Some of us like our "empire building" but if it's just getting wiped every 6 months what's the point? I still contend that radical changes every six months is not a good way to develop software. It should be done incrementally with small changes that allow the product to evolve towards release. Instead, these big changes will introduce new problems, requiring new patches and more reworking. There will be players that will definitely be looking for ways to exploit any new game mechanics, looking for ways to cheat, which will lead to more radical new changes for the game. Over and over again. Instead of evolving the game towards release I feel like the game is just spinning its tires in the mud and will stay forever in "early access".
  7. If you're going to do a big server reset, there's something I'd like to address. This game advertises itself as a "tall ship combat" game and there are many new players that would love to try getting into a square-rigger and firing off broadsides at an enemy. The problem is that new players start the game and the best they can use is the highly volatile and difficult to sail basic cutter. I'd like to recommend some provision be made to allow first time players to immediately be able to sail some kind of a square-rigger; even a small one. Just so that they can get that delivery on what the game advertises.... tall-ships combat.
  8. Yes, but how do you know these will be good changes? What if these are horrible changes and everyone hates them? Then we've lost all our ships and we've lost our game. Is there any empirical (proven) evidence that these changes are the right direction? Or is this just an experiment that will require a subsequent future wipe if it proves to be a bad direction to go in?
  9. I've figured out what this data is. It definitely can give you a competitive edge in the game if you're desperate for a given resource But it took me days of looking at the data and comparing it to stuff in the games to figure out. Now I'm trying to figure out if they've exposed the prices for items that can be sold which are not currently listed in the "Regular Items" collection. ( I should probably read the last few months of entries in here in case any new top level collections have been added to the data that's publicly exposed. (sigh... typing while sailing here and overshot the port I was sailing to. now turned back into the wind (of course) to get back )
  10. uhh.. guys? Wasn't this about ship to ship musketry? (admittedly, I love the historic detail. I never saw grapeshot/cannister shot photos like these pics before )
  11. I think the idea of marines firing muskets from various points of the ship is a great idea! This could also solve problems with stern camping. If a frigate tries to sit closely behind a Victory with marines and the Victory decides to slow down, I'd imagine the marines on the Vic would be able to clear the deck of the frigate if the frigate chose to slow down and stay back there. I think as much research on actual instances would be good to provide a precedent for any game implementation ( and I've heard great stories from actions like HMS Shannon vs USS Chesapeake for example) A quote I just read (at a range of 35 meters...): As the distance closed, the Shannon's gun crews and topmen kept up a relentless fire, and the unprotected quarter-deck became as uninhabitable as the surface of the moon. — Ian W. Toll [27] There wouldn't be any need to animate any of this... maybe just hearing the pop-pop-pop of muskets going off would be enough. But I think it would be a brilliant feature, both historically evocative and potentially solving some game mechanic issues at same time.
  12. The concept of Curse is good. Very much in keeping with the spirit of pirates in pop culture. I'm proud to be a cursed pirate.
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