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Remus

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Everything posted by Remus

  1. You should see all the WHERE clauses I need to to get crafting costs and LH to make sense. Manual manipulation to force food to use fish meat and salt rather than the farm building I don't mind - it's one of the hazards of two BPs making the same thing, and I'd happily see more of that sort of stuff (a charcoal recipe with fir, for instance, as well as the one with oak) - but I have to manually strip out the compass wood BP and (iirc) the teak, bermuda, mahogany and live oak BPs as well.
  2. I'm only looking at econ right now. Do you not have base stats to apply the modifiers to then?
  3. The buy/sell problem occurs when trying to describe things in the forum. If I say 'the shop buys stone for 22' I think everyone understands what I mean. If I say 'the shop buy price is 22', then am I referring to the price the shop pays for stone or the price in the BUY column when looking at the shop UI? Consequently I try to be careful in when posting here to make sure my meaning is clear. But in game there is no confusion, so no change is needed. To me, 'bid' implies a competitive auction (which we don't have) and I haven't a clue what 'ask' might mean, but again it suggests some sort of negotiation whereas shop prices (at that moment in time) are fixed.
  4. This too is correct - sort of. Ballast is now part of trim - even white oak planing has a ballast component. The 'sort of' is because trim requirements aren't listed in the API at all (they never were, even before the wipe), something I too would love to see changed.. So far as I can tell, the ingredients for each are as follows (in csv format), with the multiplier being applied to ship mass. The the product isn't an integer, round down: Trim,Id,Item,Multiplier Bermuda Planking,2,Ballast,0.04 Bermuda Planking,1332,Bermuda Cedar Planks,0.11 Crew Space,2,Ballast,0.03 Crew Space,14,Oak Planks,0.1 Crew Space,20,Canvas Rolls,0.04 Crew Space,887,Provisions,0.02 Fir Planking,2,Ballast,0.04 Fir Planking,1333,Fir Planks,0.1 Mahogany Planking,2,Ballast,0.03 Mahogany Planking,1334,Mahogany Planks,0.13 Oak Planking,2,Ballast,0.03 Oak Planking,14,Oak Planks,0.17 Sabicu Planking,2,Ballast,0.03 Sabicu Planking,1335,Sabicu Planks,0.17 Teak Planking,2,Ballast,0.03 Teak Planking,1336,Teak Planks,0.14 White Oak Planking,2,Ballast,0.02 White Oak Planking,1337,White Oak Planks,0.19
  5. All three repairs are flawed from a crafting perspective. This isn't necessarily wrong, but it's probably a large reason why there are so few on sale: Hull repairs require insane amounts of LH: 6.8 each, meaning a crafter specialising in them can only make 145 a day. This won't go very far, especially as perhaps only 1 player in 20 makes more than just what they need themselves Rig repairs are a better on LH (2 ea), but requiire insame amounts of hemp: 6 each, when a level 1 hemp plantation only makes 400 a day Rum itself isn't bad. 0.11 LH and 0.44 sugar, but sugar plantations make so little, just 93 a day, and the other three ingredients are needed in such tiny quantities it seems wasteful to use three building slots for so little product. It's possible to set up a reasonable production line to make all three (as I posted below), but then you have a problem selling them. If you want to supply free towns, that's three sell contracts per port, you cannot teleport there to claim contrtacts, which may give you cashflow problems if you need the money from previous sales to be able to harvest materials for the next batch, and you can only have a maximum of 10 contracts at a time - so that's only three or four ports you can supply.
  6. You need to make ships - these are now the only items that give crafting XP. Ships are also the only items which need crafting XP, so it would not be too bad, except crafting XP still determines you maximum stored labour - 1000 labour hours for level 0, which is one day's generation. If you do start building ships, then traders lynxes (fir/fir planking) give the most xp per labour hour, can be built at crafting level 0 and are also in high demand (you'll need 30 PvE marks for the blueprint), but setting up for shipbuilding is expensive.
  7. Remus

    Wipe issue

    You had a character on PvP1, wipe came, you then deleted the character on PvP-EU without redeeming XP, created a new character and you only have the forged papers and yacht? Sounds like you should F11 it. Most old players will by now have had 9 redeeemables (xp, cxp, 2x forged papers. 50 PvE marks and 4x ships), and yacht owners will have a 10th, all of which (as I understand it) are meant to stay with the account if you delete your character after the wipe. Any which haven't yet been redeemed should appear on the new character.
  8. Remus

    Wipe issue

    Yes, but 'created a new character' probably indicates you didn't have a character on that server before the wipe, in which case you don't get combat or crafting XP. I have no idea what the rules are for the redeemable ships. The old PvP1 server became PvP EU, PvP2 became PvP Global and PvE stayed as PvE. You should find redeemables (and your old character) on whatever server(s) you played on before the wipe.
  9. I think it's because your ship is moving so you or your camera angle falls out of 'x' range. I reckon the speed/distance/orientation thing is too restrictive. It isn't like boarding when the two ships need to be right next to each other. You'd send a boat to inspect and salvage goods from a foundered vessel.
  10. Rum OW consumption is surely bugged though
  11. Updated to Build 11 - but with errors (see first paragraph below link) I've put crafting data into a spreadsheet: Naval Action Crafting Data 11.xlsx This patch has changed the calculation for ship trim ingredients, with ballast (but possibly not all of it) now being moved to the main recipe. If someone cares to post blueprints for a couple of ships in every trim, I'll see if I can work out what the new calculations are and correct the spreadsheet. Taxes have been added in build 11. I haven't incorporated this into the spreadsheet. Everything in this post below this point is unchanged for the last few updates. It's quite basic; the only calculations are on the first 'Calculator' sheet; the rest is just data. I think most of it is self-explanatory, but I'll describe each sheet below. I've saved the file in Excel .xlsx format; the Calculator sheet almost certainly won't work with OpenOffice as I use Indirect functions. There is a way round this which I may incorporate in a future update, but really if you find this sort of thing useful just pick up a cheap copy of Office on ebay and spare yourself - and people like me - the pain of using OpenOffice and ensuring compatibility. If you use an old version of Excel and want a .xls copy, just ask. I've got a semi-automatic way of updating this sheet from the API - it's too convoluted to share, but it does mean I should be able to keep up with patches and hottfixes as they are released. The sheets are: Calculator. Primarily to calculate costs and how much you should charge for things, but it provides basic information on material requirements too. Write in the yellow cells. The four at the top are for adding your own mark-ups. I currently use 100 gold per labour hour so this is how you'll find it set, but you can use whatever you like. Make, Wood and Trim are all drop downs, and remember to type in the quantity you want to calculate. Wood and Trim are ignored if you aren't making a ship. Labour Hours you know all about. Building Hours are the real life hours needed to harvest all the craftable resources in a level 1 building. Crafting costs are those tied up with blueprints, mostly raw material harvesting but some upgrades have blueprint costs as well. Purchase Costs are based on the purchased ingredients (eg sabicu logs) base prices. The price you actually have to pay in a shop may vary, but if you buy from a seed port it won't be much different from the base price. There is currently no provision to enter actual purchase costs for items, but I may add this later. Note: Permits are free so far as this sheet is concerned - please add whatever value you wish to give them manually. The Total Cost column apples the mark-ups and the total in red is for the whole quantity. I have now added 5% and 10% markup boxes in the price for 1 row to cover port listing fees (10% for ships, 5% for everything else). The two tables below show the materials needed. The one on the left is a copy of the blueprint you see in the Craft tab in game, set for whatever quantity you want to calculate (which can be less than the blueprint quantity). The table on the right is the ultimate requirements in raw materials. Towards the bottom of these tables, the wood and trim materials are listed separately as I could not find an easy way to add them in with the main ingredients in a spreadsheet (in the database it is easy!) Ignore the numbers in grey, they are to help collect the correct data. Items. Weights and base prices. These are from the API. There is duplication and a number of obsolete items appear in this list (I have tried to cull them from later sheets). If you don't know what something is, well, I dare say neither do I. Crafting costs. This is what you see in the Calculator sheet without mark ups applied. For ships, it does not include wood and trim. I use this sheet as much as the calculator for a quick look up. All values are to make one of the item. As with the Calculator sheet, permits are not given any value. Wood and Trim Costs. Like the previous sheet but for ship woods and trims. Blueprints. These are actual blueprint values, straight from the API. Ingredients are on the next sheet, and woods and trims come later. Ingredients. These are for the blueprint quantity, exactly as you see in game and also comes straight from the API, Base Ingredients. This is going down through any lower level blueprints till you reach the base resources. These are per one, not per blueprint quantity. Wood and Trim Multipliers. Needed for the next sheet. Wood multiplier is in the API (though not written as such). Trim multiplier is the ship mass. Wood and Trim Ingredients. Multiply by the appropriate multiplier in the previous sheet, and if necessary round down. Trim ingredients aren't in the API at all, but I am pretty sure now these are correct. If someone has a first rate blueprint perhaps you can check. Wood and Trim Base Ingredients. Just like the Base Ingredients sheet. Buildings: You can work this one out, I am sure. Building Materials. This one too. Building Loot. This is from the API, but don't ask me how the last three columns are applied. Marks Exchange. From the API. I am not sure everything here is in game, and some are PvE server only Comments and suggestions welcome. Enjoy.
  12. Yes, it was changed in the wipe patch. After boarding, press Esc to return to your ship. Then look at the other ship and press X. You now get the opportunity to take the other ship's cargo, also to capture it (player ships only) or sink it.
  13. Yes. You get marks for kills and assists only, not for damage and not for capture. If the ship does not sink no one gets anything (except someone gets the ship, maybe the original owner keeps it). If no one caps a defeated ship I understand it gets credited as a kill (and an assist if appropriate) when the last player leaves the battle instance but I won't say for certain, I cannot say how kills and assists are awarded, but if a ship is boarded and defeated and then sunk, it is the player who boarded who gets the kill, even if that is all he did and someone else brought the ship to the point of sinking.
  14. Sorry, what's the error? It looks like 1008 is a duplicate (the item templates file abounds with them, thought they seem to be slowly getting culled) and doesn't feature anywhere else. Silver Coins is 428.
  15. The following ships give PvP marks: Belle Poule Bellona Brig Mortar Brig Bucentaure Cerberus Constitution Cutter Essex Frigate Lynx Mercury NavyBrig Niagara St. Pavel Pickle Pirate Frigate Privateer Rattlesnake Rattlesnake Heavy Renommee Santisima Snow Surprise Traders Brig Traders Cutter Traders Lynx Traders Snow Trincomalee Victory 3rd Rate Ingermanland Le Gros Ventre Indiaman Santa Cecilia LOcean Agamemnon GunBoat Endymion Indefatigable The following ships don't Basic Cutter
  16. Early access. Things will change. Better look out for them. I don't know how it was two years ago - I only started playing in March. But teleport has always dumped me on OW, not in port, and even right outside my capital I would never trust it to be safe to the degree that I couldn't wait 2 minutes before going AFK.
  17. What, exactly, would the captain do at midnight? I'm intrigued.
  18. Yes. I've just sailed from Belize to KPR picking up a wreck on the way. I needed a course change en route, due north of one of the little Cays south of Jamaica. It is quite hard using the UI compass for this, but if I had a hand-bearing compass it would have been a doddle. I doubt they used hand bearing compasses 200 years ago but would have sighted the island across the binnacle, but this feature isn't avaialble in game as the compass is fixed to ship orientation, not camera angle.
  19. Of course we should be using limetone anyway. Sometimes I look back to the not-particularly complicated econ of PotBS (especially early PotBS before half the buildings disappeared) and realise how poor Naval Action crafting is by comparison. To smelt iron from iron ore. It is used as a flux to remove impurities. But it would not be needed for re-casting cannons into ingots, for example.
  20. Yes for coins. No for guns (these are iron cannons; the value of the iron was a small part of the cost of the cannon, so they weren't recast in the way you say).
  21. Yes. Same as other ouposts (even though I don't have one and don't expect to get one)
  22. To use a sextant would be impossible because of the time acceleration. But you get my vote for suggesting a hand hearing compass.
  23. It's mostly capitals and free towns which seed trade goods - raiding free towns?? I cannot really say I am much sold on the idea of raiding capitals. For small nations this is pretty much all they have. What about shipbuilding woods?
  24. Just a little anecdote: I had a wreck about 2/5 of the way from Jamaica to the continental coast, roughly SSE from KPR, so no landmarks anywhere near and the trader tool only being of limited value. So i set the protractor exactly to the ferrule on the mast, which is as close as I can tell the actual site of a wreck. Set sail, estimated the earliest time I could get there by the accelerated game clock and went AFK for a bit. Came back at about the right time (which was way off for distance, as it happened), checked the trader tool, KPR against Cartagena (Cabo de la Vega would have been more appropriate, but Cartagena is one of those stand out ports in the trader tool, having such a long name). Realised I still had a fair way to go. As I got close to what I reckoned the right point it got dark. I kept a good look out and saw nothing. In the morning I looked at the trader tool again, saw I must have overshot and turned back, keeping the red mark behind me now. Doing the return journey in daylight the wreck was obvious, perhaps a mile off my course. I forget who suggested the protractor, but thank you, and thank you devs for putting it in game and adding the red mark to the compass. With the trader tool it is all I need.
  25. Because it means the amount of gold entering the server is skewed by a very few players. Part of the reason for the wipe was a fresh start to control inflation. An ecxellent idea which has been widely accepted by the players. Many of us (not me personally, for reasons stated in my post) are now mired in povery, frightened to lose ships (I'll count myself in that category for now), unwilling to take risks, avoiding rather than embracing PvP, struggling to pay for ships and guns and finding even successful combat barely covers repair and crew costs. Slamz has posted what all of us who make money do, but he has also highlighted its flaws. If I have 10k then I can make about 10k in a trade run; if I pick the goods and ports well it will take me half an hour in a basic cutter. All well and good. If I have 100k and am a little more careful in my choice of ports I can make 100k; perhaps not in half an hour, but my own preferred trade run takes about 45 minutes in a TBrig and whatever combat class 7 I happen to have. But if I have a million I can make another million; by now I may be restricted to trading between capitals just to be able to get the quantities and profits, but on Global Brits and Dutch have an informal alliance so you'll see Indiamen making the journey between KPR and Willemstad. I haven't tried to worlk out the value per trip but I expect for some players it's over a million, practically risk free since you won't get attacked at the 'enemy' port at the other end. There is nothing wrong with this in itself. I have no objection to individual players making money; I like to make money myself. But you will - at least I hope you, the Game Labs team will - be looking at the bigger picture. To control inflation you need to balance money entering the server with money leaving. There has to be more money entering for reasons I won't go into here, but the difference should not be too great because that is what leads to inflation. From what I can see, the expenditure side isn't too bad. Sure it may need some tweaks here and there but I've no real complaints. But on the supply side ... On the supply side you have lots of players making about 10k an hour doing combat missions or OW PvE and stuggling to reach that next ship - Even a Pcikle costs about 50k with guns. But you also have a few players making over a million in a couple of hours, a 50:1 difference. Huge quantities of gold are entering the server and, although the forums are screaming with people complaining they have no money I can easily see you deciding to cut combat rewards (you recently put up NPC ship prices - that went down well, didn't it?) in an attempt to curb inflation ,when it isn't the poor players valiantly fighting that are causing inflationary pressures in the first place. You might say, well, the 10lk and hour midshipman mission players can just go and follow Slamz' advice and make their millions too. But where would that leave us? Isn't that just promoting the server wealth generation that this post-wipe austerity is supposed to avoid? I don't have access to the game data and I could be wrong, but please look at how much money is entering and leaving the servers, how, and by how many people. Also look at how much OW combat, how much OW PvP there is compared with times of similar population before the wipe was announced. My guess is there is now less OW activity, except for uncontested RvR grinds for conquest marks (and how many of the playerbase engage in this?). I thought the idea was to encourage OW PvP, but to my eyes the post wipe economy does the opposite.
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