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Koltes last won the day on August 11 2019
Koltes had the most liked content!
About Koltes
- Birthday 07/11/1976
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New Zealand
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I could not find a basic manual tutorial that would cover all aspects in one place. So decided to make In-Depth Basic Manual Sailing Tutorial to help our new players. Enjoy
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- 7
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I always said that each nation should have their own Mods to keep their own national chats at check. Then mods from RE for example cant be blamed for silencing players from other nations by over using their power. With removal of global this is an automatic thing. 3 mods for each nation and its sorted, plus what you have said up there
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Well actually lots of newer game companies do have their own discord with support channel. But I havent heard of the large companies that do that
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This change was needed for so long that its almost too late to have now. It would work for a title that has strong direction and is being developed in that direction. Direction of NA have never been hard set. For the best or for the worse, in a way its been a community project, not the developer's. During the development of the NA its direction have been taking very sharp turns (even after the release). Does this mean that now you will be making decisions not based on community opinion? But only ask community opinion to help to improve the results of your decisions/implementation? I dont mean this as negative at all. In fact I think thats how it was supposed to be done from the start. I'm just trying to understand if we are on that road now?
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This will not work for a number of reason: 1. Alliance leaders are always going to be prejudged representatives trying to "protect" members of their alliance or clan; 2. Cases of unity in the nation is far and few between. You will simply give power to troll with immunity to members of larger groups that will lead to #1 point 3. Voting also will not work as largest groups of people/nation/clans will be able to "defend" their cases or attack with never ending tribunals those whos numbers are low. But that does not mean that the large group cant be wrong or prejuded Unfortunately I dont have an answer as to how make it work for you in the current game state. The game that implies so many rules is doomed for players to exploit them with enthusiasm. The ONLY true way to reduce or eliminate tribunals and take that load off Developers hands is by changing the entire game mechanics responsible for how players interact in the game world. For example... Green-on-Green exploit is not possible when all battles are Free-for-All and everyone is sailing under his own flag in the battle. Therefore FFA will eliminate GnG tribunals like a surgery. This is just an example. I have proposed for 1 week FFA attached to a special occasion. Maybe to celebrate your (admin) birthday It can be just fun event with locked RVR for a week. See how it works for the OW which in fact could do with a bit of reviving right now. Just sayin
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@admin Is twitching Trinco fleet in planning? It is way too hard to be tied with RVR. Flags = RVR activity Chests = ability to fight PBs competitively Specifically: 1. Tag is the problem (ship is surrounded by AI) 2. Tagged ship is cut off from the wind and cant move 3. With high pen from sharp angles the tagged ship is 75% chance to die 4. Sometimes to get a single flag we have to grind 3-4 fleets = potentially loosing 3-4 1st rates
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Could you please collaborate a little more on this? Does this mean that if enemy has 100 crew I must have 130 crew for my determined defender perk to kick in?
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@admin how much chances are there for NA to give ability to players to create mods? We could comeup with our own AI, map, paints, pop ups with better information... endless possibilities. And all done with no expense to development Imagine Felix’s netlify map, but in-game I know quite a few titles that got revived by the community itself just through the modding
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Go battle sails to increase armor by 25% and have damage reduction by 30%, due to less stress on the masts applied by the wind force. I really like that too. Its fantastic and helps to make demasting harder
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Is it possible to have a chart or pictures to show us how exactly wind shadow is applied? I mean we got it that the enemy ship is in the way for the wind to get to you. But how does it actually work in the game? Specifically those questions: 1. If he turns his sail parallel to the wind, will the wind shadow have lower effect or being canceled completely since wind is traveling through his parallel sails? 2. How does wind spread around the ship? If we will be looking from the top view how would you draw the boarder of the wind shadow? At what distance? Does it gradually lowers the effect with distance and the edges of the wind shadow effect? 3. Does smaller ship have smaller wind shadows? Specifically - will I be effectively blocking the wind for the 1st rate while sailing Trinco? 4. How does the shape of the wind shadow (area of effect) looks like? Does it gets narrower with distance, does it gets wider with distance? Does it remain the same? Graphical explanation would have been VERY helpful. If I could get full info on how wind shadow works I can make such graphical illustration for people to use
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So is it acceptable that payers dont write to you in battle chat but instead send you PMs full of hate? Does it mean that PM will also go? Interesting fact is - you are removing chats so trolls wont affect my gameplay. BUT they ARE affecting my gameplay BECAUSE you are removing chats that I need. Global can go - no real purpose there. Help should be national like a nation chat. Its good to keep it as some players are too shy to ask in Nation. Battle chat is the most important of all to keep. Just make it so that you cant see what ignored players typing there. Thats is all. We need the ability to talk to the enemy. Its the PART of PVP. We must ask and answer questions. We must talk and discuss ransoms. We must (sometimes) to explain our actions so others dont get fueled and lose temper. At the end of the day its just nice to receive GG
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Trinc fleets are way too OP with new mechanics
Koltes replied to Koltes's topic in Patch Feedback and General discussions
- bouncing : with the new penetration ,..the angle for a ball not to hit a full damage run is actually almost gone (it will hit you very hard no matter what you do) for game play i think we need more bounce when angled (when you shoot it give some miss fires but the AI is hitting you with almost all balls and full damage from the ball i mean you hardly can escape from a full hit even from a good distance a angled ship receives a lot of damage...(specialy the normal wood type ship the have no function but only for normal ships against their equals ) Yeah and imagine being surrounded by elite AI ships who can penetrate from all angles. You are in half structure from one broadside of the AI fleet than before you can do anything you are down with fish after the second broadside. - Speed from elite AI vs sail damage as for the elite AI when you hit the sail it has no effect they seem to go like rockets even when 75% sail left i think elite Ai need to be tuned down more to reality or buff speed in AI battles for players as well Actually we have damaged AIs LOcean sails to 50% and he wasnt just keeping up. He was MUCH faster than us going against the wind, THEN blocking the wind, THEN you're left behind and got pulled by other AI. - player: vs turning also the turn rates for 3 /2/1 rates vs 4 rates needs to come closer to each other it can not be so that a ingermann can turn on you twice while making a turn (1) in a second rate while the 2 rate is not even on the dead wind point (half turn) the gap for the second is just a bit too high and will lose a battle against a 4 rate no matter what especially if it is elite wood type vs normal wood..(i understand that is the purpose of the special wood type , but it is obvious that skill is not in gameplay when those encounters acure it looks more like slaughter) Im not sure about turning as I didnt pay too much attention to that, but I found that its become somewhat harder to tack on 1st rates. Supposedly battle sail gives better turn, BUT if you try to tack on 1st rate the power of battle sails is not enough to brig the ship towards the wind and often you cant even get through, let alone achieving positive speed. i believe it needs some testing just for a good feeling otherwise it will look silly in the end. also the elite repair amount is way to high its almost fighting a undestroyable self repairing bunker. (especially on 4/3 rates) Ahh what? AI repairing??? Are you sure it wasnt just Loki? I havent yet encounter AI repairing lol -
Trinc fleets are way too OP with new mechanics
Koltes replied to Koltes's topic in Patch Feedback and General discussions
First time with 8. Second with 9. Problem is the tag and the speed of AI. I think its time to lower it. Yeah, if it was captured its only half bad. But trouble is, when they tag someone he ends up right in the middle of AI. They all faster. They block his wind. He sits there like a duck unable to do anything. Removing wind shadow from AI will also work I guess. But the combination of tag mechanic, insane speed and pen and wind shadow is just making trinco fleet broken AF