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Posts posted by Cannonball
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It would appear this game has all the makings of something awesome.
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May I suggest...
There be pockets of mist. For instance a ship sails into a looming cloud of mist.
Players can use it as terrain, to their advantage and ads a bit of strategy.
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I would very much like a double tap max sail trim :-)
-Cannonball
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Ahh cool I see what you mean there by plotting two points out to get a reference. That's cool I can get behind this :-)
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When playing MMO's that had abuse, I've found the /ignore feature ideal. Not all players have that kind of self control, even I struggled with it at times wanting to shoot a zinger back at them.
Global chat is hardly healthy I would be happy if it never made it into Naval Action.
A "Report" button can be useful but it would also swallow man hours on the devs. Having a peer to peer evaluation is good way too, but again that takes time away from game play and or development.
Reasonable fix....
Limit chat options.
Players can only chat with their Faction
Local area chat
Ignore button
Report Button
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This should do it. After reviewing other game box art and twitch.tv button logos of other games I felt like mine needed something done with the font. Added some pazzazz to the font and minor drop shadows and verbiage. I think this one pops a bit more than my first.
-Cannonball
p.s. Is there a deadline for this?
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I would like to see customization in the game for ships. Deep, rich, customization. Not all your ideas I agree with, such as Torpedoes. But the general idea is there.
-Cannonball
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No Ironclads. Thank you.
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I'm pretty sure this has been covered.
There should be a deep penalty system, but I feel once you are considered vile against everyone and a pirate. The player should be able to re join society, as long as it is a long drawn out system to discourage flip flopping.
-Cannonball
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I can always re-scale it if it's off. Thanks for the love you filthy wobbly legged sea turtle!
-Cannonba
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Sure, anything to make the game more "deep" is good by me.
-Cannonball
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I think hammering S as soon as you seen the flying horse shoe "chain shot" can and will be addressed via coding.
As for ship slowing or decelerating I think that does need to be tweaked, even when I spill the wind from me sails I drift a little more than I'd like. But then again I don't know much about inertia and momentum equations.
I'm trying to figure out the communities stand on how fast or slow the sails go up and down, but I'd like to see my sails visually adjust at a quicker rate, seems to slow.
-Cannonball
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As of yesterday 01 15 2015, I've found the Santisma and Victory's turn radios to still be quit poor. I would like to see a slighty better turn radios for 'fun factor", Other than that I feel turning is something a player can get used to. Additionally using sails obviously helps and makes the game even more skill based than just turn right turn left forward backwards etc... So I am thrilled to see this is real player skill based and not hammering magic skills using hotkey #1 #2 #3 spaecbar spacebar...
-Cannonball
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Here is my response to this. If you remove the enemies damage indicator then I would like to see more detail in the damage model. Gaping holes in the hull, rigging dangling in the wind. As it stands right now I tell if a ship is done for by how low it rides. In closing I am okay with removal of the damage indicator I would like to see better damage models.
Great insight guys.
-Cannonball
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I must agree with sthorup, I dislike the idea of manufactured instances. Open world is for me. That is not to say we shouldn't have a "battle arena" for practicing and such but when it comes to real time cargo and goods I prefer the more natural approach of sailing the high seas and taking chances.
-Cannonball
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Great insight guys. Isn't friendly fire the predecessor to becoming a pirate in this game (or so they've talked about)? I think this can be handled with game mechanics but a couple broadsides of attacking a teammate should not reflect damage on your own ship that feels to artificial.
All players having a reputation among nations would be a good place to start.
-Cannonball
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Well said again between William the Drake and Fancy Tom both of you have grand ideas. Ideas are great but how they're executed will determine if it's; fun, intuitive, challenging. I like the Morale insight, and Crew training abilities. Again well said I second both their post's I hope the devs are reading.
-Cannonball
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Fancy Tom,
Wonderfully written. Nearly every mechanic you typed is how I recommend Naval Action move forward with crew.
I like the:
Crew xp gain
Officer xp gain
Even the training of crew and officers. These are brilliant and I can only hope they are implemented into the game.
Well done sir.
-Cannonball
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Sigh*
Avatars, are a must, period.
The beautiful ship combat can only carry this aspiring great game so far. To put Naval Action a notch above other games there will need to be supportive aspects to the already great naval simulator, such as additional game mechanics and visually interfaces. Players will want to walk around a port from shop to shop or hack through jungle searching for Aztec ruins after many hours at sea.
A limbo screen with options to click saying you're buying or selling goods or hiring new crew is a low standard for 2015 gamers. As I said before I would rather play a game that does 10 things good then 1 thing great.
Long term, short term, when ever, put simply Avatar's are a must for putting Naval Action above par other MMO's or games in general.
-Cannonball
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Okay... Hold on. So we're talking about Naval Action, a game that's selling point is exploration new lands etc, with no avatars?...
Don't get me wrong I would rather sail my ship and take in the beautiful sights and sounds of broadsides than clang swords on a ship. But common, exploration, mmo, ports/towns this seems to me like a no brainer, avatars is a must.
I understand the work load required for this "secondary priority" venture and all the dev effort put forth on current combat mechanics, but player avatars are a key piece in bringing the game; to life, together, immersing a player in a world and downright fun. Being able to do one thing GREAT is fun, but I would rather play a game that does 10 things GOOD.
-Cannonball
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Is it me or does (Carronade 18) cannonballs drop to fast or fly to fast? Other cannon shot hang in the air and look more realistic. Just my thoughts.
-Cannonball
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Let me start by saying I know the devs are working on ship combat, as they should. This post is dedicated for future development.
I would like to see a world that is not prefabricated. A world where players can alter the look of the land and ship. This means through port expansion or item purchase the world can evolve.
For instance:
Ports: Player/guild/governor upgrades for the ports to include player owned structures such as lumber mills, black smith shops, or seamstress for shops for sails.
Ship: Purchasable figureheads, lanterns, sail patterns etc....
What other customizable visual elements would you like to see in Naval Action?
-Cannonball
Unnecessary Clicks?
in Forum and website problems and improvements
Posted
For instance: When purchasing something a player sets the amount they wish to purchase then clicks confirm, It should be done. That purchase click showing the price per amount should be the confirmation of the player accepting the price. However, after each purchase a new pop up box emerges that requires the player to; wait for it to load then click a confirmation box. This extra click slows down players' workflow and adds no value to the experience, thus it should be removed.