Jump to content
Game-Labs Forum

Licinio Chiavari

Members2
  • Posts

    1,457
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Licinio Chiavari

  1. Well... On EVE players create character look too. And dress him. And some rare drop clothes are worth more than a ship. In a far far away future, not a bad feature for NA too. PS: I am not interested, still could be good marketing wise.
  2. And some data of OW speed to distance ratios... Not very clear.
  3. In italian is weird. Ship ("nave") is female. A lot of ship type are female ("fregata" frigate, "corvetta" corvette, "goletta" schooner), others are male ("incrociatore" cruiser, "brigantino" brigantine). A ship name is male or female not based the name but on ship classe/type gender: Bismarck is female because battleship - "corazzata" - is female as Prinz Eugen is male because cruiser is male.
  4. The level of barbarism today is chilling. Proudly traditionalist well knowing I was born with at least a century error.
  5. IMHO I think best median solution could be: Approximate position (sextant idea) pointed on map every 20 minutes with an error like 30-40*k. Available perk "Navigator" (1 pt?) get extimated position every 10 minutes with an error reduced to 20*k. Delete F11 coords, and port distances from trade tool at sea. *Edits
  6. Lol. Made my morning... Still... making male and female gender ranks could hurt others within the LGBTQIA+ framework. Better finding totally neutral ranks... Being not english motherlanguage I have some difficulties thinking about them. About nation... there're other minorities requiring representation, like American Natives too.
  7. The most probable critic is pve server should allow full farming activities, being people playing and staying there. Then transferring would be quite an head start (far easier getting rich and farm stuff without having to deal pvp?). IMO it's a no issue... People even rich and geared with zero pvp experience will be massacred. Formally you'll make pve server the "noob server". Coding wise, no idea which is the simplest way: we had a Bahamas starting area, so I do not think difficult making a new one may be as proposed in the Gulf to leave Bahamas for shallow game.
  8. New player activity in OW is already not dependant from clan membership. And it would even less dependant if coupled with above trading/crafting and (smaller and not exploitable) true no-pvp safezones. Even if I keep thinking better to let new players starting with neutral flag in no-pvp starting area with only basic loot/craft/ships. As they leave (and they can level up there to man a 3rd rate) with 1 free forged paper, only one way trip. And rest of the map full PvP/RvR and therefore far more meaningful economic wars to cripple enemy efforts.
  9. But it' s a -50% and -33% nerf respectively. Not a small nerf. That said... @admin: Will other trims (aside the most standard ones) be available and happening on crafted/redeemed ships too? I think they would add a nice chance to pushing some different ship set ups.
  10. If plenty ppl used them to simply farm... More or less surely tribunal will get plenty work.
  11. I agree in Hercules kicking out the Surprise: nimbler, shorter, fast and free. Not about Requin: a carro surp kills a close range Requin in 2/3 broadsides. And Requin cant "PPK" a decent Surprise: he'll tack keeping speed over 4-5 kts... Going on smashing requin side.
  12. Height difference works in boarding, and quiet a lot. Still I could agree less than It should. Like we got some a bit (lol) too precise (aka laser guided) balls flying around, magically hitting from the rolling deck of a ship sailing full speed... Exactly the mast 200 mt away of another rolling ship cruising (and turning too!) at full speed.
  13. Never said boarding mini game is good as it is now. Surely it needs a rework. Still, being, as stated, the most realistic and historical part of NA combat, it has to be a big part naval combat. Simply making order secret and not change-able will be a great step on (no more ping wars). Replacing with a schematic of ships where the player with a simple interface commits fighters to different areas of enemy ship (attacking) and different sectors of his own (defending) being able tochoose different groups actions etc... Plainly dream-like
  14. Good one. The same proposal I wrote a couple months ago. I added that timer should be in relation to attacker/defender crews. The more the attackers, the shorter the timer (aka: more hooks hitting than ropes cutted), the more the defender, the longer timer (the contrary) with DD perk adding a plain 50% extra time for example... So against a bigger crew with DD attacker will need really quite a lot time at low speed and at close range to start the boarding.
  15. if it's so easy like rock-scissor-paper game... how's possible so many people has NO clue about it and its management... aside being so scared of it? Of two, only one: if it's noobishly easy, how no one handling it properly? If it's not, why banning it and not other skilled stuff like mast sniping? Putting aside that it's the most real stuff in this game: a better lead (more experienced player) better experienced (marine and other buffing books and a couple mods) better geared (other books like muskets) crew defeats an inferior one in the most usual outcome of an age of sail naval combat: a boarding.
  16. Let me grapple a slow running downwind ship at my same speed (pretty easy, in theory, having very close speeds) and I will not ram you to turn / push upwind. Nothing to say about DD crappiness. IMO DD (or anyhow antiboarding perk) should work making the pulling timer longer... giving more time to defender to get free before boarding start. If you got pushed into the wind (especially by a Requin being on a far bigger ship) is usually your fault, not enemy OPness nor skill (aside opportunism).
  17. I totally agree about adding meaningful exploration as another good pve activity (as I read about serious and active fishing/whaling). I think could be far better reducing (even by a good 50%) in map ports and adding hidden anchorages that could be seen only passing by at very close range in OW. Upon finding, it will show off in player OW map and he will be able to open a (limited) outpost, like no or only 1 building, limited berthed ships etc... They should be seen also, if already occupied by a player, by passing close other players and should be attackable (with result of destroying it - temporary settlement v permanent ones) in a simplified way respext of PBs. This will give sense to exploring (like adding and so finding deep ship passages into shallows) and chances to dedicated explorers to find potential hideouts for themselves or "selling" location to other players.
  18. I did a Buce 1v1 😈 with Requin. And Buce + others in Requin group
  19. I would like to remember that the daddy of modern rigging, the bermuda one, was created by some dutch from lateen one... In Bermuda. So a bit some more than a couple were sailing in these waters.
  20. Or. Meet for a duel. And I will show you step by step every error you ll do. No ship loss. I can avoid hunting an evening. Call it social work.
×
×
  • Create New...