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Destraex

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Everything posted by Destraex

  1. I would not say those games (Jutland and Steam&Iron) are too complex. Just that the interfaces\GUI have not made the games intuitive or accessible, the interface makes sense to the developer but is not obvious to the player. Which means it is very frustrating for the player even though all the right ingredients are there. Combine this with the fact that Jutland especially could just play itself with no player input. Because the player generally does not need to do much really. You then are left with what is basically an computer game pretending to be a movie of history rather than a game. Just without the drama a movie would have. You do not get to know what is going on because their is no good interface feedback and so everything seems random. Still they are good games when I am in the mood for managing a historical movie. What I am trying to say is, please don't skimp on the historical accuracy and detail in your game because you think the player cannot handle it. Rather make your interface provide the correct and tangible feedback?
  2. I guess as well as well as wondering if you have played the above games (their is a demo for both SES Jutland and NWS steam and iron), whether these are the kind of games your game may be?
  3. Also have you ever played SES eagle studios Jutland: It's all real time. This has a huge strategic campaign and realistic physics. It just did not really have much to do in it. I keep meaning to to play this game and just don't get motivated to do it due to all the multiplayer games I have. The interface is also very very clumsy. Which is another main reason I do not get around to playing it.
  4. That sounds good. I recommend having a look at the nws steam and iron demo if you have never seen that before. This would be amazing with a proper engine. This game looks like nothing but has the ability to zoom in and out of the entire globe while allowing you to move your ships and zoom in all in real time. It's problem is looks, no strategy layer and no physics engine as far as I know. It's all real time. http://www.navalwarfare.net/steam&iron.html Have a look at this at 2:30 or so to see the world map zooming in. Although he does not soom in all the way:
  5. Nick that really does sound amazing. Is this the sort of game where we control large numbers of vessels or is it more like naval action where we control one? Is the game going to be like an FPS game or a RTS game? I have one friend who always complains when we play world of warships because it really gets under his skin that he is not experiencing anything that would have been a possibility in history but more a childs action game with pretty historically based ship models. We are looking at your project VERY keenly to see if you can come up with a game that is both fun and engaging at the same time as being realistic enough to peak ones intellectual interest in these periods. A game that allows us ship geeks to get excited and use the knowledge we have from our books and other research. It is VERY hard to strike a balance in this regard. But I believe it can be done. Naval Action is pretty close to it right now. I cannot wait for that game to release.
  6. Will the focus be on realism.... unlike WOWs? I would really love that. I wonder if your ultimate general team will combine with the naval action team for this project?
  7. Odol. I wonder if that population will double when the game is finished and progression means something to all of the new players. I hope so. I really love the idea of the new sailing mechanics and their realism. Get's me excited. AFter not haveing played in a while AND not knowing all the detail of the new patches over the last little while intimately: I was talking to a gent last night in game who was of the opinion that if he worked hard for a good ship then he is entitled to gank small defenseless players all he wants. He was happy to tell the upset merchant that he was a cry baby and should go to the PVE server instead of offering any encouragement or solution. I told him I was of the opinion that even though you should be allowed to do that the reward should be based on a handicap and therefore discourage ganking. Ganking still seems to be a problem for the game. The elite population preying on the every day players. Some say that you need to join a clan right away to prevent this from happening. I say there should be a clear system for new players to follow or be aware of in order to know that they will be treated fairly when "necessarily" jumped on by larger forces. I don't think AI escorts are the answer either as this just means dealing with an AI "buffer" constantly meaning that both the attacker and defending person get much less action personally. But hey, I played last night for an hour, travelled from one side of Jamaica to the other for 20mins in order to test the sailing mechanics in a combat mission with a yacht. Which is why I had so much time to talk. So anyways. My original point is that the game still seems (according to the chat) to have a huge sailing time sink that could easily be interceded with an overwhelming gank for a merchant? I look forward to testing some more. I did enjoy the sail. If naval action legends gets this realistic sailing overhaul it may be worth playing that more, I am torn. Legends has more balance (artificially though) and puts you right in the action. What you earn you keep. But it has a very samish progression tree and battles will get repetitive. Naval Action Open World has loads of character, politics and even though the progression tree is still samish it is the varied fleets and their make up as well as the chases that make the game have more character than legends. You want to be part of the world. I like both really. But ganking even though it should be allowed for strategic faction reasons should not be encouraged in financial rewards. Thus making it less likely to happen when more even fights are available. Trade raiding should be possible and strategic but not the staple of the game basically. Trader vs Raider is never going to be a rewarding fight for the trader. Whether it be the AI escort that fights for the trader or that the trader simply gets blotted out by the Raider who is usually much better armed and faster. P.S. Any word on the new boarding mechanics or final interface prettiness? I think that would be the final touches yes? I should look at the latest roadmap Are the short storms, weather events and other open world game changes like varied and unpredicatable (or predicatable) winds back in game?
  8. 300 normally with no other internet drain in AU. This is why I really hope for better boarding mechanics. I can anticipate delay in firing but not when I must register a click at the last second for boarding. Because I have to lead by 3 seconds to change a boarding tactic.
  9. Just checked 337ms for Australia. 326ms on the ocean. Will check when my son stops playing "war of rights" on the other PC
  10. How is the ping for those not in Europe? We need a new boarding system to ensure no problems for people with 200 or more ping.
  11. I just found out about this and am just doing a little research. The only historic fleet here is Russia? The Prussians had no interest in a navy but did have armed merchants. THe Polish\Lithuanian Commonwealth had Courlands navy? Which is probably way out of timeframe? http://3decks.pbworks.com/w/page/913374/Courland https://en.wikipedia.org/wiki/Prussian_Navy#The_19th_century My only real problem though would be if we started seeing made up ships to try to bolster the navies that did not have any historically. The new factions would simply have to use other factions historical ships.
  12. If we are going to be allowed to design our own BBs. I suggest that a stability model is needed. At the battle of Tsushima I remember that the Russian ships had some sort of stability problem because of the way their ships were designed. However I am not sure how you show this in a game that is not open world. Because most of the problems happen during moderate or heavy seas rather than in the clear conditions battles usually happen in. It would also be interesting to have the washington treaty implimented. This treaty forced nations to change their designs radically to fit within the constraints of the treaties weight limits. It resulted in ships like the Nelson, Rodney and Dunkerque. https://en.wikipedia.org/wiki/Battle_of_Tsushima
  13. I think you may have been able to do it in navy field?
  14. What, no Conways? I own both conways... ww1 and 2. Plus thier ancient triremes one. Ever considered an ancient naval game?
  15. Another game to be excited about. Is this game going to be better than WOWs?? Like a realistic WOWS?
  16. @Texas The game records how many wins and losses everyone has in pvp. It then does an additional comparison to how many of those pvp wins were against well rated pvp captains. Then the game does an additional calculation for how many of those pvp wins were recent. This gives the game a yardstick to decide how good or bad both players were matched in a battle. Determine a handicap multiplier and give more rewards for any damage done. If the player was outnumbered it could also factor more rewards for that. These stats could be separate from characters and purely based on steam Id
  17. Texas the moral of the story just seems to be that the game should give greater rewards as a handicap for going up against an experienced pvp player. Then you can sink and be happy. It's not like you cannot grind PVE to unlock knowledge and avoid the vets. In any multiplayer game you must be prepared. This game is big enough to find a quiet place and avoid or be protected by your nation. That is where the excitement and the cost of losing a ship need to be. In previous versions there was no risk. Ships are now valuable and I like it. Of course the other option for the less skilled or casual is to buy fully upgraded ships.
  18. Are the knowledge books really that powerful? The game I don't think, can offer no progress and no advantage to people. It has to allow some progress.
  19. Reduce this too much. Nobody has anything to do in six months.
  20. I can confirm I tried last night in a cutter and in two midshipman missions, first got a snow, then in the second one a brig vs my basic cutter. This was on eu1 pvp.
  21. Any chance of getting some sort of scale or distance measure on a ruler as well as a speed calculator to use with the protractor? Also the ablity to plot more than one leg of a journey and add or delete plots at will? Also a marker so that we can put a ship icon on the map where we think we are now? Degrees on protractor?
  22. I still think if you want people to sail in the open world you NEED a huge time compression system. Otherwise unlike most games. It's just so time consuming that 99% of people don't have the time. When out of sight of any human ships time compression (no matter how silly it looks) should be a player selected option, perhaps with a 10minute count when you have been in sight of an enemy ship but now out of sight? Out of sight = time compression and if people cannot catch people by keeping them in sight so be it, they are gone. This is my most sincere suggestion for making the game popular even among die hard fans who don't have the time to waste on the open ocean. At least try it in a testbed? But perhaps it's just too much dev time for what the PVP crowd consider a redundant option.
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