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Found 8 results

  1. Hi dev. I have been thinking allot about how to make armor mechanics, but probably not as much as you guys. I am certain that you already have plan for armor. Yet, maybe I came up with something that would help you. I made allot assumption on how the game works while doing this, some may be wrong but I do not think they discard the concept. Anyways, here it is: Mechanics as I believe they are: Here is the armor layout as far as I am aware of, excluding some details. Basically, 3 mid section are always the main belt, the two on stern and bow are always external belt. Top column I believe is the same as the deck. One of my main contention about this is that its the same regardless of ship layout. I am uncertain how hit mechanics works, but it seem that a shell or torpedo damage can cross a section to another if strong enough, angle of penetration seems to matter. Its a nice addition. Is it new to Alpha 3? it would explain the much more frequent critical we get. -First suggestion: The citadel should be reworked. At the moment, citadel only buff external armor. Its inadequate, because of this there is no way to do the all or nothing armor scheme. Also, now that shell can now pen from one section to another engines, ammo and water line are easily damaged as nothing stand in the way. The solution I propose is instead of citadel offering a selection of buff, player would be offered a selection of armor layout such as all or nothing and narrow belt. Some of these layout would include a citadel. The citadel would works as a extra layer of armor between the 5 bottom center compartment and the others. To get a engine critical, external armor, compartment on the path and the citadel need to be penetrated. About how to display that information I would suggest a outline for the citadel, alternatively two more color would do. This suggestion probably require adding two more slider to the armor menu. One for the citadel top, one for citadel sides. Alternatively there could be a unified slider for citadel and another for Barbette. (more on that later). -Second suggestion: Turret and funnel position should matter. As you can see on the image, the position of critical have changed to match deck layout. Ammo is always under the guns and engine always under funnel (averaged) position. Spreading turret all over the place would increase the chance of ammunition being hit. I also suggest adding internal Barbette. this would make top compartment less empty and meaningless. They would work a bit like what I suggested for citadel. When a compartment where a Barbette go trough is penetrated or destroyed there is a chance that Barbette is hit. Hit chance could be purely RNG, but ideally with chance proportional to Barbette size. If hit, then penetration calculation take over and Barbette damaged/destroyed, possibly leading to catastrophic ammunition explosion. This could require a extra slider for barbette armor. -Third suggestion: Variable belt, deck and citadel size. Ideally this would require variable compartment/hit box size, if not possible. I think it would be possible to add variability to main belt/deck and citadel size. Engine HP and type would set the engine size. Low HP would translate into smaller engine, harder to crit but potentially destroying all of it in a single shot. Turret position and ammo count would set the size of the magazine. The combined length of engine and magazine would dictate the size of main belt. Compartment partially covered by main belt would have their hit chance calculation done in a similar fashion to what described for barbette. Final note: I made these suggestion without knowing how the game work or what is planned. I do not know if these are feasible or if something else is planned. I just wish tha ship designing was dynamic. Regardless of how its done, I would like if stuff we place on deck had deeper impact, beyond ship balance, fire arc and cosmetics. That's it
  2. Hello there, i know this is a lot of work i ask of you, but i think it might be nice to have a sticky faq thread, ideally created and maintained by Nick, as i think there are a few questions floating in the room, that repeatedly come up again and refresh and would definitely help waiting. New content in this game always gives me chills and is itself a bit like christmas 😊 my personal contributions would be: Is there an expected release date for the next patch? Is there an expected date for the first campaign test release? What are currently the highest priorities the devs work at? (This would definitely help me to focus on what i specifically watch closer at while playing, while i try to be helpfull) Which is Nick‘s favorite warship of all time? That is all i can come up with right now. No idea, if that is something i may suggest. Teckelmaster out
  3. I found some discussion from 2015 where a forum admin who seemed like a developer pondered at the possibility. I understand the complications there might be with translating controls however I think their is a very wanting playerbase on consoles, especially on PS4 as there isn’t a lot of nautical/sail age focused games. I can only think of Assassins Creed Black Flag. Skull & Bones by Ubisoft Singapore recently got a hard delay, if not shadow canceled, so it might be advantageous to release Naval Action on console. Would a console release still be a possibility?
  4. @admin and players, I wish that you can only make refits in yards. This would improve the economic cycle. A refit is made as a ship. But there is a "special" recipe for it. The materials are written down and will not change later when unpacking in the port. There is a fixed final price for this ship. This final price should be equal to the "minimum price" for raw materials and working hours, ie the actual value of production. Then you sell the refit in a "free port" and receive an additional 1 PvP mark. So a shipbuilder can develop PvP brands without fighting. You can sell unlimited refits to the business. However, a maximum final amount should be set, e.g. 30 pieces. Players can then buy refit for several PvP brands in the store. You can have unlimited refits - the space is unlimited. You can "unpack" the refit in each port. Ultimately, this will remove PvP brands from the game. Maybe the prices for server admins should be adjusted regularly. This is the only way to prevent a PvP brand flood in the long term. Refits should always be a little bit worse than ships in normal sales. This could be regulated with the slots as well as with the wood. Refits represent ships that were built for a need "fast". addendum: Maybe it makes sense to introduce a limit for personal ownership of refits. Actually, 3-5 would be enough for each player I think. What do you all mean? (German texts are always translated with the help of Google.) @admin und Spieler, ich wünsche mir, daß man Refits nur in Werften herstellen kann. Dieses würde den Wirtschaftskreislauf verbessern. Ein Refit wird so hergestellt wie ein Schiff. Es gibt aber ein "besonderes" Rezept dafür. Die Materialien sind festgeschrieben und ändern sich auch später beim Auspacken im Hafen nicht. Es gibt einen festen Endpreis für dieses Schiff. Dieser Endpreis sollte dem "Mindestpreis" für die Rohstoffe und den Arbeitsstunden entsprechen, also dem tatsächlichem Herstellungswert. Anschließend verkauft man das Refit in einem "freien Hafen" und erhält dafür zusätzlich 1 PvP-Marke. So kann sich ein Schiffsbauer ohne Kampf PvP-Marken erarbeiten. Man kann unbegrenzt viele Refits ans Geschäft verkaufen. Es sollte aber eine maximale Endmenge festgelegt werden, z.B. 30 Stück. Spieler können dann in dem Geschäft das Refit für mehrere PvP-Marken kaufen. Man kann unbegrenzt viele Refits besitzen - der Platz dafür ist unbegrenzt. Man kann in jedem Hafen das Refit "entpacken". Letztendlich werden dadurch PvP-Marken dem Spiel entnommen. Vielleicht sollten die Preise für Refits von Server-Admins regelmäßig angepasst werden. Nur so läßt sich auf Dauer eine PvP-Marken-Schwemme verhindern. Refits sollten immer ein kleines bißchen schlechter sein als Schiffe im normalem Verkauf. Dieses könnte man mit den Slots als auch mit dem Holz regulieren. Refits stellen Schiffe dar, die für eine Notwendigkeit "schnell" gebaut wurden. Nachtrag: Vielleicht ist es doch sinnvoll eine Begrenzung für den persönlichen Besitz an Refits einzuführen. Eigentlich würden 3-5 pro Spieler ausreichen denke ich. Was meint Ihr?
  5. @admin and players, I also wish a targeted fishing. 1. The old fish should be kept as "fishing". Maybe you could reduce this catch to about 50%. 2. Ships In addition, certain ships (such as Basic Cutter and 7.Rate merchant ships) could be converted to fishing boats. It would be to consider either "ship knowledge" or "permanent upgrades", one for "fishing nets" and one for "whale harpoon". Good would be a reduction in the number of cannons. Fishing boats had a low armament. Something could be achieved by "doubling the load time" or even more. Personally, I would be in favor of a "permanent upgrade" and a "tripled load time". At the same time you get more time to escape or "hostile marking". Maybe you should only be attacked by ships of the 7.Rate? 3. Interaction There are large swarms all over the map, maybe even whales. These swarms are visible at great distances, through gulls in the air. One then crosses with his fishing boat at the seagull swarm. You catch large quantities in a short time. The swarms may always stay around 30 minutes. After that, they dissolve and, by accident, re-emerge in another place. In these swarms there are "no bottles"! 4. sale It could be conceived an additional market. How about provisions for each ship? A certain amount needed per day at sea for each ship. Or maybe only for ships 1. 2nd and 3rd installment? Or the "outgoing teams" of the ports are counted. This will determine a fish meat requirement leading to a higher "selling price". Also interesting would be the decrease of Waltran (suggestion comes from @Odol ). An additional "permanent upgrade" (whale harpoon). So you would bring the profession of the fisherman more in the game. Also interesting are the suggestions of the following threads, which can perhaps be linked with them: Maybe you can find more or better suggestions on how to do that? (German texts are always translated with the help of Google.) @admin und Spieler, ich wünsche mir zusätzlich ein gezieltes Fischen. 1. Das alte Fischen sollte als "Angeln" erhalten bleiben. Eventuell könnte man diese Fangmenge auf ca. 50 % reduzieren. 2. Schiffe Neu hinzu könnte man bestimmte Schiffe (z.B. Basic-Kutter und Handelsschiffe der 7.Rate) als Fischerboote umrüsten. Es wäre zu Überlegen entweder Mittels "Schiffswissen" oder "Permanent-Upgrades", eines für "Fischernetze" und eines für "Wal-Harpune". Gut wäre eine Verringerung der Kanonenzahl. Fischerboote hatten eine geringe Bewaffnung. Sowas könnte man durch "Verdoppelung der Ladezeit" realisieren oder sogar noch mehr. Ich persönlich wäre für ein "Permanent-Upgrade" und für eine "verdreifachte Ladezeit". Gleichzeitig erhält man mehr Zeit zur Flucht bzw. gegen "feindliche Markierung". Vielleicht sollte man auch nur von Schiffen der 7.Rate angegriffen werden können? 3. Interaktion Auf der ganzen Karte ziehen große Schwärme umher, vielleicht auch Walfische. Diese Schwärme sind auf großer Entfernung sichtbar und zwar durch Möwen in der Luft. Man kreuzt dann mit seinem Fischerboot beim Möwenschwarm umher. Man fängt in kurzer Zeit große Mengen. Die Schwärme bleiben vielleicht immer ca. 30 Minuten erhalten. Danach lösen diese sich auf und entstehen durch Zufall wieder an einem anderen Ort. In diesen Schwärmen gibt es "keine Flaschen"! 4. Verkauf Es könnte ein zusätzlicher Absatzmarkt erdacht werden. Wie wäre es mit Proviant für jedes Schiff? Eine bestimmte Menge, die man pro Tag auf See für jedes Schiff benötigt. Oder vielleicht nur für Schiffe 1. 2. und 3. Rate? Oder es werden die "auslaufenden Mannschaften" der Häfen gezählt. Dadurch wird ein Fischfleisch-Bedarf ermittelt, der zu einem höheren "Verkaufspreis" führt. Interessant wäre auch die Abnahme von Waltran (Anregung kommt von @Odol). Eine zusätzliches "Permanent-Upgrade" (Wal-Harpune). So würde man den Beruf des Fischers stärker in das Spiel bringen. Interessant sind auch die Vorschläge folgender Threads, die sich damit vielleicht auch verknüpfen lassen: ... siehe Oben ... Vielleicht findet Ihr aber noch mehr oder bessere Vorschläge, wie man sowas umsetzen könnte?
  6. Hardworking developers I think it's good that you can improve your skills at the shipyard. However, I find the making of cannons also worthy of appreciation. 1. Depending on the type of gun should in my opinion also "XP" points are awarded. Finally, you spend resources and work points on it. The number of operating points for the final production would be e.g. a reasonable amount of "XP" points. These acquired XP points are credited to the "Level Account", as in shipbuilding. 2. The image mask (UI) could also get a subdivision / sorting in the "classes of cannons". 3. I think I've read before that you could also introduce a "bonus by accident" in the production of cannon, as in shipbuilding. That a cannon can continue to shoot or endure some more powder charge ... etc ... Could you bring something like that into the game? (German texts are always translated with the help of Google.) Fleißige Entwickler, ich finde es gut, dass man in der Schiffswerft seine Fähigkeiten aufbessern kann. Allerdings finde ich das Herstellen von Kanonen auch einer Würdigung wert. 1. Je nach Kanonentyp sollten meiner Meinung nach auch "XP"-Punkte vergeben werden. Schließlich gibt man dafür Ressourcen und Arbeitspunkte aus. Die Anzahl an Arbeitspunkte für die Endproduktion entspräche z.B. einem angemessenem Wert an "XP"-Punkten. Diese erworbenen XP-Punkte werden auf das "Level-Konto" angerechnet, so wie beim Schiffsbau. 2. Die Bildmaske (UI) könnte auch eine Unterteilung / Sortierung in den "Klassen der Kanonen" erhalten. 3. Ich glaube hier schon mal gelesen zu haben, dass man auch einen "Bonus per Zufall" bei der Herstellung von Kanonen einführen könnte, so wie beim Schiffsbau. Dass eine Kanone weiter schießen kann oder etwas mehr Pulverladung aushält ... usw... Könnte man so was noch in das Spiel hineinbringen?
  7. Just a few things really. When you have finished writing in the in-game chat, instead of having to press esc all the time, as soon as you press enter to send the message then the chat box closes would be nice. Last thing, when you are playing the game on two screens and you alt tab out the game, then alt tab back in, everytime you move your mouse towards your second screen your mouse goes off the game and onto the second screen. I hope you understand what I mean by all this if not I can always make a video for you to see what I'm on about. UKzKnight
  8. Dear Developers, One of the great mistakes of many games as they grow from alpha to beta to full release is the simple of beauty, of well, simplicity. Yes, the game may be stark and rustic with a gigantic hour glass on the loading screen and the stark lobby, but please, I beseech you all, do not lose the things that make this game great at the beta stage. So many games try to prolong the life by making progression longer, they try to change the way we play mid game release, realize it was horrible, but are too arrogant to see they made a mistake and change it, *cough* War Thunder. The wonderful way people feel accomplishment from finally getting 30.000 damage and getting that Snow without having to pay for it with in-game money or some other form of research. In some ways the stark and bleak manner of the lobby without all the lackluster makes it easier to access and figure out. Yes, maybe a tutorial would be nice, but just simply jumping into a game via one click, notifying people via the Global Chat that a game is starting is just amazing no matter how primitive the stage of the game. I can't give too many specific examples, but if any of you guys out there have played games from their beginning to the later release stages, you will know what I speak of. It just simply isn't the same when the devs try to add content or pizzaz or lackluster, instead of fluidity of gameplay, balancing, model fixes, and bug fixing. So, inconclusion, what I really want to leave you developers with, is that never be too arrogant to admit your mistakes and revert to the old ways, never stop fixing technical issues and start thinking that shoving content down our mouths will satisfy us, and finally just remember the old ways, the ways that made us, the beginning followers fall in love with you game. -Vizeadmiral Isaak der große des Shiffes "Frederick II"
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