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TheHaney

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Everything posted by TheHaney

  1. Sooo you're quitting the game and giving it a negative review because of...one mechanic you don't like in an alpha? Mmkay.
  2. So... in a game designed primarily around killing people, that models some of the most brutal form of ranged combat in history... you're mad because people are mean?
  3. You sure do have a lot to say for someone wiping their hands of the game.
  4. Err, who are you? Why do you say "cirkels?" Are you always this whiny? Are you absolutely sure you don't have anything on NA you can give me before you run crying?
  5. Aye. Forcing people to trade in order to sustain themselves alienates a large portion of the playerbase.
  6. ...did you quote the wrong thing? Your statements have nothing to do with the quote.
  7. Mmm, trade rewards could potentially be interesting. Perhaps increase the variety of delivery missions and have them also reward modules? Maybe the occasional rare mission for something special?
  8. Not a fan of the idea. Nerfing essentially the only active PvE content in the game is, in my opinion, ridiculous. In my experience thus far: Missions! Pros: They're fun, they pay well, you get exp and mods. Cons: The solo ones take time, and the group ones take coordinating people. Trading! Pros: Better money per hour than missions, you can multitask (I'm a fan of doing laundry while on trading runs), simultaneous movement of necessary goods for crafting. Cons: If you're actually sitting there staring at the horizon you're liable to lose your mind, pirating risk, requires upfront investment. Plus, trading is for players that are even ABLE to play the game more than a couple of hours a day. Casual players don't want their time eaten up by an endless horizon while they push numbers from A to B. They want to do a couple of fun, worthwhile missions.
  9. Is there currently a mechanic that redistributes crew "hit boxes"? It sounds like that's what you're asking for in regard to sailing. I definitely agree with making guns less accurate but the degree to which that is done would drastically affect the usefulness of long guns compared to medium/carro so I'd hope to see a crew requirement reduction for them. I'm still in the camp that in-battle repairs should just be done away with entirely, or limited to one use.
  10. Looks like y'all got wrecked. Are you asking for module changes based on four screenshots...?
  11. ...is this actually being taken seriously without video evidence? This isn't Counter-Strike where matches are over in a few minutes. There's plenty of time to fire up some recording software. There's nothing more lame than a person that repeatedly screams "HAX" without actually providing anything.
  12. I like all of it except "some protection for the CWH." To me rank restrictions and a good deposit/withdrawal history is plenty of protection. If someone fleeces you because you were overtrusting, that's a lesson learned.
  13. I didn't know how to talk across the lines at the time but if I had you would have seen a "WITNESS MEEEE" and a "into the valley of death sailed the four" from me. (it would have been into the valley of death sailed FIVE but Quigley is Quigley.)
  14. It's an oooold Razer Diamondback. Hence why I'm not too worried about getting a new mouse (this one is pretty gnarly) but I figured I would check to see if there's a keybind I missed.
  15. Before I go out and purchase a new mouse, I figured I would check: My mouse hates this game. When I try to scroll to zoom/out, scroll through a list, etc, the game apparently registers my mousewheel as moving both directions at once. This results in a jittery in-and-out motion, and zooming out to max when in a battle can take upwards of 30 seconds of constant scrolling. This doesn't happen with any other program or application; it seems to be specific for this game. Is there a keybinding for zooming in and out? I haven't been able to track one down.
  16. Whatever happened to them? That sounds like a super-simple but effective mechanic.
  17. Makes sense! I'm trying to think of the actual mechanics of the instance. Here's what I could picture: - Event generates, notification (similar to PB) flashes for all players with rough location. - Different versions of the event such as shallow-water, frigate only, lineship only, with scaling rewards. Maybe a version that's completely open for all ships? - Maybe a couple "special" versions like a shallow-water swamp race where, once a certain number of ships join, you get moved to a "start location" and the first ship to get to the "end location" via a tricky waterway wins. free-for-all deathrace with cannons. - First player to enter instance starts 1hr timer at which point the instance locks. - Maybe something to do while waiting for more. A couple of low-level AI ships on either side just to get something going? - BR cap maybe? Or some type of BR balancing mechanism (perhaps an algorithm that locks instance and creates new one if the player joining drastically changes the BR) - What would the winning mechanism be? Most kills/assists over the course of the battle? Or maybe a king-of-the-hill type thing? I'm trying to think of a win mechanic that would prevent players from 1) joining and then afk'ing at best point of sail and 2) having no reason to join late because they won't get enough time to achieve anything.
  18. in b4 someone says "NA: Legends" EDIT: Dammit. In all seriousness I like this concept. Personally I'd love to see a mechanic around hostility missions? Maybe the nation who owns the port being targeted gets a notification of some sort?
  19. That's great! We don't share the same opinions on developer interaction, and that's great. Strength from diversity and all that. I really do want to see this game become successful, but I can't recommend it in it's current state. Hopefully this heartwarming and wonderful super open communication with the developers results in some quality additions and changes.
  20. As far as I'm concerned a direct line of communication is specifically for picking things apart. At least, that's how it works over in the good 'ole USA. If the developers can't handle the abuse they can hire a PR person (although they seem to be doing just fine from what I can see). If they can't handle it AND can't hire a PR person, then honestly I couldn't care less if they retreated to just doing polls. Whatever gets shit done.
  21. 2 programmers, 2 artists. Yes. That's kind of how a forum works. If an employee of the company makes a statement, people pick the statement apart. He said they have 2 programmers and 2 artists, and he said the majority of their time is spent on quality control (and apparently individual ship creation). I'm choosing to view that as a negative. You may disagree, and that's fine. I'm calling it like I see it. Again, I'm enjoying the game as it's already purchased. I think it has massive issues, what I HAVE read from the developer isn't giving me a huge amount of confidence, and I don't see enough to be able to reasonably recommend this game. If they're defending a lack of content with "all of our time is spent on making ships and quality control," while the company is also making an entirely separate version of the game, I am personally taking that as a really bad sign.
  22. Oh yes the actual pop numbers for ALL of those games will be off since this is purely Steam tracking and these games have non-Steam populations. The primetime spikes (which generally correlate to a game's general accessibility) should be fairly representative of the whole, however.
  23. The game costs 40 bucks. If a friend wanted a good age of sail game I'd tell them to spend $10 on Sid Meyer's Pirates or $20 on Blackwake. It's not my responsibility to build the population.
  24. My opinion would definitely go up if we had a player population. The attached graph I thought was fairly interesting, for one important reason: Casual players. Casual players usually log on during primetime...and that's about it. You can see from this graph how games that eschew casual play do: ESO has a significant amount of casual content, which contributes to a higher playerbase and big peak numbers. EVE has less casual gameplay, so you start to see a smoother line. LiF:YO is suuuuuper hardcore (a lot of you would absolutely love it), so you see a much more niche population and a flatter line (because the hardcore players are always on). Then you have Naval Action. Which is even flatter than EVE, which says something. As an MMO, this game is fairly time-intensive. It's not surprising at all, most of them are nothing but broken promises and shattered dreams. That's my point; NA is giving me a lot of alarm bells.
  25. Over 100,000 game owners. roughly 800 concurrent players at peak (less than 1% of owners) Highest peak of roughly 5,000 concurrent players (5% of owners) occurred two years ago. That would certainly kill MY confidence, if it was my product. But that's just me.
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