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Eyesore

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Posts posted by Eyesore

  1. Oh, but I'm all in favour to have different maps (from storm to windstill) and damage from the elements to ships when badly handled in foul weather (and shallows). I'm up for any change that makes sailing more like real life (or an approximation atleast)(so we can use real-life logic to sail a ship ingame (less 'gaming' the game sort-of-speak)).

    Maybe KSP can be an example of real-life approximation (compromises have been made offcourse, but many things work (or can be approached) like in the real world (more so if you play it with specific mods ... n-body-simulation would be awesome (i played that mod), but is very demanding on calculations). Il-Sturmovik (forgot the name of the mod, too long ago) or cliffs of Dover (with Team Fusion mods) (mind you, I'm not the best pilot), i feel you can also approach with real-life knowledge (maybe i roleplay (or try to imagine what a real human would do in a real situation) it too much and ignore (or don't know about) 'features'/compromises, i usually read up on the subject though, like i did/do now with NA (doesn't make me a specialist on the topic though, not by far, but it keeps me busy for a while 😉 )) to push your airplane to the limits (again, as in any 'simulation', compromises have to be made (for gameplay and technical limits)). These games (single-player and more arena-style) are offcourse nothing like Naval Action is, just examples for attempts at authenticity and real-life approximation (probably some games go even further ( i can think of 'Orbiter'(is almost a real-life simulation of a space-shuttleluanch) and probably many more exist that i'm not even aware of). We will always have to use our imagination and ignore any 'plotholes' or inconsistencies.

    It is up to the devs to make it possible or see whether or not it is worth the time to try and develop it (I'm no programmer, I have no idea about the technical limits). As far as i understand their comments on the subject, it is also what they want ... so i geuss, if there is a way ... they might/will look into it, maybe find a possible solution (i read something about having two servers??? but like i said, i'm completely ignorant about this technical and/or programmingstuff) and evaluate and hopefully decide that it is worth the trouble (even if implemented later, or in NA2 (should that prove feasable)).  Maybe the community can be allowed to make their own mods, devs could see what they like, or look at different solutions from different people and bring those mods into the official game? (Again, i have no idea what i'm talking about here, probably books exist, full of reasons why it is not possible or very hard to do)

    I don't think a server-wide hurricane for a full day would amuse many players though ... also, people back then would have known if a hurricane was coming? (barometer, experience)  Would that not risk that many players simply would not log in or not take the chance to lose a ship to weather during this time? What if that day is the only day of the week you can play?

    I only see weather-effects happening in battle-instance though, not so much in open world. (perhaps windstrength could be more dynamic or the wind turns at a different speed depending on location?)

    Anyway, most, if not everything i wrote here, has been suggested earlier by other people in multiple threads ... we can only ask, learn and hope 🙂

  2. I don't mind not getting many dubloons for a pvp-kill (not opposed to get a bit more dubloons as reward for a sinking though (maybe double it from what we have now, but still leave the rng work for what you can find in the cargohold?), i would like to get more reals for sinking a playership (or ai) though).

    If we make dubloons like pvp-marks ... would that not risk that we resort to 'farming' players again? ( i say 'farming', because ussually it was the only reason someone attacked defenseless tradeships or much weaker or lower rated or outnumbered war-vessels?)  

    I find that battles, at the moment, are more fought because of the battle itself and not so much because you need the pvp-marks. I'd even say that since the dubloons were introduced i have the impression that i get more 'good' (even/balanced) fights (like i said, an impression, i have been looking for pvp (solo, sometimes with another player) more than ussual lately).

  3. 28 minutes ago, admin said:

    The safe long route is the following (at least i passed it this way).

    There are 2 ships (A and B )

    • Use ALL chain on ship A to slow it down. If you time shots properly and shoot all sail groups you can really slow it down.
    • Sail away kiting ship B (ship A will slow down and separate and won't be able to shoot you).
    • Destroy ship B with cannonballs as fast as you can by hugging one of his sides (and stay on that sides to get his structure to zero)
    • Kite if ship A gets to close sailing away again.
    • After you destroyed ship b
    • Come back to ship A and tank with your stronger broadside again hugging one of ship sides (staying on that side)
    • Repair if needed in the process

     

    Demising is also possible but might take more attempts as you might miss shots.

    All true offcourse.

    But ... perhaps it would be advisable to not advise new players to use huggingmechanics to defeat an ai-opponent? Isn't the point of the exercise to show what you can do while sailing, and not to show you what you can do while exploiting ai-weaknesses? (in PVE we offcourse always exploit the ai, but newer players will probably not know yet how to do that? (and perhaps shouldn't know about it too soon?))

    Hugging ai can hardly be called a skill ... and it will get you/me (a new or inexperienced) killed against an experienced player.

    I didn't need to hug any of those ships to sink them (beat the first exam the first try and the second one on the second try (i was too aggressive the first time): chain one ship down, separate and drag the other one with me, destroy it, then went back for the second (the 'chained one') and graped and boarded it (no ram, just waited for it to make a tack (another abusing of predictable ai-movement)).

    Many new players, though, think that they should be able to finish the exam after they have done the tutorial. Perhaps a message could be given (in the tutorial) that the exams are hard (even for some veteran players apparently) and that getting more experience in OW (capping some tradeships, capping/sinking a few warships (missions or just free roaming)) is advisable before moving on and trying to complete the exams.  (Obviously the whole tutorial needs some more work to make more sense to a new player)

  4. @Hemp Amore Isn't it only visibilty that changes? The waves stays the same height, the sea stay is as calm as it always is (in game)?

    I think admin posted some time ago that changing stormmaps is not possible (technically). Something about a reset and lots of work to make the switch between stormmaps and normal wheathermaps (and having to do that every time (so i geuss every battle would be a stormbattle (or a calm one) depending on the settings for that day (or week or whatever length of time is inbetween switches of these maps)).

    No time to look for links from real stormbattles atm, they are posted here in the forums though (maybe some older threads).

    • Like 1
  5. every french player i see in ow turns to attack me, everybody keeps telling me there is a deal ... i'm not sure the french know about it either.

    I don't really care, i'm here to fight battles (so i'm fine with war 🙂  ), not to make endless deals or do diplomacy.

    • Like 1
  6. No survivors!

    It was an awesome fight, took 85 minutes to complete. Patrol at La Mona yesterday.

    My shabby bermuda/crew indefat was the obvious weak link, especially as soon as he other team realized that and started to focus me ... luckily I had the inger to hide behind after i had lost 3/4 of my left flank armour.  Unfortunately the circle made us make a tack and I got separated (well played by our opponents) ... All credit goes to T3nZ, who saved the/my day. He ended up with 4 kills.

    The last indefatigable got boarded on the edge of the circle ... both players timed out outside the battlezone (5 minutes battletime left).

    Battleresult for T3nZ : 66.7k

    Battleresult for me : 22.4k

    Neclny3.jpg

     

    • Like 1
  7. 19 minutes ago, Angus MacDuff said:

    because the chest can only hold 10k

    Why is that an issue? (I admit, the first time i thought the same thing 😉 , but it makes sense to be the way it is)

    Isn't that the point? Having more people sailing around carrying dubloons? If you absolutely always have to sail to your main hub, then that is the players choice? Personally i just dump them in whatever outpost i happen to be in (collect and move in bulk)(we are teleporting between outposts all the time, plenty of opportunities to empty your chest and load it up again, you don't even have to go out of your way to get them wherever you want)

    And if you went out on a trip/patrol/hunt/whatever and you come back with a full chest (10k) and a couple thousands in your hold ... wouldn't that mean you had an extremely good run (or perhaps they are too easy to come by)? 🙂 The getting home/port part (with those dubloons in your hold) will also make your return to safe waters more exiting (as you have something more to lose than only your ship (and modules)?   

    I assume that a real ship at the time that happened to catch a big fish at the start of their patrol wouldn't like sailing back their prize (or atleast make sure it is somewhere secure)? I doubt they'll say: "Dammit, thou bawdy tardy-gaited whey-faces! *sips rum*, such a big prize, *sips more rum*, we're only 3 weeks in and allready we have to sail back to port again! *refills glass, sips more rum* The goatish weather-bitten admiralty won't care and we like to sail around, don't we, pribbling plume-plucked pumpions!? We don't want or really need that prizemoney anyway and all that glory, and on top of that, sigh, *empties the glass* we won't ever be able to keep those puking dismal-dreaming wagtail women away from us in port!"  😉

    And if you have that many dubloons ... Why would you care about the teleportcost to unload your chest (10k dubloons) and teleport your far away stash for what? 20 dubloons maybe?

    • Like 1
  8. 8 hours ago, admin said:

    Resources will be repositioned and system of distribution changed - this might cause changes of spawn for standard natural resources in some locations

    Does this mean that resources will/may be found in another port? Only a one time switch when the patch is applied?

    Or will resources continue to switch after patch to another new port after a while? (perhaps some sort of simulation how a port/region gets depleted from it's natural resources and needs time to build up again before it can be harvested again?)(perhaps a port/region gets depleted faster if more players 'harvest' there?(overconsumption?))(perhaps not every port has the same potential (some produce more resources or have larger stores, so it takes considerably(?)longer or is impossible (there is a constant resourcefeed but it is very low?) to deplete those (maybe the harvestingcost could be higher?), to have some more stability(?) and prevent people to completely having to live like hunter-gatherers and move around all the time)

    Will prices be still fixed? Admin already said that distance may play a role in pricedifferences. Will supply and demand matter to set a price?

    Will tradeships still supply the ports? (so they can still be intercepted at sea before delivery?)

    Maybe the ports that are on mainland also get delivered (basic) resources from the continent? While the islands only get supplied by ship?

     

  9. 12 minutes ago, Hemp Amore said:
    16 minutes ago, Trashumi Cubanwara said:

    If the game gets even more hardcore it will be even more fun, when you have done a really good deal with random goods you will feel really good, trust me.

    This encourage people to discover new ways of trading and re-discovers dead areas of the map.

    That opinion has no basis in reality.  No.   That has no relationship to the trader tool. Nobody is going to explore anything sailing and spending time for a chance of finding a trade route.  That is just rediculous thinking.  Trade needs to be guaranteed and sorry bud they didn’t just sail ships to ports and hope there were good there to make a profit.  You don’t send 60+ crew and a ship to ports unknown and hope you make some money.  Quite the opposite you know what you’re trading, how much revenue and profit or you don’t sail.  

    I'm with Trashumi here.

    Hemp Amore, many people (yes, me too) did just that in the beginning, sail around, look at markets (made spreadsheets) and discovered/developped their own traderoutes.

    So, first you get to know the market (do your research, take notes, with a fast tlynx or immediately use an indiaman if you like) and then decide which goods you want to or can trade. Maybe create a nearby outpost if you found an interesting area where you can stock up your goods (maybe buy in small ammounts, then transport them in bulk to wherever you need them).

    It also creates more traffic everywhere (atleast until everybody has gathered the necessairy intelligence/info, or until the becomes available via 3rd party (hopefully not updated in realtime), a little bit like everybody was/is attacking ai traders (for dubloons, but also resources) (that's how i have gotten all my shipbuildingresources since the last patch (all in enemy waters and in captured lgv's (so nothing lost in the cases i got intercepted)  :-) ), did not waste a single labourhour on extracting them myself).

    Trade is garanteed, a good trader takes his prospecting serious though and as a result doesn't get intercepted very often. Getting intercepted and losing your ship and/or cargo is also a form of trade (looking at the global picture then).

    Availability of goods is/was never garanteed (definately also in the timeperiod, sure, the big tradingcompagnies had agents (=contracts(?)), but those agents had to do the legwork also (daily/hourly?)), even when the tradertool says it is.

    Prices are/were never static, there is/was always fluctuation. Sometimes it is better to hold on to your goods and wait for a better price before you sell, nothing starnge or illogical about that.

     

    • Like 4
  10. Why don't people just capture a free 5th rate if they don't have a ship (don't even need to buy medium guns, still have to equip upgrades and get reps)? Why can/will they only sail a dlc-ship?

    Because a dlc-ship, at the moment, is obviously much better quality (no rng (you can chose your woods (even if you don't have the resources)), and in the cases we have now dlc-ships with some of the best sailingprofiles in-game)?

    As long as this is true, any dlc-ship will be overpowered, correct?

    • Like 1
  11. If i get tagged by one, maybe two players while in a tradeship (possibly one in fleet aswell) ... perhaps allowing to even have some sort of a fight (even if it is obvious that i'll lose), then i don't destroy anything (even when i'm overloaded). Good on that player (or the two of them) for catching/encountering me.

    If i get tagged by some ganksquad (3-4 vs 1, or even worse), i destroy as much cargo as i can can and try to make the fight as boring/long as i can ... i see those fights as griefing, so no rewards should go to the attackers. Ussually, these fights also have nothing to do with having an interesting encounter, it's just murdering/farming a helpless player, not even fleetships get spared (although they would get dubloons again if they retag you), they just want to hello kitty up your day and make the encounter as painfull as possible (because they can)(i have not seen a raider so far that has kept one/any of my lost tradeships (even when valuable cargo is/was on board)).

    Why would i not dump any dubloons that i may have found or earned from battles? I can destroy repairs to gain some extra speed, but not dubloons? I destroy them too, if the other side doesn't want to give the opportunity to give a somewhat inetresting fight (win/or lose), then why would i feel like accomodating them and saving my dubloons to hand them over?

    Since the patch, i have had more fights though, more people are/seem to be willing to just have a fight (one even let me go after he had beaten me, just because apperantly i put up a good fight (was in patrolzone, dubloonfarming is maybe less important there ... i had 1200 dubloons in my hold during that fight, would have gladly given them to that player, who gave me atleast an opportunity to 'play')).

  12. How does boarding work? What are the rules? Is it just gear and dumb (last second) luck?

    How does morale work? what effect does it have? and on what? How does the boardingame makes any sense?

    HOW DOES IT WORK????? randomclicking against ai gives me the same result as trying to win the game ...

    • Like 1
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