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Prater

Tester
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Posts posted by Prater

  1. 3 minutes ago, Archaos said:

    I thought you got the invisibility when you returned to OW after a battle, so a raider after hitting a trader would get it once he came out. 

    Ok, and a trader can defensive tag at extreme range and make it impossible to get caught in the first place.  You shouldn't even be able to initiate combat unless you are in combat range in my opinion.

     

    11 minutes ago, Prater said:

     

    If everyone gets it, I think the tag circles need to be smaller and you only get the buff if you take damage.  Otherwise you can just defensive and get a free 60 knot increase and invisibility.  This will make it impossible to catch aware traders, actually.

     

    • Like 1
  2. 9 minutes ago, Archaos said:

    Not really, a raider who knows what he is doing will use the speed and invisibility to avoid the revenge fleet in the first place and be off to hunt the next target on his terms.

    So does everyone have the speed buff or just defenders?  Slamz said it was for defenders.

     

    If everyone gets it, I think the tag circles need to be smaller and you only get the buff if you take damage.  Otherwise you can just defensive and get a free 60 knot increase and invisibility.  This will make it impossible to catch aware traders, actually.

    • Like 1
  3. 7 minutes ago, Archaos said:

    Although I disagree with revenge fleets and constant re-tagging, I do think this invisibility and speed boost swings it back too much in the favor of the raider. I guess time will tell.

    Raiders should be doing most of the attacking actually.  This lets a revenge fleet have a one shot to get the raider.  If they get a bad tag, then the raider will get away after the battle.  So actually, without testing it, I'm not sure this actually fixes the initial revenge fleet, but it does allow the defenders to get away from repeated tags.

  4. If it is 30 seconds, 60 knots is enough to travel out of or to the edge of site range.  If it is 45 seconds, it is site range + half site range.  If revenge fleets want to catch someone now, they will have to station in intervals pretty far out, which means a revenge gank can't be a gank unless the entire navy is there with 25+ ships.

    I hope outlaw battle doesn't give this boost.

  5. 41 minutes ago, Anolytic said:

    I remember people used to exploit invulnerability from PvE-instances to travel safely between certain ports. And it's already a frequent occurrence that people spawn missions around their sailing routes that they jump into when they get chased, and because they are capped to a max rate it is often not possible to follow them into their mission and they can hide in there for safety.

    There are several relatively off track and unfrequented spots around the map where people can do PvE with low chances of getting interrupted. But I don't think there should be any extra safety measures for PvE on the PvP-server. They do get abused and they do make PvP even less frequent. 

    I have been jumped and ganked a hundred times in missions, outside missions, in open sea and in docking range. It is part of what it means to play on the PvP-server.

    Back then you could choose where your mission is, not so anymore.

  6. 5 minutes ago, Chuliki said:

    So it's okay that someone just camp out of the mission of another player; at least the X of the mission could dissapear to avoid that. I don't think "going to PVE" is going to solve this...

    I agree with you, I brought this up multiple times in the public forum and the private tester forum that ganking missions shouldn't be allowed.  When the game was released in Early Access and we had 2000 players in game this issue was extreme back then, especially for new players in basic cutters who were getting ganked, but it didn't get fixed.

    But it is currently allowed so maybe this should get moved to a different forum.  

  7. 5 hours ago, siZZled1ck said:

    You are certainly entitled to your opinion. However you have the virtue of hindsight and personally that would be small minded of me to simply stop there and report it as a bug and move on. I'm a curious individual and take an active interest in the development of this game. How far does the rabbit hole go? Had i just reported the one bug I wouldn't be able to address a larger spectrum. Id like to think both of our intentions are in the same direction, and thank you for your comments on the matter. Perhaps I'm intending to show a different side of exploiting? Find an issue, investigate, legitimize its potential impact on the game, and finally bring it to the community and developers to find the best solution. As in this case it involves the loved home camera I would not want that to be removed because of this, but I am open to ideas.

    Those who exploit without reporting the exploit usually get punished.  I'd go back to that spot and f11 it.  Merely saying you can do this isn't enough.  Go to the spot you did it at and f11 it.

    • Like 1
  8. On 7/14/2017 at 2:33 PM, Aussie Pastor said:

    Ball; Yes!

    Grape; No!

    There was many ways to protect the crew from constant bombardment.

    That is why a ship was either smashed up so badly it wasn't saving from actual Ball shot and fire.

    Or it needed to be swamped by the hordes to capture it.

     

    The act of just smashing up the rear end to then expose the crew is a fairy tale.

     

    Like the original poster stated many factor needed to take place to win in a boarding Combat.

    But are you seriously going to try to tell me a little lynx can stern rake the USS Constitution or even the famous Surprise?

    if you do,lease give me your number I got a bridge to sell you here in Australia.  ?

    Grape was rarely fired on its own.  Usually it was a double shot of grape + ball.

  9. On 7/5/2017 at 9:21 AM, Hodo said:

    The fix for all of this would be ammo stores taking up a separate cargo space called the "Shot Locker".

    No ship should have unlimited ammo of any type.  

    It would be cool if you could decide how much of what type you want to bring (get rid of double charge and double shot perks).  You choose powder amount, types of shot and amounts.  If I wanted to I could bring a lot of chain but I probably wouldn't do much else and wouldn't have very many broadsides of normal ball.  Double charge would come out of powder storage, double shot would come out of standard shot.  I guess what I am saying, I currently like being able to tweak how many repairs I take of what type, and the type of cannons, and how much weight my ship has and how that affects speed.  I like trying to find what I think is the optimal setup.  Maybe it would be a good idea to do something similar with ammo, though the affect on speed wouldn't be near as it is with cannons and repairs, if much at all.

    • Like 3
  10. 4 minutes ago, Lovec1990 said:

    Its not the problem that it happened, but that devs do not inform us of the issue they could just say sorry guys or EU server has issue and we are fixing them

    The devs aren't around 24/7.  Anyway, the server is up.

     

  11. Mediums will do more damage, require less crew, fire faster.  I've been undergunning raiders for 2 years now.  Your guns might do less damage than your opponent's guns, but that won't matter much when they bounce off your sides and you send your broadside through the enemy's stern.  In long outdrawn fights you might wish for heavier guns, but as a raider whose defense is speed and not wood/hp, you want to avoid long drawn out fights where you are trading broadsides.

    • Like 4
  12. Sorry, I didn't explain well, let me try again.

     

    K is the abbreviation for thousand.  The number refers to Game Units.  (f11 coordinates)

     

    Example:  I am at Mortimer Town.  It says Baracoa is 49k away.  This means it is 49,000 Game Units away.

     

    The knots value given in open world is actually kpm, or Kilometers Per Minute.  400 Game units is 1 kilometer.  So 400 * knots = how many Game Units your ship travels in 1 minute.

     

    To get a rough idea of how long a trip will take:

    Mortimer to Baracoa:  49000 game units
    Divide 49000 / 400 = 122.5 km.  If my Lynx is averaging about 30 knots through the trip, divide the distance (122.5) by 30.  It will take me about 4 minutes to get to Baracoa.  If my Lynx averages 20 knots it will take me about 6 minutes to get there.  The difficulty in determining time to arrival is your ship travels different speeds at different points and the wind is constantly changing.  The wind rotates 360 degrees every 48 minutes, or 15 degrees every 2 minutes.  On long distance trips you use the average speed of your ship at every point of sail.  On short range trips, you can use the average speed you estimate you will be going over that short range trip.  

     

    Edit:  Knots doesn't equal exactly 400 game units per minute.  I always round the number for simplicity and to make calculation easier in my head.  It is actually 390.  If you want more accurate numbers, use 390.  The constantly changing numbers for knots when you are moving in the open world also makes it difficult to measure how the given speed is relating to how far you are traveling, and this in turn makes it difficult to calculate whether it is 390-400 game units, but I've done many, many, many, many, many, many, many tests and 390 is what I usually get.  On my map and the map Game Labs uses in game, 1 pixel is 400 game units, that is another reason why I round to 400 instead of using 390.  So if you want precision, use 390.

    • Like 2
  13. Essentially like Total War naval boarding.  I think the game you mention is Star Trek Online?  I think that is how they do it, or am I remembering wrong?  Distant Worlds has boarding this way as well.  I think there is a bar across the ship being boarding with red referring to enemies and green to yourself, and it shows who is winning or losing.

    The only thing though, is that when a boarding takes place, the ships most likely have their rigging entangled and aren't going anywhere unless they are cut apart.  Quite often sails are backed and the ships aren't really moving.

  14. TLDR:  400 game units is about 1km.  Knots value given is how many 400 game units you travel per minute, or how many km you travel per minute.  
     

    On 6/27/2017 at 11:44 AM, Prater said:

    The Pinkerton map was a base.  What is in game isn't exactly that though, look at any of the player created maps that were based on coordinates.  There are similarities but major differences, specifically Central America, Yucatan, Lesser Antilles, and Cuba.  If you look at the Pinkerton North America map, there are even more differences.  The Pinkerton West Indies map is centered on Hispaniola, Naval Action is centered on Jamaica.  The game world has gone through at least 2 major phases with significant changes.  We entered the current phase in July 2015 if I remember right, when many landmasses were changed.  As I already explained, Game Lab's grid is based off the coordinate system in Unity, the game engine Naval Action is built on.

    Jamaica:  Naval Action:  248km wide.  Google:  232km wide.  Pinkerton:  about 210km wide.

    Hispaniola:  Naval Action:  710km wide.  Google:  647km wide.  Pinkerton: about 660km wide.

    1 degree of latitude:  Naval Action:  126.1km. Actual:  111.2km.  Pinkerton:  111.8km.  To get this latitude I took the distance from Islas de Mangles, Cuba to slightly west of Mariel, Cuba because this is easily measured.  On Pinkerton's map, this is 1 degree of latitude.  On google the landmasses don't line up with Pinkerton and Naval Action, so while this is a degree of latitude, you can't really compare because the Islas de Mangles are different.  So, instead I just use the actual distance of a degree of latitude.

    North point Island of Tortuga to mainland South America (1 degree of Latitude on Pinkerton's map):  Naval Action 109km.  Google maps:  98.8km.  Pinkerton:  111.8km.  Google maps has the line of latitude inland of Venezuela, Pinkerton has it on the coast, so that is why there is a discrepancy there. 

    Distance between 17th and 18th parallels:  Naval Action:  About 122km.  Actual:  111.2km.  Pinkerton:  111.8km.

    Notice the discrepancy in distance in the distance of one degree of latitude in Naval Action.  One is 126km, another is about 122km, and another is 109km.

     

    I'd like to remind everyone, my map has a scale, and it is fairly accurate to what we have in Naval Action.    

    KkQyouk.png

    Again, as I have said many times.  400 game units = 1km.  We get game coordinates by hitting f11.  So we have this unit of measurement available to us.  Then we have another unit of measurement and this is in the speed of your ship, given as knots.  Each knot translates to 400 game units per minute, or 1 km per minute.  You should see the problem, what is given as knots in the open world refers to km per minute instead of nautical miles.  For a scale to really make sense, these two things need to be reconciled.  Otherwise you have knots, i.e. how many nautical miles you are travelling, referring to how many kilometers you are travelling and 1km equaling 1 nautical mile.  

     

     

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