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  1. Gentlemen! MDRA announces the opening of our own discord channel for anything concerning business between French administration and honorable visitors of all nations. https://discord.gg/5Y2DfEV Sections let you find present offers, ships and for starters, a number of elite ship notes, which will not be available in port shop but over direct contact with me only.
  2. A l’attention des développeurs et nouveaux joueurs potentiels, je me permet après plus de 1000 heures de jeu (pvp) et ma présence depuis l’alpha, de modestement donner les raisons de mon insatisfaction et départ probable à terme de Naval Action. Je sais en effet partager un nombre certain de ressentiments avec de nombreux joueurs, et pour certains qui ont déjà délaissé ce jeu. La première d’entre toutes les raisons est le déséquilibre total existant entre les factions. Le nombre de joueurs étant la première des richesses, il est inadmissible qu’il n’y ait pas d’équilibre obligatoir
  3. Every since the introduction of other currencies, I have wondered why Reals is the only one we can purchase player made items with. Take this poll if you think we should be able to set what currency we wish buyers to pay for our items with. For instance, I'd like the option to sell ships for Reals, Doubloons, Victory Marks, maybe even a specific ship build, or any combination of these, rather than Reals only and having to convert these myself. Just give me the option to choose how I want paid, plz and ty. What do you think? Discuss...
  4. A simple suggestion, but probably not so simple to do. I think the ability for a clan to hoard the resources entirely, as much as it benefits my clan, is not the direction we should go, and it has been brought up multiple times that solo players, small clans, and clans that aren't "in the group" are shunned out of it. I suggest the clan delivery mission gets split up. What we have now for wood: 1 million logs - clan basically controls who gains access. What we should have: 1 million logs X amount is owned by the controlling clan that owns the port and subsequently an
  5. I get the message "Unable to Generate Quest" when trying to take a clan resource quest. I have previously completed clan resource quests a couple of times in a port where my clan was on the friend list but when I tried to take a quest for clan resources in a port owned by my clan I get the message "unable to Generate Quest" even though I have sufficient doubloons, I am in the owning clan am onboard a ship and have spare mission slots. I have seen others report similar difficulties and I am not sure whether the issue is the fact that I am in the port owning clan rather than on the fri
  6. Hi, Apologies if this was covered some place else. What is the requisite to build a labor office? I am attempting to build one in my nation capital at KPR, and it doesn't show up as an option under buildings - just coal mine and lignum vitae forest. Any ideas?
  7. So i'm reading one of the Alan Lewrie adventures (King's Captain, Dewey Lambden), which covers the Nore Mutiny of 1797. This was a major issue in the age of sail and i'm wondering if it has a place in the game. As all of you history buffs know, the mutiny was caused by a number of factors. low pay and pay in arrears, brutal officers, no shore leave for years on end and horrible food (issued at 13 ounces to the pound). Many games factor in "keeping the plebes happy". Could we have (and do we want) a "Mutiny" trigger in this game. It's a good add for the realism factor, but of course, game
  8. Introduction Building castles in the sky! I have just about 200 hours invested in this game. Most of that during the sea trials phase when there was no open world. I have spend 40-50 hours in the open world now. I have yet to actually win a PVP fight, or buy/craft a first rate. I'm not very high level.Nor have I played any other games similar to Naval Action, or worked on a dev team. Now, having said all that, here are my thoughts on what I would like this game to be in my own personal Utopia. If you agree with any of it, please comment, and maybe we will see it implemented in f
  9. Putting aide all technical choices, either by design or by limitations... To simulate the natural decay of a wooden ship I suggest the following. - Maximum HP of the ship to lower for % value for a given amount of repairs done. Example: Ship will decay 1% of the maximum HP for each 25% HP recovered ( combined masts and hull ). So a 1000 HP ship, would become a 990HP ship after spending enough repairs to recover 250HP combined. Only takes effect after return to port. There's no pros nor cons other than simulating lifetime of woods in a
  10. THE PROBLEM: One of the structural problems in the current economy appears to be the constraint the Euro Trader mechanic places on the growth of a nominally healthy contract market. Changes to the ET have been previously mentioned by @admin in the context of adjusting taxation: In order of priority the ET mechanic ought to be addressed first. At the present the ET places an effective boundary to price rises in core commodities used to craft ships and cannons. As the as the price of a contract to sell approaches 4x production costs the length of time to complete the contract i
  11. This post has been written in someone's suggestion thread, among the answers, so I think it is staying there rather obscured and I should repeat it in a topic in its own right, for getting more attention. Let's give tools to the owners to turn their ports into attractive places for visitors, no matter if to their clan members or others. How could this be done? By upgrading ports by a selection of buildings there, which produce advantages the visitors want to enjoy, or buy special things there due to those buildings. And with every turnover by visitors, the port becomes more profita
  12. In the days where we fought over 1 port to control an entire region, where the "Strong Hull" regions were similar, if not better than the Cartaghena we have now. While I disliked the overpowering nature of some regional bonuses in the past I can't help but think that we lost a great opportunity to expand on it with the current RvR structure we have now. I am not saying we bring back all those regional bonuses because we now have them in the form of rare resources, and I believe that is alright for what it's worth. I'm thinking more along the lines of economical improvements and incentives
  13. Spotted this quoted elsewhere and what follows is a possible partial explanation and at least a partial solution. I am not a zero-risk player but I started on PvE. I am a long-term Civilization player and I rather blundered into NA while looking for something more interesting than Sid Meyer's Pirates. I've never done anything even remotely similar to NA or online multiplayer. The US nation on PvE was a place to sort out the game mechanics. But there is structural obstacle in the economy that frankly contributes to boredom on PvE. It affects the Caribbean server as well, but les
  14. New player on the PvE server here, with economy suggestions. I've hunted around for this and I apologize in advance if the issues have already been addressed somewhere. Improving communication between buyers and sellers in-game will boost the level of economic activity, particularly by newer players. I haven't played on the PvP server yet much but it seems like this might boost the number of targets for you all as well. Two suggestions, either of which might help. 1) Make contracts to buy visible on the trader tool. If I understand the codes it currently shows (A)vailable, (P)ro
  15. I hate RNG. With that out of the way: I suggest: Advancing crafting experience. Atm we have crafting lvls and the RNG that's is basically useless. I'd like to see the crafting trees expanded by for example giving the crafters increasing specialization: A clan (or individual) could have a crafter that specialized in first rates and for each first rate he moves up in the xp and after for example 20 first rates he get a choice for a trim he can add to the first rates in the future (and it is NOT random what trim he can add - it's a chosen perk just like the ordinary per
  16. Hello fellow Captains, Long ago me and my clan mates discussed a possibility for the Devs to introduce Whaling to the OW. This could be an option such as fishing which would in return enhance trading and economy as whaling was one of the most rewarding, however, harsh and gruelling activities in the Age of Sailing. If such a gameplay opportunity exists it would: 1. Enhance Trading and Economy, by adding additional depth to it (new resource, balance difference between other rare resources); 2. Enhance PvP. It could potentially bring more traders into deep seas where PvP
  17. Hi captains, me again with another suggestion. Currently the hull repairs are much more expensive than the really cheap (to cheap) repairs at the habours. For me the hull repairs are something you would need to make temporary combat damage repair (CDR). To balance the running costs of ships more to a steady cost instead to, if i have to use hull repairs i lose money, i would make both repair methods completly different. 1. Hull repairs get way cheaper. They no longer repair the ship with the same performance. Every damage you repair only gains 30% of its original strength back. You c
  18. The Suggestion is Simple. Right now Trade happens almost 100% Local. With no Info on other Ports available. Now how could we improve that without breaking immersion. The Answer is by addint Trade Posts and Taverns. 1. Trade Posts Trade Posts would allow us to Post Buy and Sell Offers not only in the Local Port but in a certain Range of Ports around that Port. Of course the Tradepost would demand a Share of the Profit for Spreading the Offer around. And even if the Order is visible in other Ports the Goods still need to be bought to the Port where the
  19. Currently the Economy is mostly Dead. And worse alot of Ports are entirely meaningless. Trade barely Exists as well. We need a Jumpstart and we need a Baseline. EVERY Port should Consume Goods and EVERY Port should Produce Goods. Not only Basic Raw Materials but even Items. This Production and Consumption can be Limited to make sure that Players run the Economy in the Big Picture. The advanced Production should be listed as Ressources as well. For Example. Our Port has Iron Mines, Silver Mines and a Workshop. So he Produces
  20. This thread is to discuss my suggestion to get one of the core game mechanics fixed for those interested in other parts of the game outside of combat. This will provide alternative options of gameplay and to supplement non-trade/crafting orientated gameplay (Missions, PvP, PvE, Conquest, Exploring). The biggest issue with the economy revolves around supply/demand supplemented by a player run economy model and low population numbers. To address this we need to break down the economy into the different parts and address each part and how it ties together. First I will cover off on comm
  21. Economy: Remove AI port consumption of crafted materials and remove the AI consumption of rare wood logs we need for crafting = should help getting a player driven economy. The way the economy works now it is not rewarding enough for players to bother supplying the player marked with much or anything at all.. Because it is so much easier to craft 10.000 iron ingots and sell it to a AI ports, that are consuming crafted materials. As long as the traders and crafters are not supplying the player marked, we will never see the healthy competitive prices on ship, cannons or consumables. Because
  22. Prior to the patch yesterday i had 197 PVE Marks. Today i downloaded the patch and when i logged in it had converted to the new Combat Marks. (So 197 Combat Marks.) I took a 2nd Lieutenant Mission and went out and killed two "Rookie Snows" and earned 4 more Combat Marks and upon returning to port i now have 0 Combat marks. Instead if 197 + 4 = 201 Combat marks i now have 0, they all have disappeared.
  23. Conquest Marks, PVP marks, PVE Marks, Gold... There are so many currencies in this game that it is impossible to balance them all. Get rid of them all except Gold. Combat earns XP and Gold. Crafting earns XP (and profits in gold if you sell your wares). All items in admiralty are priced in gold. Adjust the amount of rewards and prices as you will based on difficulty and desired scarcity. It seems to me that a) this system would be easier to get the economy right and b)would allow players to pursue their own paths to "success".
  24. Hey captains, I noticed that multiple players are experiencing issues with the way the port wares work. One reason why the economy was subjectively more profitable before the wipe might be the reason that there were simply less active "player" traders. So I would suggest to scale parts of the economy based on players online. Possible factors would be: Frequency of Consume/Produce Amount of Goods I think the NPC fleets are already scaled this way - or at least it seems this way. What do you think? Edit: I also think this would be in tune with the devs de
  25. Part of a balanced MMO is more than just PvP. Other forms of Player-to-player interaction are also required, including cooperation. One of the professed purposes of the upcoming wipe is to bring about a new economy, putting behind us - hopefully - the utterly broken one that we’ve been living with for a year, which allowed us to test every other aspect of the game. Creating this new and working MMO-economy is surely no small task. I am not a trader in this game. I trade and craft mainly to support other activities, and to sustain my clan. Yet I see that for PvP and the open world to h
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