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About Fellvred

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  1. Why not just make guns a lot lighter when they're in the hold rather than being used on a ship - as well as showing the contents of a port on the map/trade screen. Quality of life for everyone would make more sense rather than advantages only for players who are willing to pay more?
  2. Can't really agree with much of the ideas sadly - the game will live or die because of new players coming in, not because of the thoughts of a few old clans. I'd much rather have the devs tweaking any mods every few months on a balancing cycle. It might not be a very popular idea amongst some people but the game needs to be as easy as possible for new players for the game to be successful (regarding numbers of players). Most 6th rate vessels should be treated as part of the tutorial, losses should mean nothing to a new player - throw as many free rookie ships (brigs/snows etc) at them as you can to get them over the hump of the first few hours. There shouldn't be a 'fear' of sailing out onto the open sea until players start getting into the larger 6th rates and smaller frigates.
  3. It's always important to look at the other side of any opinion. A lot of the negative reviews I disagree with but I don't think a majority of them are just there because their favourite ship sank too often or was nerfed. A number of them do make decent points. Remember the question on the review people see is "Do you recommend this game" not "did you get your money's worth" etc. From a personal PoV I've enjoyed almost everything about the game but I find it hard to recommend it to someone unless they have a good wedge of free time to play it enough.
  4. I do like the idea of regular resets but it could also see large numbers of players leaving at the same time. Perhaps post launch there could be an area (parts of the gulf/pacific coast?) which resets every few weeks, with the nations holding the most ports there gaining rewards not related to the regular RvR wars etc
  5. Bit sad to see the reply against a legitimate concern that a number of players have (spread across the player base). Personally making PvP more difficult for only newer players doesn't make it 'hardcore'. Not exactly related to the thread but for me PvP needs to have real consequences for mistakes and failures to be hardcore. I'm all for new players having their world kicked in when they do something stupid but there needs to be that sort of risk for everyone in the food chain, unfortunately there doesn't seem to be that kind of danger for many of the big fish atm.
  6. couldn't agree more The big danger with adding more rewards for players doing well is that the gear gap will continue to grow - also increasing the gear fear for players who aren't one of the top x% The difficulty curve would probably also continue to get worse, there needs to be some sort of mechanic to make it harder for those doing well (in PvP) and easing newer players into PvP without them being target number one every single time. - It's been suggested a few times by other people but how about a PvP 'score/infamy/level' system which would then affect how many PvP marks are given by sinking that person. A player with 0 PvP score might be worth 10/25/50% of normal while certain players who have been roaming solo for a couple of years would be worth much more and be more of a target rather than being avoided?
  7. I have no problem with being ganked at all but weren't the patrol zones meant to increase decent PvP? The current design is sort of stuck between open world PvP and a public event. If there were 100 players coming to the zone it would be great with constant large scale battles - at the moment people are even avoiding the shallows patrol zone, we're talking only ~5% of the population (at most) fighting in the shallow zone most of the time? Couple of quotes from the 'NAL on hold' announcement: "Several best ideas from the NAL will be brought into Naval Action in the future: specifically tournaments, challenges, the seamanship experience, and officers. Learnings from NAL will be applied to NA; with the main overreaching goal - fill the world with players, remove gear fear, and reward players for action (not only for kills). " "Adrenaline, the feel of the hunt, or being hunted gives a lot more spice to battles and our current plan is basically give this NAL feeling (ability to quickly jump to combat and recover losses quickly) in one game without splitting the audience in two." I understand the tutorial and UI is the priority atm but is there any sort of plan for implementing these in the future? I'm losing all hope atm that any useful NAL style content will be appearing before release. As you might have guessed I'm still a bit salty about the lack of NAL and it just feels like NA has devolved to the point where every single action is just a constant grind with a 'fun tax' tacked on.
  8. Probably, but op didn't mention anything about retagging etc. The tagged player can also put a call out for help to gank the other guy. The way the open world is designed atm is player A can choose to keep player B in a battle for 90 mins, just like it's player B's choice to surrender and leave if he doesn't want to stay there. I'm not a fan of the design (way too much wasted/down time etc) but I can't see it changing any time soon.
  9. I don't really consider it griefing, it's just how open world is designed atm. Is it griefing if a fir/fir Prince keeps a slow heavy rattle at range because he'd be creamed at close range? Is it griefing if a cannon frigate keeps a carro frigate at long range and spends an hour taking out sails and using up your stack of sail repairs?
  10. Personally I don't have an issue with the tactic - he tagged me yesterday, we had a nice little tactical battle at range and then both left with a gg. Either use the next battle as practice for hiding your sails, don't sail a slow ship solo or just surrender next time - you always have an option to leave the battle.
  11. Sorry I really don't agree that solo PvP can only work if the Quality of Life (QoL) improvements are removed. Forcing players to do something hardly ever works - we saw that before the QoL stuff was implemented, we didn't have loads of solo players sailing around long distance and solo pvp, people just didn't want to travel. How about a carrot approach rather than the stick? Patrol areas are a good start but a couple ideas: 'Solo' friendly areas with 1.5BR limits etc - creating the atmosphere of a public event similar to other mmos. New hauling missions (similar to EvE) where the goods are provided by the port and need to be taken somewhere else - preferably through/to pvp areas.
  12. Certainly agree but the devs want to move some of the things that worked in Legends (challenges, leaderboards etc) into NA - unfortunately I cant see them using a lobby system even for those. If the small/large battles (or a similar lobby system) returned I'd be back running an event tomorrow but unfortunately atm there just isn't enough for people to do if they only have an hour a day.
  13. I'd be happy putting on a 1.2-1.5BR limit as soon as the battle is created - would hopefully stop just large fleets dominating and make it feel more like a public event for everyone.
  14. I don't see solo hunting returning for most people until trading/pvp/missions etc are looked at all together rather than separate parts. Trading won't be popular until players (who want to 'trade') are treated more like captains that haul goods rather than business people who buy and sell the goods. Trader missions could be brought back as simply take something from point A to point B - with the goods given to the hauler at point A (obviously these goods could not be sold). This would open up trading for pretty much everyone rather than just the super rich, allowing new players to learn about navigating the world and how to sink. Risk could be fairly high but the amount lost would be fairly trivial for most players - instead of losing most of a gold stash. Rewards could be in the form of trade marks (+gold, xp etc) - PvP players would also be rewarded with a small amount of marks for sinking a trader on a mission? Missions would be constantly changed to move haulers towards (and through) combat/patrol zones to improve open world PvP with increased rewards for riskier runs. Some players might just want to go on a short run to the nearest regional capital, while others want that two hour run through pirate infested waters Oh and leaderboards for just about everything as well - the one obvious thing that came from the Legends test was that a lot of players will do just about anything to get their name towards the top of a list
  15. With NAL being put on hold I'd love to see more chances for consistently 'even' fights in NA. Most new players coming in are going to be solo initially and it doesn't really help the population if the first pvp they encounter is being ganked a couple of times for 3 pvp marks , perhaps players should only be able to join on the smaller BR side? Should battlegroups even be allowed in patrol zones?
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