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Everything posted by Eduard L'Aquila
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Yet another map: Naval Action map
Eduard L'Aquila replied to Felix Victor's topic in Maps - Development forum
It's also working for me in Firefox and Chrome- 1,326 replies
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Yet another map: Naval Action map
Eduard L'Aquila replied to Felix Victor's topic in Maps - Development forum
Not currently as hostilities are disabled but as it's coming back to PVE I assume AI port raids are going to come back also. When a player clan takes over a port and doesn't develop it the AI raids it from time to time and, if it's not defended, Neutral takes it over.- 1,326 replies
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Yet another map: Naval Action map
Eduard L'Aquila replied to Felix Victor's topic in Maps - Development forum
Hey Felix, Raid Zones are still necessary in Peace (ports are flipped when the AI raids a port), could those be added back?- 1,326 replies
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New Feature Proposals - Combat
Eduard L'Aquila replied to admin's question in Feature proposals and Gameplay Help Q&A
Lieutenants (Support NPCs) Ships would have another 3 (or more, perhaps 6) upgrade slots that would be filled with NPCs that can be hired or trained to give bigger bonuses to the ship. The 3 (or 6) roles would be Sailing (combat maneuvers), Gunnery (cannons), Boarding (boarding actions), Navigation (OW speed), Carpenter (repairs) and Surgeon (keeping the crew alive and morale). They would "rank up" for only 5 levels: Midshipman -> Ensign -> Second Lieutenant -> First Lieutenant -> Lieutenant Commander Midshipman rank (with no bonuses) level up by taking part of the XP and Reals per activity, sailing XP, battle XP, trade Reals, contract sales. Midshipmen would start off with only requiring 1% XP / 1% Reals and Ensigns would have a small bonus and have a larger share (2%/2%), the other ranks would follow suit until 5%/5%. A ship with fully leveled Lieutenants would have a cost of 15% or 30% per activity, . Lieutenants would be attached to a Captain, like the Captain's Chest so the NPCs are all saved if a ship goes down, to continue incurring payment to the Captain. Lieutenants would be optional (and hired at midshipman rank at port or much more for a leveled up NPC) and a ship could sail without them (let's call them "Acting Midshipmen" if no NPC is designated) without their bonuses. Peak bonuses would be the same as the specialized books/upgrades (Art of Sailing, Gunnery Encylopedia, Five Rings, Naval Clock, Naval Master Carpenters, and Surgeon's Tools) I had originally posted this to the DLC proposals but it might fit better here. -
New Feature Proposals - DLC
Eduard L'Aquila replied to admin's question in Feature proposals and Gameplay Help Q&A
moved this proposal to the Combat thread -
Read it and despite playing for the past year and a half on Peace, I learned about a few new things. One thing that might be nice to have is how hostility mission works. I took part in my first one this weekend and there was quite an emphasis on the exact time to leave a combat instance and the number of ships. Contextually, I assume that the more ships sunk means that the clan/nation has an advantage in being awarded the PB mission but I don't understand why a precise time to leave a combat instance is so important.
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So I wasn't the only one with connection issues at around the same time, luckily I didn't lose anything despite being in combat. I was on Peace and I'm not in the EU.
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Ultimate Admiral: Dreadnoughts enters testing phase
Eduard L'Aquila replied to Nick Thomadis's topic in General Discussions
Hey, if you're looking for another tester, I'd love to help! -
Cannot progress on War server
Eduard L'Aquila replied to reiser's topic in Current Feature Improvement Suggestions
Thank you for giving Peace some love! I played on the PVP testbed and, while very exciting, I already have enough excitement in my day-to-day life so when I load up my internet ships I just want to sail and hunt/shoot NPCs with not too much regard for rewards. -
You touch on a good point when, landmark and local knowledge, which depends on experience acquired through careful study and/or repetition - both take time, which is something not many people have an abundance of. A rough approximation of location could, in my opinion, simulate this. Perhaps 1km is too precise though, a 20km diameter circle could be enough.
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By gamers I mean the general masses that would possibly buy the game if the barrier to entry wasn't high, the non-hardcore fans and the casuals. Let's face it, whoever is playing Naval Action is a gamer that has a desire/need for a good Age of Sail game, I'll assume we aren't casuals that stumbled upon the game during a Steam Sale. I'll also venture a guess they're the ones that usually make up the bulk of most game sales - making games for limited audiences might be worthwhile (such as the Train Simulator style games) but a strictly online, multiplayer game needs a large-ish community. At any rate, it's a design decision. Personally, I'm perfectly content not knowing my location on the map, I found it refreshing but I remember my first impression when opening the map: "Awesome! But casuals won't like it."
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Suggestion: Gender equality in Naval Action
Eduard L'Aquila replied to Percival Merewether's topic in Tavern
I'd rather be able to name my own ship (and have the name appear when I'm sighted) and let others use the pronouns they want. -
This is another of those realism/gameplay conundrums - immersion is nice but, as you've stated, rough estimates of a ship's position isn't beyond a 1790's captain's ability. On top of that, gamers are use to minimaps and having one that doesn't show where they are can be frustrating to new or casual players. Perhaps a skill (as in a book applied to a ship or a perk) could give the captain an even better location estimate. Anecdotally, I enjoy having to use my brain to find out where I am but I only sail in straight lines when I'm beyond the sight of land.
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My latency is near 300ms with the servers but I don't find it too much of a problem. Ships are slow and cannons, at a distance, take a while to fly so it doesn't feel that bad, unlike in FPS. Heck, I've done several really tight maneuvers with other players, passing close enough to touch tips (of our cannons) despite it. Perhaps the only time latency might be a problem is when my ship is rolling down but since I don't know how hits are calculated (server-side or client-side), I'm not sure what's happening (if I take too long to start firing or if my latency delays my broadside).
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Yet another map: Naval Action map
Eduard L'Aquila replied to Felix Victor's topic in Maps - Development forum
On my Chrome and Firefox I can't get the PvE map to appear but the Caribbean is fine (the same thing happens on both the main and beta servers) Here's a copy-paste of my console on Firefox for the Caribbean map when CTRL-F5-ing the main server: Attached is the screenshot of my console on Firefox for the PvE map when CTRL-F5-ing the main server (copy-pasting didn't get the whole error). The exact same thing appears in Chrome. I've tried turning off my adblocker and scriptblocker (on firefox and chrome) but the same thing happens. I noticed this started happening yesterday - it was fine a few days ago.- 1,326 replies
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Careful getting too close to bigger ships, they might attempt to board you!
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Development plans for the H2 2018
Eduard L'Aquila replied to admin's topic in News Announcements & Important discussions
I'm still left wondering if the released game will have a "PvE Only" server option or will it only be "The Caribbean" server.