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Kanay

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Everything posted by Kanay

  1. I should not have to get out of a port with a ship to know the wind, especially not doing it repetitively while waiting for the best wind to do a trip, I should have this info while in port. And i need to know the wind direction for when i get out of a battle and plan my travel back or escape routes, it's really not to camp 30mn or hours in it, it's to have the info available and plan my things, and if wind is really too bad and i need to wait 10-15mn for a better wind i will, not to avoid the fight but to have better chances, without having to bother Nation chat asking for this info, same when exiting a pve fight, if wind is total crap i rather wait 10mn and do something else than loose my time against the wind being a sitting duck. I advocated many times for the end result screen allowed wait time to be limited, players allowed to logout only once each 6 hours with a cooldown or auto pushed to OW after 15mn , but this isn't the problem here for what i ask, front my point of view it isn't at least. For result screen most ask them clan mates for this info already, others ask in chat too, it won't change the physiognomy of the end battles game at all, just get correct info without bothering others.
  2. Hello, One thing that bugs me out and for what i would like to see a change in the new UI is the possibility to know the wind direction when i am inside a port or after a battle ended, without either having to get out of the port with a ship to see by myself or ask in chat few times after a battle and sometimes getting an inaccurate answer. Captains should know the wind direction while in port, and be able to decide for the best moment to leave it without having to get the ship out now and then and wee if the wind turned enough to be favorable. Captains after a battle, either pve or pvp should see in the end result screen the wind direction and could wait 10 minutes for the best wind to leave, all this without having to ask anyone. I hope the Dev's will add this essential information element to be available all the time in the new UI that is probably already worked on. Thanks a lot. PS: I am a quite a noob at coding such stuff, beside some basic php and batch i can't really do something but this thing is so important to me and missing so much in game that i may start to spend time to learn c,c+,c++ or else and just try to make a small .exe where i can set the wind blowing direction at the start of a gaming session with a small compass having the wind rotating like in game, just to be able to see where the wind is pushing any time i need it. Maybe there is talented people around that could code a small .exe doing this in a blink and it will be nice for now but i would really like to see this implemented in the new UI, this critical information for Captains should be available every time and part of the game.
  3. Will be a very nice thing , And about our own XP made and a percentage added to a redeemable do you think it is something that could maybe happen or not at all ? Thanks.
  4. Hello Captains and Dev's, Since the last patch when a ship is sold by a player 5% of the XP made by it is added as redeemable : First i would like to know a few things about how this works or is actualized. For a bit i had 3 ships sold and only 9xp , 1xp , 1xp came out of those ships apparently, i am not sure if the players barely used them or did not played since but nothing changed for those 3 first ships, nothing more was added than those 9, then 1 and 1xp. Then yesterday i noticed a 297xp added, added apparently in the middle of the day, not actualized after a server maintenance unless I missed it, might come from a Victory crafted recently, i don't know, i have no infos about this. Questions are : - How and when is the xp earned actualized / added as redeemable ? Is it added right after a player makes some with a ship ( real time ), actualized few times or once a day ? Probably some clan crafter's have answers to this - Since we don't have any details about who or which ships sold is giving us the XP will it be possible to get all XP added into a single redeemable instead of multiples ones please ? Now more than this i would like to suggest something a bit changed in this system : Getting Xp for "simply" selling a ship is a bit odd but that's the Dev's decision and ok let's try and do this, why not, but since we get XP awarded from others "work" done in game why can't we have our own XP made added to a pool that we could redeem when needed ? Those who currently are at max Captain level and have an officer fully leveled up continue to make XP each times they play but this xp is totally lost, why could we not get a percentage of the XP lost, maybe 15-25% of the XP made added to a similar system so we could use it when we will loose our officer needing around 35000 XP made to be fully leveled up ? Feels a bit unfair to receive XP from others while doing nothing more than crafting a ship,( the bigger is the ship the more XP you potentially can get ), while all our XP done in game by ourselves after reaching max level for the captain and officer is totally lost, so why could we not get only 15-25% of our own overall XP made added into a redeemable for those who reached max levels ? This will also encourage more the pvp, and bring less surrendering to the game meta, right now what hurts the more in pvp is loosing an officer life and then the 35000 XP again needed to get a fully operational officer once all 10 life's are lost. With such system where the Xp made isn't totally lost anymore but instead added to a pool this will maybe make players more inclined to fight when the odds are not extremely favorable instead of simply surrendering after a bit or sometimes at the start of a fight even before a single shot was fired or simply run away, that's what happens often when there isn't a guaranteed win, that is now the basic ROE for many players sadly, this wasn't like this before the crew and officers addition, i mean not to the point it is now, many had a good fight until death despites the odds being against them at the start and sometimes getting an unexpected win against all odds, it was making the game more interesting, now first thing many think about before a potential fight is sparing a life of the long XP grind officer, myself i think at it more often than i would like too... Thanks
  5. I'd say voting: 7 days for those having the time to play for a few hours only once a week , length 1 month, 2 alliances max. My biggest concern is that we have the choice only between allied or war with others, nothing else, things are not only white or black, we should have neutral choice and maybe more complex choices like, non aggression pact ( allowing OW pvp and skirmish battles without possibility to buy conquest flags in current game mechanic or having no consequences on raising the hostilities level later once implemented ) and few other things likes this. Right now it's white or black and reducing politics to this is simplifying them too much for my taste but it's maybe only me. Also hide the votes, show them only between the 2 turns, voting anonymously on first turn, no one knows what are the votes from others inside the Nation going to, end of 1st turn votes and results displayed , then 2nd turn of voting anonymously, and final results only displayed once vote is closed. I don't know exactly what, hard to put the finger exactly on it but something is missing in this system.
  6. True, i used to add 11,111085% or so for ships, never bothered to add more than 5% on my maths for mats as not selling much of them tho
  7. I refer to crew in battle yes, even if you can have a guess of directly undercrewed ships seeing players ranks in OW tho , having exact numbers displayed should be turned into something like approximative percentages instead of all detailed infos we have, this will make things more exciting and interesting in my opinion, i will know a ship is 100% crewed at the start of a battle, but not know is he have crew space and hammocks for example, nor if he was sailing the ship under-crewed to start with , after some time in battle I will know he have between 50 to 75 % remaining based on what my crew and captain seen during the fight as damages inflicted and visual loss seen, a guess estimation as it should be , but still no way to tell if he was overloaded with crew or not at the start and no way to say if he have 240 crew or 210 or 280 exactly etc . Same for sails, they are fully operational, then between 75 or 80% to full ,and so on, this will make for more epic fights not knowing exactly the details like we have now, the symbol for armor could be displayed differently with new UI too , instead of very precise display we could have something more approximative that will reflect what our crew could see as damages inflicted to the enemy and result on the ships, thing we don't have in game with a visual deteriorating damage model. The perks like control, social and coward i don't have issues with them marked, identify ships having those as "Interceptor", "Patrol ship", "Dispatch Vessel" or things like this, don't know exactly what terms will fit historically but we will know that Patrol Ship have 30mn perk, Interceptor have control perk, dispatch vessel have coward perk , something like this will be an elegant solution to inform about those ROE perks. But all others perks should not be identified to keep some suspense when attacking a ship please.
  8. Seeing the perk for control or social one and coward perk too ok, but all others isn't needed at all Admin, we already have too much infos about ships attacked, number of crew remaining displayed, armor and sails % remaining, number of guns destroyed, if a ship is repairing or not etc if anything we should have less infos on this already, a player should know how many crew i have on ship only when he boards me, not seeing this from miles away, he should not know the exact armor i still have or if i pop out a repair or if half my guns are destroyed. Right now for testing purposes we need some infos of course but once game released all those should be at least displayed more vaguely, like crew between 50 to 75%, 75% to full, same for armor, sails etc , just a guess estimation a captain and his officers could do by observing the ship from a spyglass. Displaying all perks will makes things less interesting, oh look this player have this and this, won't attack, too risky or too much work, this one have this and this, perfect for me etc ... What's next ? display the wood used for my ship and perma and non perma upgrades installed or guns caliber & type used on ship too ? This will make game less exciting knowing all in advance , coward, control or social perks i'm ok with them displayed as they are complete game changers, we could imagine those ships spotted and reported as some kind of "patrol ships" made for interceptions, but other perks no, i really hope you will think at this twice Admin.
  9. It isn't really correct to apply the cascading effect here for ships, it's just another 5% added on the top of the 5% and 10% for no real purpose, it doesn't reflect correctly the cost price for making those things. Those 5% more should only be applied if you buy resources with a contract, transform them into parts and then sale the produced stuff with a sell contract created by yourself, which isn't always the case, it only inflate the prices here, especially not needed when estimating what a ship cost me to do, why add 5% on produced stuff on the top of it if it goes into making a ship and not selling parts with a sell contract on shop ? This ends up with a very high tax % applied on a ship that does not reflect the production price value. There should be default price, then price with buy contract fee for mats , then price with buy and sale contract fee for parts only, for ships it will be default resources prices, then resources + 5% fee, and then price with 5% fee for resources bought with contract and + 10% fee applied on the total for the shop to have a correct value of what it cost a player to do a ship in most cases, the additional 5% you add doesn't fit here for ships. For example a 3rd rate like in your list, without frame parts : - At NPC default lowest price for mats : 188078 - At default prices + 5% fee on resources used : 197481.9 - At default prices + 5% fee on resources used + 10% applied on this total for the shop fee : 217230.09 217230.09 vs your 240264.80 listed for this ship, yours ends up with a price 10.60% superior to the real value. 217230.09 is the ship real production price at which i have to base my selling price to start make some benefit on his sell . (Well... i need to include frame parts price + LH's cost on this but it's another thing ) Also i just tested and noticed that for a buy contract you don't need anymore to add +1 gold to the default value, not sure since when this is applied but it used to not work, if default price was at 75 you add to put a contract at 76 or the NPC wasn't serving your contract but pilling up mats in his storage instead, i did not used much contracts recently, I pilled up a lot of mats lasts months and not crafting much anymore since ships prices market are so low that it isn't worth the hassle to loose cash in the end, i should probably be fine until the server wipe with all mats i collected, maybe beside a very few i'll have to complete, so yeah i didn't tried recently and don't know since when this change was made, will try your consumption prices listed for a test too when i'll have time, no need of mats but i'll give a try for raw ones, thanks.
  10. Might be funny if they have some tools locating ships position and seeing a lot of them going to the gulf .
  11. @Admin : can you give us a hint on ships needed there , i mean will a 5th rate be able to do the event or not , or a simple pickle ? Thanks.
  12. How do you end up those prices adding 5% only ? Here i posted exact values but my sheet rounds number to next entire value too for the total prices so it's less than 1 gold difference on the total price for a ship yeah. I add the correct values for resources tax, +1 gold per unit for the contract to be triggered + 5% for the contract fee and end up at lower prices for ships or parts than you adding only 5% After calculating a bit more for example blocks again , you end up at 5.51 , it ain't 5% added it's 10,20% added For the Brig it is almost 21.36% applied on tax passing from 18838 to 22861.03 o_O Can't be 5% only unless i'm still not well wake up and doing my maths wrong this morning. The 10% fee shop is something many buyers forget about, a ship listed for 500k brings only 450K on the seller pocket, as we pay 10% on the price listed for the shop fee, 50k paid from the crafter only to list a ship on shop at 500k for 9 days, those 50k are lost if ship is removed or not sold after 9 days, this should be made clear for all i think. Edit : i see consumption prices, on what are those based please ? I don't understand some of those prices but again I'm not well wake up this morning so maybe missing something there
  13. Hi, was comparing quickly with my crafting sheet for ships , let's pick Brig for example : Recipe | Craft | Labor | Frames | Resources | Res+Tax | Consump | C&C Cost | Brig | 0.00 | 597.92 | 94 | 18838.00 | 22861.03 | 28188.42 | 34206.36 | 18838 for resources needed in parts, less the left over parts and frames parts i get the same for a basic quality brig. but then comes 'resources + Tax' 22861.03 , What tax are we talking about here? also did you include some type of frame wood parts in this price contrary to previous one ?? If i add contract fee on resources, +1 gold + 5% on each resource unit used for parts, less the left overs crafted and less the frame parts i get 20063.537 if i add 10% for the ship shop fee on top of it i end up with 22069.890 Brig with fir wood frames included : + 1 gold +5% on resources = 21899.357 +10% shop fee = 24089,292 Brig with Teak wood frames included : + 1 gold +5% on resources = 22787.657 +10% shop fee = 25066,422 Brig with Oak wood frames included : + 1 gold +5% on resources = 23083.757 +10% shop fee = 25392,132 Brig with Live Oak wood frames included : + 1 gold +5% on resources = 26044.757 +10% shop fee = 28649,232 And looking just quickly at the tax applied on crafted parts it seems wrong too, let's take blocks for example, with mats at NPC price it make the cost at 5 gold per unit, this is correct, then i see resources +tax price listed at 5.51 ?? It should be 5.271 gold with contact fee price included. Lignum vitae cost 250 at default, with contract it is (250+1)+5%= 263.55 , you do 50 block with one log so 263.55/50=5.271 gold per block I don't know what kind of tax you apply here, don't have time to compare others deeply, just made a quick comparison with my crafting sheet and it does not match for a few compared. All this without LH's that are the biggest cost often in all this , i am working on my sheet since few days but slowly to get exact number of LH's used excluding left over parts but not finished as bored by this and crafting sent to toilet by game mechanics but some LH's needed reported for ships seems very odd at first look too ... Edited to add more detailed prices without any rounding from my sheet so it should be pretty accurate now, should be.
  14. Once they fix the def tag free escape ticket ok, until then no, right now chased guy is the one pressing attack first, not the attacker who is faster and tries to get a close tag to not see the enemy spawn miles away out of canons range ...
  15. I am a lone guy not implied in political and diplomacy stuff , just seeing what happens and taking note of it, I have a question tho, seeing the current " grid " for Swedish votes i see that one of your selected enemies with most votes is France. Why aren't your friendly with Spain, France and Denmark at the same time ? Right now votes put you at war with Spain, France and Britain, allied with all others. Shouldn't it be logical to create a block there so you can profit of Spain infrastructures and help them later if needed ? Following your own words that " would be a more healthy situation for the RvR on PVP 1 " while at the same time voting for your " geographical logical partner " when it comes to France too no ?. Like i said i'm not into diplomacy stuff so maybe i am missing something obvious or more subtle in those votes here, so i just ask it here trying to understand. Swedes in game always were good guys to fight along, always straight in them shoes, a bit surprised by those choices in grid. Thanks
  16. Nice to see it coming back, Saturday mornings were really pleasant when it was there, Thanks
  17. Good fight that had to end prematurely for me tho, another broadside had surely put more leaks than my crew had been able to put them fingers on to plug them, you guys are organized and plan your stuff in battle, vs a bunch of quickly regrouped & unorganized players in battle as you could see, you guys protect and support each other when one starts to be in bad shape, always one coming to the rescue and taking over, hard to do even half this with a random group, especially when only a few are using commos of course, for some unknown reasons some ships like a Vic and others waiting when you guys were reported coming in the crappy visibility storm did not even entered the battle when it started ...while barely 15 seconds sailing time from the battle locaion... You come for fight using ships built for dealing max damages and eating the max load of iron, carro loaded bouncy ships like your belle poules, realized those things even at very short range are quite insane to bounce shots, now I'm tempted to craft me one and go mess in pve to test and see how fubar those ships armor are with current maths formula applied for bouncing shots, it was just insane to see shots bouncing at so close range while not much angled, and quite some with high level extra planking i guess seeing the iron absorbed and armor removed on some of your 5th rates guys right ? You don't come to parade and run like some other groups, i tip my hat to that and salute it, hopefully better organized guys in battle next time for us, not spread all around, not focusing on low HP ships to quickly finish them or some like myself ending alone helping a Bellona and quickly isolated between 2 santissima's a inger and some 5th's while having a good part of the group not really in the heat of the action for a bit ... at that moment i did not expected to be able to leave this area alive and repair before coming back, made it but one side was so much damaged after this that i could not keep up long, a bit later after managing to barely plug a lot of leaks i decided it was time to repair my sails and get away, next one had been lethal to me :/ Good fight, and salute for coming to do a brave & well organized fight.
  18. Kanay

    Wiki offline?

    Yup, It's back on today, thanks a lot for the great work you put in this guys.
  19. Kanay

    Wiki offline?

    Hi, this is what i have now : Page seems to never load fully each time i tried, picture above is best i can get out of it using vivaldi browser, other browsers than this one just time out and not display anything..
  20. I'd like to see it coming back too steam or fraps or other capture programs take a sreeenhot at your current screen resolution, and for steam you need to activate the option to keep a non compressed copy or you get compressed .jpg loosing details on the top of this. 4k screenshots are a way higher definition directly over-sampled by the game engine, those things are really nice even if later you downsample them by 50%, you eradicate all little aliasing remaining for a flawless high detailed rendering . It freeze more or less depending your hard drive speed mostly, a fast SSD will barely notice it, or if we are allowed to choose the destination path for the screenshots my ramdisk will eat screenshots after screenshots easy. Maybe make this an optional feature that players need to activate in settings with a big warning about potential system lockups/freezes on slow computers.
  21. Waiting to see this in action the get a real judgment, but magical free towns spans points still present .... A Nation is able to raise the hostilities into another nation area while themselves are sitting at the other side of the map for them closest owned city and having no allies near the attacked Nation, no allies ports to start from in a 3h sailing time radius ... able to establish shipyards in the free town and produce warships there without even having to sail to bring the materials needed, just using the free towns delivery system sending parts already crafted, this will be a piece of cake for teams ... all this completely safe while at the same time capitals will be able to be captured ... ??!!?? Free towns should not allow warships production, should not allow warships storage beside pirates that will be the only legitimate ones needing this, for the Nationals it should allow only trader ships to be stored there ( an even this... ) , warships of any Nations could dock for a bit, repair ship but not buy crew, nor being able to buy warships there, not even basic cutters, make an unarmed version of the basic cutter that will be the only thing available for free in those tows + small trader ships, and not able to leave a warship there and teleport, not able to leave a warship there and logout. Let's say Sweden have a diplomatic alliance with France and is at war with USA, both having no allies nearby the USA, they will still be able to use free towns to raise the hostilities on the US coasts while US will not have time to raise hostilities back near those 2 attacking countries if they also have to deal with let's say Spanish alone or Spanish + Danes alliance attacking them, or also some pirate s raising them, they will be forced to counter the attacks on them coasts, able to attack Spanish near by, maybe also some Danes areas but would never be able to fight back on all fronts to raise the hostilities against all Nations attacking them, especially since some will be at the other side of the map with no allies around and just using free towns as safe spawn points where they can also produce ships ... The use of free town becomes even more absurd in this new scheme of conquests. PS: - The pve missions at the border of the Nations sounds nice on the paper, but not fair for new of low level players i think .
  22. Will have a way to spend my time in ports while waiting 15-20mn for someone to finish a trip and trade trade or else, will be fun.
  23. It's a age of sails game not a combat arena, many came to this game after EA release after having seen some youtube videos showcasing only the combats, never showing the sailing needed that is full part of the game and in the end they left as it isn't a game for them, this game is a niche one taking time, not a fast paced COD on seas like some expected it to be, Dev's changed a lot of stuff already to make it easier with TP from outpost to outposts and no cooldwons, one thing is sure they won't be able to please those who want a combat arena style game and those who enjoy what this game is supposed to be, a OW age of sails game where combat is only a part of the activities possible, we will already never have the exploration part of the game that was announced in Sept 2014 and was one of the things that decided me to buy this game ... i don't want to see this game reduced even more to a silly speedy boats having a false pretence of navigation and pew pew pew arena's fast paced silly game style ... I'd like to control my sails in OW, see the speeds reduced there, have a feeling of navigating for days and sometimes feel lost at seas, without a gps indicating me my exact position all the time, being able to stay at seas for hours without seeing any land and so on . I don't want to see a game like Arma where you spend a lot of time moving stealth into enemies territories, planning your stuff, taking a lot of time observing around etc turned into COD , if i wanted fast paced crap shooter i had not gone for the first one, simple as this. I'm now wondering if we will ever see the need to sail a captured ship after adding it to our fleet, previous content patch Admin said it did not made it into patch due to bugs, last recent content patch not a word anymore about this feature ... how surprising ... This can sound not appealing , but there is a personal achievement in sailing 45mn in game an land correctly where you planned it, without using the silly GPS of course, there is an achievement in doing your trader trip back taking a slightly less used route to avoid hot areas with a lot of hunters and manage to get back to home safely, there is an achievement in planning the visit of few cities and the return home based on the wind rotation to always get the best wind and speed with you. I'd like to see more stuff in the middle of open seas, like dolphins swimming next to my ship once in a while , some ships to rescue, some fishermen's that had troubles with them ships that i could try to bring back to a port or something, more activities when sailing in OW and not only a ton of crossed swords for epic events. The pvp right now with def tags allowing slower ships in OW and Battles instances to escape with a magical trick kills pvp, hiding in the battle result screen after that kills pvp, those are issues affecting the main bases of pvp and one of the many reasons there is less and less players interested in pvp, broken base mechanics that should have been fixed long time ago to make pvp worth it, I'm personally fed up of chasing a guy in OW for 30mn to just get a def tag once in attack range, then see him spawn so far away that my cashers loaded with double charge can't even reach him , then see him vanish after barely 2mn and hide in battle result screen for hours... I often find it more enjoyable to sail a long trip than loose my time chasing guys slower than me but 100% immune in game using broken mechanics ... It's not much the time it takes to sail or the size of the map the problem , the problem is that ships that should have no chances to escape a chase can decide to engage or refuse combats at will using current game mechanics, this is the main problem , fix this and those who want more pvp and will be prepared for it will get more pvp and get it quickly , not the stuff we have now where all ships can deny you a combat using those broken mechanics no matter if on the paper they had zero chances to avoid it ...
  24. They first gave tp from outposts to outposts and now still asking for less sailing time ... This game is not limited to a combat arena, sailing is a full element part of this game, OW speed is fine, if anything i would like to see it even slower by 1/3 or 1/4 in OW instead of having a speedboat effect like now ... as for making the map smaller no thanks, it's small enough and don't really adds to sailing immersion, else it will take me more time to exit a port and raise my sails than the travel trip itself from one town close to another in OW ... Only thing i would like to see about OW speed is the battle speeds we get in battle sessions reflected in OW, and the different upgrades / perks applying into OW speed, some ships can do 13-14Kn in battle sessions but in OW you can't reach more than 20-21Kn with those, while some will barely do 12Kn in battles and be able to tilt with 21-22-23Kn in OW ... not normal. And yeah some speedy ships feel already weird to sail in OW due to them speed there, no need to make it in worse cartoonish sailing style, 1/3 or 1/4 slower will make it more realistic and interesting and the wind time to make a full turn of the compass increased too. Edit : i remember during Sea Trials when Admin posted a video showcasing the OW for the first time with a ship going extremely fast there, it looked simply atrocious.
  25. Well you could add this rule only to fights where there is real players on each side, true pvp, and not apply it when one side had AI only, i do spend lot of time in " fake " AI battles testing speeds vs loadouts etc so yeah this needs to be . Another thing possible will be to let the players on the winning side sail in battle instance and make them spawn where they exit in the battle instance, the speeds are slow in battle, it takes a lot of time to travel and will favor the guys who won the battle that will exit the battle not where they started it but where they finished it, they will have to sail for a while with the low speeds of battle instances, kinda work for it instead of just hiding afk , enemies will still have a clue of where he's gone as winds in battle instances is rather fixed but you could take time and trick the enemies spawning now where they expect you to be then escape, i won't mind seeing players having won a fight able to do this, it's something different than just exit a battle and wait afk or select the battles you want to fight at will.
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