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Lady Athena

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Posts posted by Lady Athena

  1. 1- If Pirates were always going to be a regular nation with a black flag, there probably should have been no hints given early on in development about Pirates being "hard mode" and unique in some way. They should not be listed in the nation selection screen as "Very Hard". This expectation creates a lot of the dissonance we are seeing now.

    2- If what makes Pirates "hard" is that they cannot form any alliances, then an alliance system should have already been introduced to the game. At the moment there is no diplomacy mechanic that actually makes Pirates unique in any way. Even if alliances are eventually introduced, the inability for Pirates to form them does not represent a significant enough differentiator to justify that alone being the sole source of their faction's "hard" difficulty.

    3- The fact that Pirates work together should not come as a surprise to anyone who has understanding of human behavior, especially in games/competitions. If you put people together with a common goal and common enemies, of course they are going to work together. It is a massive fallacy to point towards Pirates working together as some sort of unique and Special choice, when all game mechanics have ensured that nothing else was ever going to happen.

    4- The answers about plans for Pirates by devs have been quite honestly a little condescending. Maybe it's a translation thing and maybe I am interpreting it wrongly, but to be completely honest I feel condescended towards. All we have been told, in maybe 4 posts by admin despite hundreds if not thousands of player posts on the topic, is something like "nations have all the tools to stop piracy, if you can't do it then it's your fault." Many of us are trying to have discussions about how unique Pirate attributes can actually create a fun new dimension for gameplay. We are not whining about Pirate "domination", just as non-Brits don't whine about British domination.

    Many Pirate players themselves support unique attributes for Pirates that make them distinct from nations. So that they can actually feel like Pirates. THAT is what the discussion is about - not simply punishing Pirate players or making it needlessly difficult. To be treated by the devs like we are insolent whiners on an issue we are actually contributing much thought and effort to attempting to better the gameplay experience for everyone is extremely off-putting. Henry Darby locking every thread about piracy within minutes of it opening makes the whole issue feel like a police state.

    Many longtime testers are trying to give feedback to better the game, and the results of this poll shows where the majority stance resides. The fact that new topics keep being created by different players, Pirates and non Pirates, shows this is still an issue. The developers have listened to majority opinion previously and at least tested modifications to the game based on that majority opinion. I'm not sure what is different now.

    ***Edit - I don't mean for this post to come across as anti dev, as I think 95% of the time they have done a great job of listening to the community and designing a fantastic game. It's just this one issue where their behavior is so radically different, both in terms of not considering majority opinion and not engaging in conversations on the topic other than to respond briefly and in a way that (I interpret) condescends to testers that are simply trying to help the game be the best that it can be.

     

    Gonna quote this because it can't be said enough.. ^ This, so much this ^ This^ and This ^

     

    I also find it incredibly confusing how the devs thought that the pirates would just "duke it out" and weaken themselves prematurely. It's almost as if they thought people were going to magically not be human anymore. Piracy has no reason to attack other pirates. There is no reason to weaken yourself for no reason, and the pirate faction works exactly like any other nation. You have a common goal of surviving in the pirate nation with absolutely no mechanics to make it any different than any other nation.. Therefore.. The logical and overly obvious outcome is that the pirate nation is going to act and be exactly like any other nation...

     

    Infact. I'd argue that being a pirate nation is even moer appealing due to that 1 tiny difference, that pirates can fight other pirates. This creates a free situation where two pirate guilds can settle things through a dual, a mechanic no other nation gets, making it even more appealing for players.

     

    how the devs thought anything else was going to happen is beyond me.

    • Like 1
  2. There was a lot more than just keeping water out involved.  Ventilation for crew health and preventing mold/mildew from the excessive humidity was crucial.  As for those vessels above without ports amidships, those decks are also open to the weather.  They probably had sufficient scuppers to allow the water to escape in case of rough seas, and they'd let that same water in during rough weather, so the extra water coming in from the ports would be negligible.  That being said, it may not have been the absolute safest thing either.  I'm just throwing a couple of possibilities out here.

     

    Real interesting time they lived in. I wish I could of seen what it was like in person. Not that I'd of wanted to live in that time era permanently of course.

  3. Just wanting to make sure before I download these, are the songs in this collection not copyright protected, or public domain or something? I don't want to be one to download music if it's not normally free.

    Cheers,

    James Cavendish

     

    I'm not 100% positive.

  4. So before I begin. These songs were originally put together for Crusader Kings II by Dorimi. So 95% of the props go to him for putting together such an awesome collection of songs, and I am in no way attempting to take credit for this. I am however, taking credit for distributing this wonderful collection of songs to the Naval Action community. :)

     

    Plus I have no idea where my original post went for this I posted a year ago... 

     

    I find playing these songs in a playlist in the background in order adds so much to this game. Even during the fights, no matter what song you're on it just seems to fit, and makes the game that much more enjoyable.

     

    Note: If you're looking for more historical Real-Songs-Of-That-Time this isn't for you.

     

    77 Songs for Naval Action

     

    Here's a few examples of songs you can expect.

     

    Across The Ocean

     

    After The Fall

     

    A Historical Love

     

    Chevaliers

     

    Merchant Prince

     

    No Sacrifice No Victory

     

     

  5. There's also the TV series "Black Sails" you can get on the net.

     

     

    I really liked Master & Commander aswel and i'm saddened, that they don't do a second movie?

    Maybe this wil do the trick? > http://www.cinemablend.com/m/new/Russell-Crowe-Asks-Fans-To-Demand-A-Master-And-Commander-Sequel-22046.html

    But like Steelsandwich suggested, Michiel de Ruyter is a very good movie with pretty decent english/american actors and from Dutch film making this is very rare.

    It shows the life of one of the greatest Dutch Admirals Michiel de Ruyter in his prime time.

     

    Thanks for the suggestions + the other people above :)

    • Like 1
  6. NOTE: Please read the Post before you vote!

     

    1) Crew Experience.

     

    Crew experience was a vital importance in this time, just as it is today. I think each ship you have would have its own crew with it's own experience, as you fight, at the end of each battle, your crew gains experience, this experience boosts the Ship crew levels. The levels would be 1-10. This is a reflection of the synergy, and skill/knowledge level of the crew. The things this would effect are: 

     

    -Repair Speed/amount (boost to the repair skill in battle)

    -Reload Time

    - Accuracy

    - Speed of changing focus (Guns, Sails, etc.)

     

    The crew exp is a slight buffer, but nothing else, a small % boost all around, however losing crew, etc. is still very serious. 

     

    Losing crew drops your crew Ship level, by a certain % of how many % of crew you lost, since replacing crew you would be bringing on new sailors.

     

     

    2) Points of Interest

     

    Points of interest can be instances that are either randomly generated, or spawned for a period of time based on player actions. They would be instances you go into, but you don't know what they are until you actually enter them. They are NOT battle instances. A few idea's could be.

     

    - Stranded Crew: Either some life boats, or sailors floating in the sea hanging to drift wood. Going into this instance and rescuing them by pulling up to them and stopping, can net you 1 of 2 things. New crew to your ship which will give you less of a Crew level drop than if you just recruited fresh sailors from port, or you put them in your hold and can bring them to the nearest port for a very small payout.

     

    - Wreckage: Floating debris and wreckage that can be salvaged and brought on board.  Again, floating pieces of wood, barrels, etc, coming up to it and stopping would open the inventory screen of your ship and the debris, allowing you to take any of it if you wish.

     

    - Abandoned wreck: Casualties of war don't always necessarily sink, rare instance, but helpful. If you find one of these wrecks you get the ability to strip the stricken ship netting you crafting supplies specific to creating ships through crafting, (riggings, etc.)

     

    These could also be Points of Interest on the coast of islands, or in shallow inland sea area's or coves of ship wrecks that had beached themselves during storms which could be stripped for crafting parts.

     

    3) Morale at Sea.

     

    Coinciding with my 1), I think morale should have an impact as well.

     

    The longer you're at sea, the morale of your ship slowly dwindles. If you're at sea for an extremely long time, your crew are going to become very agitated and restless. This drops their fighting ability somewhat.

     

    4) Passive musketeers.

     

    This idea came after watching a few movies of this era. Ultimately, when you are battling, and you come extremely close to an enemy ship, your crew and the enemies may take passive crew damage resulting from musketeers or marines on-board doing their job.

     

    Ships of Rating 1-5 (maybe 6?) would begin to have a new "Marine" stat, with built in marines into the crew of sailors, as was customary. Like-wise any ship with the "Marines" module buff would add to the # of Marines, but take away from the # of sailors equally, keeping the crew count the same, but replacing Marines with Sailors. Slower reload as is the module passive already, but increased boarding, and now also increased passive musket attack pre boarding when you get close and are sailing extremely close to each other.

     

    Like-wise any ship of Rank 6-10 who also installs Marines, gets the passive Marine musket fire as well when near another enemy ship, again replacing 1 sailor for 1 marine at a 1:1 ratio.

     

    Other modules such as "Barricades" could also give a passive defense multiplier against these passive musketeers when ships are dangerously close to each other, dropping their effectiveness to knock out a crew member, while other modules such as "refined muskets" etc. could give more bonus to them. This allows ships who plan to engage close range, or even Traders to have some form of defense, Traders could be given some Marines for security. While they may not have weapons, they could load their ship with modules to increase speed, defense, and passively boost these musketmen or marines in anticipation for that chance when they are attacked, and enemy ships get in close to grape shot them down for boarding. This would give them a little bit of a bite back, especially if they have loaded their ships with greater level of firearms, marines, and barricades boosting their boarding both defensively and offensively before the boarding even begins.

     

     

     

     

     

     

    • Like 4
  7. Seeing the storms from a distance is awesome sight.  I tip my hat to the developers on how real they look, both inside and outside of these storms. 

     

    As to navigating thru the storms, I would also like to see some damage on the ships if you venture to close to the middle.

     

    I have found that if you catch a ship in the middle of a storm and go into the battle arena, you go back to clear skies and calm water.  Storm battles would be challenge to the fight.  With ever changing sea heights, poor visibilities, rain, and lighting the challenge may be to great to hit your target.  Sinking from storm damage would be a more real possibility than getting hit by the opponents.  

     

    Even night battles would look awesome and be fun to have.

     

    There used to be a mega storm map for battles with huge waves. I loved it.. I want it back..

  8. Being a pirate myself, I joined because it was supposed to be the "hardest" where everyone hunted you and it was for the more "hard core" of players. This turned into an absolute 180 of what it was supposed to be. It's the most care bear, lovey dovey group in the game, and its making a mockery of what piracy is supposed to be about. Pop culture favoritism shouldn't make the pirate faction the biggest and easiest, skilled and cunning decisions, combat, and tactics by a smaller group of players on a pirate faction is what should make them scary, coupled with unique abilities and unique mechanics the other nations don't get.

     

    If you want to work together as a large team, then play as the Nationals. Atm most people are choosing pirates simply because they want to be dubbed as a "pirate" but very few want to actually Play as a pirate.  Huge difference, and I honestly don't care if makes half the pirate population change sides. Piracy should be difficult, requiring cunning tactics, a quick thinking mind, and some devious skulduggery to get by, and if a group of pirates becomes a terror of the seven sea's, then it becomes a real situation of real piracy, by skilled players.

    • Like 6
  9. But surely at some point they will have it show the guns being run out as there loaded? I'm sure that's why the crew has the animation of running the guns out, that's half the work done already, Then they just need to close the ports, Only a matter of time in my opinion given the Devs attention to accuracy and detail.

     

    With regard to closing the ports in bad weather it would suck to lose your ship to a storm because you forgot to close the ports so maybe an officer will suggest it when a storm is close and request your permission to close the ports? Just an idea to save people whining although there could be some form of penalty to having the officer remind you like some minor damage to the guns or ship because you left it so late.

     

    I honestly think it should be something learned the hard way. Besides it's not hard to ask in Help Chat "Hey my ship is taking on water with no damage what gives?" "Are you in a storm or rough water?" "yea" "Close your lower ports" 

  10. When I come up with idea's, they tend to be in bunches, so pardon my suggestion thread of several.

     

    1) Crew Experience.

     

    Crew experience was a vital importance in this time, just as it is today. I think each ship you have would have its own crew with it's own experience, as you fight, at the end of each battle, your crew gains experience, this experience boosts the Ship crew levels. The levels would be 1-10. This is a reflection of the synergy, and skill/knowledge level of the crew. The things this would effect are: 

     

    -Repair Speed/amount (boost to the repair skill in battle)

    -Reload Time

    - Accuracy

    - Speed of changing focus (Guns, Sails, etc.)

     

    The crew exp is a slight buffer, but nothing else, a small % boost all around, however losing crew, etc. is still very serious. 

     

    Losing crew drops your crew Ship level, by a certain % of how many % of crew you lost, since replacing crew you would be bringing on new sailors.

     

     

    2) Points of Interest

     

    Points of interest can be instances that are either randomly generated, or spawned for a period of time based on player actions. They would be instances you go into, but you don't know what they are until you actually enter them. They are NOT battle instances. A few idea's could be.

     

    - Stranded Crew: Either some life boats, or sailors floating in the sea hanging to drift wood. Going into this instance and rescuing them by pulling up to them and stopping, can net you 1 of 2 things. New crew to your ship which will give you less of a Crew level drop than if you just recruited fresh sailors from port, or you put them in your hold and can bring them to the nearest port for a very small payout.

     

    - Wreckage: Floating debris and wreckage that can be salvaged and brought on board.  Again, floating pieces of wood, barrels, etc, coming up to it and stopping would open the inventory screen of your ship and the debris, allowing you to take any of it if you wish.

     

    - Abandoned wreck: Casualties of war don't always necessarily sink, rare instance, but helpful. If you find one of these wrecks you get the ability to strip the stricken ship netting you crafting supplies specific to creating ships through crafting, (riggings, etc.)

     

    These could also be Points of Interest on the coast of islands, or in shallow inland sea area's or coves of ship wrecks that had beached themselves during storms which could be stripped for crafting parts.

     

    3) Morale at Sea.

     

    Coinciding with my 1), I think morale should have an impact as well.

     

    The longer you're at sea, the morale of your ship slowly dwindles. If you're at sea for an extremely long time, your crew are going to become very agitated and restless. This drops their fighting ability somewhat.

     

     

     

     

     

  11. Closing gunports means moving all guns on all models. Devs will need to divide models into 2 sections now, closed ports and open ports. Time consuming, but can be done. 

     

    Time consuming, but necessary if the devs are going for realism, which they seem to be.

     

    Since they are really pushing for realism in terms of combat mechanics of weather, waves, etc. Forcing players in large ships to close t heir lower port holes in rough weather, storms would also add a sense of immersion and realism.

  12. I've always loved history, but for some reason my focuses always seemed to by pass this era of the 1800's. This game really got me into the naval aspect of this early time era, and in doing so I watched some live cannon mock battles where they shot cannons at properly proportioned to scale sides of historical ships, etc. showing off just how much destruction cannons could really have. It truly was an eye opener.

     

    Today I was reminded of a movie I'm sure most here have seen. Master and Commander. While watching it, and remembering the live fire re enactments of other history channel etc. shows, I was noticing things compared to the game.

     

    Please note, that the reason I ask these things, and bring them up is because Naval Action is an absolutely astounding game already, and I know it's still in early development, which only makes me excited for future updates.

     

    My only real question that nobody seems to be asking is. Do the developers have plans for updated Aesthetics of the game?

     

    One of the glaring "situations". (Avoiding calling it a "problem). Is the scale of ships. It seems as though the higher tier the ship gets, the more "scaled down" it feels. A 3 story monster feels like a smushed version of a 2 story, and the yacht next to a larger vessel feels like its been morphed larger than it should be. The "sizes" of ships do not seem to fit historical, or realistic sizes compared to each other. The most notable reason of this, is the simple size of the cannons, crew, and "holes" for the cannons.

     

    Taking a Snow, or even a Cutter next to a double or even triple decker ship in the game, you can see the sizes of the  men do not fit, and even the cannons seem to have shrunk, when in reality they should be bigger.

     

    ---------------

     

    Another notable instance is simply a graphical one. I love the way wood splinters off, and flies everywhere. In one of the live test videos I saw, wood that had splintered off from inside the ship was found 30 feet away from the ejection force after the ball had punched through the wood.

     

    In the game though, most of these splinters are nearly the size of the crew members in general, which seems to be another aesthetic "scaling" situation that's "off" from being realistic.

     

    --------------

     

    I am wondering if the developers are aware, or have plans for updates on these, and or have plans for more "aesthetic" updates, changes, additions in the future.

  13. I know the crafting is bare bones from what the developers want, however I can't seem to find any real info on what exactly the developers have planned. So I'm going to throw my idea out.

     

    I believe the crafting needs to be broken up slightly, but the game offers some unique offers for crafting.

     

    Each type  of craft profession would have its own rank.

     

    -----------

     

    Blacksmith/Metallurgist: 

     

    All Things related to Metal. Blacksmith's or Metallurgists would be able to make cannons, modules relying on metal such as Swords, Axes, rifles, and ship parts relying on metal.

     

    Carpenter:

     

    like above, all things related to wood, with an exception. Ships need the base class of Carpenter to the appropriate level to be able to make a ship, while subsequent other crafts are needed at certain levels too.

     

    Example: To build a Yacht, you need Carpenter lvl 3, Blacksmith lvl 2 to be able to build the ship. 

     

    Trainer:

     

      Trainers are a unique new crafting class. They rely on training modules that have to do with actual people, or written books in the art of giving crew a boost. They'd be able to make modules such as Marines, "Written Book on Cannoning" etc.

     

    Ex: To make Marines, you need Cotton, or Hemp, + Module Firearms. Cotton for their outfits, and Firearms for their actual guns they use.

     

    Not entirely sure how writing books to passively boost your crew slightly would work, or if it'd be best to just keep it such as a module called "Sailors" that boosts your reload speed, and accuracy slightly, and do the same thing as above, which would require Hemp or Cotton, + A certain grade of cannon to be combined.

     

     

     

  14. We will try to fix this issue for a next hotfix, meanwhile try pressing esc couple of times and click on any empty (from UI) space on screen

     

    I already knew the esc trick and clicking, but  sometimes even that doesn't fix it. I had to just stop playing for awhile until it corrected itself.

  15. Mailing someone in-game makes your ship controls locked. Your ship won't respond to anything you do, until you press esc a few times. Once in awhile the problem will persist and you need to log out and back in.

     

    Atm.. the problem is so bad for me, that it's finally completely broken my controls, and even logging out isn't fixing the problem. I literally cannot control my ship at all.

    • Like 1
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