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Everything posted by Capitalism

  1. Well masochism aside, surely you acknowledge that you exist at the far end of the typical game playing spectrum? But aside from those of us who've ground several alts to max rank and max crafting there aren't too many folks who can reflect on the new player experience as you can. And my conclusion is that it's far, far worse now than it was at the beginning of Early Access, but I'd be interested in your perspective. Mine is this: Grind is not content. And the content that we have for new players throughout that grind has actually shrunk considerably (removal of crafting, change in mission structure with a focus on RNG and random loot, etc., huge emphasis placed on DLC and combat/pvp rewards, etc.). New players have never had a more confusing and hard to navigate path to end-game content as they do today and adding more grind to the gameplay experience actually doesn't result in players playing longer. In an OW sandbox game players should be the content, and when you drive them away through mechanics and grind then what do you have left? No content.
  2. Pretty opinionated on in depth game mechanics when you can’t even crew a fourth rate yet. You might consider reserving judgement until you actually have experienced end-game content, lol. You can’t really expect to understand the impact DLC has on the economy and RvR if you don’t actually engage in those things... 🙄
  3. Since they’re blowing up econ and crafting anyway, and DLCs are not going to change, I feel like our time would be better spent lobbying to make all AI ships, 3rd rate and under capturable, and return all ships (even those with permits and DLC) to be found in AI fleets. This would hugely lower the bar for all players to have access to these ships. It would even the playing field a lot between those with fancy woods and the DLC ships, while also motivating people to go out, find and cap nice AI builds and put them up for sale. There would still be motivation to have the DLC for convenience and to build non-crew space, purpose-built ships, but for general PvP your captured Bellona or Trinco would probably be just fine.
  4. While I like the idea of player controlled emplacements, AI forts don’t need any more advantages. After the recent buff it’s taking around 200 hits to kill a fort from a MB, which in my opinion is too much. Combined with a buff on accuracy, range, and damage the fort will have you under fire at anything other than the very extreme of the MB firing range, which only reinforces the meta to use a counter mortar brig. By doing so, you basically ensure the MBs are occupied taking potshots at each other, rather than bombarding land targets, which just doesn’t seem realistic (or like good game play) to me?
  5. This is a terrible idea that will hurt new players more than help them. Ask yourself why such a shortcut to Master and Commander rank was instituted in the first place... If you were around when it was instituted the rationale given was that we saw a huge dropoff in players before they even made it through sailing a Brig. So the idea was to kick them immediately into a ship they could be effective in PvP and clan activities with.. and with the new damage model heavily favoring anything with larger guns this is even more important than it was at that time.
  6. Capitalism


    That's exactly the opposite of reality. The community loved duel rooms, small, and large battles. They made training up new players, testing builds, and getting better at PvP a much more manageable affair. It was the dev's that didn't want to maintain them because they were handwringing at the time trying to prop up server populations and were also removing any extra work they would incur during the UI rework/localization efforts. Clearly the removal of them failed and left us with even less content than we had before and we still have plenty of people asking for their return.
  7. Capitalism


    How about we lobby for the return of duel, small, and large battle rooms instead? OW is a garbage matchmaking engine anyway...
  8. I think that's the huge irony of all of the changes recently and the ones talked about here. Essentially the active and passive money sinks of crafting and taxes have no way to keep up with inflation now that most of the motivation for trading and crafting has been removed. People are amassing huge amounts of reals from delivery and passenger missions with essentially nothing to spend it on, all while satisfying their ship/combat needs with DLC ships that are free. With all of these changes in the economy so "close" to release I doubt there's any way to properly balance the economy, and inflation will eat away at the entire game ecosystem. This is the nature of non-player-based MMO economies and seems to be a huge failing of the Naval Action mechanics and testing. All of the economic bones of such games have to be in place throughout a long enough period of testing in order to understand the complex interactions in place... and sadly, after three years we're no closer to that than we were on Day 1 of Early Access.
  9. I’m excited for the port control changes as it’s something I and others have been asking for for a long time. But let’s face it, we would have bought cosmetic DLC to support you (consumable paint packs, flag packs, ship models, etc.) at a rate that might have been sustaining, while leaving the pay to win nature of the current DLC out of the mix. With a line ship in elite woods now at daily disposal players with it are simply at a huge advantage over other without it. And this is particularly true with the RNG, permits and pay walls for woods in place. If we are basically flushing crafting down the toilet I’d propose a major change that I think would make everyone happy: Enable the capture of all ships, 3rd rate and below and add even the permitted and imported ships to AI fleets. This would even the playing field, create interest for PvE-oriented players while still allowing for ship builders to create the ships with the very best, purpose-built builds, but with a much smaller edge granted to DLC holders that’s focused mainly on convenience.
  10. Because it's the only ship in a group that can get even close to a DLC Requin's sailing profile. i.e. we need to reduce the availability of anything that can compete with those.
  11. But that can all be purchased outright with credits bought with real money... sooooo... Still P2W with no grind, yes?
  12. Making wrecks harder certainly doesn't. Seriously, like we need one more reason to be AFK on the OW? 🙄 There is literally no reason to not make the shipwreck looting interface like the in-battle looting interface, realism, logistically, or game-play-wise. It's just a quality of life feature that makes sense.
  13. That's not true any longer, many of the ultra-premium ship packages come with a 10 point commander that allows you to unlock/customize the commander right at purchase.
  14. If you have nothing to add to a thread other than "game to die" then refrain from posting. -Moderator Hethwill -
  15. They still are cutting corners where players can't sail. I'm not even bothering to F11 them any more. In any case, I'm not sure why we should be patting the dev's on their backs for "fixing" something that should have been done years ago, and with any modicum of skill and routing algorithms should have been a one hour job at most? I mean really, are our standards so low these days?
  16. That's all fine and dandy unless you have to sail two hours just to find a 10 minute fight. When you're in a group you very often need to set a wide net just to find targets, especially given how scarce players are these days. Two minutes was always too short.. three-five minutes was a reasonable compromise, but the twenty minute, always open RoE invites bad behavior.
  17. So calling me stupid for pointing out the indisputable fact that the majority of players in any MMO actually prefer a mixture of PvP and PvE is your idea of a good argument? Way to be a strong and supportive member of the community... You're a true, upstanding member. If you ever did anything other than bash noobs and rack up combat medals against inferior opponents you might be worthy of more respect and attention. But as it is, your opinions, though clearly mattering to the developers, are clearly out of line with the "average" Naval Action player. I agree with my fierce rival @Socialism, however, that players should play where they get the content they want. And the biggest problem is that players who want anything other than ganking and seal clubbing after interminably long searches for PvP increasingly have nowhere to go.
  18. It's right there in the screenshot.. Teak logs and Spanish square sails. Enable fishing and hope to catch a bottle with a location of such a ship wreck.
  19. Could it possibly be that most players want a mix of both? <gasp> This is a lesson that every other major MMO has incorporated and Naval Action seems to be ignoring... Your attitude, and the fact that dev's have listened to players like you, has been hugely detrimental to the game and its population.
  20. Have to agree with the general sentiment... Is this good for the game? https://i.gyazo.com/6883053f02fb1db335a421f2f54265d8.png I doubt it. There should be no-PvP zones for all of the non-hardcore nations, with limited, no ship-loss PvP zones for everyone to participate in, and nul-sec zones for the hardcore. Anything else is just not healthy in my opinion.
  21. I'm not the first one to propose it but Peace/War servers should share the same world, just rotating Theaters. If we had thousands of players then it would have made sense to have rotating European/Caribbean theaters, but with so few players now we could just have different parts of the Caribbean in active war at any one point. War server prosecutes RvR in a region (everything is walled, no sailing/traveling/trading/exchange between toons on different servers), while PvE operates in the world excluded from where War is currently happening. Peace server therefore lays the groundwork (stocking up repairs, cannons, ships, etc. in various parts of the map) that the War server and PvP'ers fight over when the region moves. Ports change hands, etc. thus laying the groundwork for a changing landscape for the Peace guys to play in when War moves to a new region, etc. Contracts and goods remain in place as the War Theater moves... I think it would create a tighter integration between PvE and PvP worlds and keep people happy..
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