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Found 3 results

  1. After having a look through the API today I realised that the formerly uncapturable ports (e.g Belize, Nouvelle-Orleans, Vera Cruz etc) still have the parameter "ImprovedCraftChance" set to false. Is this just an update missing in the API file or are those parameters still the same ingame as well? If so, any chance this can be remedied with the coming patch? Thanks in advance 😀
  2. Hello. I generally really like the idea of the trading/resource system as it is right now. Sure, it might need some tweaks here and there, but compared to the general MMO, it really stands out for me. But there is something that gets me worried, in terms of "it might make trading dull". As stated in this post: http://forum.game-labs.net/index.php?/topic/12052-public-api-for-naval-action/ server data such as item prices, item stock at ports etc. get exposed to the general public in order to make them able to develop web applications that contain live information of the game's market and economy. This seems like a good thing, but it could also take something from the game. When i first looked into the trading system, i got really excited. With an organized clan, you could always let your clanmates gather intel on where to get some cheap goods, where the demand is huge etc. etc. With the current api and amount of published market data however, sites such as http://www.navalactioncraft.com/map can completely do the job of gathering that information themselves, handing all the data to everyone without any effort. To me, this seems like a wasted potential. It tunes trading down to check some excel-ish sheet on some website, go for the item with the best profit/distance, sail there, sail back, get money. To me, the idea of trading become more of a "the better your (trading) clan is organized and the more effective you are at gaining intel on the current ecenomy, the better you do" seems way more appealing than just checking a website. We have similar "trading made simple" mechanics in other MMOs such as WoW (e.g. the addon "auctioneer"), but i think it fits those games way better, since trading is way more simple and not such a huge part of the game. In Naval Action, i'd like to see trading being almost a vital to the game as the combat. I sure understand that combat is still the main focus, but forcing you to work as a community in order to make trading worth the effort will prevent it from becoming a pure grind and more of a skill to master. Additionally, currently it seems kind of nonsense to me that you can just check a website for all the port's contents and item prices, while you have to visit a given port ingame to even see what it generally can produce and which goods it demands. If we allow websites to hand all that information to us, we could as well just see it on the ingame-map. I therefore added a poll to this suggestion, asking you if you share my opinion and if so, if you think it should be that way for all servers (answer 1), or optionally only for some (answer 2), or if you generally disagree (answer 3). Poll removed by mod team for being non-essential to the discussion.
  3. I wanted to know if there was an API, if so infoz pls, and if not, what your policy on respectful level of client scraping for the data would be? I've already made a lot of progress parsing through client data, but figured I should probably stop and ask
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