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Njord

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Everything posted by Njord

  1. Yeah, they should probably fix this but I don't find it too problematic. I simply aim and fire at the the upper part of the side that is facing me.
  2. I don't know about the other dude but I definitely hit all my shots ( saw them land on the edge of the walls with stone splinters coming off ) after I was set up until I was asked to fire upon the heavier SOLs instead due to the absolute pathetic damage done to the fort. The first shots I missed were the ranging shots, because I tried to set up outside of the forts range, which was not possible and ultimately resulted in it completely demasting me due to the prolonged and inevitable bombardment of the fort battery. I really hope they check back on this and tweak damage a bit or at least let mortar brigs fire from outside the range of the fort. I know I won't play it again until they make the whole mortar brig vs fort play more interesting and balanced. Playing the mortar brig feels even more unrewarding and boring than before. I wish the mortar aiming was more realistic and skill demanding. Good mortar brig captains should be a threat to slow SOLs. At the very least I would like to see a damage buff of +100-200%. Or what about reducing the reload speed of the fort battery while under mortar fire? I mean was the BR of the mortar brig even adjusted to compensate for the nerf to mortar + buff to forts? The damage and reload nerfs did not only nerf the MB vs forts but also vs ships and I hope the devs consider this. I don't understand this idea of a spotter for MB to be honest... I mean you can clearly see where the balls land and you have the aim marker?
  3. Fair point but I don't see people paying a lot for paints now that they are so easy to get with DLC... if someone really wants paints he will pay the 13$ instead of ingame currency.
  4. Well, there is the "painter" DLC ableit it does not have many cool paints yet, only the old ones... it is the other purely cosmetic DLC.
  5. There is a difference between making fun of triggered low skill and new players and straight griefing / bullying them. No wonder the player retention rate of NA is close to 0.
  6. Yeah, some nations have a extra flag available in PvP rewards for 50k doubloons via the admiralty.
  7. @admin @Ink Could you please elaborate on what will and will not be wiped on final release? Last time you mentioned rank xp will be wiped but books will be save. What about ship knowledge and unlocks from admiralty like blueprints or flags? I would appreciate some more detailed information on this, so I can evaluate whether or not I want to put in more time testing prior to release. Thank you.
  8. How does it help to have a record of previous names when someone else can take a name once it is not used anymore? It only clutters everything up. You can report a player with his ID to deal with exploiters / griefers and other players violating the rules, isn't this what the topic is about? If you have an unique ID for every account it is more useful in this regard, as nobody else can use it.
  9. What about simply giving the option to display the steam account ID or some other unique number for every account, instead of dealing with a dozen names? Make it so the player card displays a unique account ID. This would also allow to add other enemy players on steam, if the steam ID is used.
  10. I doubt this is still going to happen but at least more visible crew on decks would be nice... and also open options for cosmetic DLCs for crew clothes / weapons / voices etc. ...
  11. Rank XP will be wiped but books will be saved according to the last comments by admin. Not sure about ship knowledge. Anyways, seems like a fair request altough I'd argue if you feel the game is worth playing after release, I'd spend the few bucks on forger DLC to support the devs, if they fix pay2win DLC ships and make crafting ships accessible again.
  12. You could allow clans to let players take control of the guns on their fortifications. The less AI in PvP, the better.
  13. Even if we forget that the RNG permits and rare / expensive woods turn DLC ships from an advantage into blatant pay2win, it is still bad for the game when ships are too hard or even impossible to replace. It was mentioned several times that the DLC ships create more PvP due to high quality disposable ships being available, so why are we limiting access to crafted ships this much again? Why would I risk a T/WO Agamemnon ( assuming I can even get the woods ) in a fight vs 0 cost thus 0 value Rattvisans, even if the Agamemnon is slightly better? In the end the Rattvisan player gets no risk but the same reward ( probably even better since DLC ships give less kill reward ) fighting the Agamemnon, while the Agamemnon player would take a significant blow in the case of losing even a blue ship. Where is the concept of promoting more PvP through easy access to high quality ships for everyone here? Or does it only apply when people spend cash?
  14. That is unless they would balance different wood stats better...
  15. @admin Sounds really awesome! But will we be able to invest into forests of every wood type ( e.g. teak and white oak ) or only oak and fir?
  16. And just like with every previous wipe the real question shouldn't be how many will come back but how many will stay. I still hope for NA to succeed, I am just not as optimistic as I used to be about it.
  17. hello kitty "encourage more RvR". The only way they can move from blatant pay2win through DLC ships to "simply a convenient option to save time spent on eco" as the shills describe the current implementation, is if they make all woods available for harvest in production like fir and oak and also remove permits for all ship below 3rd rates. Let the 1-3 rate permits be the RvR incentive as they should be. If the intention of DLC ships really is to simply get more players into decent ships easier and faster then there is no good reason to hamper the production of craftable ships artificially at the same time.
  18. I'm afraid allowing everyone to be able to sail and replace the ships they want to sail is not helping with selling more DLC ships... I was not aware they also reduced store ships... like the NPC ones? Really?
  19. I think the main problems with crafting are RNG permits and rare woods. If you would remove crafting completely it would be better, I guess. Or make all 4-7th rates 24h redeem like DLCs and crafting only for 1-3 rates. This sounds great but will only help if you can upgrade the ports to grow good woods like teak or whiteoak...Getting the basic resources is not much of a problem, even tho this update is certainly a QoL improvement. The real bottleneck are rare woods.
  20. I really hated durabilities because when you captured a enemy ship it left you with 1/5 of its actual value. Also before DLC ship spam it was much more satisfying and meaningful sinking a good enemy ship instead of only a copy of it. For me personally the removel of durabilities was one of the best changes to the game, I really hated the super mario lives. It was a bit like DLC ships, where loss of ship doesn't matter because the next one is ready but worse because you also had 5 copies of each upgrade...
  21. Apparently more PvP is only good when it's done with DLC ships.
  22. @admin Please, consider this. You said DLC ships allow for more PvP to happen and it is true but with rare woods it is simply pay2win. Making all woods available in farm buildings would make it a bit more fair to sail crafted ships again. You still need the ridiculously hard to get permits and also labour hours / resources for them. You still need to haul your resources around. Giving everyone the option to build wood farms for any wood also allows for more PvP to happen and DLC ships won't be hard pay2win anymore. You will also sell more "admiralty connections" DLCs, because people need more slots for the wood production. Most likely you would sell some extra DLC ships too, because this change would make the game more balanced again. You also would have more targets / players for the DLC ships and thus more action and positive reviews = DLCs sold. More PvP, more DLCs sold, less pay2win. Let the rare upgrades / mods be the RvR incentive as @William Death suggested. Rare woods don't work combined with this amount of DLC ships that allow free choice of any wood without cost.
  23. More importantly there is no risk with DLC ships, only reward. Otherwise I would simply accept the game turned much more hardcore again. I like your suggestion and think it is the only thing they can do now to make DLC ships somewhat work with economy and crafting. If they give out DLC ships in the best woods for free with a 24h timer, it is only reasonable to give everyone the ability to build "farms" for all woods. Now considering they went exactly the opposite way is rather shocking, since I always had the impression the devs were passionate about their game and tried to act in its best interest.
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