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Found 69 results

  1. Since I didn´t get an answer yet although asking several times: Is it a bug that killing AI fleets in OW without hostility missions count towards hostility for ports or is that intended? And if it is intended, then why the hell would you do that?
  2. Cetric de Cornusiac

    Small boat (AI) encounters, with some meanings

    Some people ask the open world to be more lively. Here is one way to add life to the sea and even connect a gameplay purpose with it: Generate small boats which appear randomly on the ocean, preferably closer to islands and shorelines, less so on distant waters. Upon sighting, you would need to close in and investigate further about the nature of that boat. Or ignore it completely and treat it as 'decoration' - your choice. When investigating, you find the boat to be one of three sorts: (1) fishing boat (2) smuggler boat (3) longboat with rescued crew of some sunk ship How you do interact with them? First of all, there is no battle instance with them, because they are too insignificant to enter fight with a big ship. They all get spawned in OW like AI fleets, but stationary and without a route for them. After ten minutes or something they vanish again. You just see them floating on a spot, waiting for you to contact or to ignore them. They don't show national flags, you have to get close to find out whose nationality they have. Fishing boats act as local 'memory' of the game, who store for a time a recording of who came across them and into which direction, within a certain diameter of their view. So you make halt at the fisher boat and interrogate them when you suspect an enemy was passing by. They will tell you size of ship (large, medium, small) and direction he took, roughly (West, Nordwest, Southeast etc). So when you are pursuing an enemy, the fishing boats, if there are any, give you clue where to head while chasing a disappeared enemy. This can be very helpful tracking a hiding opponent. Foreign fishing boats may give you deliberately wrong info or refuse to give any info at all if they have the same nationality as the chased enemy. You may now threaten to sink them if they don't tell. Chance will show if they do or still refuse. Upon refusing they get sunk. This hurts your reputation counter (I mention this here only in case we ever get a sort of 'honorable conduct counter' which measures actions according to honor of the captain). A cooperating fishing boat of your own nationality may even offer you information upon sight without you having to ask first, you will see them signalizing for you to come closer and get the message. Smuggler boats look just like fishing boats (they like to disguise) but serve criminal purposes along the shores and between islands. They give you some loot if you stop by and confiscate their illegal cargo. Cutters, Lynxes, Pickles and Privateers are far more efficient in arresting smuggler boats, so the loot will be bigger if you use small ships of this type to hunt smuggler boats (make small craft great again...). After arresting, smuggler boats disappear from waters, you don't capture a boat for use by yourself, as they are no ships in the sense of game mechanics, but local spawn tokens. To spice smuggler boats up a bit, let's have them carry sometimes permits from Admiralty they have stolen somewhere. Bringing up smuggler boats is honorable in the eyes of your government and thus brings you positive reputation too. You act as law enforcement (again, last remark refers to a honorable conduct counter we don't have yet). Longboat with rescued crew you may interpret as leftovers of any battles happening around you in open world. They head for the next shore to safety. If they share your own nationality, you may help them by giving some of your 'fishmeat' as provisions and thus get a positive impulse for your honor counter. Or you take them aboard and add crew this way to yours. In case they belong to an enemy nation, you may take them prisoner and receive a reward from Admiralty for it. Sometimes a famous person may be on board of that longboat, which will significantly increase the respective effect. You earn the gratitude of that celebrity, the gratefulness of your government - or the wrath of the enemy nation. As with the other boat types, you may simply ignore them and pass by, taking them for open world decoration and you won't be bothered. -- And before someone tells in the comments "we have other things to address now", I tell you suggestions don't have a "best consumed before XXX" date, but can be used any time and resurface from a drawer when they suit. Don't choke the flow of imagination. C'est même gratuit.
  3. Hi people. I've created this thread for everyone that feels the sailing in Open World is too slow and time consuming. My goal is to get every like-minded player to come here and make some noise about slow sailing, counter-winds and everything related to OPEN WORLD Travel. For any who would dismiss my arguments, I am aware the speed was increased a while ago, yet I am here to tell you it is not enough, and I know I'm not the only one who feels this way about the current situation. My goal with this is to make a bit of noise and hopefully get the devs to make some improvements in this department. For any who would dismiss the willingness of the devs to acknowledge players demands and opinions, I politely ask you to refrain from posting. I've read all the "Devs are Evil" posts and I find them immature and nonconstructive. For the devs: I have been spamming the F11 ingame every time I log in and try to do simple actions like getting to a mission or just getting out of port in counter-winds. I hope you do not resent me for it, I'm just trying to prove a point and I mean no ill will. At the moment 80% of time is spent sailing towards some destination. The farther the destination the longer the sail(doh), and in turn the longer you stare at a screen doing nothing. This is in ideal sailing conditions. Add some counterwinds and you might as well leave the computer and do chores and come back half a day later. This scenario is ideal for players who are on vacation, or retired, or simply have nothing else to do and I've heard a lot of players actually play like this. To those who are not bothered by this, I say, fair enough and good for you. Just consider those of us who love your game, want to experience all the cool stuff in it but feel like, in order to get to the fun we must first be forced to sit through several hours of doing nothing before we can get the "reward". It's literally like sitting in a queue at the post office. Now, I get the fact that the game tries to emulate realistic sailing conditions, and it's doing a nice job in Combat Instances. Open World is basically the map where the all the stuff is and where you need to get to. This Chunk of the game should be fast paced and represent the least amount of time spent in the game. At the moment it represents the core gameplay. Why? Because if I had to describe this game to a friend I would say,"Naval action a game where you sail a lot on empty seas and occasionally do naval combat." It should be " it's a game where you do naval combat sprinkled with a bit of sailing for the flavor" Open world is a great concept, but all other open world games have content in between the important areas of interest on the map. The open world in naval action is missing this element.There is nothing to fill the empty space in between those important areas of interest. And when you add a "realistic" sailing feel to the open world travel, at 2kn, this becomes a nightmare to the not so hardcore veteran player who is just sitting there, looking at waves, waiting for the wind direction to turn so they can get somewhere. After 1h of waiting to travel a few lousy Km, you start asking yourself, why did I log on today? To get your ship from A to B. To be continued tomorrow? But, oh wait, what if I decide I want to go back from B to A? Doesn't sound like a very exciting experience, does it? Whether you like this or not, this particular aspect of the game is keeping people from enjoying the cool stuff in Naval Action. So what should the devs do? In my opinion, the main problem stems from the actual wind system. Very many times you log into the game very excited to do a mission or do a trade run or whatever and right off the dock you get counter-winds. One's next thought is, "Oh shit this is gonna take me 10-15 minutes to maneuver out of port, then another 5 till I get to my mission(which I clicked 1000 times so I can spawn it near to my port) if it's at a good wind angle. If not, probably another 10 minutes. So you get 20-30 minutes of practically looking at a loading screen immediately after login, before you can reach your objective which is to play the mission. Picture this scenario in any other OW game. I bet you a million $ it's not something people want to or enjoy to do. I see a few solutions to this: 1. Lose the wind direction system in OW and increase the speed across all ships according to their tier. This is very fast and easy to do as you already have a mechanic to ignore wind and sail fast out of danger areas after respawn. 2. Have the areas around land masses use the current system but ignore the wind system once you are heading to open seas and have reached a certain distance from land. Also open seas speed should be increased to shorten the travel time. 3. Keep the system as it is but increase the absolute minimum speed from 2kn to 10-12kn so you actually travel instead of standing still. Big ships suffer horribly from this at the moment. Additionally people have suggested to bring landmasses closer together/ shrink the map. Personally I like the current map size. 4. A combination of the above. High speed zones + no wind system when you are far enough from land. When you are near land, minimum speed increased to 10kn or so. I realize you(devs) and some players might not agree with me, but at the end of the day you have to ask: What is the target demographic of this game? If you guys(devs) are making it for the 100 veteran hardcore old-timers who love the slow pace of OW, then you can call the game done and split it into 10 DLCs and launch it yesteryear. But judging by the effort and resources poured into the game, I'm thinking you actually care about getting more and more players in. Subtract the 100 veterans from your current player-base and you are left with new players who ignore the grind because of the excitement that Naval Action can provide, and players like me for whom the novelty is wearing off and still want to play the game but are losing patience to the point of abandonment. You need to adress the issue that is dead time in your game. I understand vision, I understand passion. I come from the same profession as you. As a player I'm telling you, the current travel speed is not enough. As a fan of age of sail and NA, I'm telling you, it's not enough. As a "early access tester" of NA, I'm telling you, it's not enough. In the most friendly and respectful manner possible, I'm telling you, it's not enough. Let's try to find a solution for this.
  4. Hi all, I have one suggestion to improve the gameplay providing more content for hunters and traders alike. My proposal is to allow players to send a ship or even a fleet of ships to another port. These ships should appear in the open world actually sailing to the assigned port as NPC ship/fleet. Obviously, there is the risk that the ships are attacked by players and eventually sunk. But hey, that's life! When the ship/fleet arrives in the assigned port, the player may take control of the ships again. The ships sent abroad should be allowed to carry cargo to facilitate trade and allow transferring goods to distant places also. Implementation of this feature is not very demanding in my point of view. Instantiating a NPC fleet from the ships assigned for the journey should be easy. Setting the route to be sailed by the ship/fleet to an arbitrary port is not quite straightforward, but there could be limitations as to which port is available from which (maybe only player's outposts?). Perhaps AI fleet routings need to be fixed, but this is an issue that should be on the agenda anyway to deal with the AI sailing through land 😉 The concept allows players to reach distant harbours without forcing them to stay in game which is in my point of view a major reason for potential players quitting the game (or not even starting it). PVE now has a meaning: There would be a lot more NPC ships out there on real, meaningful missions. The ships would be loaded with goods valuable for a player (not random goods) encouraging privateering. And stealing those goods actually has an impact, e.g. on crafting goods supplies or repair supplies for supporting RVR. More PVP content as players would start organizing convoys to escort AI fleets and secure their trade and supply routes which brings more PVP content. If the idea proves itself, maybe even the tow function can be disabled. Then, port battle logistics would change dramatically, as you would not risk sending your 1st rates unescorted. It would no longer be possible to have a whole fleet of battle ships pop up out of nowhere for a port battle or to raise/counter hostility in a far-away region. Battle ships could be intercepted while on the way. The whole RvR gameplay would require a lot more strategic planning. I'd love to see this in the game! Looking forward to your feedback! Cheers, van Veen
  5. Juan Navarre

    Why not have sailing in the OW?

    The OW doesn't seem to let you use yard controls. You can sail directly into the wind without ever ending up in irons. With sails fully reefed, you can turn on a dime, regardless of where the wind is coming from. The speeds in the OW far surpass the speeds listed for the ships, and the speeds seen in combat. I have seen others mention the tedium of traversing the OW. I imagine much of it has to do with how it involves hardly any sailing skill. Here are just a few things that I think would make travel in the OW a game unto itself. Include the sailing mechanics already present in combat. Reefs and rocks that you can see if you look for them, but will tear your hull apart if you miss them. Planning supplies for your crew. Do you take extra in case you don't get to your destination by the time you had planned? Or do you go with the bare minimum that you can get away with so that you can pack more merchandise into your hull, and risk losing crew? Storms! Outrun them if you can, or reef your sails and heave to. Folks sailing broad reach in a storm under full sails will get torn sails, dismasted, or even sail straight down to the ocean floor. Replace the heading indicator and wind arrow with a simple compass. There are plenty of other ways to tell which way the wind blows already in the game. Ocean currents. Contend with the prevailing currents while navigating. Just because you know which way your ship is pointing, doesn't mean that is the direction your ship is going.
  6. What’s all this, then? There are complaints about too little content, in a game which is essentially a sandbox. As I regularly GM tabletop role-playing and wargames, I cannot help but read this as a personal challenge. So, I propose this experiment: I will get hold of 3 AI Les Gros Ventres from the OW. I will not kit them out in any fancy way, apart from fitting long cannons on them. They will get 30/30/50 Hull/Rig/Rum each (in case I have to switch), otherwise their holds will be empty. These 3 (Prussian) LGVs will weigh anchor at St Nicloas, Haiti on [a precise time and date to be set, around 7pm GMT], hoist the Smuggler's flag and sail for Santa Cruz, Cuba. I challenge any and all captains to either escort me safely, in the interest of free trade, flourishing commerce and similar corporate claptrap (shorthand: escort); or to fire my ships, massacre the crew, harrass the remaining livestock, and generally send those hulls to the Davey Jones'es locker (shorthand: privateer). If my Les Gros Ventres are unable to reach Santa Cruz after 4 hours have elapsed (I do have to go to bed at some point), we will consider this a win for the privateers. If they dock safely, the escorts take the day. I consider myself a mediocre combat captain at best, so don’t expect the LGVs to put up much of a fight by themselves. The rewards? Well, hopefully a couple of hours of fun OW shenanigans and PvPew-pew, for a start. Beyond that, fame and fortu… well, just fame, really. I will make honourable mentions of all participants in this thread. The captain who captures a trader shall henceforth be known as “Fierce Hawk of the Caribbean” (or some such). I will consult with the escort captains to subjectively (not arbitrarily) determine one to three most valuable players from amongst their number, to be titled “Stalwart Champion of Commerce” (ditto). To this end, I ask the captains to submit screenshots of the results of any related engagements, either by PM or in the thread below. Ungentlemanly/unladylike behaviour such as uncouth language and obvious game-y exploits of this experimental endeavour will disqualify the offender from any title. This will be a low-stakes event without any RvR impact, so please, do behave. 😉 That should not stop anyone from well-intentioned role-playing banter, in the spirit of: http://www3.sympatico.ca/brooksdr/haddock/main.htm I will set up a voice channel on my Discord instance, escort captains are strongly encouraged to join it. I would leave it to the privateer captains to organise something similar. This is operation is code-named “Three Blind Mice” (because the LGVs are captained by me and bots ;o). Please discuss in a civilised manner.
  7. I'm on the PvE server and as I have done many times I sail past Serena towards Pedro/KPR wait for Carlisle to be closer than San Andres, then click the Tow to Port...I ended up spawning at Old Providence, a county capital...has there been a change? Or was this a bug?
  8. @adminSimple sound signals is all we need. Realistic way to notify Captains of their surroundings. New Day - 2 Bell rings Enemy player is attacking - Drums (Call to Arms) You are attacking - Men shouting and whistling, drums and swords clanking. Port Spotted - Long bosun's whistle Land Spotted - Land Ho! with a bosun's whistle sound. (Disabled at night) Enemy Player Spotted - Sail Ho! with a bosun's whistle sound. (Disabled at Night) Leaving Safe Zone - Trumpet sound + Arms clanking and stomping sound. Entering Safe Zone - Harp instrument sound. Storm - 3 bell rings + 3 bell rings, repeated one more time after 1 minute (3+3+3) if you are entering the storm. *'Enemy spotted' does not indicate where the player is. All it does is just triggers spotting radius for the sound. Player then must be on alert and search for that player. One sound for multiple targets. *'Land Ho!' - charged only when there is no land in sight for over 1 minute in 360 radius. Once land is visible on the horizon it will get triggered. *'Port spotted' sound - only triggered when port name appears. A large invisible circle reaching out to the end of view distance on the horizon is a main sound trigger, but during storms such circle must be smaller. All spotting sounds are disabled during the night.
  9. Wandering Ghost

    More content to game!!

    Hello everyone. Lately many players have been complaining about lack of content and how there is not much to see on the sea and islands other than water and trees. Also lack of Events and other things are making this game more like pvp smash with trading than interesting game with bigger amount of content. This is why i would recommend game developers to create some thing that would make us feel like we are surrounded by naval creatures like dolphins and whales or have some events happening that make it interesting to watch the seenery like on land conflicts when town is being under attack when port battle is going on or has ended. Suggestions: - Add sealife like Dolphins, Whales and maybe even sea moster like Kraken. - Add random events like Ghost ship that change weather to foggy when its close and from sinking this ship you can get rewards and rarest (1% chance) would be ghost ship paint. (example in photo) Seeing this ship would be rare even tho you would get to foggy area since the fog makes ships hard to see like in lightning storm. - Add more action on land during port battles. - Add captain on board during battles. At the moment we have crew with animation but no captain to lead the crew. - Add bigger transport ship: Clipper. This would have 8000 hold and would be fast due to the sail area. Would be harder to craft and needs 800 crew. - Add daily missions and rewards with them. These changes would help this game a lot since then players would have more stuff to do and to see. This game isnt about just killing and sailing, This game is about experiencing the naval action of 1700- 1800 era. Also it would help if you would advertise this game somewhere. If the game creator team can't do it, make players do it and give revards for doing so. Im sure many players are ready to do something to help this game to rise up. At least i would like to. Wandering Ghost
  10. Hethwill the Red Duke

    [suggestion] Not So Empty Bottles change

    Present rulebook states, in relation to Empty Bottles: - to find Empty Bottles, captain must enable Fishing, by use of the Fish button - Use of a Empty Bottle will reveal the exact location of a ship wreck - only one Empty Bottle Wreck can be active at any given time per player - wreck contains a unknown weight in cargo, to be retrieved of: gold coins, materials for refits, a book/refit, resource/trade good - retrieving the wreck cargo requires the entire weight to be transported - all or nothing gameplay - only that player sees the wreck, no one else ---- My suggestions to change Empty Bottle Wrecks mechanic: - as soon as Empty Bottle is used the~wreck spawns - player-user knows the exact location of the wreck - marker in his own map - Wreck model ( not location ) is visible and accessible by anyone in the OW - the same way as the Treasure Fleet wrecks - if they happen to pass by in the area. - any player can Explore the wreck and take just part of items or all items, at player discretion - empty wrecks ( all the cargo taken ) disappear from the world immediately - Mark disappears from map if it gets emptied - wrecks with some items left stay on the world until the next maintenance. they are de-spawn on maintenance. Pros: - chance encounter with shipwrecks Keeping eyes open during a sail can get rewarded. Discourage AFK sailing - urgency of retrieval of the (unknown) goods - bottle user knows location, but others may pass by it if player waits too long... Cons: - it is no longer a individual player mechanic - might provide more reasons for players to quit - any type of ship can access - no more "All or nothing"
  11. my idea is for "Open World,, look at my picture AND To see what nation he is <-> Please add open world flag 20171207131903_1.bmp
  12. A (hopefully) constructive criticism on Naval Action. Intro: When I first heard about the development of a game tackling the beautiful age of sail in the late 18th/ early 19th century I was instantly hooked. Like many of you I've watched Jack Aubrey capture the Acheron and like some of you I've seen Hornblower rise up the ranks of the Royal Navy. Being able to do all of this in a game got me immensely excited. It started off really well. The game features absolutely beautiful graphics. The combat in itself is quite deep and is easy to learn but hard and fun to master. The sound of firing a complete broadside into the enemy is simply exhilarating. I also immensely respect the decision by the developers to stick to a hard time-period and not add 'freak' galleons from centuries before just because they look 'cool'. But the game's development feels stalled to me. Yes, there have been updates and as of February 2018 there's have been regular changes to the game's combat mechanics and balancing. We're finally getting a proper UI which is starting to look quite handsomely already. Nevertheless, I get the sense that the game in it's current state, with it's current features, is not far off from what the final product will be. Which is not enough in my opinion. So let's start with the actual criticism: The open world The open world (OW) is devoid of any interesting activities to do besides combat. Every port is the same as the next. The whole world is literally as wide as an ocean but as shallow as a puddle. A lot of people rightfully complain that the OW is simply to large and should be scaled, so it's less tedious to get anywhere. My answer to that is; the world needs to be filled, rather than scaled. It needs to stay interesting. The magic of games like WOW or Guild Wars is that different areas have a different colors, npc's, architecture, weather... I could go on and on. For Naval Action this could mean: 1. Unique architecture for towns of different nations (I know that the development-team has been doing research for this but where is the result?) Also what about native settlements? 2. Different ports provide different items or services; from bustling shipyards that provide complete refit opportunities to ravaged towns that eagerly want to trade their rotten fruit to kick-start their economy again. 3. When you are conducting your business in a port, what if you could actually see the different buildings or citizens going about their daily tasks. Maybe some dockworkers are laying the first timbers on a player-ordered ship in the distance. Just a single shot of the port along with your docked ship. With only some things animated it would be more than enough. It doesn't have to be Sim-City. 4. Approaching enemy controlled ports should have the players risking their ships because the local fort is firing on you. 5. This would technically mean the game becomes unplayable because you might not be close to any neutral/allied ports for much needed repairs. In real life however, there's plenty of captains that did repairs on deserted shores. Making new masts from trees nearby. You would still rather repair at a neutral or friendly port of course. (Perhaps these emergency repairs come with a penalty). 6. Give smugglers the option to buy and sail under false flag, to circumvent said forts. Also, instead of the whole forged papers mechanic, I'd rather see the option to become a privateer and fight for whoever you fancy. Being an actual officer of the king's navy still being the alternative. Both coming with different perks. 7. More types of sea-traffic: fishermen, mail vessels, native rafts, envoys etc. The ability to interact with these ships besides combat. Provided they are neutral/allied. (for instance: buy fish from fishermen, when no port is nearby. More on goods later). 8. What if you built a reputation with a town over time?; doing business often at the same port could give discounts. Whereas, if this port was recently in the hands of a different nation, they might give you a hard time. Perhaps even using their fort cannons on you regardless of any wars going on. 9. Storms and general rough weather. Perhaps some actions are required by the players to prevent any damage during storms. Ship & crew management Another thing that bothers me is that you can't make a ship feel like your own. Sure, it's not even your property to begin with; for in the end, it's the King's ship. However, these men sailed for months, often years on these ships. It became their home: 'And though we be on the far side of the world, this ship is our home. This ship is ... *insert your preferred nation*.' - 'Lucky' Jack Aubrey. 10. Maybe introduce some RPG elements whereby incidents happen on the ship and your judgement is called for. For instance: A crewmember slipped and fell to his death while working the sails. do you: Option A: give him a proper christian burial (speed decreased by 10% for 5 minutes) Option B: throw him overboard with all haste (crew morale -10% for 5 minutes) This could happen in the form of a pop-up menu similar to Crusader Kings 2. I think these random actions would also break the monotony of the Open World somewhat. 11. I loved the implementation of the lieutenant system, but what if they start of as midshipmen. Then, after an action you decide who gets a promotion and who doesn't. Perhaps they have randomly generated names to remember them by (and perhaps a little portrait too). Obviously you'd have to part with them at some point, so they can command your prize vessel(s). 12. What if these gentlemen officers develop traits over time that influence the overall conduct of your ship. (for instance: 'the Master-at-Arms is a bit too fond of his cane: crew morale -5% / +5% reload time.) Perhaps the RPG-like pop-up menu's from point 10 comes into play here as well. Your actions as a captain determine what your young officers will become like. 13. Perhaps you can invite the officers to dine with you once in a while.This could give a buff of some sort (useful right before a battle). This could be visualized by silhouettes at the windows of the stern-galley, as well as shanty's being sung). Perhaps this action is a consumable and requires you to buy Madeira wine at particular ports. 14. Taking in new crew to replenish fallen experienced crew should give you a debuff. These new men were farmers and/or prisoners before, they need some time (and the nine-tailed cat) to learn what it is to be a seamen. Of course major ports do have experienced 'able seamen' ready to get ganked by your press gang. 15. What if we could change the attire of the little bugger's that reload the guns. 16. Ship's stores; I'm not saying NA should become a survival game but having stores that dwindle over time could make voyages more interesting. Stuffing your ship too much makes it sluggish. Not enough stores and your crew morale suffers. You could choose to load all types of shot. Or stick only to regular ball shot and save weight. (less weight could mean more listing though since you are missing ballast. Other possible implementations: 17. A naval news paper that chronicles the events happening in the world (this will only get refreshed during port visits): - Wars that have started, escalated or ended. (including trade wars) - Ship actions: single ship duels that ended spectacularly, major fleet actions etc. - Actual, real news that happened during that time such as: Land wars being won or lost back in Europe. Elections etc. 18. Escort missions: - Escorting new governors, indiamen, etc. where you fail if you lose the escorting ship. 19. Somehow visualize what your actions are contributing to your nation. 20. Option to promote someone in your group to Commodore (giving him or her a broad pennant for visual sake). Giving this person the authority to give orders which pop-up in a more noticeable way than the regular team-chat. Outro: These are just some suggestions that I think would make Naval Action my dream game (I'm pretty sure for others too). I sincerely apologize if any of these features are already being worked on and I jumped the gun. I'm a game developer myself and I know how hard it can be sometimes to make the game you want to make. Hopefully this critique doesn't come across as self-entitled. I just feel that this game, like Elite: Dangerous has an extremely solid base to build from but is suffering from being fun for longer periods of time. I would ask too that the comments don't get too toxic for whatever reason, but stay friendly and constructive. We are all captains. PSA: I do not play Naval Action actively, I hop in once a while with a fellow captain to see what's changed but to say I know the 'meta' of this game would be a lie. If, with this lengthy post I talk out of turn please say so. PS: English is not my main language so forgive me for any typo's. I beg to remain, Sir, your most humble and obedient servant, Edward Harvey,
  13. King of Crowns

    Speed CAP

    Hey devs how about this idea....... how about you make the speed cap based on the rate of the ships. instead of just an overall speed cap for all ships. for example. 1st rates have a speed cap of 12knts. and so on and so forth. a 15.5 santi is retarded. this is a simple easy fix. it would make smaller ships more important.
  14. Today was a strange day on the Global server as we had an influx of "new" French players. These new French had been fighting at La Tortue for a few hours and so I decided to go check out what was happening. I teleported up, got in a basic cutter since I didnt really have another ship there worth taking out, and exited port. After sitting around for awhile in between a group of pirates and these new French I began to get tagged so I would hop into port for a bit then hop back out. This tagging stopped and I started to watch a video on YouTube, but before long I heard cannons firing and checked back seeing a battle. The other new French with me took all the hp off the lynx and we were waiting for it to sink when a few enemies entered the battle. Which ended with these results: This is where the tribunal begins. After trying to race to the Santi and then being sunk by the enemy I exited battle and relayed that information in nation chat. This is when I was accused of having green on green tagged in Simon Cadete seconds before he could get out safely. I do not believe I had even shot before he surrendered and the only way I would have hit him was if I had shot and it had passed through someone else first. I was told the enemy did not have range but in global they all thought the snow had hit him to keep him in. I welcome anyone else with further evidence for either side to join in on this. I would just like to know if at all possible who shot @Simon Cadete in this battle. So that I can either be punished or have my name cleared.
  15. Hi there, The recent national rework that saw most ports revert to neutral control was perhaps logical for PvP but makes little sense for PvE where port conquest is not an option. My perception is that PvE is more of an environment for players who generally operate outside of clans/groups and on their own--much as single cruisers (frigates, sloops of war, commerce raiders) did in the Age of Sail. As such, the national structure is more important to PvE than PvP, which is now experimenting with a much more clan-centric model that explicitly requires conquest. It would be great if the PvE server could see ports revert to national control and orient itself around the activities of cruising warships rather than battle fleets. This could harness the open world by including historically realistic trade routes (the British, for example, sent their convoys outbound from the British isles to Barbados, to Jamaica, and homeward bound from Jamaica to Belize, around Cuba by the Florida Strait, and across the Atlantic by way of Nassau and Bermuda) for commerce raiding, and adding new categories of missions like convoy escort and attack (which would encourage players to take more full use of the open world map by sailing longer distances), and single/multiple-ship (i.e. not fleets) port raids (which would deliver goods and prize money, and possibly ships in the case of a cutting-out expedition). These would require the restoration of national control over ports, and in the case of the long-distance commerce-related missions, a means of plotting positions on the chart with a similar resolution as can be accomplished with a sextant and chronometer in open ocean (so something similar to, perhaps slightly less accurate than the previous GPS-like system, but much more accurate than the current, rather unhelpful dead-reckoning only method). Many thanks--
  16. I've been mulling the new mechanics put in place and feel like there are some significant disincentives for new players and veteran players alike to get and stay involved in the game. The largest of these is a huge lack of content on the non-battle (PvE, PvP, and RvR) side of things. Trading is mindless and with the complete abandonment of any type of inflation control with the new PvE rewards system it's almost unnecessary since money is so easy to come by other means. Therefore I'm proposing the implementation of a new resource gathering mechanism that removes "player production" of things like raw timber, ore, and fiber to one that forces players outside of the safe zones of national harbors. To collect these raw materials gathering/trade outposts might temporarily appear in natural harbors and inlets along the coast lines, in addition to towns and ports outside national home waters where these resources could be purchased and loaded onto ships. Once depleted they would disappear until restocked, but always because of raw resource scarcity near national home waters it would force players to sail beyond the regions of well-traveled areas for these. This would facilitate some exploration beyond just mindlessly AFK sailing from one port to the next since you might miss a lucrative pop-up resource gathering/buying opportunity. Refining these materials into building materials would still be housed in ports in player controlled buildings (and should give crafting xp), so the raw materials would have to be transported back to safety. But the introduction of random raw material production instead of player controlled production increases the possibility for meaningful trader movement, importance of players moving outside safe home nation waters, offers opportunities for solo pirating and resource spot camping, as well as economic warfare for blockading home national waters and raw resource movement. I'm not saying these raw resources wouldn't be available in home nation waters, just limited, and potentially could scale with the nation's active player population size?
  17. I'd like to try a system where all NPC ships on the open world (outside of missions) are player produced or captured, and sold to the admiralty. Traders and war ships could be player-produced/capped and sold to the admiralty, which are then used by the admiralty to fill roles in the NPC navies for each nation. The prices the admiralty pays for certain ships should reflect how many of each ship the admiralty needs for coastal defense and "trade" needs (perhaps scaled by the number of ports held by the nation, etc.)? This would incentivize players to produce/cap ships of different classes, support lower level crafters for making ships outside the current PvP meta, and also provide incentives for sinking NPC ships of different nations because it lowers their ability to protect their home nation waters and limits supplies (if nation port production is tied to nation NPC traders, etc.).
  18. Jean Ribault

    Open World - No Wind Effect

    Simple suggestion, eliminate wind effect in the open world, or else severely compress it. What does it do for you? Two things only: - Gives your tag a strategic battle setting at outset - Reduces your speed in the open world from peak speed at best point of sail to something other than that Why not just keep the Rose the way it is so you can tag people properly for battle instance, but keep the open world ship speed at peak? The whole point of that is because it's open world ship speed that slows the game down. The thing that people complain about the most is too much sailing time to accomplish things. If my ship gets reduced from 24 knots to 8 knots because the wind is against me, then how does that improve the game? Let the ship's top speed be the ship's top speed and either compress the reduction so that 24 only goes down to say 18 or something like that, or else don't reduce it at all. If people complain about not being able to catch someone on the open sea then they have books and upgrades to help. Just my opinion, I think the speed reduction is too much with wind against.
  19. Magnum

    Another World

    I envisioned another world for this game. Please excuse me for trying to express the world I had hoped THIS GAME would model. I'll call it NAaW - Naval Action alternate World. A: From the pace of battles in Sea Trials - I "caught" the bug of wanting a world with fast paced, one after another, NEARLY EVEN battles available on demand. B: After my first week in open world I pined for something to explore to make that sim more realistic, the birds and scenery upgrades helped, but ..... ------ Here is the TLDR: I think the relationship between Battles and OW is back asswards. I think we have gone down the rabbit hole of trying to make the OW "work" by gluing various forms of failed "battle instances" onto it - a wrong approach from the start IMO...... Look at EVE Online: All Battle Instances - All The Time. Each System is it's own "battle instance". NAaW Would have started with each "county" on the map being it's own Battle Instance with entry/exit gates between each of the 100 or so odd "counties" in NAaW. Each county could then have it's own "matchmaker" lobby similar to Sea Trials - if it's a Brit County you as a Spanish could hang in the lobby and just fight brits all day long - cool? Of course Sovereignty and battles for change of Sov would be another thing to figure out, but I think with the entire county being an instance all the time it could easily be worked out. ------ Aw well, the path not taken ......
  20. Bjerg Bjergsson

    Sailing the Atlantic

    Docu-series to watch while you are open world sailing
  21. Outside of combat and trading, there's a core gameplay element that seems to be missing from this game, to make it fully engaging and more sim-like. My main gripe with Naval Action is not its slow pace, nor its detailed trade system. And certainly not its tension-filled sea combat. Rather it is in the feeling of grinding for XP that this game conveys, a game design sin typical of MMORPGs. To be sure, this feeling of grinding for XP is the single biggest reason for my install/play-a-few-sessions/uninstall relationship I've had with this game over the last two years. It's also my belief that no amount of tweaking with ship speed and manoeuvrability - or ship teleportation - will solve the current XP grinding issue tied to the open world portion of the game. No, what Naval Action needs right now is a feature that adds depth to the moment-to-moment gameplay in the open world sailing part of the game. My suggestion is as follows : add an additional layer of simulation to the sea travel gameplay. Specifically, a crew management "layer" should be added on top of the auto-skipper function, so the player can micromanage crew tasks and activities while engaging in sea travel, and be reactive to changes both in weather events and aggregate crew behaviour. How I see this feature in my mind's eye : a replacement/upgrade of the current very basic ship management interface available on the top left of the screen in the open-world sailing portion of the game. Basically : while sailing on the high seas using the WASD controls and mouse for ship and camera control, the player should be able to hit the space bar (or caps lock) at any time to get a full "ship dashboard" translucent overlay superimposed onto the the main screen, for the tasks of both crew and ship management. This "ship dashboard" could be a simplified cutaway of the player's current main ship, side view or overhead view (or both). Using the mouse, the player could then click at sections of the ship cutaway and select specific tasks, from simple pop-up contextual menus appropriate for each ship section. Thus, from the overall pool of sailors, a set number of sailors could be assigned to a specific task located at the selected part of the ship. Beyond the ship cutaway, the "ship dashboard" overlay could also provide a basic sailor task assignment table - à la Banished - for crew assignment to specific tasks from the overall pool of "free" crew. Or, a visual 24h crew scheduler - à la Prison Architect - to play around with different schedules of crew rotations. Sailing modes could also be implemented into the regular scheduler, such as a "discipline mode" for an unruly crew (a "crew loyalty" metric would have to be added, of course), an "emergency mode" (full crew mobilization) in the event of storms. In terms of visuals, this system would require no animations or complex visuals. No need to do full cutaway visuals à la Silent Hunter (or the upcoming UBoot). Just a good visual implementation of real-time crew management mechanics via a visual dashboard and ship schematic. Simple metrics could do, so long as feedback to player management actions in implemented in a clear fashion. Of course, I'm also aware that the main challenge of implementing such a system lies at the level of game mechanics. For effective crew management to work at the moment-to-moment gameplay level, the design team will have to tie crew management activities to overall ship and sailing performance. So the crew management model needs to seamlessly blend in with the ship sailing mechanics. At minimum, this would mean that optimal crew management by the player would impact ship speed and manoeuverability. One could also tie a crew "morale" metric to tangible sailing performance benefits : i.e. optimal crew management - the sweet spot between discipline and meeting diverse crew needs - would result in an overall better, and more adaptive sailing experience. More experienced crew would also handle weather situations more responsively, etc. I am mindful that there already exists a simple version of moment-to-moment crew management mechanic in Naval Action's combat mode. My view is that this feature needs to be extended onto the regular sailing gameplay, via a crew management screen overlay that can be toggled on or off at will during the activity of sailing - or even as an optional feature available in the options menu for players who don't want a crew management layer added to the existing sailing experience, but with XP generating activity to incentivize players who do wish to occupy themselves with crew management for the added challenge. Naval Action : it's the name of the game. So let's add a little bit more action, and a little less grind, and this game will truly shine ! In my opinion, real-time crew management mechanics would be a definite cure to the bore out and grindyness of the moment-to-moment sailing gameplay. Properly implemented, this feature could make the sailing portion of the game even more immersive, propelling the sim qualities of the game a notch up from its current state. So that's my two cents, for what it's worth. As for the feasibility, the devs and the NA community are in a better position than me to assess whether this is desirable (or realizable) feature for the current game. Many thanks to all of you who've taken the time to read this for hearing me out. And my apologies if I've missed somebody else posting an identical suggestion : my bad!
  22. First let me preface this with a couple of things: I know that this has been discussed a lot. Please keep your responses civil, rational, and with out personal attacks to other people offering their feedback. Ping is not a big issue due to the nature of the game. People can be very competitive with a 100 - 300 ping. Okay, so, with that said... There's no reason for the community to be split in two anymore. Period. Before the recent wipe I played on PVP 1 (i think, the EU one which ever number that actually was. It's been a while) I live on the East Coast of the USA, and some of the most fun gameplay I have ever had in an 18th century sailing game was had doing pvp there. It was glorious being able to fight UK, British, French, Spanish, and a host of other nations representing their actual nation. That was beautiful. It was fun, it was engaging and it created a very unique environment unseen in any other MMO like this where pvp is a large focus of the game. Now, a couple arguments as to why the servers were split in the first place were because the US players would create port battles that happened late night EU time. They claim, or claimed that this was unfair, and unbalanced, or what ever other term they chose to use at the time to argue against doing this. They unfortunately did not see though that it works both ways. During EU prime time the US nation saw a lot of port battles while the majority of its player base were at work, unable to get into the game. That's truly no different from EU players being asleep. Top that off though with the fact that even in the US nation we had a lot of German, and UK players playing with us as well. Which was a lot of fun. I am certain other nations had US players in their ranks as the French, Spanish, and UK fleets are rather attractive to a lot of Americans to sait sail for due to the history of those navies. Now, after the wipe I started on the EU pvp server fighting for the British. At peek time during the weekend I saw about 1200 people online. Which is a healthy server population. During non peak times I saw the player base dip down into the 300 - 500 range. On the Global PVP Server we see a peak of 400 players maybe 450. However, that being said, I have yet to see it really dip that far below 200. The lowest I have seen was 175 at 0400 EST. So... What I am getting at is, why not merge the servers again. Please, for the sake of increasing the population and increasing the pvp and conquests going on. With the new pvp token and conquest token system it is only hurting players not to be able to find regular fights. If you combined the servers, the lowest population might see about 475 people ish. Where as during the peek mutual hours we could see as many as two thousand and all players could be having a great deal of fun fighting each other. I sail with Tattered Flags, and some of the best pvp we have had has been with good mannered Brits, and French players. With good games tossed back and forth to either side. Laughing about people exploding, or sinking slowly, and generally just having a good time. TL;DR - Don't be lazy, if you have something to say on the topic please read what I had to say. It is only a page in length.
  23. Sir R. Calder of Southwick

    Three small questions/suggestions for version 10.0

    @admin I was wondering if you could explain the reasoning behind a few of the decisions in the new patch, and suggest an alternative for you to consider for some of them. 1) The removal of coordinates and grid system. I know what some people will say: "There was no GPS in the early 1800s". This is true. There was, however, a very thorough understanding of celestial navigation. As you are no doubt aware, good captains prided themselves on their mathematical (and therefore navigational) ability. The Caribbean and Atlantic coasts were not the same as the Indian Ocean and Pacific when it came to the possibility of getting lost. Even in those far more desolate areas, there was still a very good idea of where all the major landmarks were and no good captain was ever forced to rely on dead reckoning except in certain extreme circumstances. All ship captains, sailing masters, and typically watch officers (including midshipman) had their own sextant from which to utilize to find their position. It is therefore completely unrealistic for a warship of the time to navigate solely by dead reckoning. For those arguing for "total realism" and suggesting that giving the latitude and longitude of your ship somehow breaks this, I would respectfully suggest that the developers institute one of the following changes in the next patch: 1A ) The inclusion of a sextant mini-game to satisfy the requirements of the most zealous of "realism" junkies. If you have time, perhaps you could include formulating a watch bill, a tracker for the consumption of grog by your seamen, and Thursday laundry. (Please note that I am being completely sarcastic about all this). 1B ) The return of the grid from previous versions, and a position for your vessel given at noon each day that your ship is in clear weather. Thus, if absolute realism is the goal, this would simulate the ability of the captain and the master to take a noon observation and mark the ship's position provided weather cooperated accordingly. It is the perfect compromise, because it is in fact perfectly realistic. 2) My second question is concerning the removal of AI ships from Fleet Missions. I think I understand what you might have wanted to do, but I would ask if you considered that there are probably many people (I have spoken to quite a few in GB PVP-EU nation chat) who found them very useful when either there was little PVP to be found, or sometimes when you just didn't have time to go on a long cruise looking for PVP, but wanted a little fleet battle. Again, I understand the desire for a realistic MMO, but please also consider that it is a game and there is a certain element to it that people enjoy and are now no longer able to utilize. I can see no reason to eliminate this feature - it did not hurt anything and if hostility generation was the problem, that has been reworked anyway. Could you please explain why you changed this? 3) Why were the servers simply renamed? I think many players, including myself, either misunderstood or felt misled by what we thought was happening when a "full asset wipe" was announced - that there would be a new choice of server based upon whether a player was in the EU, and therefore wanted timers limited to their normal hours, or wanted to truly play globally with people from around the world and accept and understand that the game was ongoing and attacks, port battles, etc would happen as people played throughout the day: i.e. there would always be activity no matter what time you logged on. However, since the global server is merely a renamed PVP2 US (which was already rather depopulated compared to the EU server), it so far seems that its population relative to the EU server has remained unchanged. If one subscribes to the view that Naval Action is a true MMO yet also hard core sailing simulation, then one must also accept that - just like real sailing war - action takes place at all hours of the day across many time zones. Could you please explain a little of your reasoning here? Finally, I do not wish to seem that I do not like the new patch or I am complaining without cause. I have put over 1000 hours into the game, which I know is less than some, but for me is still a substantial investment of time. I have put far, far more time into Naval Action than I have games from blockbuster developers and that says something about what you have taken on here. But, I think I am not alone when I wonder about why certain decisions were made when it seems that it sets the game backwards compared to what it was in previous versions. I would just appreciate it - and I am sure others would as well - if you could explain some of these decisions so that I can at least understand why you made them. Thank you very much for your time.
  24. Captain Jean-Luc Picard

    Modding / Steam Workshop

    Hi, are there any plans to allow the game to be moddable, to have user-created mods in steam workshop ? Maybe so as to allow players to modify their ships graphics, world graphics, flags, custom UI, custom maps, custom skins, maybe some scripts for example to enter some harbours...leave it to the community to always have some ideas. Besides today's game, i am also thinking about the game in 20 years time, when user-created mods could help make the game live for several generations, as is the case with some old games that still have a strong following mostly thanks to their mods. Of course the game is open-world and not solo, so unless there are private servers there is a limit on what can be modded. Thanks.
  25. Intrepido

    Scale, proportions and dimensions

    This is a minor graphical thing but it annoys me a bit. It annoys me cause its improvement it is not difficult. "Issue" Im talking about the relation of scale and dimensions between 3 things: ships, forts and cities's buildings. Let me ilustrate what Im talking about. The comparison was made between a first rate ship (3 decks=3 floors), the biggest fort ingame (judging by the door size its height its has about 3 or 4 floors) and some houses from the city (as you can see only one or two floors). The scale between forts and ships are good (more or less) but the proportional relation between forts/ships and the buildings of the cities looks weird. "Fix/ suggestion" Change the dimensions of all city building to the 40% height of its current size. Another thing that you may look into into its the urbanism of the cities. Cities in the Americas were built following a clear order and configuration. Right now, its mess of buildings placed absolutely random, when I think its easier to replicate its historical urbanism. PS: Sorry, Im architect,
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