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CrustyJohnson

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Everything posted by CrustyJohnson

  1. PvP rewards and doubloons should be removed. They promote the two most bullshit aspects of this game: Riskless trading random fake goods and clubbing afk sailers and noobs. One currency in game would have such an incredible impact. Trade goods would immediately be a thing again. Seal clubbing would stop and actual raids on trading convoys would start. Leave the cargo missions in, but remove doubloons. Double the reals the cargo missions give. Give 10x reals for BR of ship killed in PvP. Make it more valuable to go after bigger ships, not smaller ones.
  2. You can't really fault the guy since there is no warning That fleet ships will be lost if you leave the battle before them. Saying it's been this way for ever is ridiculous because the game was only recently released. He obviously is new.
  3. I don't know about everyone else but I don't mind losing ships and am not afraid to take mine out. What I don't like is losing them in unfair fights. I've played at least 200 hours since release and can count on 2 hands the amount of fair fights I've been in I advocate a PvP Arena that teams or solo players can go to, group up and engage in a fairly equal fight against another team (mods and port bonuses will still be a thing). Solo-players will be group together or can be picked-up by teams missing a player or 2. Set the battle limit at 1000 and then see what groups bring in. Lots of strategy could be employed. A team of 2 Wasas and 1 Belle Poulle vs a team of 4 in Trincs? that would be a good fight. I've read a lot of posts and steam reviews and one of the most constant things I've seen new players complain about is how most fights they engage in are unfair. I don't think anyone ever rage quit after an evenly matched but losing fight. MOBAs like Overwatch and DotA have a lot of strategy and can provide continuous fun. Some aspect of what they bring could do very well in NA; kind of like a mini-Naval Action: Legends in the OW. Set battles where you know the enemy will have a similar BR as you.
  4. Honestly yes. Moving to an entirely clan-based RvR and having nations only be a symbolic thing (or removed entirely). Imagine the RvR if all the clans were allowed to attack each other. No one would call Russia zerg anymore. People could band together. Small clans could strike out on their own and capture a homeport. Coding and adding it to the game really wouldn't be that big of a deal. Changing nation DLC could still affect things, like you can only join clans associated with that nation so you may still need to buy it or use it if you want to join your nation. Also, you can only use flags of the nation you're in. Plus changing names always helps, if you want to go the route of subterfuge and invade a clan from the inside. A lot of RvR and drama could be unlocked.
  5. It's not a bad idea but it would be a lot to implement. I'm sure the devs have other things they'd rather work on and honestly I feel like there are a lot of things that take more precedent besides this. PvP Zone isn't perfect, but it provides some fun fights. I 'd actually much prefer a zone that acts as a mini-NA:Legends but using whatever ship you bring in. It simply divides everyone that joins it into two equal teams. I prefer sailing to a queue location over random OW engagements, which are almost always one-sided due to RoE and the large amount of ships. Maybe even better, group "pick-up" games. I think they would be fun and work thusly. A team of 3/5/10 or whatever number the devs think it should be against another equal size team of equivalent BR. If you win the round, you get a point. If you lose, you go grab another ship and try again or go do something else. At server reset, the group with the most victorious rounds for that day gets special prizes. I think this could work in very interesting ways. Solo players can simply sail out to the zone and join the list of "pick-up" players. Groups that may be 1 or 2 players short can grab some of these pick-up players or when there are enough pick-up players they are automatically put together More than 1 of these fights can occur at once. There would be a lot of strategy, team composition, etc in this type of set-up. if the BR limit is 1000, do you bring a a 3rd rate, 2 5ths and 2 6ths? maybe 4 5ths? Lots of combinations and strategies, which is always fun! it's the start of an idea and requires some fleshing out, but I think it would be great to be able to go somewhere on the map and be guaranteed at least a somewhat balance fight. Even PvP zone is rarely balanced outside of 1v1, and 1v1 can be very unbalanced due to individual skill, like Hachi pointed out. 5v5 may erase a little of a new players mistakes and may tone down a very advanced player's skill. Sure, the best players will likely rule the zone, but at least it wouldn't be a gank fest. people like the PvP leaderboards and bragging about how good their clan/nation is. This would give another, more tangible way to see a clan's skill in a fair fight and not their skill in seal clubbing.
  6. I love this idea, but it is confusing and maybe a bit difficult to program, especially with battles near land. also people may complain about positioning. I advocate simply a variable time to wait before being allowed to enter the battle. Since ships move twice as fast in OW as they do in a battle, double the amount of time someone has to wait according to how long the battle has been in progress. if the battle is a minute old, make the new joiner wait two minutes. I feel like this would be very easy to code, as all of the supporting elements are already in the game.
  7. Listen man, I know you are motivated and all, but this isn't your place. The man has a problem and he's asking for the devs to rule on it. Maybe it's not the best evidence, but it really doesn't seem to me to be your place. You should keep the high ground. I've never really had a problem with the things you post on this forum, but in this instance I think you need to chill. This is a tribunal post, not someone flapping their gums in Carribean Invasion. Insulting his stream layout and skills is rude and unnecessary. Calling him dishonest is a bit abrupt. You don't like it when people do that to you. No one cares how long you've owned this game, most of us have had it for years. if you don't know the players and in no way were affected, there's no reason for you to come in here causing a ruckus. The devs will probably look into it and decide one way or another. If it turns out ot be a false claim and he continues making them repeatedly, someone will take care of it.
  8. Hey those are my dudes you're killin! Lol good job in that fight, I'll let them know they made this thread. Sad to say I joined up with them directly after this fight. BTW don't feel too bad, that Dutch dude followed us around and stole all our loot for the remainder of our time in the PVP zone
  9. Start with this: @admin Also this isn't a combat mechanics topic...it's a suggestion.
  10. I'd say you are absolutely correct but am going to suggest an alternative. Just make the USS United States and USS Constitution 4th rates again. Also, if it has to be a 3rd rate the Connie needs a buff. Being tankier than USSUS isn't enough and the Wasa is still superior in nearly every way, when Wasa doesn't require a permit. I suggest increasing the gun-sizes on one of the decks (68lb carros over 42s should do the trick)
  11. Ability to stop reloading specific decks (like we already can do with broadsides using F5) to enable better crew management. Also, an option to powder-load cannons only, keeping them at half-full reload cycle until a type of projectile is chosen. I know you can sort of do this now with proper timing, but having the ability to just have cannon crews reload to the half-way mark and then choose the type of round would be nice.
  12. Being able to salvage cannons from ships/change cannons at sea from hold. Moving cannons around at sea seems like something that could be done. Instances this would help: - PvP zone stealing someone's carros and ditching meds - AI farming, see a Enemy Player, and having the ability to change from full carro-loadout to longs to engage a player effectively.
  13. I agree that all of these aren't feasible, but even just one might improve the game. This is the "Suggestions" section of the forum so I'm going to keep suggesting things I think would make the game better until this section is removed or the devs stop providing updates.
  14. People moving trade-goods could be moving resources; which would help the nation, even if the player doing it was only focused on trading and not on RvR. I don't mind trade-goods; they are a little annoying but that's not why I suggested this. I just like the idea of every action having a trickle effect on a nation. Non-shipbuilders could do their part to help a nation move resources to the shipbuilders while making some money instead of just making money. And I know someone could trade resources already and probably make profit, but let's face it, cargo delivery missions and even trade-goods are far more lucrative.
  15. Well damn, you sold me a Le Requin and a Hercules for real world currency.
  16. Thanks for the response, but wish you'd be a little more specific haha. Discussion could lead to discovery of good and novel ideas. As for what you quoted, I'm not sure what the issue is. Open World Speed is greatly increased from actual/in-combat speed, so I figured joining a battle needed to take this into account.
  17. Thanks for the response. I was wrestling with how long someone joining a battle would have to wait, but because OW speed is increased, I figured there had to be an increased wait time, to kind of make up for time dilation. All new players at Shroud Cay could be a mess...but they would always have the option to teleport to a friendly port (if they had one). But at least the battles would be slightly more even. I bet a lot of noobs at KPR were being ganked with far superior ships. The worst thing a noob could be ganked with at Shroud would be a middling 5th rate.
  18. just as a nation; I still love the idea of Pirates. But I know a lot of Pirates also say they want more Pirate mechanics and I think they would be ok with losing RvR.
  19. I didn't post it while it was in development, sadly, just became active again after release. They are however still actively updating the game, so as long as they continue to do that I will post suggestions that I think will help. Maybe I or one of the community will have an idea that they had not thought of. It seems better than just complaining all over the Patch Notes thread.
  20. Sinking is learning, but at least this way there is a good chance they will be matched with a fellow noob or at least a vet in a similarly classed ship. I pay attention to what actual new players say and a main complaint isn't actually losing in fights...it's not even standing a chance.
  21. Thanks for reading my suggestions and giving your input, everyone. Development is always easier said than done and I appreciate what the devs have done and are doing. Glad to see they are still actively working on the game. Not all my suggestions were spot on or feasible, but I strongly believe more sets of ideas can help the devs and is more productive than just complaining. As long as they keep putting out updates I'm going to keep putting posts up. These days, games are significantly developed and changed after release; so I hate when people say" game's out deal with it". That's untrue and not very helpful. In the end it's their game, but maybe they'll see a suggestion from someone and it gives them an idea or perspective they hadn't thought of. Sorry, I realized my original post had some inconsistencies and spelling errors. I'll try to proofread more effectively next time.
  22. The point, trading will be centered around moving materials used in RvR and not random items have zero impact in RvR. Traders will make money and nations will get supplies available in their ports. Right now, RvR and trading is completely disconnected.
  23. I don't know the process, but this wiki isnt even discoverable with a simple Google search of "Naval Action Wiki" Can anyone in contact with original 2 wiki owners please have them removed? @admincan we please get this wiki linked in-game or somewhere? I can promise you, lack of info is the most frustrating thing about this game for a new player, without a doubt.
  24. I think we need to pay attention to what this guy says and the other newer players. He seems like a new player who is actually interested in learning and developing and doesn't mind the difficult learning curve. However, most new players probably aren't as forgiving as him, so addressing his limited troubles with coming up in the game is probably the least the devs should do to ensure new players aren't pushed out of the game. This what I have gathered from his notes and how the game could be modified to fix his concerns: 1. Jiggins accepts that he will will lose to a more veteran player even if they are in the same ship. He just wants a chance and does not like being team-tanked by many players or by vastly superior ships. He also enjoys PvE, something that should be expanded on. Make tags dependent on rating. 3rd should only be able to tag 4th and above. Want bring a big ship and still tag small ships? Maybe a mechanic that takes into account your fleet ships. Sail a 3rd rate, have a 5th rate in tow. If you catch a 6th, you can tag but only the 5th rate populates in the battle instance and you switch control to it. 2. Jiggins likes that he is rewarded or compensated even if he loses. Increase rewards for even trying in PvP. This should be a no-brainer. As a player, I always am thankful for a challenge and get disappointed when I spend an hour looking for an opponent only to have them surrender immediately. Give players more of a reason to try. 3. Jiggins got murder-ganked by two obviously superiorly kitted players. Again, make tagging rate-dependent, at least in waters owned by a nation. The fact that certain AI ships only populate in certain areas increases chances of fight disparity. Someone taking on 5th rates with a 5th rate is prime target for a 3rd rate gank. Tags should be limited by ship rating based on geography. For example, 5th rates are found on Atlantic Coast, West Cuba, and East Cuba. In those locations. only ships 5th rate and below should be allowed to tag. 4. Being completely wiped is a real danger early on in this game. Ship insurance is a nice idea, but does not go far enough. Ships purchased from admiralty should have their entire purchase price refunded. Admiralty ships should come preloaded with basic cannons. 5. New player understands that vets only seal-club because they have impetus to do so. Most players are not mean-spirited and only act certain ways because the game requires them to. To get 1st rates, you need combat marks. To get combat marks, you need enemy players. The most consistent location of enemy players is capitals, which are often new players. I'm sure there are plenty of ways to lower reason for attacking low-level players, but I would simply only issue combat marks for kills in frontline counties. Keep the vets in the same waters and let them farm each other and give them less reason to go out of their way to find seals. 6. I feel like Jiggins main problem with the game is disparity in fights. He doesn't mind losing, but at least wants the fight to be fair or be able to do some damage. I and many other players have given ideas of how to fix this. There are hundreds of options, the devs just need to pick one. My preferred is: attacks on players in national waters should be broadcast in an on-screen message, the crossed-swords should appear on a map, and the battle should remain open indefinitely with zero BR restrictions for the national side to encourage national response.
  25. And you didn't screenshot him doing this even once? Lol no one is gonna buy this I hope.
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