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Capitalism

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Everything posted by Capitalism

  1. Could someone please define an “alt” for a poor newb? If You have two characters in two different nations, both of the same rank and both with practically the same number of hours... and both have passed the exams (making one character more capable than a large portion of the nation it is in, but that’s an aside)... then which one and its actions is tribunal-worthy (as long as neither has broken the explicit rule of saying they’re an “alt”)? Isn't this exactly what prolific forger DLC is meant to be used for?
  2. Now you know why some in your nation asked us to not turn over St. Mary’s before the wipe. This is completely predictable. Time to let some ports go neutral...
  3. Balance ships (see thread). Improve Ratt, it’s overpriced trash. Remove AI cheating, it’s a bad look and difficulty for new players is extreme. There’s no reason AI should be harder and people should be fine to grind AI fleets in large ships. Improve XP/Reals rewards by removing rate difference nerfs and buffing. There should be no reason to make people hate being on the water and grinding. Improve XP drop for the loser of battles as well to encourage new and experienced players to risk ships in PvP. Consider a login bonus XP multiplier daily.
  4. I won’t bother repeating Wraith’s point, but yeah, I’d suggest re-reading my post for comprehension. But I’ll concede that “all” is a bit strong as maybe there are people out there who enjoy watching someone else watch Netflix... Mystery Science Theater 3000 was basically that and hugely popular.
  5. LOL, the only people who watch Naval Action streams are Naval Action players. Let’s get real, Naval Action is literally the worst game to stream. No one wants to watch someone AFK sail and watch Netflix. I mean, MightyMo sat there and played with his Cozmo robot while he wasn’t getting sunk like a noob. Not exactly enthralling. No, advertising and promotion has to start with Steam, flower through traditional gaming media sites and be rooted in good community and word of mouth in the corners of the internet where this type of niche game appeals (Age of Sail, piratey interest groups and MMO specific fora). And unfortunately, Naval Action doesn’t have a very good reputation in those corners so a serious investment in the other areas would be needed in my opinion.
  6. Indeed, with such a soft launch one wonders why there’s even a need to wipe the existing users’ XP and Crafting Level? :ducks:
  7. Crew level 4, most likely stacked with other repair mods which have no hard cap AFAIK. Its absurd, as you can basically print a new ship after having 2/3 of all your armor taken away.
  8. Is there going to be any PR or updating of the website, blogs, YouTube or streamer promotion to drive new players to the game? Because if y’all are wiping just to strip the Early Access banner and hope the Summer Sale does the trick, while there are so many things left to fix... that’s a pretty big disservice to people who thought their XP and Crafting progression was safe for 3.5 years, and no tangible benefit from new players finding the game to supposedly benefit from this “level” starting point. Why not just take it out of Early Access and not wipe, and then make a PR blitz on Naval Action 2?
  9. It takes less than two hours and we’ll be undercrewing Ratts or using boarding Requins to flip ports. Please try again next Wipe.
  10. So not even book and ship knowledge will be retained? What a kick in the nuts to your testers after all the original promises....
  11. My hell, and one wonders why the new player reviews on Steam say we have a toxic community... To the OP, you can always buy a Basic Cutter in any port for free. Crew is free and repairs are always free (you don’t need to carry/buy any for a Basic Cutter) as well.
  12. Looking good, hopefully we get to see more from the game assets themselves soon!
  13. Hostility missions have never been easier. Time to flip a port no?
  14. Does it really matter? You know the US would have faced the music at some point, most likely through a negotiated port swap with GB, Russia, or Spain to allow the attack. To deny the two largest nighttime factions content against each other is silly, and it will happen whether the US wants it to or not. That's why all of this teeth gnashing over the current state of things is so chuckle-worthy.
  15. You do see that he's asking about Ultimate Admiral Dreadnoughts right? In general everything is light on details here but I would suspect it's not going to be a carbon copy of RtW but it would be nice if there was some inspiration from it.
  16. Well, the problem we have now is really the hard speed cap itself. We already have differences between ships both within and between classes in sailing profiles. The issue (exacerbated by port bonuses now) is that we can hit that cap at increasing points of sail for all ships. If you better balanced those bumps by hard capping on a percentage +/- as William Death already stated, rather than a fixed number, then balance is more easily attained through ship design. The biggest issue is that we likely won't know the true effect of all of these stacked bonuses until long after release because these haven't yet, and won't truly until many clans have fully updated ports months after release, be tested at large scale.
  17. This is a legitimate question as it pertains to current play and the current gnashing and wailing over colored dots in a digital pastime (which is so silly): What if the collaborator is not an "alt?" For that matter, what is an "alt?" If the player characters involved are max rank, max crafting and have been played for more hours than 90% of players with only one player character, which is more legitimate? What's the difference between a U.S. player being paid in-game currency to start a hostility mission for a foreign nation to flip a port (or doing it out of pure spite/treason) vs. someone using forged papers to swap a 3000 hour player character to a nation to start a hostility mission for their former nation? Where do you draw the line? If a mechanic has been F11'd and it hasn't been changed in over a year, and no "alts" are involved, then you're pointing to rules that have no bearing on the issue, no? My point is that it's the mechanic that might not be working within the context of the intended game play, but it's not the players you should be tribunalling, it's the game mechanic.
  18. Since you only need one timer set on the capital to protect an entire region you must make your serfs (vassal clans who own the rest of the protected ports) pay, otherwise you turn it over to the enemy and threaten their econ. This is the new way.
  19. When did you build it? It doesn't appear until after maintenance I believe?
  20. Don't be obtuse. This has to do with finding and participating in PvP for the majority of average players out there. Anything you do to frustrate players who are looking for PvP is bad for the game. I can't believe that you would argue against anything that encourages people to fight more, even if it doesn't fit your "honorable" preference of arranged duels outside of La Tortue?
  21. Agreed. The new damage model has harmed balance in all things more than it has fixed in my opinion. But its impact on RvR and interactions with the forts/timing and balance of point accrual is in severe need of adjustment.
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