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Found 6 results

  1. 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)
  2. pascout101

    flanking and running units

    They really need to fix the flanking in this game. its like no matter what way my units face the enemy their "flanked" even though the enemy is in front of them. Then the run and go half way across the battle and use all their energy and then have to move alllllll the way back....
  3. JJWolf

    Rework of Economy

    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 common terms used throughout, then I will identify the key areas with suggestions to fix each if needed, and finally I will provide a conclusion. Terms Common terms used: Store inventory - The quantity available within the shop of a port Raw resources - Goods produced through 'harvesting' in the craft menu - i.e: Logs, Ore, Hemp, etc. Manufactured materials - Parts made from raw resources and other manufactured materials but are not usable themselves - i.e: Frame Parts, Planking, Rigging Parts, etc. Manufactured goods - Finished products usable as consumables, upgrades, and cannons - i.e: Hull Patches, Turning Trim, 6pd Medium Cannons, etc. Trade goods - All the products not usable in crafting but consumables for ports - i.e: Sussex Oak, Fine Leathers, Parisian Furniture, etc. Goods - Encompasses all the previously mentioned goods - Trade goods, Raw resources, Manufactured materials, and Manufactured goods Currently in game: Supply The supply of goods can come in three different forms: Acquisition Appears in the shop for sale Acquisition is a static figure with a % chance of occurring to add stock to a port. Production Produced by players Production is goods produced through raw resource harvesting buildings Trade Populates the port inventory through the sale of goods to the store Trade occurs when players sell goods to a store or when NPC trade ships arrive at a port (unconfirmed the effect). Consumption The consumption of goods in a port are static transactions that reduce the port stock by a set amount every hour. Biggest Issues: Population Player numbers are FAR too low to support the existing model! Acquisition Quantity of acquired goods are purely added by a static figure that does not adjust based on nation population/activity Acquired goods are mostly only shippable from region capital to region capital, other ports are not interested in the goods Production Raw resources produced by players are more expensive than NPC port prices, it is actually more affordable to source from NPC shop inventory then from player contracts Some goods are ignored by players and therefore create massive shortages when NPC shops are not populating regularly as an alternative No profit in shipping goods from raw resource ports to the manufacturing hubs Some raw resources are not available through production Trade Goods moved from an acquiring port to a consumption port are being consumed at a static rate similar to acquisition of goods, there is no adjustment for player population/activity to increase/decrease in proportion Dock space Limited to a small number of slots globally Limited in number of upgrades available Upgrade costs to increase number of slots are astronomically high Building Slots Global limit of 5 buildings Upgrading buildings is costly for minimal gains Production ports Minimal variations of raw resources of ports in proximity to one another meaning ports further from a hub will rarely see any activity Proposed changes: Ports Dock space: Needs to be port dependant, not global. Each player with an outpost in a port should be granted 1 slot in a production port or 3 slots in a regional capital. A player will then need to purchase the upgrades currently available at the current prices to increase their slots available that is applied globally (to make it easy to store a players data). The UI also needs to indicate slots currently used vs total available so a player can visually see how many they have total in a port, currently there is nothing. Outposts should remain the current model of purchasing additional spots however, the increasing pricing without a hard limit needs to be slightly more reasonable. Building slots: (I will cover buildings in more detail later) Limits need to be port specific, not global. In a raw resource port the limit should be 3 and regional capitals 5. 'Upgrading' of buildings needs to change. Buildings Speaking of buildings, it needs a different approach: When you purchase an 'upgrade' to an existing building it should use up an additional slot within that port - A capital cannot have a level 3 shipyard, a workshop, AND a level 3 oak lumber camp. Raw goods ports will require more careful planning, one should choose to either a single level 3 resource building OR 3 separate level 1 resource harvesting buildings if multiple resources are available within a port. This means that for someone to have level three harvesting buildings across multiple ports it will quickly become time consuming and more investment capital required in outpost permits. This will limit massive conglomerates but reward the hard working and smart investors while remaining viable for players entering the resource or manufacturing market. Workshops should be upgradable - Level 1 to class 6, level 2 to class 3, level 3 all cannons/carronades. Again, this will force players into considering investing in a level 3 shipyard OR level 3 workshop unless they invest in another regional capital and split their manufacturing across multiple hubs. Port Population There currently is no difference between major hubs and smaller ports while consumption/acquisition is static. This needs to change to provide the dynamic and evolving world for players to interact with. I am proposing that population be based on two key figures - Production activity and Trade activity. Production Activity As players construct outposts and production/manufacturing buildings within a port, it will 'grow' the population figure of the port with better figures from 'active' ports (players harvesting resources) Port population increases the 'consumption' figures to reflect more people settling in the port for work at the production buildings. Trade Activity Key component as a flourishing port where raw goods are purchased from NPC producers which in turn promotes increasing NPC stock availability of that good to be supplied to the port store at a price above player production costs but not cost prohibitive to purchase nor restrict player profits in port either (~50% markup?) Sale of consumption goods to port encourages the growth through supplying the needs of a port. At any point that players demolish their buildings and outposts or when consumption goods go unfulfilled for long periods then the population would decrease. The supply of goods should remain with the three primary methods mentioned earlier however to address shortages and supply: Acquisition Expensive Trade goods should be exclusive to regions, not necessarily nation but will promote smuggling activity when another nation in a far port has a valuable trade good where massive profits could be made. Lower cost nation specific trade goods appear in all regional capitals and are in demand in all non-capital ports based on population. Raw resources specific to ports can be treated as 'acquired' as an interim measure to replicate NPC producers. Needs to scale based on port activity as mentioned above in trade activity Manufactured materials should appear in small dynamic quantities to replicate NPC crafters, needs to be expensive (2-3x player crafting) to provide space for player sellers without blowing the market out of proportion. Production As per buildings section above, players will be the primary producers of goods Raw resources in the shop will be populated under the acquisition section until NPC producers could be implemented in a better form. Trade Ports need to have far more consumption items including commonsense items such as whole fish, fish meat, and food supplies. Ports need to have consumption of all trade goods with better prices the further they are away from regional capitals or when they are becoming larger/wealthier from player activity/trade. Goods Pricing This has been partially covered previously but prices are currently very confusing. There is no commonsense approach to this, when production cost for Oak Logs currently is 73 gold and I can purchase them for 42 from an NPC shop, it defies logic. This is where prices need to be adjusted and as developers you can influence the economy to ensure it doesn't stagnate while promoting shipment of goods. Raw resources Purchase prices at raw resources ports should be low but not lower than production costs with a little margin thrown in (50% markup?) Purchase prices at manufacturing hubs should be punishing but not insane (~300% markup from craft cost?) Sale prices of raw resources in production ports should punish stuipidity (half production cost) Sale prices of raw resources in manufacturing hubs should be profitable enough to encourage movement of goods to restock but not out do player purchase orders (50% markup?) Manufacturing materials Purchase prices for manufacturing materials in hubs should be expensive but not entirely cost prohibitive for basic ship/upgrade construction (2-3x crafting cost) (Oak frames but not Teak frame, etc) Sale prices of manufacturing materials in hubs should be above the cost of materials if harvested and crafted to offer the option to supply the port when no one else is interested Sale/Purchase prices of manufactured materials at raw resource ports should be very low to encourage moving goods from non-hub ports where a player has chosen to manufacture Manufactured goods Sale prices on finished products should be above crafting costs as a last resort but not enough to exploit Purchase prices should be punishing but not insane (~500% markup from craft cost?) Trade goods All lower priced goods should be low buy prices in region capitals and high sell prices in resource ports linking in with population All high end trade goods should be regionally priced, moving goods from one regional capital to another should be good but not insane profit with modest profits if sold to resource ports within a region, again feeding the population/consumption. Ship Production I haven't found any major flaws to the current crafting system, it's been mostly the economy that has been the flaw that is breaking the ship building industry. The one change that needs to happen is that player crafted ships NEED to have at least 2 or 3 durability to actually ENCOURAGE purchasing player ships over NPC ships. The PvP servers are dying for a few more durability or ships while the PvE server is flooded with overpriced capped ships with no effort to craft better. Secondly, selling/breaking up ships. What is the go here? You want players to craft ships to increase craft rank, ok. But what do they do with the unwanted masses they need to make in order to progress? Selling them at 3% of the production cost to the NPC store is cost prohibitive. Swamping the market with cheap boats destroys the 'player led' model economy. And breaking up ships for a meger few pieces of scrap is an insult. What needs to happen is breaking up a ship should yield between 25-50% of the craft materials. NPC sale prices need to be at a minimum a slight profit from the cost of crafting the ship (~20%) to encourage people to pursue ship crafting. *edit: Admiralty Store One thing I didn't mention is the admiralty store, everything that is available that is not merely aesthetics SHOULD be purchasable with gold. This prevents pricing small clans/solo traders out of business and also prevents the current turn towards a P2W style. As it stands to obtain the correct marks one must either play PvE server or participate in the majority of PBs to earn enough to provide ships for the players focused on PBs and PvP. It just doesn't make sense to force the people who choose to supply the market instead of battling with engaging in a part of the game they aren't interested in and if they never did indulge in it wouldn't make a difference to the greater scheme of it. Asking a crafter to harvest 25 conquest marks simply to produce a single SOL for other players will hugely inflate prices due to the grind cost associated with it. On the contrary asking a PvPer / PvE mission grinder to have to trade goods and craft goods as a prerequisite to sail the next ship up would infuriate the player base. This needs a serious rethink, it needs options for both sides. Combat orientated players SHOULD earn less gold but SHOULD have an avenue to BPs / Permits / Upgrades etc. the same as Crafting / Econ orientated players SHOULD be earning the most gold but also SHOULD be able to purchase everything at a premium (i.e: Victory BP for 5 mil, Permit for 200k, Crafted ships will thus sell around 1-1.5 mil on the market or less internally). /edit* Conclusion These suggestions to fix the economy are based on my experience having played many 'economy simulation' games from as early as the original Sid Myer's Pirates!, Port Royale series, PotBS, to name a few more relevant games, and many more. These suggestions are by no means to completely resolve the economy issues but at a minimum revolve around tidying up the markets, providing a 'player led' economy model while using NPCs as a way to moderate prices and prevent abuse of the markets. It will encourage players to branch out beyond the starting regions, encourage supplying the ports they use to harvest resources, provide a more dynamic and immersive economy that can bring about more player interaction in the wider regions of the map. I'm not looking to hear how PvP needs this or that, they have had their time, take that to your own suggestion threads, please keep criticism constructive. If you don't agree with me on trying to fix this mess before the game is completely abandoned then please, by all means spend half your own evening devising an alternative, I long to hear more people offering solutions to the problems.
  4. So. I knew Grape-Shot was kinda strong at the moment, so i thought i'd had to test how far i could go. Was spying in my cutter in enemy waters, when i got pulled into combat. An inger and me vs. a Spanish Bucentaure. The Inger just stayed on range and chained the buc, so i thought that was my chance to get on the buc's stern and take it down. After an hour of constant manouvering i had killed 449 Crew off that buc by simply shooting it's stern with basic 4pdr grape shots. At this point, the Buc. decided to run. Now I'm asking myself, is that supposed to be THIS effective? I can not imagine that in reality a cutter would have been able to deal this severe damage to the buccentaure with his 4pdr cannons.. Discuss please =)
  5. So this has happened twice so far, first time I got lucky and was able to sink the other ship in time, but this second time I wasn't so fortunate. Right now the Battle "Leave Timer" is bugged. There are times where it will reset when you stop landing hits (or stop having hits land on you) and it started over from (I think) 2 minutes. This is what it's normal behavior is, but there have been twice so far that is didn't reset and was bugged. Meaning it just continually said "Cannot Leave" and just stayed that way, this also means you are locked in a battle and are either forced to win or forced to sink and lose. This is really game breaking and can cost you a ship and a lot of gold. This second time I sent in a Bug Report, but I'd like to ask that my ship have the Durability point it lost restored as this was not the fault of the player, but the fault of the game itself. The first time this happened it was right after the May 19th update, as I remember UI in game had been changed/Updated and also the Rattlesnake had been added. I'd also like to add that when you lose a Durability point, you can no longer sell a ship. I was talking to some other players about it and they also could no longer sell a ship one the Durability had dropped below 5 (the default Durability that any new ship comes with). To be honest this is rather frustrating that this even happened. The Leave Timer never had issues before this update, so something with the May 19th update broke the time and can be deadly. I submitted my second bug report (on this issue) at about 7:05-7:10pm Mountain Standard time, in case any of the Game Lab Devs are reading this. Honestly all I'd like is the Timer to be fixed and my durability point restored and I would be happy. Because right now, I am not interested in playing a game where a patch is now punishing players and they have no control over it. Alpha or not, this sort of bug will push anyone who experiences it away and also breaks the game itself.
  6. Salvador Limones

    Major problems loading stuff in ports

    Hello, I didn't know where to post this exactly, and I've already sent a few bug reports. Every time I'm in port I have troubles loading items and ships. If I enter sometimes it will show the ship slots empty, the inventory empty, the store empty, pretty much everything. It's like it can't fetch information from the server or something. Crafting gets very annoying when every time you craft something you need to wait 5 minutes for the inventory to load over and over again because it can't refresh. This has been happening for the last two patches, but it got worst recently, At the start it would only break a couple of times during a sessions which was fine by me, a game in alpha, understandable, but now it's pretty much the only thing happening. I can describe the problem in more detail if needed... Help please. Cheers.
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