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TheHaney

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Everything posted by TheHaney

  1. I've no doubt! And yes communication issues abound. My main point is that the developers had to make a decision, at some point, to take time away from the MMO to make an arena-style F2P version. Now, that arena game might end up being absolutely amazing and personally I can't wait to try it. To my eyes, though, such a decision casts doubt on the future of the MMO. Mainly because there are large issues with the MMO, plus I've gotten the impression in my short time here that the devs may have bitten off more than they are willing to chew with the MMO, PLUS it's fairly well established at this point that F2P arena games are far more profitable than MMOs.
  2. They've specifically stated in a thread of mine that they cannot afford additional programmers, as a justification for the pace of progress. Maybe it's not finances and they simply don't have confidence in their own product. Either way, they pulled off of Naval Action: The MMO to create Naval Action: Legends rather than monetize the MMO itself and make it more appealing to a more casual audience. To me that's a massive red flag and a major reason I wouldn't recommend the game.
  3. First off, if you're going to call me a liar make sure to tag me. Secondly, don't assume to dictate what I should or should not do based on my thoughts. There are a ton of games that I've enjoyed that I wouldn't recommend. I put thousands of hours into World of Warcraft and I sure as shit wouldn't recommend that to anybody now. I played EVE for thousands of hours and I wouldn't recommend that either. I genuinely don't know a single person that I would recommend this game to, not only because of it's lack of content, not only because of it's lack of playerbase, but because of the lack of confidence I have in it's healthy future. The devs only have 2 programmers and 2 artists and they just developed an entirely separate version of the game for monetization just to stay afloat. Don't get me wrong, I am indeed having a great time in the game. But if I could stop playing and get my $40 back right now? I wouldn't hesitate. But seeing as how I can't, I'm damn well gonna get me a 1st rate and kill people in it. I want my money's worth.
  4. That doesn't really strike me as more hardcore. The ability to repair in combat as much as one wants leads to massively stretched-out PvP skirmishes. The few I've been in so far have dragged on for ages. One of the reasons gankers/hunters are able to do this because after a period of time, they are "safe" in their instance and can retreat-repair-attack-repeat at their leisure. If you keep battle instances open until the end of said battle, reinforcements can arrive at any time. The attacker is running on a clock, and doesn't have time to dick around. Hunting in enemy territory is suddenly much more risky. Larger battles will endure as reinforcements arrive from all corners of the Caribbean. If you get rid of repairs or limit them to some degree, smaller battles will be faster, which helps casual players looking for 1v1 fights. Larger battles will generally maintain reasonable numbers because despite the inflow of reinforcements, ships will also be dropping out as their health gets low. All in all, those two changes to me would: - Assist the speed meta issue - Drastically speed up 1v1 battles - Make reinforcing battles, tagging fleets and other cheesy OW tactics less weird. - Give some actual weight to enemy territory when your battle can be entered at any time.
  5. I think it has obvious, glaring issues. I think the devs don't have a clear, full plan. I think the game is likely to fall flat on it's face. I already paid my $40 and was well past the 2-hour refund mark by the time I realized it was a bad investment, so I'm enjoying what IS here despite the massive warning signs. Knowing what I know now, I would not let a friend buy the game for that amount of money in it's current state. It's entirely possible to enjoy something while absolutely not recommending it to others.
  6. Personally to me the most interesting way to fix the speed meta problem (and several others) is to get rid of in-battle repairs and make it so battle instances are joinable for the entire duration of the battle.
  7. I was playing with the EggsnBacon for the first time yesterday and it was super interesting! She pulls off some awesome maneuvers on anything better than a beam reach. Definitely faster than I expected and I have a huge amount of control over my listing. She's miserable close hauled. The OW speed is hello kittyed, though... anything closer than 4-5 ticks from a headwind puts her at 2 knots which is brutal compared to other ships.
  8. I've got 70 hours in-game and am greatly enjoying myself. I'll be playing for quite a while. That said, If I was to write a review, it would be pretty rough. I certainly don't know anyone I'd recommend the game to in it's current state.
  9. Now that's interesting... I thought I couldn't take items with me when I teleport to a different OP? Or did you use the tow tool? Unsure of how that all works. EDIT: oh wait, I think I misread, you hauled way more than the requested items and then kept picking the mission again. Gottit!
  10. Thanks for the responses! Also, I almost forgot: Dock space? Does buying extra docks only give you extra docks for that outpost, or is it effective across all of your outposts? Does that also scale like OP costs do?
  11. Hey folks! Still loving the game. Can't wait to see what other content the devs come up with! Hopefully we get our playerbase higher soon. I have some questions now that I have more time in-game: - Hostility Missions: From what I understand, these are essentially fleet missions that raise hostility on certain ports, and once hostility hits 100% there's a PB scheduled 22 hours later. Correct me if that's wrong. On that note, does the faction that controls that port get a notification of any sort that hostility missions are being ran? Or do they just need to occasionally check the map info? - Certain things on the map seem to update in realtime while other things do not. What's the update time on goods availability/prices/etc? - Repairs in-battle vs OW vs port: Since I can't make kits myself (which I'm seriously reconsidering), I rely on drops/purchases. With that in mind, is there EVER a scenario (with stacked buffs) that gives better repair returns in-battle versus on the OW? Do the folks that manufacture their own kits find it actually cheaper to repair that way rather than spend money in port? - Wind. The wind in OW seems to always be blowing in the least convenient direction. How is it determined? How can I plan routes around it? - Heavy Rattlesnake. I was gifted one of these very early on and it's simply refused to sink whenever I use it. It's marvelous. I've noticed it doesn't spawn as AI and the prices for it are insane; how is this acquired? Is it a rare blueprint? - Crafting! I'm somewhat hesitant to get deep into crafting (because missions seem to give much better returns at my Captain rank compared to hauling goods from all corners of the Caribbean just to build Lynxes) but I know I'll need to eventually. Do people generally just stick to the method of hauling the cheapest resources they can find to one central location, or are shipbuilders usually relying on clan help? - PvP combat: I've only been in one PvP fight (I was chased down by a fella in an Endymion while in a Renommee), and it went fairly well. Neither of us died but he used faaar more repair kits than I did before he gave up and managed to escape. I don't think he expected a live oak Renom with carronades (I was running missions, don't judge). I've also developed an odd skill of combating attempts to push me into the wind. Anyway, the damn battle wore on for over an hour... is this normal? There was so much retreat-and-repair action going on I was ready to give up out of sheer exhaustion. - Lastly, regarding that PvP fight: Both my stern and bow chasers were inoperable fairly quickly into the fight. Was this bad luck, skill on the attacker's part or what? That had never happened to me before. Whew, lots of questions. Normally I'd rely on a wiki but the Naval Action wiki's are... rough. Thanks in advance for the help!
  12. That's an awesome GIF and should be posted eeeeeeverywhere. I AM actually just starting to get decent at that, although I need to work on energy conservation because I always seem to be starting that turn at too slow a speed.
  13. Unfortunately I don't have access to Legends yet, just started playing the base game a few days ago, on Global PVP USA. For the purposes of contributing to an immortalized guide, however, I'd be happy to level up to a frigate or comparable vessel somewhere else. I do find it interesting, the chasm between people that like the OW/open pvp versus what sounds like a more structured, balanced, faster-paced arena mode in Legends. Personally I came for a mix of Sid Meyer's Pirates and EVE Online, and I've been reasonably pleased so far
  14. That actually DOES help me a great deal! Not only from the perspective of defending the wind but also on avenues to get it back.
  15. Well I'm almost in a frigate so I'd be happy to be a pawn in a video demonstration if this is being actively worked on I think a video, with pauses for commentary and notation, would be extremely valuable to newer players like me. Hell, even a video of someone moving ship-shaped pieces of paper on a table with commentary would be useful as a visualization of these tactics.
  16. Yeaaah. This is extremely well-written and useful for captains that are already well versed in such things. Personally I'm having a great deal of trouble with it. The diagrams are, to me, fairly obtuse and the language used (which I'm sure is proper and correct) compounds the issue. "Always flip starboard to larboard leeward" is an example of something that makes zero sense to me regardless of how much I read the key terms. Is there a comparable video or layman's version? Something to get my feet wet with?
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