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Posts posted by Jack Feathersword
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Forum PVP was the best pvp in POTBS.
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One other thing i love about Gw2 is the ability to break down goods and loot that i don't want to sell or use myself. This is something that really gets to me in Elder scrolls online.
Something like being able to breakdown loot into planking, sail part etc might be a good system.
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Guild wars 2
Hmm can you elaborate why?
I have played a lot of GW2 and i have traded the whole time.
Some of the things i like about it.
1) casual players can use it without too much drama or stress from anywhere to sell the proceeds and loot quickly.
2) It is quite big allowing for people to set up shop and play/corner small parts of the market.
3) It has a good mix of consumables and gear to make sure that items keep rolling over.
4) The stats and qualities are easy to find and understand.
5) The API means that although the stats within the game are lacking anyone who wants to can access the raw data to make their own tools.
Things that it lacks.
1) charts of the recent prices for buy/sell orders
2) a good way to track your income/current money/future money.
3) a way to save favorite searches and items.
4) contracts or recurring buy orders.
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Eve - The stats and scope of the market.
Guild wars 2 -Ease of access and simple to understand system.
Star wars galaxies for the crafting and player driven eco.
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I work about 500m down from the one in Australia. Ill try to get pictures of it.
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Any chance if we can get the avg damage per ship class/model? If would be really good to see where on the curve we sit for each ship...
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Any chance we could get a blog post/news update with some pretty pictures and words ?
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Seriously i love it.
Drag and drop UI is the business. Also tabs on the chat is good too.
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Any idea what you would do with the damage indicator? It seems like the hardest part to make useful/small/pretty.
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I really like the effort and work you put in to these. I would think it might fit the feel better if the UI was condensed into some just like what you have in the bottom left. Maybe if it was more hidden with expanding menus / context menus it would work better.
The other thing that is missing is the sail details.
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I can never quite understand just how much money people are throwing at SC. I wonder how many marketing people they have to think up new goals for funding...
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Until we can load double in long guns and grape or normal shot in the cannonades it makes them hard to use.
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No company is their right mind would advertise a early access beta. Until the game launches on steam i don't think they should really be trying to get casual players playing the game.
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open a pubic free voice server and let people join it and join team channels..simple really.
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In a perfect world, i would have heavy frigates out in front doing "S" in front of the SOLS or hooking then into the wind. I would have our 3rd rates, santis and victories in that order in battle line. The long range/light frigates like the trincs would be off to our protected side firing over and through the gaps between the sols. The small support ships like the snows and brigs would be behind the sols to keep our sterns clear.
If speed is maintained this provides maximum firepower at the front of the enemy line and makes defense easier to manage.
We won a Trafalgar battle yesterday sinking the whole enemy side with only 3 or 4 losses.
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^^ this guy gets it.
The correct tactic depends on the situation at hand.
Sometimes i like leading the dance hitting angles on the front of the line with our whole line before tacking and switching broadsides. This leads to a higher ROF and balancing broadside damage. It also makes it hard the the enemy to focus down one of your ships.
The counter to this is for the front of the line to pull upwind and the SOLS to line fight while the tail/frigates go straight ahead and cut through the line to envelop and cut off the support ships.
In a line fight i will often target out weaker high damage ships like connies or trincs that are in range of a few sols. These ships do much higher damage compared to how much damage they can take.
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COD never was. (made to make console net coding cheap/easy)
They are using server side world servers/front ends. At the moment i get the feeling there is a lobby server/cluster and then battle instances are spawned on other servers. I would like to see some high level hardware/software design or architecture plans for the back end. (it is what i do).
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I really like the OP. I hope they use a similar method for trade prices in different ports. The further away the port the longer it takes for the trade information to reach the town. A system like this would be good game play and enable events, missions and other game play elements.
+1
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Having to load the whole side means that using cannonades with a main battery is pointless. To use double for the main desk means loading double in the cannonades as well... this means that i do more damage having normal cannons and using double.
Id like to be able to use grape or round in the cannonades.
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I thought there was some give in it, right on the water line i thought had some potential to make holes?
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I would think a test range along with a set of turning markers would be great. For the future a a series of actual sea trials would be great, by this is mean turning with the wind, through the wind and across the wind. Shooting at different speeds and different ammo types.
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Blog post on the main site or in the news section is the best you will get for now.
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`check out my last post in that pinned topic. Id be interested in peoples feedback.
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Just a note.
Avoid using yellow and green together as well.
Right now i use the flags on the ships to work out if i can shoot at them or not.
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A Public Open World map
in Maps - Development forum
Posted
I am getting a user/pass prompt.
Can we see the app? Id settle for a map like the one "WIND" posted above with a 360o compass over way or route plotter
Thanks