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Ned Loe

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Everything posted by Ned Loe

  1. Well said. After many years they still haven't developed an appropriate way to deliver Patch Notes and details or Expose information about new content. Lack of information or sudden unexpected changes is what gives them bad reviews.
  2. I don't think slicing content into 2 servers would be a smart move at all. Same content must be available on all PvE and PvP servers. We all paid the same price.
  3. Tell me about it. Every idea ends up in a trash bin. Sometimes they need to go ahead with their ideas, but instead Forum numbers decide the outcome. It's just funny. Not long ago forum numbers ran their game aground by posting bad reviews, I think it was a good lesson. What do I know right?
  4. I feel you. I can suggest one thing to Devs, add those bird/insects collections around the world for PvE/PvP servers. Exploration was promised if I can recall. Or make Explorers DLC pack worth $10. I will pay for any content we can get and this includes Junk Loot.
  5. Many people are going to quit for now and wait until final release. That's a fact. Also, by leaving PvE server open it will make development longer. They will have to work on 2 fronts instead of 1 combined.
  6. Scraped , will revisit this promise after 24 months. This means those who considered to go try PvP will now must migrate to new PvP servers if they want to do so.
  7. It can easily be implemented, but it will require Developer approval and review of each submitted flag or logo. They also need to post requirements and guidelines that will make this process smooth. I would say Only clan leader will have the right to submit 1 design per day and pay a nice fee of 100k. This means only X amount of clans that exist on the server can submit 1 design per day or in other words if we have 50 clans Devs will only get 50 designs to look through per day and reject those with Boobs.
  8. Americans moving to Global. That's what I heard.
  9. HMS Nelson was a 126-gun first rate ship of the line of the Royal Navy, launched on 4 July 1814 at Woolwich Dockyard, but then laid up incomplete at Portsmouth until 1854, when work began with a view to commissioning her for service in the Crimean War, but this ended before much work had been done, and the ship returned to reserve. She was converted into a screw ship in 1860, being cut down to a two-decker and fitted with an engine of 2,102 indicated horsepower (1,567 kW) for a speed of 10.5 knots (19.4 km/h; 12.1 mph). In 1865, Nelson was given to the colony of Victoria as a training ship, and she was finally outfitted and rigged for £42,000 and sailed for Australia in October 1867. Travelling via the Cape of Good Hope, she arrived in February 1868. She was the first ship to dock in the newly constructed Alfred Graving Dock. Her armament in 1874 was listed as two 7-in RML, twenty 64-lb guns, twenty 32-lb guns and six 12-lb howitzers. During 1879-82, Nelson was further cut down to a single deck and her rig reduced to the main mast only, the ship being reclassified as a frigate. Her old armament was partly replaced by modern breech-loaders. She was laid up at Willamstown in 1891, her boilers being removed in 1893. On 28 April 1898 she was put up for auction and sold to Bernard Einerson of Sydney for £2,400. In 1900. Nelson was cut down yet again to create a coal lighter that kept the name Nelson, the upper timbers being used to build a drogher named Oceanic. In 1908 "Nelson" was sold to the Union Steamship Co. of New Zealand, and in July was towed from Sydney to Beauty Point on the Tamar River, Tasmania, for use as a coal storage hulk. She later foundered there with 1,400 tons of coal on board and remained submerged for forty days until finally refloated. In January 1915 she was towed to Hobart for further service as a coal hulk, until sold in August 1920 to Mr. H Gray for £500 and towed an up river to Shag Bay for gradual breaking up, work continuing into the 1930s, although some of her timbers still survive. Guns from HMS Nelson in gardens at Ballarat. The ship's figurehead was preserved by the NSW Naval Brigade, then the Royal Australian Navy, before it was presented to the Australian National Maritime Museum for display. Armament: 126 guns: Gundeck: 32 × 32 pdrs Middle gundeck: 34 × 24 pdrs Upper gundeck: 34 × 18 pdrs Quarterdeck: 6 × 12 pdrs, 10 × 32 pdr carronades Forecastle: 2 × 32 pdr carronades
  10. Even simple reward system like: reach rank 1 (Reward - 50k). reach rank 2 (Reward - 100k and 1 Treasure Chest Key). reach rank 3 (Reward - 150k and 2 keys) etc.. New players will see that there is a reward for every effort and time spent in the game. They will stay and play and if Devs introduce updated rewards (pvp, pb, NPCs, trade..) on monthly basis they are Golden.
  11. Naval Action does not have any addictive content yet. Game is very flat as it is. Great addictive content could be : -Daily Missions -Achievements -Treasure Hunts -Leaderboards -PvP Ranks -Daily, Weekly, Monthly rewards -Collections. Collect them all and unlock Awesome Items. -Loot, Junk, Chests and Keys and Missions connected to them -Rare Drops from NPCs -Reputation with Every Nation -Advanced Market tool that would let players see all listing around the world. -Gift system (Friends send random gifts to each other after log in) -Log in and play for 1 hour and get rewards, log in every day for 30 days and get an epic Item. Ex. Let's say we added Port Battle Supplies. Players who visit Port battle get supplies. They also depend on Victory (10 for Defeat, 20 for Victory). All players get something. PB Supplies can be used to upgrade Port Defenses and must be deposited in large quantities. This means team work and nation effort. Not only that I can add damage done by Defeat. Port infrastructure will fall slowly after each Raid or Defeat, but if nation owns enough PB Supplies they can quickly restore their ports. (West flank was very unsuccessful, however we seized a vast amount of ports from east flank and earned many PB Supplies. We will use these supplies to fortify our damaged infrastructure on West) Here I connected 1 item to PB, Port infrastructure, Rewards. This means I attracted some player base and set the ultimate goal for them that will keep players busy for a long time. In addition many players will now be interested to go to Port Battles and help, get rewards and be famous. I can keep going... but this is what Naval Action is missing. Game will die shortly after release if Devs won't have at least half of what is listed here. Just my prediction. You simply can't run a successful MMO without these. I hope you can read this Dear Devs.
  12. No worries, I will print fresh cash in no time. un-tradeable permanent blueprint - this is the best option because it requires materials. This is somewhat beneficial compared to just redeemables. Make sure you add it to very rare drop for all players after release, so those who got it for free won't become billionaires because only they can craft and sell such ship. Pandora
  13. Like I said it's too clean and looks dull. I am a graphic designer and I would reject the current texture on the spot. Just saying.
  14. You specs are much higher compared to his.
  15. Taken from a different post: Hello Captains Alliances automated politics turning them into automated voting systems Alliances have benefits (for example participation in port battles) but it has removed social gameplay from the game. Agreements, negotiations, conversations, betrayals were all removed when alliances were introduced. It also created certain dynamics that limit pvp and surprisingly worsen pve for new players. This problem is exaggerated by the fact that bots were changed to support hostility (high end gameplay) and ruined gameplay for low level players who cannot find enemies in their spawn zones for hours (unless they mindlessly grind missions). So, let's say our Fleet is a Grenade. We all know that grenades explode and launch 100s of tiny sharp pieces in all directions. To make life easier for you bring 'grenade' system to Naval Action. Let's say I've spotted a 6 ship fleet and I hit it. Suddenly this battle spawns another 6 random open battles that players can join, but for me they will be closed because me and my group were the ones who triggered it. Such battles would contain random ship pairs - 2vs? 3vs? 4vs? and would be spread out in quiet large diameter circle.... ? You are now not only supporting hostility system, but you also give players something to do. No wait time - more game time. Benefits: a) you don't have to physically place sailing NPCs, only spawn open instances. b} you are providing open battles to players and saving your previous system tha tyou are again dumping in the garbage. Simply let NPCs wait for players in battle. Keep battles open until main 6vs6 fleet is in battle or give fleet battles (fragments) 30 min join timer. Once main group finished fighting or 30 min timer is up remove battles with no players in them and close those that have players in them. Is this too difficult for you?
  16. Dear Devs, How about this? Add Reputation system. Only with reputation you will be able to control PvE and PvP. For example: When wipe is done players will get a message with 2 options. 'Pick your experience - PvE or PvP. ' PvE players will be labeled with Neutral Tag. Attacking Neutral (PvE) player will result in reputation penalties. Neutral Players will have restrictions to sell at regional Markets. Regional Markets must be introduced and they should be the main trade post per region where PvP players can see the whole market activity. Neutrals can only sell to local ports where PvP players will be able to buy their goods and move them to Regional Markets for resale. New Market system must be introduced, system that will be able to display goods for sale in ports and regions around the world (potbs style). Neutral Player can remove their Neutral Tag (One time thing) when they are ready to experience PvP world with no limitations. Once Neutral tag is removed they can only go back to Neutral only by spending real $ at the Game Store. Once you become a PvP player you won't need PvE. Reputation will make sure that attacking Neutral players will grant you negative Rep + No Reward. Accumulating negative rep will result in higher taxes, chat restrictions, limited ship command. This is how you control PvE/PvP. Instead of dividing world into pve/pvp mess I suggest to dictate rules using Reputation, that will allow PvE players to roam the whole world safely knowing that those who will attack them will get penalized. In addition a small limitation to trade market should not hurt them. They still will be able to sell goods to local ports, but won't have access to Regional Markets with advanced Trader tools. Restoring Rep should be slow and painful. Ex. loose -50 rep when attacking Neutral Player and earn +5 rep per Port Battle only. Get -100 Rep and you won't be able to sail 1st rate, -200 2nd rate etc... Eventually you will end up in a sloop if you keep sinking Neutral players. Accumulating good rep will unlock new possibilities such as access to Tribe Market and Black Market. I think you guys just don't want to spend time and money making this game unique. It's very sad.
  17. Go ahead and cry about it. We are discussing the idea that doesn't even exist. Make sure you pick the highest bridge when you decide to leave NA.
  18. To counter low lvl ganking Devs need to add penalty when High ranked player is attacking a freshman. ex . rank 1-2 only. No reward + negative reputation (if there is going to be one). Do you understand that they are going to split server into 2 zones and if PvE population drops half of the world will be dead with no meaning to visit. Maybe they should just shrink the world now before it's too late. Back in the days Devs even promised world exploration, different types of animals and insects to collect. What happened to that promise? And now they want to make half of the world a dead zone? might as well build a Great Wall of Trump and divide pvp and pve.
  19. I like what I see here, but you need to think more on PvE zones. Why are you placing zones over the whole area? My suggestion is place zones 5 mins away from land. You are removing risk completely. By covering the whole area you are going to remove pvp players from those zones forever. There must be a small risk even for PvE people. I think 5 mins sailing through PvP zone is not bad. It will be an awesome lottery type hunting for lone privateers. I still think you have to be very lucky to catch someone in this vast open area. In the end, covering the whole Gulf Coast is a bad idea. Make it 90% safe 10% risk by shrinking the zone to the center leaving tiny pvp line around it. Trust me it will pay off in a long run. What you are doing now is you are going to split world into active and 'dead' if you think ahead of time. You will simply hurt your server down the road if you completely cover the world. With my suggestion you are going to maintain that 'alive' world with both types of players who will visit these zones on occasion by adding a simple risk % to PvE. The choice is yours.
  20. You can build your machine here: https://www.ibuypower.com/Site/Computer/Desktops I would go with: AMD Ryzen 1700x with compatible Motherboard 8 or 16 GB DDR4 RAM (Memory) Video Card at least RX 480 8GB 1 TB HHD + 250GB SSD for Games. 800 w power supply.
  21. Not during the battle, I know that film very well. They had splinters and broken masts all over the ship, then they sailed into the fog and later on were able to escape and refit at sea hidden from the enemy. This actually supports my idea with (show splinter texture on deck during the battle). Only after full ship repair I suggest to add more weathered texture look on ships. Currently, ship decks are too clean. I've visited USS Constitution and even serviced those decks don't look that clean.
  22. You need a better machine https://www.newegg.com/Product/Product.aspx?Item=N82E16834154497
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