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About Morashtak

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  • Birthday 10/05/1962

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    Southern Ontario
  1. Prediction - There will be very few "upgrade-able" 1st Rates built. Reason being is that people already have a "throw away" mentality when tit comes to 1 durability ships. "Why go into battle with a bunch of upgrades on a ship that, when it gets sunk, loses all of your upgrades?" they ask themselves. Very little to no reason other than for "waving their members at each other." Hence a plethora of "grey" 1st Rates and very few, if any, green through golds (golden 1st Rates will be slightly less rare than a unicorn in this game). A system that allows an HMS Victory salvage mechanic could help make battles more enjoyable as people try to survive instead of zerging their 1 durability ships. Dry docks with high, but not punitive, costs could be one of many mechanics that make battles better.
  2. The iron required either comes down or the number of carriages produced should go up.
  3. Crafting notes are two-edged; Have built two "Purple Pickles" that sold for 74500 and 78500 at the cost of 6 CNs and 1500 crafting hours. Made quite the profit off of each. Instead of the notes I could have been making Basic ships and been much higher crafting rank than level 10. Made gold instead of rank. Others have done the opposite. Will be interesting to see what works better in the early game when players have the gold but not the rank to crew the larger vessels that are coming soon to market. So far I have not had any CNs drop from making or breaking ships. Might just be from bad luck as one would think I'd have gotten lucky from one of those two Pickles but, oh well, such is life. Biggest problem with them is the 250 crafting hours invested only give 1 crafting exp. Would have liked to seen this a bit more; 20 or 50 would have been a good trade for the time invested. As for the price of the ships with notes; I never sell less than the current market note cost (currently 25k in K/PR PvE). No, it didn't cost me 75k for the notes to make the Pickles but neither did it for the buyer considering the other raw materials as well as my time.
  4. Please remove the "You are leaving Steam" url portion from your links; (https://steamcommunity.com/linkfilter/?url=http://www.navalactioncraft.com/) The site itself is fantastic. Thanks.
  5. If you are without reporting it then yes. But most likely what happened was that someone didn't notice it the first time around, finally saw something wasn't right, asked around, other tried it and successfully reproduced the error, and finally the bug report with full details was submitted AND THEN no one talked about it or used it again. If that is correct then it was proper bug testing and reporting so the players should be rewarded. In other games players have found an exploitable bug in alpha/beta but did not report it. When the game went live they then exploited the bug far beyond any sane level (ex. Elder Scrolls Online item duplication bug). Players have been given severe smackdowns over this. TL:DR Find a bug. Replicate it. Report it. Don't Use it.
  6. I hereby acknowledge all the negative comments yet will endeavor to play the game in the manner of my own choosing. Onward to the next port, onward to profit!
  7. Here is a list for prices in ports on the island of Jamaica Numbers next to the commodites is the stack size (ex. Coal(25) means one hold section will carry a maximum of 25 units of Coal). Yes, I'm a greengrocer. Make Profit not War!
  8. Or in-game time that is sped up a bit from real time so we have to plan on fighting, or not, during the night. Hopefully with more environmentals (mist, fog, rain, terrain detection and collision, etc).
  9. Extra Credits - Doing Free to Play Wrong - How Bad Monetization Harms F2P Games Extra Credits: Microtransactions (Are Good If Done Right) Extra Credits - Free to Play Is Currently Broken - How High Costs Drive Players Away from F2P Games
  10. Scenario; Alvin and Bert both start their journey to Barbados in Plymouth, UK. Both set waypoints (if available), etc, and sail similiar routes. Alvin encounters a PvE/PvP scenario and jumps in. Battle ends approximately 30 minutes later. He continues on to Barbados with no other encounters. Bert does not participate in any PvE/PvP encounters. How much farther along is Bert than Alvin after Alvin finishes his battle? 30 minutes real time would translate to how much in game time? Can, or should, time compression compensate for battles at sea and "push" those that participated in them along their intended routes makinig up any time lost in battle? Without a time compression reset mechanic (the game placing Alvin 30 in-game minutes behind Bert) the players that avoid all scenarios will have much more than 30 minutes of in-game time to buy/sell/repair/etc. I believe that once we reach a reasonable answer to scenarios like this then we can have a better grasp on how large the world should be, time compression, etc.
  11. Buy-Once with cosmetic micro-transactions - The servers will need to be financed someway and selling a bit of paint and scrollwork (to reflect ship renaming changes) will help defray the server costs. It's either micro-transactions or a monthly sub to keep the server hamsters fed.
  12. This goes to how historically accurate the game should be so as to be a game rather than a pure simulation. If this can be a slightly different universe than ours than the game can incorporate various historical innaccuracies that would not be all that noticable to anyone but the more well read players. Agan, not that we should go full Archer but it could be slightly less accurate than what we know happened in order to add more playability.
  13. As for the time period, while I don't want to go full Archer (talking to the KGB on cell phones), being a bit flexible with the tech and years could help with the gameplay - Players could start a war by preying on the shipping of a country that was not at war with anyone at that specific time period.
  14. Would like to have the option for new players - For the first oh, some number around the "I got a Brig now" amount of battles maybe allow 3PV so that new players can used to the ships. After that make it optional in Duel and PvE while making Trafalgar on deck view only. Also; some sort of target range map - Solo mode for those that are trying mixed loads or wanting screenshots of their ships against the backdrop of various environments (storm, calm, calm evening, etc). 3PV enabled
  15. Join the CBC and hop in our Teamspeak - My rendition of "I'm So Lonely" is soo much better than the original.
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