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Raxius

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Posts posted by Raxius

  1. 21 hours ago, Hethwill said:

    Some clans have their sister clans ( recruitment entry levels and even team Bs ) in enemy nation ( recruits will have either Forger DLC or willingness to restart character ).

    Probation period minimum 30 days ( as per DLC )

    They DO fight each other to the death and train, single, squadron and fleet actions. They take it serious and not as means to "farm".

    Their entire objective is to help the recruits and overall have their practice with game loss.

    this is nonsense... you expect clan members to delete level 3 shipyards, level 3 buildings, purchase additional DLC and then coordinate with clan to fight eachother to improve?

    how will the clan sustain that, if half of it has moved then materials are not being deposited, members lose interaction with one another, other clans fail to trust clans that have 50% in another nation i dont want to delve deeper into this unimaginable idea.. wouldnt it be easier, more effective and to be honest with you less hassle to just implement the lobby system fleet practice that was already previously in the game when I purchased it not to mention with your idea it will cost a stupid amount of ships,. upgrades, cannons, to which the fleet practice is designed to teach without substantial cost??

     

    Please read your suggestions to yourself before sharing next time as i dont want to have to explain the well known reasons why this is a bad bad bad idea.

    please implement fleet practice.

  2. @admin plrease can you comment on this??

    right now RvR in Naval action consists of Russia and Sweden.. experienced players looking for RvR move to either of these nations to be with experienced players, meaning nations such as Great Britain, Spain, USA, Pirates, Dutch, Poland, China, Prussia are somewhat at a dead end, its impossible to teach players without losing something and then players you train may just end up moving to one of the two RvR nations.

    Please comment on this question, preferably return fleet practice! so the majority of nations can train a fleet work together and fight for a place on the map.

  3. the simplest solution would be to make charleston and KPR investable... this way no one clan has ownership (admiralty can own it) - easy nations and no one clan profits from the port other than the abiltity to invest and to craft ships in that port.. KPR is already a 55 point port.. but just needs the ability to invest into it... in order for shipyards to be placed... in the old days everyone crafted in KPR as it was uncapturable and there was no down side except tax income... give easy nations this ability back

    • Like 1
  4. hello devs, 

     

    Sorry if this question pains you but seeing a ship existing in the game files but not in the base game pains me.. you can clearly see the HMS Temeraire exists in the game files and the design has already been completed and balanced and fits the time period of Naval Action.

    What pains me more is you have added in the christian and 2 3rd rates which should be 2nd rates (redoutable, implacable) going by your balancing of wasa (which if you dont update the redout and implacable to 2nd rate then wasa and constitution should be 4th rates again.. but why isnt this ship in the game???????

    hope to here your answer soon - here is a wiki link so you can check for yourselves + also advise checking game folder you can clearly see all the coding is intact.

    https://en.wikipedia.org/wiki/HMS_Temeraire_(1798)

  5. The reason why the players did not want to attack the NOTO player is because we were hunting together on open world, i was not in the battle but i warned Salladin several times in open world not to tag him we are playing together, this battle took place on the US coastline where we were grouping up to pvp against US players - if your saying that if 8 players want to work with someone and 1 player doesnt and just wants to attack him even though he has been for-warned before,  and during the battle then it means that your system of "player driven diplomacy" is broken.

    as one rogue player can ruin all diplomacy!

    i feel ashamed to think you would consider de-ranking these players over 1 selfish player looking for a fast kill when he knew what was going on and decided he didnt care about the 8 players spamming his pm telling him not to attack. the reason why salladin wasnt the tagger was because the russian player fast tagged him to prevent salladin from doing it (to try to disenagge) the NOTO player was outside a russian port and was purely based on trust to work with him.

    please think on this properly, the outcome of this tribunal will determine whether many players (myself included) have any faith in the player driven diplomacy system)

     

    The NOTO player could of attack the russian but we also asked him not to as we were working together fight US players to which he agreed. I think it isnt fair to force the NOTO player on tribunal 

     

    you cannot garuntee all players will follow rules in terms of player-made diplomacy and if this issue swings in the rogue players favor then its clear your diplomatic system is broken and you promote rogue players

  6. hi devs,

     

    as you have ranked several nations in terms of difficulty, a lot has changed since those difficulties were set.

    if GB, USA are deemed easy perhaps they should have a 55 point unconquerable port? then at least new players are on the same footing as nations deemed hard, since currently on the map the nation ranked "impossible" is currently the easiest as they own 2/3 of the entire map.

     

     

    • Like 6
  7. this mechanic is confusing.. not to understand it.. but for players who play together.. when only half or less your group can engage in the content due to bad karma or good karma ... which inevitably forces players to attack specific nations and join specific sides in order to not be affected by the karma mechanic... so if alliances are forged it wont matter because half the fleet cant help the ally.

     

     

    • Like 2
  8. 8 minutes ago, admin said:

    Top proposals are reviewed by the team once in a while. Best = critical impact, but easy to implement proposals win and those who made them (meaning they understand not only the design side but also the technical complexity side) will get a superrare top port bonuses ship.

     

    i dont want a super rare top PB bonus ship i want and many want fleet practice i understand it was removed due to the release of Naval action Legends lobby system game which never really took off, fleet practice is an essential way for players to practice RvR which is more essential now then ever before.. due to the two investment patches first for port bonus and now for additional ponts.. this may require server resources it shouldnt be hard to imlement you had it before.. and lastly it isnt a drastic change and allows ALL nations ALL players to practice RvR before committing ridiculous time, resources and risk port investments.

     

    many avoid RvR for these reasons the health of the game will substantially improve with fleet practice and thats my 12k hours experience worth.. but please rethink these latest mechanics bring back vote system to prevent battles with allies altogether... i get you want players to be honorable unfortunately i have yet to meet 1 honorable player as friends / allies / enemies change by the day and by implementing forged papers being honorable left the game. 

    you allow players to change name and nation what does honour buy them?

  9. 4 minutes ago, admin said:

    Same reasons. We are solving OUR problems and Game problems, they are obviously not your problems.
    Also on the side note - In terms of community proposals. Please check what players really want in this section. Dont forget to vote. 

    https://forum.game-labs.net/forum/69-feature-proposals-and-gameplay-help-qa/
     

    i didnt know you checked those,, have you seen mine?? would love fleet practice to be returned.. it seems the only pvp content possible with the latest changes you want to make

    check the top of the list of the link you advised me to check :)

    and your problems are my problems.. infact they directly affect me and many other players.. check my steam hours.. ive invested more time in naval action then probably your developer.. so please listen to your community

  10. 19 minutes ago, admin said:

    I suggest you read the main post before making statements like yours.
    The karma system will only work on joining other nations battles. There is not a single mention of attack in the post.


     

    i suggest you read what your community wants.. why implement a flag system for RvR when it was never requested.. the game is released and you continue to change mechanics with 1 DEVELOPER the RvR system is fine if its too easy to flip a port.. then make hostility take longer with more battles like you were originally going to do...

    listen to the community the game is released you dont have resources to continously rework game mechanics... STOP CHANGING YOUR MIND!

  11. Just now, Farrago said:

    Although under your scenario, after the two friends have done this once, they will no longer be able to mutually aid each other as they will have bad karma for that opposing nation. 

    it means once at war always at war regardless of what happens internallt or politically across all nations.. its about as forceful as being part of the nation you help...and  its a permanent choice... you attack a foreign nation in pvp.. now they have you attacking them everytime.. opportunity to help them?? no can do.. mechanic is about as flexible as a solid oak spoon

  12. ok i will sit outside a battle for an hour just to retag.. an half my clan cant enter it.. excellent off the hip solution to a problem that there are many GOOD solutions offered by the community..that have been ignored..

    great work!

     

    edit:  You have also made the tag circle smaller to force this mechanic! - a mechanic like this you should make the tag circle 3000m wide... why not?? its not as outrageous as the mechanic about to be implemented.

     

    final edit: and with AI??

    say i want to be allied to sweden (just an example) we cannot join battles on swedish side if we are sinking their AI.. great news.. i will attack russian ai... wait what if we want alliance with them later??? this mechanic is garbage

  13. what about players like me???

     

    I like to pvp all nations depends how i feel when i wake up in the morning, casual players will suffer from this too, imagine due to timezone pop they pvp in specific area during weekdays to weekend.. meaning they are permanently having to pvp that area even if the timezone they play changes?

    I don think there is anything wrong with current system, bring back voted alliances or something if you give players too much to think about it isn''t as fun.. i dont like the actions of today will affect me in 6 months... national diplomacy changes so rapidly... what about the pooor pooor pirates??? who will honestly get good karma with them?? pirates will die.. because by default they attack everyone!

  14. Please please please  can you return the fleet practice lobby system, it is an excellent tool for new and experienced players to practice large scale battles and teach small scale battles too it helps new players to learn how to figth without losing the ship.

     

    It helps breed a new era of fleet commanders for port battles. it helps fleet members sharpen their skills.. newer players wanting to get involved in RvR are forced to bend the knee to the veterans because they dont know where to begin when commanding a fleet, fleet practice fills this void with the ability to practice, teach, experiment with builds and most importantly ITS ALSO A LOT OF FUN!!

     

    PLEASE BRING IT BACK!!

    • Like 32
    • Thanks 2
  15. 5 minutes ago, Isaac J Smith said:

    Here's a solution to kill 2 birds with 1 stone. The reality - it will never happen.

    Remove doubloons from crafting, require doubloons to redeem a DLC ship. Now doubloons still have a value for DLC spamming. DLC ships getting S woods now have a cost associated. And crafting of ships/selling ships (of all rates) becomes viable again.

    your crazy.. pay real money to then need to grind to redeem??? dude get some sleep... you need rest my friend

  16. @admin crafting needs to stay i dont really care how easy / hard it is to craft.. players buy dlc whether crafting is easy or not. I think you have two possibilities.

    1) make craft hard - you reduce pvp and selection of ships seen by players on OW. 

    2) make crafting somewhat easy and you should see a healthy playerbase with lots of PvP.

     

    you must understand not everyone has hours upon hours to play and others do... so you end up with casual players not looking so much at craft system or if they do they dont want to risk their nicely crafted 1st rate.

    Those that have many hours will group with others who have many hours and pvp in crafted ships all day.

    if you're looking for a healthy playerbase then its obvious you need to make crafting easier or less time consuming..

    or keep crafting exactly how it is now re-introduce the lobby system where we could do "fleet practice" iv'e heard so many complaints about that being removed with no reasons provided by admin.

    if players can organise pvp without the fear of losing a ship then you are "creating content" and you will also allow newer players to train and practice ready for the RvR / OW PvP system... please care for your players,  the game is good you just need to stop flip-flopping.

    (edit) the fleet practice lobby system should always be without any rewards - the reward is practice - clans used to use the system to teach newer players joining their fleet so your not taking completely new players into a steep learning curve pb against veterans it was a nice bridge-builder to introduce new players to RvR and OW pvp as the sailing mechanics and hit boxes on ships make for an extreme steep learning curve, fleet practice gives clan leaders and nations a chance to teach new players and prevents them from being attacked in first 10 mins on pvp server and quitting the game).

    if you want a healthy game with good numbers then the new players should be high priority and use the experienced players looking to bolster their numbers as a resource happy to teach the newer players.

    and this comment is not about intellect @admin this is coming from experience on naval action with around 8,000 + hours.

    • Like 5
  17. 1 hour ago, Hethwill said:

    You take as granted that all players do want it easy while many actually do want challenge, but fair point.

    I ask again, what will happen when your 55 point region is taken by enemy ? Will you change again ?

     

    I believe i answer this question with my above post. no need to change nation if you can compete with a 55 point port with a 45 point port.

  18. I dont think this is at all the issue..the main issue with 55 point ports is the bonuses it gives to ships, my suggestion is to allow max bonuses of up to 45 points for shipyard allowing several spare points for econ within the same port, this will also enable more contest as contesting a 55 point port would put both sides on level playing field. there are multiple 45 point ports to allow players to build the strength to take on a 55 point port in this case.

    remaining points could be what is fought over for additional econ within the shipyard port or even dare i say be able to place say a teak forest and max ship bonuses in a 55 point port?

    this will gage attention to all as each nation would appreciate the benefits of having some mat production in the same port as shipyard, the main issue with content in my oppinion is not enough outpost slots and the dramatic differences between a max port bonus ship vs a semi port bonus ship.

    let me know what you think

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