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Found 9 results

  1. It's a grey area. There is no formal rules that do not allow attacking a player, shooting and running. Because they are based on initial core design elements built around instanced battles. But these core design elements cause such frustrations and problems that are not good for the long term of the game. Before the release the decision must be made about those core systems and here are the options. Current ruleset is based on these ideologies I want to attack someone and people far away must not enter = "i must be able to sink you solo if i want to" I want to be able to sink a 1st rate in a cutter (old heated topic). I want to be able to run away if i want to (because my ship is fast) I do not want a player from far to join my battle, because its mine. If the goals is to increase pvp these ideologies can be rethought or abandoned as they dont increase an amount of pvp. Problem 1 - inability to help your own. The common message from rookies in national chats are well known - "I got attacked near XXX port - please help if you can" or "I see enemy ships - lets tag them - come help"… Usual answer in chat - silence and "tough luck" - as you CANT. I think its time to accept the fact that distance based ROE is bad and is reducing pvp and only helps solo hunters (which based on data are a huge minority). This is a problem because we know that pvp assists has 100% of correlation with retention. If you dont participate in group activities you drop from the game 10x faster. Problem 1.1 part of lack of group pvp There is actually not enough ganking (hold on and bear with me). For accounts created in December: Only 5% of players have pvp assists and only 1% of players have more than 10 pvp assists. Again the problem because assist increase retention Problem 2 Speed Fast ship controls the OW pvp, and heavy battle ready ships do not have anything to counter against the gank even if they outnumber enemies in guns. Problem 3 combat ready ship balance - described by OP in the post. When line ship is fighting 3 fast frigates to win the lineship must not make a single mistake When 3 fast frigates fight the lineship they can always run away if they make a mistake So why dont we just rework those ideologies from scratch and focus them on the main goal - increase pvp and group pvp per hour for all (not only solo hunter in a speed fitted frigate). Examples of clear solutions solving the problems and increasing meaningful pvp on the WAR server This is a war server. Why escape options? Whats the point? If you attacked - fight! Patrol rules for the whole world. Circle of death. If you are ready to attack someone - be ready to die and fight to the end. Sure some will cry about it - tough luck like they say in national chats - but it will keep only meaningful pvp. Battle is always open for the weaker side This is a war server - this is a pvp game with the goal to increase amount of pvp for all. There is no point to close the battle for the weaker side. Let them escalate. This becomes the goal. Then you can come to help your own, and know someone will come to help. Then you can build more friendships and get assists Then you will stumble to more battles and will have more pvp kills per hour. Basically. When improving ROE - Remove all features from ROE that reduce pvp per hour. Add features that grow the pvp per hour. Ignore the cries like "but tumbado is 3000km away". Check only one parameter when determining the outcome of changes - number of PVP battles per hour and number of assists. Ignore the rest. This will also solve the problem described in the post (with the move to weight systems because with proper broadside weight - prince will die in 1 min). PS Current number for War server for accounts created in December 1 pvp kill every 8 hours in game per pvp engaged player. 1 pvp kill every 24 hours in game total for the server
  2. The state of cannons right now is a little unusual, and while it has been ok for the game to this point, the upcoming Wreker and Téméraire class ships currently in development are likely to change this and we are soon likely to see a risk of the game balance being rocked in the future, with both Téméraire and Wreker able to equip 36s and with Wreker somewhat more notably likely able to equip 32s on her second deck. Under the game mechanics as they are this means that both these ships would be able to also equip the heaviest standard armament in the game, the 42lb cannon, which a potentially creats some weird looking situations where we have people running around in 3rd rates with 42lb guns or we end up rating Téméraire as a 2nd rate, neither are desirable outcomes in my opinion. I would like to propose breaking up 36s and 42s. As I understand it the cannons in question are based off the British 42lb and the French 36lb, who's shot weights are as follows: British 42lb: Shot weight 19.026kg, Gun Weight 3957kg (short cut 42 from Victory, standard would be heavier) French 36lb: Shot weight 17.064kg, Gun Weight 3643kg (standard long 36 from Boudroit's figures) With the accessibility of cannon classes currently set up like this: 42lb, 36lb 32lb 24lb 18lb, Edinorog 12lb 9lb N/A 6lb 4lb 4lb Basic 2lb This is somewhat of a bizarre set up in two areas, 1st and 7th class. 1st class is bizarre as the only class to contain two distinctly different gun weightings, while 7th class is even more illusive due to the fact it contains no cannons at all, only the 18lb carronade. What would make infinitely more sense to the game would be to rerate everything slightly so as to have cannon classes set up as follows. 42lb 36lb 32lb 24lb 18lb, Edinorog 12lb 9lb 6lb 4lb 4lb Basic 2lb The other benefits of this is you could reassess which ships could potentially equip each class of cannon more precisely, potentially leaving the most powerful 42lb for Pavel, Victory and leaving Ocean, Santissima, Téméraire, Bucentaure and Wreker equipped with the slightly smaller calibre of 36lb gun, this would not only give a slightly more realistic historic armament flavour but also create a nice little way to look at balance more seriously, with the 36lb gun being a little worse on the DPS, which allows both Pavel and Victory to be more competitive amongst their similarly rated ships, hopefully promoting more variety in combat. As a little side note I'm uncertain whether Ocean would be able to carry 42s or not, the 300kg difference between the French 36 and the British shortest variant of the 42 isn't hugely significant to a ship the size of Ocean although it would be a nice balance point, meanwhile I severely doubt Santissima would be able to mount the British 42 safely, had she not been wrecked in the storm and then enlisted into the British fleet following Trafalgar I can't see her being armed with anything heavier than the British 32s. To summarise, please could we consider splitting the 42 and 36lb guns up into separate classes to avoid potential balance issues with the current ships in development but also add more flavour and realistic armaments to the various ships we already have in game for the pursuit of balance and accuracy. Thanks for reading.
  3. Yes, a completely different game, however how they implement their steam workshop community (noting it makes the game grow massively) and how they release DLCs to generate revenue is very interesting and could be nice in Naval Action. Also the idea of balancing, understanding, and recognition that less people that play their game play for historical accuracy despite initial thoughts and ideas. Hopefully this brings some ideas to the playerbase of this game and developers of this game on how to balance and to create a more playable gameplay.
  4. Well, is sad to see that you are adding russians ships to this game but we have only one spanish ship. I like St.Pavel and The new 3rd rate (dont remember the name) but come on guys. This game is set in the carribean between 1775 and 1815 and we only have one spanish ship. Spain was a huge naval force in the 18 century (and i don´t speak about 17th) and we have only 1 ship, we have 2-3 british ships 3 french ships and 3 USA ships and 3 russian ships, i think that russian ships dont make sense. Spanish, british, Dutch and french ships should be the priority in development not for my personal idea, just for some historical issue. I add some sugestions Santa Ana 1st rate https://en.wikipedia.org/wiki/Spanish_ship_Santa_Ana_(1784) Rayo or Fenix 2nd rate https://es.wikipedia.org/wiki/Rayo_(1751) https://es.wikipedia.org/wiki/Real_F%C3%A9nix Bahama 3rd Rate. https://es.wikipedia.org/wiki/Bahama Glorioso 3rd rate. Read his Story https://en.wikipedia.org/wiki/Voyage_of_the_Glorioso I don´t add smal ships because you have some posts in forum so, youn know them. Another suggestion I think that for long time development each faction should have one ship of each class and be only able to craft by the faction members. But, for instance if a british or french or dutch player captures a Santissima and destroy it in harbour, will get the BP . In that way we all can sail all the ships but it will give the game more histórical inmersion. For Factions that dont have 1rst or 2nd rates you can add a Russian Generic one. For pirates, is anti-historical have ships of the line and even being a country but maybe their crews should have exceptional marines and boarding axes without upgrades, added as Extra crew, that don´t affect the gunnery, so pirates can capture ships and get BP too. of course this marines bonus is just until rank 5 or 4. (more will be OP) So guys please tell me your point of view and please made a list like mine of brits, french, dutch... ships
  5. I only started playing this game 5 days ago, but have been engaged by it and see potential. I have been very actively playing and watching videos of the big sieges and a few things struck me and I think I have a good solution which will solve multiple issues. This suggestion is already employed to some extent in other games and thus might have already been suggested, but I didn't find a similar threat. Ok so here it goes: The issues I have seen at the later stages of the game are the following: - "Owning" a port by conquering has little value/meaning, making this a little anti-climactic. - At later stages of the game it becomes increasingly easy to capture ports because of the high fire power and tankiness of high level ships. - The difference in faction population makes the lower populated factions get overrun. The following suggestion will address these issues to varying effectiveness but will have an influence in on all of these in ways later explained. I suggest that ports once captured can be upgraded by using specific resources players can gather, or gain over time. This could be for instance by creating more or stronger watchtowers or in later stages of development of the game, forts. Additionally resource buildings like farms, population, specific buildings which give small upgrades to ships for clan members, etc. (can be creative). This will make sure owning a city feels meaningful. And players have something else to play for and progress through the game for. It also gives clans another goal in the game. Additionally this will make it so that once, after a few weeks of play, players start gaining the high level ships, forts aren't easily taken by the high level ships, which easily deal with the current watchtowers. This will also help in avoiding certain factions that are fewer in numbers will be wiped out as fast. A balance needs to be found for how strong these additions will be to not make the game stale and make defenders have a massive overhand and make captures only be possible when no defenders show up. This suggestion would help both in engaging players, contribute to world balance and ensure port sieges remain challenging, also later in the game.
  6. Hi, I am very interested in the development of the shape of a ship hull between 1600-1800. I have been searching the internet but cant seem to find what i want. I will sum up some question and i hope someone can help me. Wouldnt it be interesting to discuss this topic? 1. How did the shape of the bow, hull and stern develop in this period? 2. What are the most common design for ships in that period? and not just for ship of the line or frigates but for all open water vessels. 3. What does i certain shape mean for the perfomance? What are the advantages and disadvantage of certain designs? I hope this will start a discussion, because i cant be the only one interested in this.
  7. Hi, This is my first post so I'm sorry if its not located in the right area. I've just been watching some epic game play videos on YouTube. Unfortunately I'm unable to play via a PC... (I don't have one anymore ????) Which is very disappointing as I've never seen something this good before. I don't know why I've not come across you all before! Anyway I'm drifting from the topic. I've been having a read through the forum looking for any information about a mobile Android version of the game! Because I've just got my hands on the Nvidia Shield Tablet for Android. I did see a thread originally posted last year that an IOS version was soon to be released and that an Android version was soon to be in the works. But that's all I've been able to find...... Is there any news, or information about an Android version? There's nothing like this currently on the market and I know a lot of friends who would love something like this if it was available. If anyone knows anything.......I eagerly wait to hear???? May the tide be always in your favour, and a fair wind through the rigging! Temp
  8. 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
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