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GrubbyZebra

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Everything posted by GrubbyZebra

  1. Please stop encouraging the devs to make NA into NA:L (yes, realise that Sea Trials was essentially NA:L and NA is based on Sea Trials). What will result will neither please arena-style fast action type nor OW sandbox types. They don't need to be separate games (you can incorporate the lobby-style gameplay within the "missions" tab in NA), but NA needs to get OW and the economy/trade system developed to really shine before any more arena combat functions are added.
  2. Available at Cap-Francais, San Jose, Sale-Trou, and Basse-Terre. Each of those ports are held by a different nation. So 4 nations, in addition to Frence (Barataria) have a port that produces this. Available at Saint Marys and La Navasse. Again, each held by a different nation, so 2 nations other than France (Atchafalaya) have a port that produces this Oranjestad (swedish). Sinamaica (DK), Amalianborg (DK), Saint Johns (SV), The Settlement (DK), Island Harbor (SW) So 2 nations that are allied control virtually all of this resource (except Fort Zoutman in VP). The ports inside the safe zones are not hurting availability of these resources on the map (1 for each of them, 2 FR and 2 VP). It's a solution without a problem imo.
  3. GB can build ships in spades though with what is in their safezone (exception being gold/silver, which I already said needs fixed). Cartegena has 1 port that produces it, if it was in a safe zone, I would concede your point, but it's not. The reason the woods were moves was because all but cedar and 2 wo/lo ports were inside safezones, severely limiting access to them. (again, Montego Bay should still produce teak. In fact, none of the islands should produce fir or oak, they should be teak, cedar, and mahogany, and the system set up to produce components out of oak or teak, fir or cedar as avail). but with the upgrade resources, either equal number or more of ports for each are capturable, which means no single nation is able to monopolize access by virtue of a safe zone. Therefore, that any nation may have a single port inside their zone that produces 1 of these materials is a plus for that nation, but not at the expense of another (it's not a zero-sum game in this respect).
  4. Given the prevalence of teak on the map, I thought that was a mistake (GB is supposed to the be the easiest nation, after all). GB should also have a gold/silver producing port inside their safe zone (closest one is George Town or Les Cayes iirc). But the question isn't really what GB should have, it's why should other nations have certain regional resources in safe-zone ports. I go back to, as long as it is available in an equal or greater number of capturable ports, it doesn't really make a difference game-play wise, and gives some incentive for playing those nations (other than just I'm going to be uber l337 playing hard-mode nation x).
  5. Every resource afaik can be gotten in a capturable port. Greitje can be gotten in Oranjestad; French Sail Cloth in La Navasse and St. Marys; Swedish Carpenters in Saint John's, Sinamaica, The Settlement, Amelienborg, and Island Harbour.
  6. yea, gold is stupid easy to get in this game (and also super difficult to keep once you get into bigger toys :D). There are trade routes that can clear 5 million in an hour with very little risk.
  7. Yay! Explain "fleet or organization". Do you mean clan? Or do you mean just participate in battle groups? Not good for smaller clans. (Unless I am missing something that is not explained here) Yay! Not all clans want to be big and powerful, some just want to excel at a niche they carve out for themselves, and want to recruit like-minded players. Logs are so easy to implement on the backend though, and a static, daily log would also be fairly easy to implement in the UI as well. What do you use for your db language? I'm sure there is a player (I know I am one), who would be happy to contribute this function to your code base. All one would need is knowledge of the database structure (wouldn't even need to access to the data itself) and, of course, how it is connected to the game code. This is a really cheap feature that would give a rather large ROI.
  8. Can you set it up where instead of the ship dropping sails, a simple AI will take over and keep it on course under current sail? (also for OW disconnects as well, ended up in a battle because I DC'd during a chase, luckily my ship was faster and I was able to get away).
  9. It's not, since you are already logging in to the DB with a unique UID. All that needs to happen is a log table added that records the UID, Item Key, Server date/time, Add or remove, and qty (these last two can be combined, but since add and remove are separate inputs, it makes more sense to me to just have a column to store that flag). It's actually a really simple bit of code would take maybe an hour or 2 to implement (write, add, and debug) for the backend, and then the front end (UI) could be incorporated into the upcoming UI changes.
  10. I wonder too if high latency would come in to play. At least two of the players mention play through a VPN and they have a rather high ping (if memory serves from talking to them on global pre-merge).
  11. Marks (combat and PvP) need to be based of damage done, not just if you sink the ship or not. You (devs) want to encourage PvP, but there is little incentive for a new, inexperienced player to get out there and do it. You are hinting around the idea with the new tiered reward for PvP missions. Extend the concept to all PvP 1 mark per 500 HP damage give. add a 1.0x multiple bonus for getting the "kill" credit, and a 0.5x multiple bonus for getting an "assist" credit. Also, this would give marks for boarding and capturing ships, not just sinking. Everybody would then walk away with something.
  12. Not exactly, This will only tell you distance to a port, not all navigation headings are to a port.
  13. Everything we do in game should be tied to RvR. Hit an AI fleet in OW? Contributes to RvR Hit a Player in OW? Contributes to RvR (both of these via my proposed national hostility mechanic) Smuggle goods out of a port? Contributes to RvR Smuggle goods into a port? Contributes to RvR PvE Trading? Contributes to RvR PvP Trading? Contributes to RvR Crafting? Contributes to RvR. (By increasing/reducing port morale, thereby making ports harder/easier to flip)
  14. For the love of god, no. Kills gameplay. No, because being lost in a blinding storm that lasts forever is no fun and causes people to log out, and it is one of the few real defenses traders have. Yes, and we are starting to see this and the response has been generally positive so far. Yes, should be top priority. No, I've played games like this and it sucks, and hurts gameplay. I like the timer/cooldown as it adds a strategic element to the battle beyond just maneuvers, thus adding realism. Sort of, being able to step a new full mast should be a no-no, but being able to set up a jury rig or fish an upper mast is doable. Mast repairs should scale to mast damage. Yes, but only if they stay in OW. Would love to see stress damage modeled. Absolutely Or better yet, players can set/accept delivery contracts from other players. No, repairs need to go the way of provisions, crafted into the ship and not part of the consumable game. Also, moral due to sailing in OW should stay at 100% to keep people in OW. No real opinion here, as the English translation still needs work
  15. He was specifically referring to animated flags on ships in OW, iirc.
  16. And now you know why people have alts. 1 for trading/crafting 1 for fighting at a min.
  17. But I like that I have 11ty billion Pellews Sights...........
  18. Oh, to create them? Sure. Alts are already paying $15-$40 a pop to create clans of 1 Not sure about charging more as membership increases though, that ends up being pay to join a clan, which is bad. As for the pay-for ships idea, in theory (still waiting on this dev team to demonstrate their grasp on it), you can make things unique yet still be balanced (I don't really like the Red v Blue way ships are implemented now in that nations mean nothing to type of ships available, but that is a minor nuisance since the ships themselves are unique), and it would be some of these unique ships that would be offered as for-pay items. But you're correct in that it is not too difficult for unique to become OP and then everything turns in the pay to win.
  19. No, I am fine with subs, but not for clan access (too central to the game). Maybe sub gets access to special ships (unique at each level, not necessarily just top tier), or access to more fleet slots, or something, but not just to access clans.
  20. Aves and La Mona are within 30 minutes of the Dutch waters, do need one on the upper US coast though (shroud cay is close, but not deep water)
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