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Nelson Hornblower

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Everything posted by Nelson Hornblower

  1. Nelson Hornblower

    Yet another map: Naval Action map

    Ugh you mean I have to actually pay attention and just can't ask! grrr kidding, thanks for the tip!
  2. Nelson Hornblower

    Yet another map: Naval Action map

    Love the map, can someone explain what the "Trade" setting is showing. Is it player trades between ports?
  3. Nelson Hornblower

    Increase NPC spawn rate, decrease fleets

    I noticed this playing on the PvP server, I left my OP and didn't see any NPCs for about 5 minutes, finally came across a Surprise +1 and since I have the sink 9 Surprises mission, I thought I might as well go for it, plus no other ships were around. We battle, I sink both ships and when I come out, the world is alive with NPCs. Which got me thinking, do the AI bots react to the world environment; whereas if I just sail from coast to coast, there will be a minimal number of bots, but if I engage one NPCs, more AI then appear?
  4. Nelson Hornblower

    NPC's Hunting Spots - PvP Server

    Given some of the discussion around the lack of NPCs or lack of single NPCs to fight in the OW, maybe those of us who enjoy the solo part with engagement with NPCs can share some good hunting spots, which may lead into some PvP as well! For me, I've found ships in and around Jobe on Florida's coast to be decent, thought it's many fleets (grr) but a few traders and a few 4-6th rates. Also, out by Tumbado, you can find single 1st rates sailing around! Anyone else have good hunting spots?
  5. Nelson Hornblower

    Increase NPC spawn rate, decrease fleets

    But not everyone wants to do group play. Solo NPCs for solo engagements will draw people into the game as well.
  6. Nelson Hornblower

    Please post your major annoyances

    We need to see more NPC single frigates, surprises, connie's out in the open world sailing; enough with the Surprise +5 fleets. Sometimes I want to log on, sail for a bit find a few 4th and 5th rates and have a battle, I don't want to deal with their fleets or see who is around wants to join me.
  7. Nelson Hornblower

    Good job killing off solo players.

    People need to be encourage to sail further away from their home ports, then us solo sailors can pounce on a lone trader or find another frigate cruising the waters. Too often, the majority of the population stays close to the home port, people know that so they sit outside the area waiting to jump on 5v1. Me, I set up some outpost further away, find some open towns and sail out of them, engage some AI, maybe chase a trader or run from a larger ship, but at least I know if I do get into a fight, it isn't as likely being 5v1. I do believe ganking, in any form, should be penalized, you have more than 25% of the BR, you don't get reals, exp or the ship, only cargo.
  8. Nelson Hornblower

    NA Open world Meta unlimited jointimer

    To help stop abuse ganking, anytime the battle rating is more than 25% above the defender, the winner should not receive any experience, reals, captured ships, (they get to keep cargo)., it should almost be wash for them. The loser though gains 5x times the insurance money, plus experience. You have to remove the incentive for ganking, because 5 guys gaining up on 1 or 2 ships, if they attack, they receive nothing in the end and while the loser lost a ship, he is rewarded in reals to quickly buy a new one.
  9. Nelson Hornblower

    This land is my land - new game in development

    Any update on this game?
  10. Nelson Hornblower

    This land is my land - new game in development

    Any update on this game?
  11. This is likely an unpopular opinion, but for the PvP server, can we see more NPCs? It gives the world a bit more life and if I'm out paroling for PvP action and I see nothing, sometimes it's fun to see a frigate for a quick duel. As it stands now, the world (at least along the east coast of the US) is rather empty.
  12. Nelson Hornblower

    This land is my land - new game in development

    Is there an update on this project?
  13. Well I understand you want to a make a game you would play, shouldn't there also be a balance at what a community at large would want as well? Should sailing profile come before more content? The decision was yes, sailing profile matters more than content. While it may benefit the few and in your view, that seems to be more important. I guess as someone who would like to see more content within the game and see more players flocking back, I'd have included this update as a later priority. Again, it's not my game, as you said your making the game for yourself first.
  14. Why not just go back to the flag system, if you want to PvP you turn on a flag and if you don't you turn if off. If you are PvE enabled, then you do not generate any hostility towards regions. And PvE can only be enabled for warships, trading vessels all have to be PvP, so you can't turn on your flag and go from one port to the next for econ.
  15. Nelson Hornblower

    Santa Cecilia vs Surprise vs Pirate Frigate

    13 knots for a Connie? I did it yesterday in a battle. It's probably been mentioned before, but why can't every ship's max speed be based on the theoretical hull speed (sqrt of LWL) x 1.34. Each ship is then assigned starting speed and add on mods can get you to the top speed but never over it
  16. Nelson Hornblower

    This land is my land - new game in development

    Thanks, that's what is what I was hoping for. Any idea of how large the map will be?
  17. Nelson Hornblower

    This land is my land - new game in development

    Will the Ai react similar to how Kingdom Come: Deliverance is position t heir AI, which complicated tree structure and how you act in one area of the map, may effect those around you?
  18. Nelson Hornblower

    Fix for Revenge Fleets

    To avoid ganking limit PvP to only 1v1 or 2v2. If you are going to tag a ship and he has two friends around him, then he gets those 2 ships in the battle and its 3v1 with you as the aggressor. Otherwise, all battles are single action unless equal ships are allowed in To avoid revenge fleet, 5 min timer that ships departing can't engage in PvP and 2 1/2 minute of invisibility. That should be more than enough time to escape and find a safe harbor.
  19. Nelson Hornblower

    Hotfix 1 for patch 10.3

    Problem is the game map is too larger not to allow teleports. It takes too long to sail from one spot to another in hopes of engaging anyone. The only people who can spend 2 hrs sailing to a spot for pvp, and then 2 hrs back home are people who are hardcore gamers. The causal gamer doesn't ave time for that. And if that's the goal, hardcore gamers only, your population is going to decrease dramatically.
  20. Nelson Hornblower

    Hotfix 1 for patch 10.3

    Easiest solution to the ganking problem - If a ship is attacked and the battle rating of the other ships is 25% more than defender, those other ships do not get any prizes (gold, marks, experience). Only the ship that sinks it does Defender ship, gets gold and experience depending on how much damage it was able to cause to all ships. This gold/experience gets multiplied per number of ships. You get ganked by 7 ships, you get 7x the amount of gold/exp you would typically receive. In essence, makes being ganked worth it for the defender and they get richer In this situation, both sides "win" the ganking fleet can feel proud they brought 7 ships into a battle and the defender gets something for being unfair matched. Battle rating is irrelevant, when it's a 1v1 Pvp regardless of battle rating.
  21. @adminIf you are going to have an event. I'd recommend to have the ship wreck refilled every hour or so. It's silly to have it there for one or two people get it when they see it and then it's empty the rest of the time. Replenish the wreck so it continues to draw people out to fight over it.
  22. Open up Freetowns to teleport and more PvP will happen. Who wants to sail all the way to the CTown to find a fight against the americans
  23. If ganking is such a problem, why not reduce the awards. If the battle rating is 2:1 or higher, the rewards the winning team get much lower. Someone gets an award for a kill and then someone else gets the cargo. But when it's 3:1 or 4:1 or more, those extra ships receive no rewards, not even if they caused damage. The only person that would gain anything, would be the person who sinks the ship. If it's such an unfair fight, don't award any marks, gold or experience, then you'll stop the 4 vs 1 ship combat and limit it to 1:1 or 2:1.
  24. Nelson Hornblower

    I AM BORED: Why I am thinking of quitting Naval Action

    But how many hours do you play per day. The OP is making a point that the casual gamer, can't succeed in this game, due to the hours it takes just to make money. And the 1 ship is tough, you lose it and start over. The argument of "don't lose a ship you can't afford" is great in theory, but makes for a boring game for the casual player, as they have to spend MORE time, getting more money and ships, to lose that one ship. Part of the problem is the map is too large, I don't have the time to sail 2 hours to look for a PVP fight and then sail home; so maybe this game isn't geared towards me and really is geared for people who can play 6 hours a day. The solution was teleport to freetowns, let me set up an outpost deep in enemy territory so I can do some raiding quickly!
  25. Nelson Hornblower

    Mega Patch 10.0

    Three points to this, the testers are people who have put in over a year of playing this game, while the fallback is "you are testers" after over a year of playing and getting comfortable, starting from beginning is (even if you keep XP) is tiresome. The focus of the testers should be more middle to late game (frigates-SOL and crafting) let them fine tune those areas for you. Second, while we are all going through the paces of the game, we all see how timely it is to be a rookie. You ask "why a new player should make a million in a first day", they shouldn't, but most new players are going to want to progress to be able to sail a Snow or frigate quickly. The argument of "well they aren't advanced enough and will sink and thus won't play" isn't entirely true. Those players that leave quickly because they can't sail a ship are the same players who will leave because the early grind and lack of money is too slow. Lastly, maybe you go back to more dura on early ships, (anything below a certain class) that way those earlier adopters can progress as they like and if they sink, well they aren't without a ship anymore. Keeps them engaged, gets them better and when they do progress to a ship with 1 dura, they'll have gained skill along the way.
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