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Wind

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Posts posted by Wind

  1. We don't even have ports that historically represent Nations (looks at US), Most of NA port models got Cuban housing. For example US ports had brick housing and looked industrial. Small ports (shallow) had colonial style housing. Never understood what Cuba had to do with US coast and the rest of the Caribbean. 

    Back to your suggestion. I already suggested unique paint themes for each nation. Same ships , but different themes would easily take care of that problem. On top of that they could add Sail emblems and flags. @admin

    • Like 1
  2. 5 minutes ago, Oberon74 said:

    In fact, if you're going more than 2 or 3 knots, anchor and cable will be torn out of your ship.  But not before the cable destroys the forward part of your ship and kills a bunch of your crew.  Unless its a Disney movie...

    All depends what is on the bottom. Sand and broken shells will do the trick my friend. On the other hand, if you hit the reef then you are right. 

  3. How an Anchor mechanics could be implemented - Drop anchor will stop much faster when compared to T, anchor will drag and slow you down to stationary and turn your ship based on left/right side drop and rudder positioning. Recovery time - 1 minute. This means you can't sail away even with the raised sails and you are a sitting duck until anchor is fully recovered. 

    You can sit on anchor and rotate 360 to the left or 360 to the right using only sails. 

    • Like 1
  4. 57 minutes ago, Mrgoldstein said:

    Problem is pvp'rs dont really pvp..ita mostly clubbing new players or only fighting when the odds are greatly in their favour..

    noob clubbing is just quite sad

    As I said in a pvp only world only wolfs remain and they will exterminate any newcomers. Game design, not a players fault.  

    PvE content is the only remedy. 

    • Like 1
  5. 5 hours ago, admin said:

    Wont work. Free for all does not work the way people want it to work. 

    + Battle will eventually close or fill up anyway + then it will be locked again.
    If destroying the treasure fleet requires coordination - then opening the battle reduces chances. 

     

    All open for all pve content ideas rot on the remains of the human ethics and honor. Even if you find out that it sails somewhere by the time you get to it its going to be sank and cleared. (99% of players will never see a treasure fleet).  

    Treasure fleet will only work one way. It is visible for you ONLY and only you can attack it and clear it = it is off map for everyone else.
    Current treasure fleet is the epic mission. it is hard, personal, no-one can interfere.  All things on map can be attacked. 
     

     

    I don't know, you making it too complicated imho. 1 fleet per hour for the whole server is the scenario you are presenting to us. Why not add many fleets with a small rare loot drop % chance? Players can attack as many as they want , but % is the same for all. It doesn't have to be an event, just Content. 

    Let's say around Charleston we will have 3 routes.

    -Close to the shore,

    -somewhat far from the shore

    - and deep ocean. 

    You will place 2 treasure fleets per route and they will move one up the coast and one down the coast. Each line will have 2 so Americas will have 6 treasure fleets cruising the coast up and down. 

    Fleet will re spawn in 5 mins somewhere randomly on it's line after it's killed. 

    Now we have 6 fleets with 5 min respawn delay, but all of them have the same drop % chance. 

    I think because you are afraid people will abuse it(let them) is why we have no population, all the great ideas that got dumped because of this could have people living off that. Searching, grinding, fighting, trying to get it.  

  6. 4 hours ago, admin said:

    Massive multiplayer game question (or human nature question).
    What would you do with trolling?  For example a Player attacks a treasure fleet over and over to hide it from you, until it despawns. 

    What did potbs did? They had the same problem, but they allowed us to see the battle and camp it. We could say - hey there is a dude hiding inside the battle + coordinates. Hunters will camp. 

    ex. Player attacks the Fleet. You must show swords location at all times + who is inside. (1 player vs 3 NPCs) Add 30 min battle timer, time for player to kill the fleet. He can wait 30 or jump out. He won't be able to attack the same fleet again for another 5 mins. That is where we catch him. 

    If player attacked a fleet simply prohibit that person from attacking it again. Give fleet invulnerability vs that player only. 

    I do not understand why you are so afraid of trolling? It's part of experience. Better that than nothing imho. potbs solved all these problems long time ago... camping was awesome in potbs. YOu could sail around and find a closed battle 1 vs 6, camp it and then find out it was a 1st rate fleeting unaware that red zone dropped. 

    In NA everything is hidden and thats why there is no action. Show closed battles, who is inside and let it go....

     

     

  7. 29 minutes ago, Fluffy Fishy said:

     

    Oh and it would be cool to get a more diverse selection of cannons like the french howitzers and the option to fit your ship with more costly bronze guns, things like that :)

    What would be the difference between iron and bronze guns? weight/accuracy bonus?

  8. 4 minutes ago, Banished Privateer said:

    Hauling and selling the cargo is often impossible, because players trade using retarded trade goods. If US trader goes to sell stuff in Charleston, I capture him outside Charleston, I cannot dock there to sell stuff. Selling it in normal port is garbage dirt cheap, not worth it. Then I need to use his trader to smuggle his goods into Charleston which is very risky. That's like 5x more effort needed than sinking him for few PvP marks. If I capture goods used for ship building, it would prolly take me ages to deliver it to my shipyard. Selling it is not profitable. In past I would use free town delivery system, now impossible. 

    PvP pays back for itself thanks to PvP marks. It's unexpected, exciting and never the same. PvE & Trading is repetitive and pretty much always the same, besides the times you get ganked or killed by other player. PvP is mostly dead, because everyone asks for extra safety, protection, reinforcements, towers, forts, immunities and God knows what else. 

    I am sorry, but there will be no healthy hauling and trading until there is an open market and player can see what port/players need in each region. This must be fixed asap. 

    • Like 1
  9. 7 minutes ago, Christendom said:

     

    If PVP are the only reason people PVP then I guess that explains why it’s so dead

    You build a story first, content around that story and make it live. That is how you ensure population is flowing inside the game and not leaving. Once that is working, you work on pvp and the rest of the things. 

    We have pvp, realistic combat, big world and nothing else. Dog eat dog leaves no dogs to eat. I made a post years ago that pvp players won't be able to pull this game alone. We have 500 strong still pulling, but for how long?

    • Like 1
  10. 8 minutes ago, admin said:


    Better boarding

    Are you still on track with 3d boarding game that you showed us a while ago? 

    Also, I hope you can somewhat reproduce the way guns are selected and ship is viewed in docks. Nice and clean gun selection, specs and info with a 3d model next to it.

    g7TSNhy.jpg

    • Like 4
  11. Here is a video, watch it closely and analyze details. What Naval Action could use from this video?

    https://youtu.be/916oD5U_vEc

    My list:

    1. Spotter who notifies you and let's you know what type of ship is spotted. (already in suggestions)

    2. Sail colors

    3. Better wind on sails physics. 

    4. More realistic damage effects and water splatter (more splash and more planks flying)

    5. Better textures on land. Hi quality Vegetation in front and more rock. Hide distant details. Slightly boost green and blue saturation to bring life. Instead of planting 100s of low res trees, plant 50 his res trees and spread them around rock. More sand around beaches, Forts and Islands. Less palms more hi res sand will make wonders.

    ah8xJBG.jpg

    6. Fog around islands

    ePHtrHs.jpg

    7. Fake flags and sails (make enemy NPCs hostile, wearing fake flag will enable safety inside hostile waters vs NPCs only). 

    8. Instead of swords over battle have 2 ships broadside to broadside with smoke cloud raising high in the skies. 

    yxyJ9PE.jpg

    9. Better skies with clouds system.

    10. Storm on the horizon. Rain on screen animation instead of rain drops following the ship. 

    Naval Action has tons of potential. 

    • Like 3
  12. @maturin @adminQuick text from the book -100 Days by Patrick Obrien.

    Surprise vs Xebec Action

    (Surprise) Broadside on the downward roll - 1st broadside from 40 yards to Xebec side - Half the Xebec ports beaten in and rudder shot away.  2nd broadside to her side shattered her entirely. After 2 broadside Xebec started to settle (sink). Xebecs were fine and nimble sailing craft, but were not strongly built. 

    Questions?

    Xebec must not have an upper arm vs Surprise with any setup. Xebec must be competitive vs Cerberus. Those who say they need buff have no idea what they are talking about. 

     

    • Like 1
  13. 19 minutes ago, Banished Privateer said:

    Premium and hardcore has nothing in common.

    Oh it does, think deeper. ex. There was one game (won't name it) where you would spend $ and your every move would be watched and reported. Now when time was right hardcore would come in play and take your purchase away and force you to spend more. 

    EvE online proven such practice and still does, many other games run it. ;) Simply put, any premium content will be hunted down and taken in a quick and timely manner and with alt population thriving it will be very easy to do. 

     

  14. 20 minutes ago, maturin said:

    There's an enormous difference in the tonnage, displacement and structure of those two vessels.

    A galley is usually just a glorified barge that draws very little water.

    La Requin is a large oceangoing ship. She may be lighter built than a frigate with the same firepower, but put her next to a brig and take a look. Just because the sides aren't thickened to absorb damage doesn't mean that the ship isn't robustly built.

    Xebec does carry more thinner ribs indeed, but light planking. 

    Brig does carry less ribs more thicker, but much thicker planking as well. 

    What does it leave us with? 

    More thinner ribs + weak planking = more structure resistance?, but easier to penetrate and damage?.

    Less ribs + thicker in size + thicker planking = harder to penetrate, harder to damage structure rib skeleton.

    What do you think about this?

    High Quantity/dense stack of ribs , easy to hit them (xebec) vs small chance to hit ribs due to small quantity and stack (brig).

    In my opinion, dense stack of ribs will result in a catastrophic fracture inside ship when enough damage is applied. 

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