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Njord

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Posts posted by Njord

  1. 2 hours ago, admin said:

    Players online is just a bug. will be fixed soon. The rest of data is correct.

    I really like the feature as a whole and appreciate your effort but I am not really fond of the introduction of K/D scores. It encourages ganking over taking risky but good fights and it really doesn't say much either, outside of a pool of 100% competitive players in a  1 vs 1 tournament layout.

    Let me make an example.

    Player "CptJoeTheDirtyClubber" kills 5 new players, one by one. His K/D is now 5, even if he gets killed himself once after.

    Player "RamTheLegendDinark" has a fight vs 10 experienced and skilled captains. He kills 3 but is ultimately overwhelmed. His K/D is 3 now.

    Who is really the better player and what would the K/D number suggest contrary to that?

    I think clan K/D/A is ok, if it is reset regularly and I know many folks especially younger ones get very excited about these numbers but they mean nothing when taken out of context and can have a very negative impact on a OW game that isn't played in a arena with completely even teams or only 1 vs 1 layout.

    • Like 5
  2. 7 hours ago, Morty said:

    what do mean by " a LOT of players "? the 300 still in game.. oh wait if u remove also ALT , maybe 200

    It is rather ironic many of you think this way. Having this few active players is exactly why every single one of them matters. If we had a few thousand active players, nobody would miss a couple hundred but with the few hundred we have it is a bit different. 

    How can you be certain about there being enough players to fill the map after release? We can all speculate or guess...

  3. 12 hours ago, Draymoor said:

    This makes no sense to be honest... having 300 and losing 100 is clearly worse. We were at 500 before patch 27 and look at what that did. Still fail to see what a partial or soft wipe would achieve right now anyway. 

    I agree. I'd rather see the "welcome to caribbean" operation and localizationg implemented first and push for release and final wipe after economy is balanced and done. Everything else can come later. While I am eagerly waiting for the wipe, you can't keep wiping over and over and over when the game remains in EA and constant wipe phase for years. I enjoy a fresh start as much as the next guy but we lose players every wipe and some of them, no doubt, forever. 

    This wipe before the final wipe idea would only make sense, if the economy was finished, polished and release ready and we had enough players to really test it. I don't see either being the case currently, so what's the point?

  4. 44 minutes ago, Hawkwood said:

    New players are punished enough because there is no proper tutorial in the game. And i mean tutorial about basic trading, crafting, wood characteristics, buildings etc., not the sailing one.

    A new player starts in a capital port, has no clue what to do, and if he gets wrong answers by asking in NATION chat what he should do, he will ALWAYS stay in the reinforcement zone, hiding from everything, with the attitude " omg i could lose a ship, i am not going to leave reinforcement zone".

    Where basically, everything is available in the Caribbean, you just need to grab your balls and leave the f...ng reinforcement area.

    Ok, thanks for sharing.

  5. 1 hour ago, Wraith said:

    Looks good, happy to test.

    I would like to suggest one more thing for this patch: you should double taxes inside reinforcement zone and triple taxes at the capital zone.

    +1 

    This needs to happen. The explanation: "Taxes in zones are higher to pay for the maintenance of reinforcment ships.". Repairs, Rum and 5-7th rate ships should be excluded from this tax increase. Don't punish new players too much. @admin

  6. 52 minutes ago, admin said:

    as patch has been stabilized we plan to update the muskets within next couple of hot fixes. 

    Please consider adding some list in and / or outside of the game with all skillbooks and perm mods available, so we can compare them more easily and have a better overview. This would help a lot with determining the quality of a book / mod.

    Something like this but up to date. Thank you for considering.

  7. On 12/18/2018 at 4:22 PM, Miaowi said:

    I'm assuming travel xp is negligible at present to prevent afk travel xp grinding

    Yeah, most likely. But then again... just why? If someone feels the need to grind rank xp with afk sailing, by all means, just let them go for it. Who would be hurt?  You can still attack players sailing afk, they are viable targets in the OW. Travelling to distant and enemy ports should yield most XP and travelling within the safe zones should yield no XP at all.

     

    On 12/18/2018 at 4:22 PM, Miaowi said:

    Completionist award: You have been everywhere - have a shiny new sextant or something

    Yeah, I have suggested this before aswell and think it should definitely be a thing. Visiting every port on the map is not something you could do in a day, it takes a lot of time and should be rewarded accordingly. If the reward is good enough, this could be a nice long term side goal, that will promote OW travelling a lot.

    • Like 1
  8. 13 hours ago, Wraith said:

    Looks epic! it's an absolute shame the land models and landing/mechanics look to be so much better than in Naval Action.. (sheds tears for what could have been with all that Early Access money).

    Agreed. This could have been something very interesting for RvR. I wish they would add carrying troops to enemy ports / coasts for hostility and port battles that are fought on sea and land. Probably never going to happen but it would have been great and could have added more content, especially for clans and very dedicated players.

    • Like 1
  9. 13 hours ago, sterner said:

    Hello Admirals and Generals!

    We would like to share with you few screenshots from upcoming new game - Ultimate Admiral: Age of Sail.

    They are WIP(work in progress), but they help us to introduce you what the game will be.

    Looks really great. Is there any chance some mechanics of this could be implemented in Naval Action for RvR / Conquest in the distant future? The troop landings to attack port cities would be very awesome. Anyways UA:AoS will be a excellent game, no doubt. Sadly I have never had much interest in single-player games... however it looks so good, I will still give it a try.

  10. 4 minutes ago, Macjimm said:

    XP that boosts combat rank should be based on the experience players gain from fighting .... Not from simply traveling in OW.

    That would only make sense, if you got rank XP exclusively from PvP.

    PvE combat is rather worthless as actual battle experience that makes you a more capable captain deserving a higher rank. You could argue it is even the other way around... Why should repeated bashing of bots in the safe zone kill missions yield experience but travelling the OW not?

  11. 2 hours ago, Macjimm said:

    There should also be an option to reject the XP.   Accumulation of XP increases rank, and a player should have a choice to remain at a low rank.

    I prefer the slow progression because, currently, there is no way to refuse promotion.

    Only reason for this could be to deceive enemy PvP players about your actual experience or to dodge high doublon teleport cost? Also admin said a while back, that we might even get higher ranks added at some point. But whatever floats your boat ship man. :P

  12. I would suggest increasing the travel XP for new players and add a flat one time bonus for every new port that is visited the first time. Seems like a very easy to implement and good way to encourage new players to explore the OW. What is the point of the current travel xp anyways? It is so minuscule, you might aswell remove it. 

    • Like 9
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