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Project Pluto

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Everything posted by Project Pluto

  1. Also Devs provide a clear ship diagram in the tutorial. Clearly explain what planking is and what structure is. Masts, sails, stern, crew, fire... Explain angles where balls bounce. All this is important for pvp. ex. Show planking and let it flash. Add Hints to planking: -Planking prevents Structure damage (show structure) -Planking can bounce balls (show ball bounce angles animation) etc.. Have this type of view and explain each part of the ship. -Waterline -Planking (Armor) -Structure (HP) -Leaks etc..
  2. Once again a lot can be improved in this text. Tips To destroy ship planking(armor) more effectively stay close to the ship. The closer you are to the enemy ship the more damage you can inflict. Causing damage to already damaged side of the ship will sink it faster. I can rework your text or at least try to...
  3. @admin I think the text format in tutorials could be improved. I feel it is very poorly structured. You explain too much. ex. chain passes through the sails , so you... bla bla... I feel it's not needed. -Maintain distance of 150-200m to the target. (there is no distance meter, how player can know where is 150m?, if you are asking to sail 150-200 meters, provide a tool to measure distance otherwise rephrase). Just write ------------------------------------------------------ --Sail relatively close to the target. --Maintain same speed as the target. Hints - It will be easier to hit sails at close range. Shoot chain shot in line/parallel to the masts to cause multiple damage to all sails at once. ---------------------------------------------------------- explain using Hints. Give clear orders in short worlds (sail close, maintain same speed). Also, another weird text structure Aim at the sails and destroy them to below 60% Why not write: Reduce sail integrity(HP) to 59% Simple and plain. Your customers will read this text, make sure it's clear and professional. They can judge your game just by reading what you write and how you write it.
  4. Let's assume we will figure out these mission spawn locations for each Nation, what happens then? We will know there are 10 spawn combinations at coordinates : 00000 0000 0000 000 etc.. Does it mean we can camp them? )) did you at least add 100 combinations for each port? if not it can be easily cracked and publicly spread to farm marks.
  5. Sorry for off topic, but interesting fact here http://genetics.thetech.org/original_news/news38 12% difference and evolving.
  6. How a new player should know all this information? Did he undergo brain enhancement process? Critical information is absent. Map doesn't show zones where action takes place. Chat is useless and by the time you get to the area it's empty. That doesn't work. It must be displayed in real time. If player sunk a player, you drop an icon on the map and keep it for an hour. If Player is killing NPCs, show contention increase circle around that port on that same map. With such tools new guys will roam the seas day and night. No doubt in that. It's all in developer hands and you guys make decisions that effect everything. No one else to blame here.
  7. I will not complain, but if NA want to be healthy developers must protect new guys until they mature.
  8. Spliting servers was a bad idea. Pve/PvP is a way to go. Players see players, they see life and they do not complain. Yes, you have to give new guys safety at the start, but it will pay off in the end. Guarantee.
  9. I do and you do , but others don't and NA remains empty. 2 guys opinions will not change much.
  10. It's not about people want to fight, it's more about why they would invest so much time with high risk into the action without any reward or fun? I did post comparison why other games are so catchy and people sail all the time. Casuals like to fleet and get random loot and rare drops, fill achievements, daily missions and work towards final rewards. Casuals then try to pvp, but they are not forced to do so compared to NA where they must risk it all. every 2nd killed will quit imho. That is because time required to do things is insane. Not providing these conditions NA will remain pvp only game with weak population before it dies out. Just my thoughts.
  11. that game even got cars to get faster into the action, what NA has? you have to sail for hours to get action. Another huge population killer.
  12. pubg is a fast paced environment that is getting smaller and smaller, you have a vast world here. I would'n compare it.
  13. Also, I believe the biggest fail design of NA is that they let new guys being exterminated by Vets right from the start. I would add Safety Flag that can be purchased and worn until players get to a proper Rank (4th rate). This game is suffering huge player base losses right every time new player is jumped and killed and sadly no one can see the problem here. Restrict trader ships and shift them to 4th rate rank (talking about cargo quantity). Have new guys chill with 500 cargo space until 4th rate rank to prevent alts from ruining the game. Why in the world you let new created alts sail 3000 cargo ships right from the start? Add missions and rank restriction before max cargo is unlocked. We will have new guys protected, trying new waters without risk and slowly adapting. Once they reach 4th rate rank remove safety and allow high cargo space trader ships. Easy?
  14. Let's think of other games and see why they are so catchy: Sea of thieves (Open world music, shipwrecks, Random Treasure search , Ship Customization, Group Missions,Events) Pirates of the Burning Sea (Fleets drop rare items, collections, loot, recipes, books, Can cap npcs, Open world music, easy to read map, pvp activity indicators, titles, daily missions with grand rewards in the end) EvE (Open World music, rare loot, reputation, exploration, ship customization, factions and reputation, achievements with rewards etc..) So, what NA can do to make players go out, sail and not be afraid to loose ships? -Open Sea music is a must, try to play a catchy tune and sail. We are in a whole different game now. -Floating debris (ammo, sailors, repair kits, missions etc) -Reputation (damage inflicted to other nations get you rep and rewards) -Achievements with rewards (participate in 10 port battles get 3rd rate or Wasa etc..) -What else? Well it takes time to sail from a to b, I think making it less boring would help.
  15. All you have to do is to educate new guys. Show them what ships are present in this game and how they look. Once they know the shape they will not need any ID. This can be done by introducing Ship Book. You already have it in Legends. Just copy paste it here. To make it fun, grey out all ships in the book (show stats, rank etc). When players buy new ship and sail it, it will be unlocked in the book in full color.
  16. Glad you decided to take art style from your other game. Looks nice. I hope UI can match it. Also, do I see more sailors on ships?
  17. Will NA get any new ships any time soon? If yes what types?
  18. add paper texture to the whole screen area, leaving it black looks weird.
  19. You will have limited ammo. To take out big bad Woolf you need a group with x2+ ammo amount. Teamwork will be a key.
  20. Then remove Chain and add it as a Trained skill with timer. -Enable / Shoot as much as you like/ wait for reset timer to use it again. Limiting one ammo type is not wise.
  21. Do you think 250 chain / 1000 grape/ 2500 ball would be a good start before resupply needed? We can't have 10 chain shot.
  22. You could do whatever you wanted. There were no limitations to strategies.
  23. I would say I will be ok with 200 shots per battle before resupply. I would also, be glad to use a perk that would expand the storage capacity. I already suggested ammo crates as drops from npcs to resupply after battle at sea. With all this in place I see no negatives for limiting all ammo types.
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