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Dibbler (Retired)

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Everything posted by Dibbler (Retired)

  1. A small thing i would like to see is an info button when you get a ship. Basically information on the real life ship the ship is based upon, so many people in chat ask about what was Wasa or whatever ship based upon.
  2. You both appear to be in a bit of a pickle.
  3. Even if your choice is oak/oak or dlc wood of choice? Not against dlc, but depending on wood availability the decision could be quite easy (Depending on Port battle BR total of course).
  4. Perhaps when attaining max rank in a nation additional experience gained could be recorded as influence points (1xp=1 IP) Allow redeamable ships (costed in IP) from a menu perhaps even dlc 1 shot testers, scale cost so not worth farming. Perhaps tie in port upgrades with IP - given by clan members to attain target for expansion of ports. Allow Ip to be used to buy titles within nation that perhaps grant an income reals/day. Change nation and lose positions gained from previous nation. Bare idea, but after max rank perhaps would give players further goals.
  5. Someone in game mentioned they played with reacting AI some time ago, although i was not here then.
  6. Firstly my apologies if has been suggested or tried before, but with Admin talking about improving AI and giving them ranks or whatever this would also tie into that idea and create a actions/consequence open world (both on PvE and PvP servers). Overall suggestion is to create a notoriety system where you sink a national AI you gain notoriety points say 1 for 7th rate, 2 for 6th etc for PvE server and for PvP kills on war server double points. Port battle participants winning an enemy national port would also gain points based on port BR so say 1% (5000 BR port 50 notoriety). - Every point is translated both to a real reward for killer (pvp server) say 1000 reals per point recieved in loot as a bonus and notoriety for that nation for sunken player taken to zero again for kill (when bounty claimed). - Every point gained vs a nation is chance AI fleets of that nation will try to intercept player say max out at 250 points for example (could have bigger range of AI response and 1000 cap and affect response of AI) - every 4 points is 1% chance. Perhaps modified down for BR higher BR AI fleets so for instance a fleet of lineships would need good reason to chase a solo frigate. Perhaps when people group average out notoriety of group for AI response, again modify by BR so roughly equal BR AI fleet will translate to 1% per 4 points, but double BR fleet maybe 1% per 16 points and below 80% of BR of player won't engage (scale till seems possible but not all time). - Every player will have notoriety points for all enemy nations so currently 6; for example, also create names for each band of 50 (Troublesome to Enemy of the Crown for example) Notoriety of Post Captain Hardy France : 20 (Troublesome) (5% chance french AI will chase/react) Prussia: 100 (Bounty Known) (25% chance prussian AI will react) Sweden: 250 (Wanted by the Crown) (100% Swede AI will give chase) - Create national board so players of nation can see how much bounty is on who, to create hunt for players most active against a nation (promote pvp). - Perhaps create leaderboard where most wanted by total bounty (all nations added together), inspecting via chat find player would reveal bounties by nation. - Sinking and claiming bounties from another nation decreases notoriety, claimed by entering foreign port. So for example: "British Captain Hardy is intercepted by Russian Captain Ivor, and Ivor after a long battle sinks Hardy, he gains usual rewards but before leaving battle is given a dropdown to which bounty to claim. He could take russian bounty but is low, or he could claim british bounty at GB port and lower his own GB notoriety and claim GB reward." - Have new tab where missions are to track bounties to claim. - When player is sunk would be possible for previous players that day to have same rights to claim same bounty. First to claim gets and rest updated that is no longer valid. - Perhaps make trade to foreign ports where notoriety has been gained to lower notoriety by amount traded. Sorry for sketchy outline but bare bones of something. Rationale is that being camped all day 24/7 at a capital port should have consequence over time, hopefully would create a move on mentality when AI start to react and disuade spawn camping. Also to create some depth to world where actions lead to change in OW, make it live in a small way. Lastly to further encourage PvP both to lower chances of AI intervention, and for bounty on player (2 players have been kpr all evening but now AI interfering, Player A kills player B to lower notoriety on himself. Goes to a GB port collects bounty, an returns to KPR to camp again with much less AI attention). By no means meant as negative criticism but OW seems kind of sterile, perhaps something like this would create a level of depth/change (action/consequence) although will see what response is. Pick apart, suggestions, or calls of blasfamy welcome
  7. Perhaps a way to rebalance ship classes in OW would be as others have suggested to create 3 different sea depths. This could be used in Bahamas to create passages (choke points) perhaps in passage through shallow areas for heavier shallow draught ships. Coastal waters area perhaps which is perfect for new players to learn/play contested over by nations for this purpose Northern Bahamas perhaps? Coastal waters - Area's close to land off some coastal areas maybe 10 miles of land or so, accessable to 7th and light 6th rates. Maybe have small area in Bahama's also rated this way for light ship patrol zone (fun for everyone). Shallows - As now allowing all shallow draught vessels to enter. Deep Waters - Rest of open world as exists currently.
  8. Game development tutorial 1 : Game balancing
  9. I don't mind DLC, and even said when first came that i forsee bigger ships in future. However taking an available ingame ship and making a DLC (herm) i thought was a bit wrong, but if means more craftable ships in future and game dev then has to be I guess.
  10. Yes totally agree, is their game, their choices, just people chosen will help flag anything worth looking at over general noise and bitching. I think will be better for devs who i have seen often chasing their own tails as they flip between extreme views on forum. Will make things as should be, devs choices based upon general feedback if anything creates big issues. Their game, their choices, their future.
  11. Well if they choose wrong people who push personal agenda over what is fact and good for game.... will be mistake long term and could cause disaster. At end of day Devs want a success and profit, is their choice and end results that will be on line. I suspect that devs will be aware of who they trust and not allow ego to interfere, is their call and future that is affected by their own choices (which is as it should be no?).
  12. I think is a good move, will leave you to code and look at big issues from your community liasons. One thing i would suggest also would be to make liasons chosen keep it under wraps what they doing, otherwise will be hassled by some trying to put words in their mouth and change opinion by any means. At least if chosen players keep secret what they doing will mean unbiased feedback coming back. Perhaps for their discretion some extra gift on release if they do in fact keep things a secret (a special mission). PS: Don't ever pick me, i hate responsibility.
  13. Whatever happens am ok with it. Although not because i agree with what happens, just that I will have no choice .
  14. With all respect although I understand players forum banned being angry, I do think the response with review bombing, vids etc was somewhat an over reaction to what was at the start should imo have been a temp forum (cool off) ban. I don't think is all one sided by any means, but to actively start efforts/campaign to effectively destroy the game outside forum is beyond my understanding and would i think deserve a total ban from game/forum. I don't think either side of this handled situation well. Perfect solution would be for all sides to back down off their positions and discuss way forward to be constructive/improve situation, but i fear has gone to far now to happen (review bombs, vids etc) as has been brutal.
  15. @admin "You can please all the people some of the time, and some of the people all the time, but you cannot please all the people all the time." Perhaps a way to communicate with community would be to assign 3-4 people ingame who are more level/cool headed and get them to feed back critique/concerns to yourselves. Also make players chosen keep secret is what they doing as would attract people who try and change what the people picked will say. Now i won't defend everything you have said/done, but on the flipside at times players have been verging on toxic if not wholeheartedly so in trying to defend their viewpoints. I guess is amount of time we spend in game as well as a genuine care for game to be "perfect" and successful. People should remember though that "beauty is in the eye of the beholder" , and not all their personal preferences will apply to everyone; that is true of everyone involved (players/devs/me). Issue is i think that people are taking their own view as the only valid one often in things i been reading/seeing which of course is not correct, best thing for a players gameplay style may not be best thing for game overall. In short my feeling is that most people here (99%) care for game, as is true of yourself (has been years of work). Problem is that with care/love comes emotion, when things not going way they think they should comes the responses, which some make a personal affront. Don't take it all personal Admin and players alike, we all care about game, we all can become entrenched in narrow tunnel vision, and finally we all can be assholes .
  16. "In the 17th century, a frigate was any warship built for speed and maneuverability, the description often used being "frigate-built". These could be warships carrying their principal batteries of carriage-mounted guns on a single deck or on two decks (with further smaller carriage-mounted guns usually carried on the forecastle and quarterdeck of the vessel). The term was generally used for ships too small to stand in the line of battle, although early line-of-battle ships were frequently referred to as frigates when they were built for speed. In the 18th century, frigates were usually as long as a ship of the line and were square-rigged on all three masts (full-rigged), but were faster and with lighter armament, used for patrolling and escort. In the definition adopted by the British Admiralty, they were rated ships of at least 28 guns, carrying their principal armaments upon a single continuous deck – the upper deck – while ships of the line possessed two or more continuous decks bearing batteries of guns." Sorry but i don't buy that ships of the line did out pace frigates, thats why they were built as scouting vessels and to patrol profitable shipping lanes to the US coast and india's. However i was surprised to read 50% of British navy were SOL builds so perhaps i'm mistaken to some degree. The Hull speed figure mentioned is for a displaced object in calm waters, and doesn't take into account planing, heel (increases volume under water), weight, sail area (propulsion), or finally general proportions and shape of the hull . Froude number is a better indicator and more inline with modern fluid dynamics, but been a while since studied FD would have to get old university books out. For example british ships were in general (there were exceptions i believe) constructed with a U shaped hull that gave more hold volume but were slower than French equivalents that had a V shaped hulls in general that aided in reducing resistance but if memory serves me correctly were more prone to heel Of course wind/sea conditions on the day could allow a SOL to catch a frigate but in general this couldn't be the case, otherwise frigates would never have been commissioned. As for game balance to have SOLS able to outpace 5th's i think is bad whatever the reality, SOLS have firepower frigates should have speed and maneuverability in my humble opinion. Unless of course each battle gave different wind strengths which would mean light winds favoured light ships/frigates and left SOLS slow and hard to maneuver, heavy favoured more heavy SOLS.
  17. What about for every hour played you gain an influence point (service to the navy) and those can be spent on release for redeamable ship notes (non trade-able). Make redeamables priced in ip's for all ships including dlc but price accordingly (give people taster of dlc in reward for time spent online one day dlc spawn). For dlc make so isn't worth farming 100 to 200 ip (hours), and ingame set at rate so provides slow trickle of ships into game and cost by rate 400 hours for 1st rate perhaps downwards. Carry through to release to encourage time ingame and reward online presence for playerbase.
  18. Naval Lieutenants of all nations adapt to pull out of national protection fleets
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