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Blaatand

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Posts posted by Blaatand

  1. 1 hour ago, Sir Texas Sir said:

    As long as all those things you paid for I can get in game through grinding or PvP.   This is how SC puts buying ships in a good perspective cause any of the ships you can get in game after it releases.  And they have plans for some ships you can only get in game.  Once they get to one point you won't be able to buy the ships (certain ones) with real money either.

    I actually think SC has a better model for player interaction and funding... hell ... I have a hangar full of ships there waiting for release so have 10 times more money in that game than the measly funding required here.

    Devs should also visit the SC site to see a different way of both funding AND presenting results and plans

    • Like 3
  2. 17 hours ago, admin said:

    American ship pack Kickstarter event.

     

    • We constantly receive requests to improve USS Constitution to the level of new ships like Endymion. Constitution was the second ship we built in NA. To make it happen we will arrange a Kickstarter to fund this project. The Kickstarter will also contain additional US based ships on stretch goals. If this event is successful we will set up such events for other underrepresented national vessels too.

     

    I actually think it's a great way to get more ships - let those who are willing pay to get them build - everyone ingame will benefit regardless of funding source.

     

    BUT........ I DO NOT LIKE this sentence:  If this event is successful we will set up such events for other underrepresented national vessels too. ("other" underrepresented nations???? Americans are not underrepresented!!!)

    I will gladly fund a Danish ships pack but as I would never pay to get more American ships this might never happen!!!!????!!!!!!?????

    Why should we pay for MORE US ships before we can get what many are clamoring for: small nation ships!! ????????????

    I sincerely hope this statement will be changed.

    I will pay most of a development pack of Danish ships myself if I have to and contribute to Swedish and dutch ships - but keep me out of more American vessels!!!!

     

    And an in game shop for paint and trinkets would be great!!! BUT NO P2W

    • Like 1
  3. 12 hours ago, John Magnus Thruxton said:

     

    I totally agree, that a more complex and individual kind of shipbuilding is something what a sandbox-game like this game tries to be needs.

    I would also really like if the game would move away from those replicated ships... Shipbuilding would be far more interesting to me if I was able to not build a special ship that sailed the sees, I would like to pick the hull, the paint, the stern and the figurehead of a ship individually, so that every ship may look different and there may not be whole fleets of identical looking ships, what just became boring for me after a while, no matter how beautiful those ships are.

    The rebuilding-wreck-part I like, too - but only for costs that would exceed a new built one by at least the double or even triple amount of resources, for already discussed reasons. Pixels safe, economy too.

    Aaaand... even if it does not fit this topic 100%... I want ship names. Maybe a mix of two suggestions I have read before. Give a list of historical ship names (to those who lack creativity or interest in naming it theirselfs) and the opportunity to propose a custom name. Last would have to be moderated by the devs.

    Safe waters, John

    Agree with the price of rebuilds and should be exponential for each rebuild making people retire their old trusted warhorses (seahorses??)

    Very much agree with ship names but under heavy moderation - maybe only from drop down lists where you can apply to add names.... "spotted dick" might have been a dish aboard those ships but not really suited as a name.....

    • Like 1
  4. 16 hours ago, maturin said:

    Which is why we need different wind strengths.

    Stability as a feature is meaningless until then (and probably even then, because of complexity).

    Yes

    Presently all ships speeds are given based on a given wind speed. But different rigs hold up to higher wind pressure and on a theoretical level ships will max out on speed based on size (rough rule of thumb is waterline in meters is max hull speed.

    Opposite holds true for low wind where some hulls and rigs will be incapable of going into the wind. Period!

     

  5. When the Danish King went on the maiden trip on the 2nd rate SOL Christian he was amazed that it outran the frigates even without the topgallants. This is recorded.

    Historically we have a lot of data on ship speeds but problem is often that these are with regional outfits (brits outfitted heavier than most and got slower ships).

    Even so the game is advertised as being historical in ships designs and some work should be done to reflect this in builds, outfits and abilities.

    Remember that there are several factors deciding speed (lets leave wind out as we look at similar conditions)

    • Construction (emphasis on different characteristics should allow for difference in speed, maneuverability, rigging strength, stability and armor) This should be the main factor
    • Mods (extra sails, copper plating, planking etc.) This should be secondary factor
    • Abilities (Olympics in sailing is done in identical boats but abilities in handling makes for large spread in results!!!!) Tertiary factor but not insignificant!

      When the Devs redesign ships construction I hope it will follow this general outline?

  6. 2 hours ago, Nash said:

     

    There is a problem with that.

    I tried to sail 60 minutes in battle, the game doesnt render that far so you crash,

    If the game manages to render that far, then you can safely travel everywhere you want with no risk.
     

    I don't get you....???

    Renders??? speed in battle instance is 1/1 and the fastest ship is 14knots - that means 14NM in one hour....

    I have also done that and it "rendered" fine - running from a pirate fleet with my trader for an hour and a half..... and they were waiting when I got out .......

  7. 11 hours ago, Wesreidau said:

    Nope, kill it dead.

    In the future I hope the mechanic of Fine Wood controlling ship quality levels is replaced with some ingredient bought and paid for using the PVP currency. It is fun to grind for PvP currency, since pvp combat is the most engaging part of the game. It is not fun to grind for random resource collection drops, since crafting resources out of labor hours is the least engaging part of the game.

    because PVP is the only way of playing and everyone else are noobs and fools..........

     

    Deep sigh

  8. 8 hours ago, admin said:

    Proposals

    Escape (BR screen camping and revenge gank escape)

    Forced 5 or maybe 10 minute timer is great!.... but as Wraith says not to port - spawn at battle location. OW and battle uses same map so this should be simple

    Log off before battles/port battles

    Why make it complicated ?? 2 hours before a PB all logins will be bounced to a random point 50NM from the contested port. This both solves people sailing to location a day before and places them far enough away for screening to be a viable tactic.

     

    • Like 1
  9. 5 hours ago, Ser Cookie said:

    The Buc was the redeemable one , Teak Crew space without any significant upgrades , The only reason why i posted this is because other people from Spain and your alliance do the same. Im pretty sure the capt sailing the rattlesnake has been making posts about victories as far as i am told.I also have screenshots of battles similar to these but i didn't post them...

    Dear Sir (for the lack of better wording

    Bring you esteemed vessel to our fair Danish isles and we will give you a fair battle

    • Like 1
  10. On ‎24‎-‎11‎-‎2016 at 5:00 PM, Don Inocencio Botillo said:

    Capitain Cookie:

    I have been informed by my efficient Inquisition officers of this incident, and the news you have posted here, to the merriment of the Spanish faction in general, and the consternation of the Captains involved. 

    Indeed, it was a terrible battle. I have discussed it with the above mentioned captains, to hear their allegations before taking any disciplinary decision.

    Captain Churruca, sunk in combat despite his numerous victories against superior enemy forces, and successful raiding of the Dutch and Jamaican trade routes, explained the whole episode to me in detail, something that you have neglected, perhaps thinking that an image is worth a thousand words. They praised your fighting skills, your accurate artillery fire, and especially, the hardness and thickness of your hull.

    I am not a seaman, I'm just a pastor of souls, but even I understand that, in order to survive the dangers faced by privateers, our ships must be fast and nimble, and despite the thorough blessings and copious holy water I use on each christening of a ship for the Holy Brotherhood, a fir ship stands little chance against a rock solid Bucentaure made of live oak or some other arcane new type of wood concocted by our ever wise developers. Additionally with the new and splendid patch that has made crafting of a good ship a near impossibility, and the constant rumours and uncertainty created by the news of a future wipe of ships, our captains have been instructed not to loose their ships if possible.

    If you look at the amount of damage inflicted, you will see our captains fought gallantly, long and hard, so, no dishonour there. You can brag as much as you want, it is your right as a victor, but it does not reflect too well on your character as a gentleman.

    Despite this, the captains involved are being disciplined, not because they did not perform their duty, but because they choose such a ungentlemanly opponent, who published the results of a battle that happens every day every where, with victories and defeats for every faction.

    If all of captains were like you, Mr Cookie, this forum your be full of posts bragging about ordinary battles, contributing to the boredom ad despair on which this Caribbean community has fallen since the last patch.

    All of the captains involved have been escorted by Inquisition Officers to the indian missions off the Mosquito coast in Honduras, where they will be spend some months spreading the faith of our most Holy Roman Catholic Church, evangelizing and converting those poor souls the English Crown is neglecting, focused on their greedy and aggressive expansion.

     

     

    Most honored Don Inocencio

    I couldn't have said it better myself!

    Many of our ancient dane scrolls describe his like and in words I would not bring to my mouth but lets say he would be the one who "stood good for chopping".

    Besides that I plan to bring my crew to visit your little sisters - might teach them some Viking tricks if your honor would permit?

    • Like 2
  11. 10 hours ago, Anne Wildcat said:

    Maybe make map coordinates an officer perk?

    Map coordinates, I believe, were added to help find shipwrecks. I loved the feeling of getting lost and having to find my way when I first started playing with no coordinates. Or, I think someone suggested, give 1 ordinate as either latitude or longitude (can't remember) was easy to figure out. 

    Really???

    I have met a few motor sailors lost but that's it.

    As an IRL circum navigator I couldn't disagree more

    Lat long should be exactly that LATITUDE, Longitude - I often get confused with the unconventional layout in NA!!!!

    Many treat 1700 hundred navigation as if it was primitive but I have actually entered ports on pacific islands using charts marked in the bottom with "last updated by captain cook" (Latest edition English charts). I also used sextant on my first circumnavigation and found that precision would be as good as 2NM on clear days

     

    OW: Personal fleets (Skip it) / introducing convoys instead.

    NO. But make it to protect traders only:

    player AI fleet if ONLY warships for a trade ship or traders for a warship (these traders can carry goods)

    • Like 1
  12. On ‎23‎-‎11‎-‎2016 at 8:22 PM, BarentsSailor said:

    Hello captains,

    I've been playing NA on and off since January and would like to give a few suggestion based on my background irl (active tall ship sailor and occasional computer game player).

    First I must say that I really enjoyed playing this game when I have time, specially for the realistic battle where wind tactics allow to take over your opponent, but also the open world and the crafting/trading system. However there are few points that I would like to comment on, and give my opinion.

    Two minor incoherence concerning the map and navigation system:

    - In the map window the coordinates start with the longitude West. irl it would always start with Latitude North or South. For me (and I guess for other players with navigation background) it is hard to get used to it.

    - On the wind direction and ship direction diagram (bottom right in OW, bottom left in battle): the wind direction arrow is pointing on the compass where the wind is going to, not where the wind is coming from. Same here, irl the convention is the opposite and would show the direction from where the wind is coming (see image of a conventional instrument plotter, wind is represented as the yellow arrow with letter T).

    Concerning the open world navigation system. I would suggest the development of a more realistic navigation system including wind direction change and wind patterns, currents, leeway, weather changes, clock system for longitude, poor latitude position in case of overcast (cannot fix the sun with the sextant) etc..

    Making a more realistic navigation system would attract a lot of people from the traditional sailing community that would see this game as a simulator from the age of sails. Moreover I've been reading a lot of complains on the forum about long and boring OW navigation. A more realistic navigation system would bring more dynamics to the OW and offer more challenges and tactical decision, making long OW navigation more fun. I know that represents a huge amount of work for developers, but might be worth considering.

    That's my suggestion for this wonderful game. Developers keep on the good work!

    raymarine-screencmyk.jpg

    As an IRL circum navigator I couldn't agree more

    Lat long should be exactly that LATITUDE, Longitude - I often get confused with the unconventional layout!!!!

    Wind is the same issue - see above

    ALSO:  compass shown is ok wind but NOT representative of a steering compass - a horizontal bar below the wind rose should show steering with at least 5 degree resolution!! Many treat 1700 hundred navigation as if it was primitive but I have actually entered ports on pacific islands using charts marked in the bottom with "last updated by captain cook" (Latest edition English charts). I also used sextant on my first circumnavigation and found that precision would be as good as 2NM on clear days.

    For voyage planning it would be simple to add a couple of tools to the Map: protractor, ruler and compass rose. VERY little programming but realism for those of us who actually enjoy sailing and like the realism of sea voyages.

    I would also think that a crows nest repot would aid people sailing semi AFK - shouts of sail ahoy when sail is sighted in the horizon.... especially traders would appreciate this!!!

    • Like 2
  13. 14 hours ago, The Spud said:

    I think the level of modification right now, especialy with the new super builds one can create by combining regional trims, custom trims and wood types is allready very wide. And you can get yourself a very fast trader build, it just takes some time and effort to get it done. You can always ditch some cannons for added speed or take different calibre.

    I would hate to see very unrealistic gun layouts on ships, especialy on national ships, as national navys probably had predictable gun layouts. Pirates however, I would be fine with them rolling some unusual set ups like on the Pirate Frigate.

    On the other proposed parts of crafting you proposed, I'm guessing the devs allready have some sort of plans in mind, so i'm kinda curious to see what direction they want to go with the crafting part of the game.

    Yeah - National navies had standard setups. The Danish fleet stolen by the brits were all outfitted with heavier guns and all became slower.

    But ALL ships had the capability to clear the aft cabin and roll out aft guns - I am not looking for unrealistic loadouts - I am in fact looking for the realism of adding stern guns - choosing lighter calibers but directly in the build. So actually increasing cargo capability for max gun size - or shifting ballast for added stern guns.

    And yes - also excited to see devs solution as they have hinted at some of my ideas.

    • Like 1
  14. On ‎25‎-‎11‎-‎2016 at 3:03 PM, Elouda said:

    I like the sound of the above, except the building of rewrecks (unless there is some limit to the number of this this can be done). Its essential that there is actually a mechanism (sinking/running out of duras) to remove ships from the system, hence driving the need for new construction.

    Sorry - forgot about that.

    Rebuild of ships should be exponential and time depends on Rating.. i.e. a frigate takes 2 days first time - then 4, 8, 16, 32 .... days - people can keep their pixels but at outrageous costs

    • Like 1
  15. Lets elaborate a little:

    Options on new shipyard page:

    • Build or upgrade ship (costs time and not grinding to enhance gameplay)
    • Modify ship (copper plating should be integral part of ship so of course done at yard)
    • Rebuild wreck (One durability on all ships but wreck is delivered to Yard)
    • Study design (design study should have option to study ships design - BP - or enhancements only at less time cost) ship studied is destroyed in the process

    All build, upgrade and enhancement function should be tied to captains and crafting level of crafter

    This has numerous positive effects:

    • Tedious grinding is removed
    • Number of ships will be easily limited by setting different construction and upgrade times for each ship Rating
    • All have the option to build and thereby sell top level ships but as the time cost is large high quality ships will be a source of income for new and casual players. Hardcore players might have to settle for some ships of lower quality again giving newbies and casuals a sporting chance
    • No more tedious build and destroy to get BP's..... but you need to capture or buy the ship you want (NPC sold ships should be limited to the basic free designs so people actually have to capture the high end ships to get BP)
    • Enhancements are now also BP based so you need to capture a ship with this enhancement and study it to be able to build it. This gives business opportunity for those good at capping.
    • One durability means take care of your ship but you will be able to rebuild it at maybe half the cost in mats and time.

    Some of this is hinted at by devs as Hodo points out but not all and not in specifics.

    I personally think this model solves the current gripes about grinding, timesinks and lack of PVP while still limits the high end ships. Also many complain about BP accessibility which should also be solved here.

    Please give inputs?

  16. I think the dev team is violating a core rule in R&D change only one interlinked parameter at a time and avoid interlinked parameters where ever possible!!!! - if not you have NO WAY of tracking what worked.

    Last patch severely broke the test by keeping BP learning interlocked with ship production quality.   In other words - the result in what people will build and sail is worthless as the determining factor in most cases I know is that people do not want to waste production materials (fine woods) without getting new blueprints.

    As we all know we will loose all BP's at reset next year whats the point in testing that any more????? Give everyone all BP's for now so we can test ships and other factors without the influence of BP learning!

    This is simple research procedure and should have been done a while ago.

    (worked as R&D engineer for many years with several international patents in my name so know what I talk about here)

    It annoys me when testing and development is done haphazard with no discernible pattern or logic!!!!

     

    EDIT  Have made a thread in suggestions on how I think issues should be solved:

     

    • Like 10
  17. Just spent 2 hours reading through all.....

    I like the proposal but like others warn against throwing all away at every patch - try a little tuning.

    From threads:

    Fleet should only be available in 2 ways: warships to traders as protection and traders to a warship (providing the fleet trader/s can carry goods) This will promote PVP as you can defend your cargo (either way)

    More flexible ships crafting would enable traders to protect their vessels better - i.e. dump main guns and only carry a couple of large stern guns - or faster warships with reduced gun sizes.

    Personally I started in PVE world but it got boring so changed to PVP 1 which is fun but sometimes tedious when you get jumped while moving precious cargo and have NO chance of running or fighting.

    In the end I think the aim should be to have no PVP PVE distinction between servers - more diversity and people on a server also means more fun.

    as for crafting - trim the fine wood thing - better system would be to remove it and let ships be crafted in real time....

    i.e. crafting a frigate takes 1 day but you can only build a green

    updating to blue takes 2 days

    to purple 4 days and golden 8 days

    times are sample only - but then number and quality will suddenly start to diverge!!!

    edit: oh - all ships one durability - wreck is delivered to Yard and can be restored with materials and time.

    Naval Action crafting proposal.jpg

    • Like 9
  18. Thanks - I read that a long time ago

    This still looks mostly like on off switches and not gradual selection like what I propose. Further more it does not mention gun placements or sizes .

    What I propose is more flexible AND includes a model for improving ships and learning BP's that is far more realistic.

    As site Manager at a Large shipyard I actually know a lot about shipbuilding :-)

  19. 16 hours ago, Hodo said:

    There is a more flexible system in the works.  If you read the future patch plans you will see this is more or less what they are going to.  probably not as complex as you have here, but something close.

    I've read all the plans and I do not see anything fluid. Again - if all is chosen from a list it will be the same options picked, not the fluidity of a real outfitting. They do talk about making the ship more important than upgrades and reducing upgrade slots but then you need to go all the way with a system more like this. Also this system covers all ship areas - guns where I want or need them, BP's are learned by finding a vessel and studying it, modifications or quality upgrades are made directly to the specs and takes time.....

  20. I advocate a more flexible construction/modification feature in the shipyard. I want to be able to trim the ship fitting my play - in this case making my traders fast, dumping all main guns to achieve more speed and fitting a couple of HEAVY stern guns to slow down pursuers. The ship mod section (and initial construction page) should have sliders to select weight, speed, gun sizes, gun placements, rigging quality, hold, powder storage, ammunition, crew selection (number of gunners, sailors, marines...) and all of course having results in speed, stability tonnage and so forth shown... Then I can make fast raiders with light broadsides, speed traders with only stern guns or heavy Corvettes for pirate hunting....

    All in all this will make gameplay more interesting as all will have different preferences, so you never know exactly what you are up against. And in fact more period exact - just look at how all the ships stolen from Denmark were outfitted with heavier armaments by the brits and thereby got slower.....

    regional bonuses and some upgrades could stay in slots but many would be better integrated hereNaval Action crafting proposal.jpg

    • Like 6
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