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Found 10 results

  1. I like Port Quests ====> Events Tab , but it feels something wrong or immature with this. Every week the events resets, patrol missions reset with server maintenance. So sometimes I forget to redeem my patrol mission rewards, sometimes I forget to take "weekly frigate" or "weekly light ships" missions. I check my status and I see zero kills, I know I have killed few, than I understand I forgat to take the mission. My basic quality of life purposal : 1) All events starts for everyone or everyone who has selected a tick box "automaticaly start event for me". *** Patrol Zone is visible on the map, there is no more "I forgat to take mission" problem, there is no more "where is the patrol zone" question. Everyone is aware of the patrol zone thus increasing awareness for even the new players. *** You can monitor how many frigates or other ships you have sunk on the events tab, no more "oh crap I sunk 5 frigates but forgat to take the weekly frigate mission" 2) Patrol Zone reward is given automaticaly at certain time, may be 1 hour before the server maintanance or another fixed time. Rewards section already available on upper right of port screen. So you can take your rewards directly from there. 3) All missions are announced on your screen with a small achievement tab. "Patrol Zone tier 2 completed, 20k damage dealt", "weekly frigate mission completed", "5/12 snows sunk for search and destroy mission 4"
  2. So it doesnt get lost in "spam". I think making safezones realy safe and providing a working, accessible pvp zone should be the way to go. Tl;dr version: Make safezone reqly safe. Game grows with pve players until pvp players have fun. pvp players then destroy pve player fun. game shrinks again with that. Close holes between safezones by making safezones double the size and reintroduce the bug again that safezones get cut from other port zones (example philippsburg) - Fix pvp event RoE with 1.5BR rule and decrease BR limits (for low pop) - Fix RvR (described suggestions in other post) Bonus would be default freeport outposts. Then the map realy shrinks Long post: that must come from someone who isnt going to pvp events. Because the RoE in these events is utter rubbish. Also tbey spawn all over the map so sometimes you dont have a outpost close. And then you lose a ship you towed and you dont have a ship anymore. What to do now? People wouldnt camp capitals anymore or less often withbmore fights elsewhere becquse at caps you just get ganked but getting ganked is often better than sailing around 4 hours without getting a fight. Last time I was online in NA we sailed to KPR because you cant expect anfight elsewhere. We sat at KPR for 2 hours while we played something else to fight 25 ppl and get killed. In my oppinion NA depends heavy on population. The bigger the pop the more the game is a pvp/rvr game. The smaller the pop the more it is a pve game. That is mostly because the map is so big. Right now NA is a pve game. When pop is bigger again it will be a pvp game. And that might be the problem of NA btw. The game grows with pve players to a certain point where pvp players are very attracted. Then pve players leave because they get "ganked" all the time. I think safezones should be realy safe. Make safezone AI hunt enemy players in that zone. All battles close instantly. When tagging a enemy player while you are in the safezone a message should appear "you are about to attack a enemy player. Are you sure?" to avoid mistakes by noobs thinking its AI. Make safezones pve only to avoid the playerleak with a certain population. Also the size of the safezones should be changed and the mechanic tweaked. Remember when safezones got cut away by other portzones? We need that back because right now philippsburg, Roseau and other towns are entirely reachable with the safezone. So in my oppinion: Make safezone 100% bigger to close gaps in between safe ports (double the size) AND introduce the bug again that safezones get cut by other portzones. Making the travel to philippsburg or other realy close capitalports/not safezone ports more dangerous. AND change pvp event RoE AND maybe even introduce default freeport outposts (you dont have to open outposts in freeports. Everyone suould have them as default) to avoid hours of basic cutter sailing)
  3. Hey Folks! Dear developers, can't you rethink the whole PvP systhem? ATM it is a chase or try to run, gank or be ganked simulator. Many things take way to much time, so the most people are running even it is a fair fight. If you lose a ship, all of your officers lives, your upgrades, or your cargo, it takes WAY to much time to rebuilt. For example, to craft a renomee, with, lets say pirate refit, copper plating and speedtrim, it takes at least 2-5 days, if you craft all your needed materials by yourself, and ship them from a city like Gustavia, or Wilhelmstadt, or other capitals. What abought a Constitution? 7days? Come on! I understand that players lurk each other in the real world, mostly at least just massive insult each other, if they sink there ship. The penalties for loosing ar way to high! So what hapens? Everybody is running from a fight if you can, me too. One dura ships btw. are useless, caus you will lose all your Upgrades, which are mostly not craftable, but needed.... So why not make dura a thing that you can restore with gold and time? So when you have your first rate sunk, your dura droppes to zero, but you still keep your ship and upgrades and you need to pay 500.000 and wait 2 days till your dura is restored? Maybe the ships with restored dura may become slightly woser (lower hp, speed and armor) than new ones, but still usable. Even captured ships gain a second chance and at least some use then. The trader not looses 100 % of there goods, maybe only 30%, and the corsair will get a propper reward from the admirality, or the 30 % of the goods. Why not? Will make it at leas less serious but more fun and less punishing. The officer with 10 lives is also a miscreation, so people will mostly surrender. Cause level up a new officer will consume up to 6-8 houres. More time to grind, then using time to play trough a normal AA+ game. Make the game less grind and less useless sailing around (when you attract more players, the ocean will get more populated). PvP ist the core of this game, so reduce the penalties of loosing a fight, and we all get more fights and more fun. Even if you loose one. Give normal gamers with 5-8 hours gametime in a week, a chance to have some fun (no not just with cutters), dont frustrate them with grind when they lose a ship ind PvP and give them the chance to participate in bigger Events, then we will have full servers all the time. Dont listen to the gamers who say, that achiving something must be hard work. It should be a challange, but not "hard" work. hold fast Karotte
  4. CALLING ALL CAPTAINS! Streamers and recorders welcomed! This poll is to see which event most people are interested in. I am hoping to see huge participation from all nations and provide captains with rewards for completing specific goals, courtesy of yours truly. The event will be either Friday or Saturday nights, the last event of the evening, depending on which event most people vote for. Possible goals: Capture a certain ship with a certain ship Capture/Kill a certain player Most kills when out-numbered Out-gunned, but not out-sailed (killing larger ship) Lone survivor (last one alive from losing team) Possibly others with suggestions Possible rewards: Ship paints Ship notes Gold Materials Name recognition on this leaderboard To receive any rewards, it is required to post screenshots. Please respond with any suggestions. This all would go much better if all political alliances were removed in event circles (to devs: hint, hint; but also to those voting for alliances).
  5. Hello captains We would like to share some more information on the forthcoming updated events and gather your thoughts for final tuning. Previous events despite being open for all were not inclusive and allowed prizes for the select few. We wanted to retain the challenge component but fix the problem that the majority did not even have a chance to have fun in those events. PVP events. PvP events will run 3 times a day in 2 pre-selected location in the Caribbean (alternating between shallow and deep water). The event is basically a zone where all captains can arrive in the ship they want and pvp against others. Zone will be clearly indicated on the map when it starts and server announcement will be published. Initial times for the events will be set for EU, Far east and US prime times. Sinking other players grants player points. By the end of the event top 10 victors will receive a special reward in form of the deadman's chest alternative granting ship customizations, blueprints upgrades and ship redeemables. Victory points will depend on the class of the vessel you sink. Player AI fleets will be disabled in that zone and will not arrive to battle when it starts. The only concern we have is the potential for the arranged battles (where players will give each other points for victory by alternating sinking and winning). But initially we are ok with that risk because due to small size of the zone trying to use under-crewed ships might just grant more victories to people who actively hunt for enemies. PvE challenges Two types of challenges will be added available from the lobby Ironman pve challenge: Player will be tested against constant stream of NPC reinforcements in the instance. Time trial pve challenge. Player will be tested on how fast he can sink 1-2 NPC enemies. Event will run 24/7 and can be repeated multiple times until you are satisfied with the results. The leaderboards will be reset after the event ends giving everyone the chance to try to get the prize. If popular - challenges can be expanded in the future allowing the player to challenge himself in various ship to ship actions from demasting to boarding or sinking a first rate in a cutter. Prizes In the first iterations of the events top 10 captains on the leaderboards will be provided with a prize. Leaderboards will be reset when individual event ends. Because events will run all the time and pvp events are split into timezones everyone will have a chance, as time spent on the events will not matter and only player skill will decide the result. in the future tiered leaderboards can be implemented - but for the current online one will be enough (we think). Lets see how it goes. And lets discuss
  6. Captains We would like to share the features we are working on. Features are to be delivered in the next content patch. During this early access we have found that some features that are realistic (and demanded by players for testing) are later found out to be less fun than the previous implementation. Early access is the only time to test all ideas and cut them if they are not fun. So hang on there - we will be fast and ruthless in cutting things that don't work. Feature list that will get in Land in port battles. This is an experimental feature and might make port battles better or might actually make it worse. Port battles will be run in the harbor of the regional capital of that region. Instead of tower and BR difference requirements, there will be 3 objectives. Controlling objectives gives your side points. If you played conquest mode in Battlefiled 3 you will understand how it works. 3 objectives will be at certain distance from each other sometimes forcing fleets to split up and coordinate. Faster, lighter ships importance will increase. Potential griefing and kiting will be completely eliminated. You won't care if your opponent is kiting you - capture and control 2 objectives and you will eventually win. The only drawback found in testing is this - land changes combat completely and in some cases will slow them down depending on the harbor. Some harbors will be very hard to capture due to their natural composition. Port entry will change and both attackers and defenders will spawn based on their OW position. We don't know about the wind yet but maybe the wind should be taken from the OW forcing attackers to carefully choose the time for attack. Global events PVE challenge. New lobby event focused exclusively on killing NPC ships. Players will have limited time to sink as many opponents as they can (on a pre-selected ship). Event will run weeky (or for several days) depending on the testing results. Top 10 players will be rewarded by ship redeemables, upgrades, rare materials and paint customizations. Ship which can be used in events will change every event. PVP challenge. Open world map events focused exclusively on sinking players. A special area will be designated for PVP events and will run 3 times per day for Far East, EU and US prime times for several hours. Kills (victories) will be counted for players fighting in that zone. Players who gain leaderboard positions in their respective time zones will be rewarded by ship redeemables, upgrades, rare materials and /or paint customizations. Proposed initial locations for pvp challenge: shallow - Bahamas sand bank above Cuba (2 free towns north and south), deep water - hispaniola channel (3 free towns north south and west). Crew damage changes It is not logical that all crew can be killed by ball or grape (for some of the sailors are on the masts and yards). We have returned the old sea trials thresholds of 30 and 10%. After you kill 70% of enemy crew it will be harder and harder to inflict more casualties. After losses reach 90% crew damage becomes impossible. The cannonball damage is still under review. Brace is added for testing. Brace allows you to give a take cover command to your crew that will act a s crew shock severely limiting crew casualties, but blocking some of the actions you could do while you are on brace. Brace will stop reload, affect firing ability, stop repairs and water pumping and rudder usage. You will still be able to use yards. Possible features (might not make it) Admiralty store. New currency will be added and will be granted for PvP victories and successful port attack or defense. In its basic implementation players will be able to use this currency to buy rare materials and upgrades. Other changes We think that fine woods and ship crafting in general forced players to fight less and sail and craft more. The changes we implemented last patch were based on player proposals and we all thought that they will make the crafting more challenging and provide more options for conquest goals. Testing shown that might have just sucked out all time from PVP and increased the risk levels forcing some players to sail safer. ROE changes. We believe that the final ROE should be a combination of the old roe and new 2 circles system. But with adjustments. Social perk will return for testing in another form - allowing entry to the weaker side until the battle is balanced. NEW Fires will finally damage sails ETA - End of November. Discuss
  7. Da BungeeLemming scheinbar im Urlaub ist, übernehme ich das mal für unsere Deutschen: original: Kapitäne, Wir möchten gerne die Funktionalitäten an welchen wir arbeiten vorstellen. Diese werden im kommenden Content-Patch enthalten sein. Während der EarlyAccess-Phase haben wir herausgefunden dass einige Funktionalitäten welche zwar realistisch waren ( und auch von Spielern gefordert) in der Umsetzung weniger gut funktioniert und den Spielspaß getrübt haben. Early Access ist aber die einzige Möglichkeit alle Ideen zu testen und wieder zu streichen wenn sie keinen Spaß machen. Also lasst die Köpfe nicht hängen - wir werden nicht-funktionierende Dinge schnell und erbarmungslos streichen. Folgende Funktionen werden kommen: Land in port battles. Expermentelles feature und wird PBs entweder besser oder schlechter machten PBs werden im jeweiligen Hafen des "regional capitals"der Region stattfinden Statt der Türme und BR-Unterschied gibt es 3 "objectives". "objectives" zu kontrollieren gibt der eigenen Seite Punkte. Ähnlich zum Conquest-Mode in Battlefield 3 Die 3 "objectives" werden eine gewisse Entfernung zueinander haben und die Flotte ggf. zwingen sich aufzuteilen und zu koordinieren. Die Bedeutung von schnelleren, leichtere Schiffen wird wachsen. "griefing" und "kiting" wird verhindert sein. Es wird nicht mehr relevant sein ob ein Gegner kitet - kontrolliere 2 "objectives" und gewinne. Ein Nachteil welchen wir beim Testen feststellten - Land verändert den Kampf ungemein und wird in manchen Häfen verlangsamt. Einige Häfen werden extrem schwer einzunehmen sein, gegeben durch die natürliche Umgebung des Hafenbeckens. Der Eintritt zum BP wird geändert - sowohl Angreifer als auch Verteidiger werden auf Grundlage der OW Position spawnen. Beim Wind sind wir uns noch nicht sicher, ob dieser auch aus der OW übernommen wird, um den Zeitpunkt des Angriffs kritisch zu gestalten. Globale Events PVE challenge. Ein neues Lobby event ausschließlich zum Vernichten von NPC Schiffen. Spieler werden begrenzt Zeit haben, um (auf einem vorher festgelegten Schiff) so viele Gegner wie möglich zu versenken. Das Event wird wöchentlich oder über einige Tage laufen - abhängig von den Testergebnissen. Top10 Spieler erhalten als Belohnung ship redeemables, upgrades, seltene Materialien and paint customizations. Die fesgelegten Schiffe werden sich jedes Event ändern. PVP challenge. Event für die OWM auschließlich darauf ausgelegt feindliche Spieler zu versenken. Eine spezielles Gebiet wird festgelegt an welchem das Event 3 mal täglich abgehalten wird um alle Zeitzonen abzudecken (Far East, EU and US prime time). Kills innerhalb der Zone werden gezählt. Spieler welche es auf die vorderen Plätze schaffen werden mit ship redeemables, upgrades, seltene Materialien and paint customizations belohnt. Vorgesehene Gebiete: shallow - Bahamas Sandbank über Cuba (2 free towns nord and süd), deep water - Hispaniola Kanal (3 free towns north süd and west) Crew damage Änderungen Die gesamte crew eines Schiffes über Ball- oder Grapeshot zu vernichten ist nicht logisch. Wir haben daher die Begrenzungen der alten "sea trials" von 30 und 10% wiederhergestellt. Nachdem 70% der Crew getötet sind wird es zunehmend schwieriger weitere Verluste zuzufügen. Sobald 90% erreicht sind wird Crewschaden unmöglich. Ballshot-Schaden ist noch nicht entschieden. "Brace" wird testweise eingeführt. Es erlaubt der Crew zu befehlen in Deckung zu gehen um Verluste gering zu halten, wird aber manche Aktionen begrenzen. "Brace" wird das Nachladen stoppen, die Feuerfähigkeit der Crew einschränken, Reparaturen stoppen sowie Ruder- und Pumpenbedienung unterbinden. Die Takelage ("yards") wird beweglich bleiben. Mögliche Änderungen (Eventuell nicht enthalten) Admiralty store. Eine neue Währung wird eingeführt und dient als Belohnung für PvP Siege und BP Angriff/Verteidigung. Anfangs werden Spieler damit seltene Materialen und Upgrades erstehen können. Weitere Änderungen Wir haben festgestelllt dass "fine woods" und Crafting im Allgemeinen Spieler dazu zwingen weniger zu kämpfen und dafür mehr zu segeln und zu craften. Die Grundlage der Änderungen basierten auf Vorschlägen aus der Community und waren angedacht Crafting und Eroberungen anspruchsvoller zu gestalten. Das Testen hat jedoch ergeben dass es schlicht jedwede Zeit für sich in Anspruch nimmt, welche eigentlich für PvP genutz wurde und viele Spieler dazu zwang vorsichtiger zu segeln. ROE Änderungen. Wir glauben dass der entgültige Entwurf von ROE eine Kombination aus dem alten ROE-System und dem neuen 2-Kreise-ROE System sein sollte. Allerdings mit Anpassungen Wir werden den "social perk" testweise in anderer Form zurückbringen - um der schwächeren Seite Nachschub zu ermöglichen bis die Schlacht ausgeglichen ist. NEU Feuer wird endlich Segel beschädigen ETA - Ende November. Weitere Bekanntmachungen der Devs bezüglich des kommenden Patch:
  8. Original: Hallo Kapitäne Wir möchten gerne einige Informationen zu den kommenden überarbeiteteten Events mit euch teilen und eure Meinungen zur finalen Abstimmung sammeln. Vorherige Events, obwohl sie für alle zugänglich waren, waren nicht offen und erlaubten nur Preise für einige Wenige. Wir möchten gerne die herausfordernde Komponente behalten, aber das Problem in Angriff nehmen dass die Mehrheit keinerlei Chance hatte in diesen Events Spaß zu haben. PVP Events. PvP Events werden 3 mal pro Tag starten und in 2 vordefinierten Orten in der Karibik stattfinden ( Variation zwischen Shallow und Deep). Das Event stellt im Grunde eine Zone dar in welcher alle Kapitäne mit dem Schiff ihrer Wahl aufschlagen und PvP gegen Andere führen können. Die Zone wird deutlich auf der Karte zu erkennen sein und bei Beginn zusätlich eine Servermeldung ausgegeben. Anfängliche Zeiten weden für EU, Far east and US prime time gesetzt werden. Nach Ende des Events werden die Top10 Spieler eine spezielle Belohnung in Form der "deadman's chest" Variante, welche "ship customizations", Blueprints, Upgrades and "ship redeemables" erlaubt. Siegpunkte werden von der Kasse der versenkten Schiffe abhängen. Spieler AI-Flotten werden innerhalb der Zone deaktiviert sein und daher nicht in Kampfinstanzen dabei sein. Das einzige Bedenken welches wir haben, ist das der arrangierten Kämpfe ( Spieler schenken sich abwechsenld Siegpunkte durch sinken und gewinnen). Aber änfanglich sind wir gewillt das Risiko einzugegehen, da die Zone sehr klein ist und der Versuch undercrewte Schiffe zu verwenden vermutlich nur Siegpunkte an aktiv jagende Spieler vergeben werden. PvE Challenges Zwei Arten von Herausforderungen werden hinzugefügt und über die Lobby erreichbar sein Ironman pve challenge: Spieler werden gegen einen konstanten Strom von NPC-reinforcements in der Kampfinstanz getestet Time trial pve challenge: Speiler werden gestestet wie schnell sie 1.2 NPC Gegnern versenken können Das Event wird 24/7 laufen und kann beliebig oft wiederholt werden, bis man mit den Ergebnissen zufrieden ist. Die Leaderboards werden zurückesetzt nachdem das Event endent, somit hat jeder die Chance zu versuchen einen Preis zu ergattern. Wenn das beliebt ist - die Callenges können in Zukunft ausgebaut werden um Spielern zu erlauben sich verschiedenen Herausforderung zu stellen vom Entmasten über boarding bis hin zum Kampf gegen eine Firstrate in einem Cutter. Gewinne Für den ersten Durchlauf der Events werden die Top10 Kapitäne der jeweiligen Leaderboards mit Preisen belohnt. Leaderboards werden zurückgesetzt nachdem die verschiedenen Events enden. Da die Events die ganze Zeit laufen und die PvP Events in verscheidene Zeitzonen unterteilt sind wird jeder eine Chance haben, da die verbrachte Gesamtzeit nicht relevant ist und nur die individuellen Player-Skills über den Ausgang entscheiden. Für die Zunkunft können auch gestaffelte Leaderboards eingefügt werden - aber die jetzigen werden zunächst ausreichen (denken wir). Lasst uns schauen wie es läuft. Und lasst es uns besprechen
  9. - - Candle Bay Letters a collection of letters, captain logs and other assorted manuscript material Disclaimer the events presented in the various entries cannot be verified for authenticity and therefore may or may nor represent the meta-gaming reality national events and intrigue shall always mark presence in the way I feel right for the story and I do not give a damn about how you play the game I play a character. I use the game as a way to tell a story. If you simply play the game without separating yourself from your character I suggest you keep your comments for yourself. - Foreword ​all events and occurrences take part on PVP1 Community Events will be planned according to the storyline and will require the participation of many in organizing these. As such when you see the hint for a community event and wish to help do message the author. Anyone wanting to cross-post their own stories that contain passages that overlap the storyline presented are free to do so. Keep it in-character, keep it clean. ​-
  10. jodgi

    Events

    Since griefing popped up as a complaint regarding events I'm opening this up per admin's request. Griefing is griefing and needs specific responses. But there might be a challenge with the setup as it is. We lose a dura if we're on the losing team, well, unless we manage to run, and that's not a satisfactory situation for the winning team being held up by a runner. We've discussed ad nauseam how anal players get when it comes to their durabilities. I suspect the queue times for events are rather long because most players are hesitant of going all in with their durabilities in the hands of random teammates. It's the worst of both worlds. The shitty loss (but you all say important) part of OW combined with the shitty random teammates of arena games. I can pay a durability every now and then for some PVP xp, but most players seem to avoid it. It would be really cool, even now in testing, to have some PVP on demand in events, but it's usually a ghost town.
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