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Found 12 results

  1. [UPDATED] - 9/15/2019: Streamlined the chart display system. Now instead of updating every 5 minutes, the charts should update instantly. They should also be more friendly to mobile users. Basic Idea: The idea behind this is simple. You submit your buy/sell order using the google form. That info is then automatically processed in g-sheets and loaded to a website where anyone can view the items/ships up for sale, or crafters can see who is requesting which ships/item. When you use the google form, you are required to enter a 4 digit pin. Once the order is filled, you can go to the g-sheet, enter their pin, and the order is hidden and removed from the website. Want to see whats been posted, or want to submit something yourself? Take a look at the website (link below). Everything is easily accessed from there. Website Link - https://sites.google.com/view/namarketplace/home Link to the google spreadsheet https://docs.google.com/spreadsheets/d/1O1M6aMs-mlMLpOG2nhZBXQycJOQYDTLNKX-BhMIHchM/edit?usp=sharing Give it a try! Everything is ready to go. I currently cannot get in-game to advertise, so if you like this project, feel free to help spread the word. I would suggest directing people to this post, or to the website itself.
  2. Admirality shop for Prussia on the PVE server, where can I find that? :/
  3. I think we need auction house for ships and some goods, already many examples in other games. Port can take more tax from auction, may be 2 times the normal tax. So you can put ships / amount of goods / upgrades etc. on auction. You select a starting price / instant buy price / default duration for auction. Increments should be minimum %5 of the starting auction price. *** Helps to stabilize prices for many stuff, community has some idea, what a real price for the selected good is depending on current supply and demand. *** Very active place to sell good ships / upgrades etc. *** Makes capitols more active. *** Gives more meaning to ship crafting / benefits crafting good ships. *** Easy to use feature for many players instead of using forum as auction house. *** May be introduce dubloons aside from reals for using in auction house. * I can not think a negative thing about auctions and auction house, but lots of positives. This idea can be much more improved, what do you guys think ?
  4. The cost (tax) of placing a buy bid is a significant fraction of the purchase price (default 10%). I dunno about anyone else but I get pretty peeved by the +1 bidding that goes on. So if I bid 300 for 500 logs some cheapskate comes along and bids 301gold, and another 302 and another 303 and so on. For me to outbid I have to ditch 15,000 gold and bid again. This is nonsense. Let's have a coded rule that requires any new highest bid to be at least 10% higher than the existing highest bid price. So for example, in the case of an existing bid of 300 gold any buying bid would have to be at least (300+10%) 330 gold, any outbid of that (330+10%) 363 gold and so on. Conversely bidders will be able to bid at 299 and get in line. I hope that will discourage multiple bid snipes. I would also like to see any under-bid that is withdrawn, which has achieved no purchase quantity, have the bid money and tax refunded in total. I am not aware of any bid system where a bid tax is paid of 10% which is not returned, in full, if no sale is made due to a winning overbid by someone else; mind you the world is a bigger place than my back yard; It just seems wrong and pathetic. Buster (Fair Trade Committee)
  5. I don't know if it is a bug or is intentional. I buy an item that shows it will sell for a profit at another port, obviously, I use the trader tool for this. So I sail to the port and a few times the item I want to sell is selling for 1 gold, instead of the price showing in the trader tool, even though I have reached the port and the tool should update, the tool still shows the profit price, while the shop is buying for 1 gold. Is this a bug that will be fixed or is it intentional?
  6. The shop is always empty after a combat mission. I have to reboot each time I return. I reported this pre hotfix 3 and it is still happening. I had to reboot after a ship of mine sold too in order to show the price. Can you please fix this.
  7. Hi everyone, I was just wondering : how does the shop replenish its number of buyable guns between each turn/battle exactly? Does it increase by a fixed amount for each rifle, or is the pool set to a fixed number for every turn/battle? Basically, should I stock up on repeaters, rifled muskets and sharpshooter rifles as soon as I can, or will the guns that I haven't bought in turn one be available and added to those that appear later? Thanks a lot, Antoine
  8. My Fellow Sailors: A few ideas i have thought about, and talked about on global, have finally been written down. A few of these have been brewing for awhile, and a few came up while writing. Im sure most of these have been talked about, and may be in the forums. No, i didn't search the forum for these topics. No, i don't really care if there are other threads covering these. These are my thought, basically as they came to me, either through reading notes or remembering conversations. Lets help the devs bring out the potential of Naval Action. ------------------------ Fire Barrels ------------------------------------------------------- Ships with horrible turning can be destroyed by smaller ships. A surprise can stern camp a santi and take it down without too much trouble(Just tons of time). Trading ships also have a habit of being ganked, chained, and capped. To offset these annoyances, i propose fire/exploding barrels. The intention would be to deter or slow down a following ship. It would be a barrel dropped off the stern of the ship, with a timer set by the player(slider?), and it explodes and causes a large flame. The barrel wouldn't be meant to destroy the ship, just cause minor damage. It could potentially catch sails on fire, and cause some sort of crew or rigging shock. If the barrel exploded towards the rear of the ship, it could cause rudder damage. The timer would have a time to detonation range of 3-30 seconds, so it has the ability to damage pursuers that are further away, as well as close up. The timer would need to have a variable on the actual set time (due to a fuse having to be measured and cut in battle) between a flat 15-25% time variation. The other option would be 10% on the "too short" side and 25% on the "too long" side. This allows for the chance it can prematurely explode and damage the ship of the person dropping the barrel. Each ship shouldn't have more than 3-5 barrels, scaled to the rate of the ship. 4th-5th rates have 1 or 2 barrels, 3rd rates 3, 2nd rates 4, 1st rates 5. If a ship is carrying barrels, no less than 2 should be carried in case one doesn't explode. Rates lower than 5th shouldn't need them due to shallow hulls/lack of player use. The barrels could be an upgrade option (non permanent since its only barrels) with each "tier" allowing more barrels than the last (Basic -> Exceptional). Also, a prep time should be included, with the option to drop the barrel early. Dropping the barrel early would increase the "error" range of the fuse, up to 15% greater than a fully prepped barrel. This also opens up the option for a skill, such as decreasing fuse error or lowering the prep time. The purpose of the barrels wouldn't be to act as a main weapon, but as a last resort for defense. ------------------------ Officer Skills ------------------------------------------------------- Officer skills allow us to make our sailing styles a little more unique. Sadly, the skills don't vary enough to keep anyone guessing how an enemy ship will handle in battle. I propose keeping the officer skills, but also adding Captain Skills. Your officer gets 1 "skill" point per rank, with a max of 10 points. The diversity of skill choices to ship choices isn't that great. Captain skills could be implemented to switch that up a bit, make people guess a little more. Captain skills would be attached to the players avatar, not their officer, and would gain a few points at certain rank milestones. The captains skills could include things like cannon trials(reload speed, dispersion,etc...), rigging specialist (Sail rising and yard turn speed, lower damage to sails), shipwright (adds extra bonuses to ships beyond what the regular player makes, use less LH or supplies), boarding training (similar to marines, but for the crew), wind master (adds slight speed bonus to ship), entrepreneur ( better prices in port shops, lower costs for contracts), hull tech (better/faster repairs while at sea or in battle,High enough level allows 2 repairs in battle), shipboard defense (better defense against boarders, defensive only), leadership (adds more overall crew to the crew pool, not to the ship itself). The milestones could be set points between each rank. Each rank could have 2 milestones( current level -> milestone I -> milestone II -> next level), with each milestone giving a certain amount of skill points. Rank 1(Thief) starts with 3 points, milestone I gives 2 points, milestone II gives 1 point, rank 2 (Rascal) gives 3 point, milestone I gives 2 points, milestone II gives 1 point, etc . . . up to rank 10 (Curse) which will give 3 points, but no milestones since it is the highest rank. Having a system like this will make grinding feel more rewarding, while making each player more unique. The skills could be categorized by sailing, crafting, and trading. Having the option to choose a captain skill, without the risk of losing them, would make players feel more connected to the game community. It would also allow specialization of each player, such as a player being a dedicated ship builder, but not having the same sea prowess as a dedicated fighter. This wouldnt negate the "perks" (no longer skills) one would get from their officer. The officer perks would allow everyone to have a baseline set of attributes so they could still do a little of everything. ------------------------ Port Shop ------------------------------------------------------- The port shop needs a little streamlining. If i sell something at the bottom of a list (i.e resources), it sends me back to the top of the list. While it is only a minor inconvenience, that little bit of time adds up to a lot of frustration when trying to sell quickly. The slider when buying/selling is also a pain to use. Using a +1,+5,+10 next to the slider would be helpful. When buying cannons the shop only allows 1 purchase at a time. I think the maximum should be raised to at least 5 when buying. If i want to use the same cannon for bow/stern chasers and broadside, i would like to be able to buy them all at once. With the lag in the system, that can also become frustrating. ------------------------ Warehouse ------------------------------------------------------- The warehouse can become extremely cluttered, and difficult to find something. I know there is an option to show certain types of items, but being able to create my own tabs would be beneficial. Tabs such as "ship build", "future upgrades", or "trade-able goods" would make playing a little less cumbersome. An option to "Show items in shop" would also be appreciated, so i can choose to not see the items in the shop and accidentally sell them. ------------------------ Ship Docks ------------------------------------------------------- Currently we can only have 5 ships docked at a port. I think the maximum should be raised (8-12) through gold purchases. To keep it a little less cluttered, a building (private dockyard) could be built, and each upgrade increase the maximum ships allowed in the port. ------------------------ Clans ------------------------------------------------------- Clan ranks are a big miss when it comes to forming a community . The current system of owner/officer/member seems a bit shallow for a group of people playing together. The ability to have more "ranks" in a clan would give people a view-able goal to strive for, and to show their value to that clan. It can also be set up to allow clan members to be easily recognized of their role (crafter, trader, raider OR Leader,1st mate, 2nd mate, senior crewman, junior crewman, recruit). Having the ability to transport goods from ANY city to the clan warehouse would be nice, or showing on the clan page where the warehouse is located. I appreciate everyone who took the time to read through, and all comments will be appreciated, and discussion is encouraged. Great games are not made. Great games are shaped. Shaped by the ideas of players, and the following discussions. Naval Action has a ton of potential, and i would like to see it become one of the greats. Fair winds and following seas --- Wonderbread O7 Please excuse my lack of observation, I did my best to make sure there are as few grammatical errors as possible.
  9. I couldnt see anything in the shop, I did reinstall the game, checked game cache but I still cant see anything here are the pictures:
  10. Hello. I generally really like the idea of the trading/resource system as it is right now. Sure, it might need some tweaks here and there, but compared to the general MMO, it really stands out for me. But there is something that gets me worried, in terms of "it might make trading dull". As stated in this post: http://forum.game-labs.net/index.php?/topic/12052-public-api-for-naval-action/ server data such as item prices, item stock at ports etc. get exposed to the general public in order to make them able to develop web applications that contain live information of the game's market and economy. This seems like a good thing, but it could also take something from the game. When i first looked into the trading system, i got really excited. With an organized clan, you could always let your clanmates gather intel on where to get some cheap goods, where the demand is huge etc. etc. With the current api and amount of published market data however, sites such as http://www.navalactioncraft.com/map can completely do the job of gathering that information themselves, handing all the data to everyone without any effort. To me, this seems like a wasted potential. It tunes trading down to check some excel-ish sheet on some website, go for the item with the best profit/distance, sail there, sail back, get money. To me, the idea of trading become more of a "the better your (trading) clan is organized and the more effective you are at gaining intel on the current ecenomy, the better you do" seems way more appealing than just checking a website. We have similar "trading made simple" mechanics in other MMOs such as WoW (e.g. the addon "auctioneer"), but i think it fits those games way better, since trading is way more simple and not such a huge part of the game. In Naval Action, i'd like to see trading being almost a vital to the game as the combat. I sure understand that combat is still the main focus, but forcing you to work as a community in order to make trading worth the effort will prevent it from becoming a pure grind and more of a skill to master. Additionally, currently it seems kind of nonsense to me that you can just check a website for all the port's contents and item prices, while you have to visit a given port ingame to even see what it generally can produce and which goods it demands. If we allow websites to hand all that information to us, we could as well just see it on the ingame-map. I therefore added a poll to this suggestion, asking you if you share my opinion and if so, if you think it should be that way for all servers (answer 1), or optionally only for some (answer 2), or if you generally disagree (answer 3). Poll removed by mod team for being non-essential to the discussion.
  11. Hello, I just wanted to ask where can I buy that premium ships ? Or if thats not possible at the moment : When will they come ? wbr
  12. Selling ships has 10% tax and only puts it on sale foronly 2 days. I don't think that this is fair..
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