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Found 40 results

  1. Dear Ultimate Admirals: Dreadnoughts Dev Team I recently bit the bullet and spent the money for the early Alpha access to your game. Overall the game play is engaging and has tons of replay value as you give yourself self imposed restrictions or lack thereof. I understand the UA:D is in extremely early alpha so I will be taking all included features and issues objectively and with a grain of salt. P.S. I haven’t read any other reviews or change suggestions so please keep that in mind if someone has already covered something. First off will be the ship designer: User Interface: >Overall it’s not bad though I would change some portions of it. >Problem: The Right hand scroll menu overlaps with the buttons in the top right hand corner of the screen, and as a result can make both hard to use. >Solution: make the scroll menu’s upper bound so that it don’t overlap with the buttons. >Reference Image: Reference Image 1 >Problem: Main gun selection should use the same system as for secondaries rather than the redundant centerline/side system. >Solution: Copy the system used by secondaries it’s a much cleaner and easy to use system that doesn’t introduce extra complexity. >Problem: Data Entry in general. Armor values, speed, tonnage, etc. It’s slow, clunky and makes my pointer finger hurt something fierce after I make several hundred clicks in rapid succession trying to make a ship. >Solution: Make all of the above enter able via text, scroll shell on mouse, and current up/down buttons. >Problem: Ship preview in bottom left with stats is covered by the central component buttons when the left side menu is open. >Solution: Allow it to be scrolled up so it can clear it. Reference Image: Reference Image 3 >Problem: In the ship information car the data is covering the ships top down and side on profiles. >Solution: Make it so the information is displayed below these profiles >Reference Image: See Reference Image 3 >Problem: Component interface is very bland and uninteresting with only text differentiating components. This is a chronic issue with the current version of the game. As seen in Reference Images 4 and 5 below. Reference Images 6 and 7 is something that would be more representative of what you should have. Obviously done up in you games art style. Reference Images: Reference Image 4 Reference Image 5 Reference Image 6 Reference Image 7 >Suggestion: Add in a cinematic mode for those glorious shots. Building: >Problem: Torpedoes, Where’s the Japanese Oxygen Torpedoes? >Solution: Add Oxygen Torpedoes. >Reference Image: Reference Image 2 >Problem: Lack of freedom with creating guns >Solution: Let us have exact control over… Bore size, ex. 16”/406.4 mm Barrel length, ex. 50 Calibers long (50 x bore) Shell weight, ex. 2700 lbs/1225 kg Muzzle velocity, ex 2500 ft/s /762m/s Separate Propellant and Shell fillers Rifling: type and twist rate Breech block mechanism Allow us to pick gun construction, Wire wound vs Built up. Replaceable Liners vs Having to replace the gun. Chromium plated bore vs not. >Problem: Lack of freedom choosing/modifying gun mounts >Solution: Allow us to chose the following… Common cradle or Independent Mounting, ex Twin/Triple/Quad vs. Two/Three/Four gun mounts, also the French “Two Twin Quad turret.” Make the size of the mount correspond with the size/number/length:loading mechanism of guns. Allow us to pick loading systems. Manual, Power assisted, and Automatic. (I would recommend 3-4 degrees of power assisted loaders.) Allow us to place turrets anywhere regardless of blast effects from firing. Fix that changing orientation of guns can limit gun placement in same location Possibly Eventually include some of the more wacky historical gun layouts, planned or otherwise, but for now stick to the bog standard gun mounts. >Problem: Barbettes Nothing much to say here besides placement and sizing. >Solution: Allow is the following. Allow Barbette size to match turret size so we aren’t wasting weight on an 18” Three gun turret’s barbette for a 16” Twin gun. Allow placement of Barbettes anywhere. Allow All sizes of barbettes on all ships for main guns and secondaries Allow us to choose barbette height with turrets giving specifications for how tall a Barbette needs to be to allow super firing. >Reference Image: Reference Image 9 >Problem: Boilers, Engines, and Transmissions are not the same thing, and shouldn’t necessarily be paired together. >Solution: Allow the players to chose the following… Boiler type, large tube/small tube and low/medium/high pressure. Engine type, Piston, Multiple expansion piston, Turbine (I would make 3 to 4 qualities of Turbines.) Transmission, I would call these gear boxes but some lack gears so… Direct Drive, Hydraulic, Electric, Geared, Double Geared. Diesel is in a class of its own and would Be considered an Engine but totally removes the need for boilers. Fuels are Coal and Oil and you should allow us to chose %fuel coal/oil Should also allow us to mix propulsion types. >Problem: Lack of control over armor thickness for… Forward and Aft Transverse Bulkheads Barbettes Turret sides and Back (They often didn’t match the thickness of the face plates or the roof.) Secondaries (Same case as main guns) Torpedo Bulkheads Upper belts found on Dreadnoughts/Pre-Dreadnoughts >Solution: Allow is full control over all these areas. >Problem: Lack of control over Armor length and location of coverage. Many ships used differential thickness over their magazines, machinery and fore/stern belts/decks. >Solution: Allow control over fore and aft belts and decks, separately. Along with independent control over belts and decks over main battery magazines and machinery >Problem: Lack of control over Length, Beam, Draft, and Free board. >Solution: Give us limited control over this, but make it so that every change effects tonnage and vice versa. With us being able to lock any 2 dimensions with in reason. >Note: This will also correct your wildly incorrect draft stats. >Problem: Where do you find how many funnels you need. >Solution: Put this somewhere obvious its important, perhaps on the funnel information card. >Reference Image: Reference Image 8 >Problem: Lack of Save Function in ship builder. >Solution: Add it! >Problem: Rotating guns and the like is annoying and painful because it reverts to default orientation every time you wiggle. >Solution: Make it so rotation doesn’t revert itself. >Suggestion: Separate Radar into Search and Range Finding >Suggestion: Add in targeting aids, like to begin with range tables, but later on mechanical targeting computers and the line. I think this will be exceptionally important for the campaign. Game play and Balancing: >Problem: Torpedoes are too hard to spot even on the best of graphical settings. >Solution: Add in some kind of visual aid for the player to know where they are. >Problem: Twin and Triple mounts suck badly due to their accuracy, and reload debuffs, especially triples. >Solution: Historically weapons of all calibers with few exceptions for cramped or poorly designed mounts usually didn’t have rate of fire issues. That being said some triple and quad mounts had issues due to blast interference affecting neighboring shells as they leave the muzzle. Also give guns their historical fire rates please what you currently have not is worthless. >Suggestion: Add in Technology Interrupter coils. >Suggestion: I am aware you are possibly making UA:D multiplayer I would recommend not balancing the single player game for this. The reason why is because the biggest group of people you are going to be attracting to UA:D are historical enthusiasts that want to play a game with historical ships and weapons or at least historical feeling. For example the 16” Triple Mark I takes Problem: Certain missions crash but you were already aware of this. >Suggestion: Small ships especially torpedo boats and destroyers seem to be a challenge to engage and im finding the best way to counter them is to use my main battery rather than my smaller secondaries. This is because they quite simply do not seem to die under secondary fire. End notes: I’m getting tired and I'm certain there is more that I can find but right now I can’t be bothered and I’ll revisit this later with each patch, or at least try to. Thank you for this wonderful experience and have yourselves a wonderful future. This was a fleet Review by Absolute0CA
  2. So I would like to start off by saying that I plan on updating this post throughout the next couple weeks and more changes roll out and I continue to log hours in the game. As of now, I only have around 2 hours of playtime. Bought the game earlier today and overall having a positive experience. The first 4 academy missions completed and 2 failed as I was mostly messing around with larger dreadnoughts. So let's get into it. 10/18 Impressions: I've seen a few videos on youtube and some friends were talking about the game in Discord, which is how I really heard about it. I haven't seen too many other games out there like this one, especially in the late 1800 to 1930 setting. Others that I've tried include War Thunder (somewhat recently added ships a few years back), Battle Stations: Pacific (More arcade-like, kind of outdated), World of Warships (fun, but really arcade-like and a long grind). I've also tried other games like The Last Leviathan, Blackwake, Sea of Thieves, From the Depths, Besiege, Crossout, and other games that are more "free-build". The physics in a lot of these games kind of let me down, Last Leviathan had very little content other than a few arcade-style missions and From the Depths had great creative abilities but some things like shields, instant-repairs, and AI were really frustrating to play with. Space Engineers is a lot of fun, but if only there was a game like that, but on the ocean. Ultimate Admiral: Dreadnoughts really isn't like many games out there, which I like. I didn't realize the game was made by the same company as Naval Action; A game that I have always wanted to try but worried to put out the money as it looked incomplete and complicated to learn. UAD on the other hand has very intuitive controls just like most RTS games out there, like the Total Wars series or Age of Mythology. As for the mechanics of the game, they're quit simple and easy to get used to. Graphics: To be blunt, they are quite underwhelming. I was kind of expecting something a bit closer to a War Thunder look, since the Unreal Engine has great lighting and particle capabilities (as shown in games like Wreckfest (I think), Mass Effect, Ark Evolved, We Happy Few, and MANY other games. The technology is there, so I was kinda bummed to see pixelated clouds that look like something out of Silent Hunter 3 from 2005. I know its still really early in development, but I hope they take the lighting, textures, and particle effects to a whole new level that we haven't seen in any of their previously developed games. That is, as long as it runs well. Currently it says a recommended GPU is the 1060, but with the way the current graphics look, I wouldn't believe the game is optimized too well. Clicking on a ship to show stats drops my FPS insanely low, but clicking off that screen and just letting the battle play out puts me around 100+ fps. Building a ship: It's simple, it's sweet, and it's intuitive. The game tells you exactly what you need at a bare minimum. Weight and cost are put front and center so you always know where you limits are. The lock-points are easy to see and it makes it really clear where you have room to put things (and where you dont). You can also hold control to place turrets freely away from those lock points, sometimes giving you more room to place more big boom-sticks (who could say no to more boom?). Overall, I really like the simplicity of it. Of course I would like to see more guns types, cosmetics such as camouflage and flag options, but I wouldn't expect that until a bit later. Possibly an addition of specialized crew would be neat, better trained crews (or even just a captain) could provide perks such as faster reloads or better spotting, definitely something I would like to see added in the near future. The map/setting: So I did mention the clouds and graphics already, but I would like to see some dynamic weather as well. Clouds, volumetric lighting, rains, storms, waves (rouge waves?!), all could make the atmosphere much more interesting. Also I'd hope you have islands and such in the works already, but working on the ships and aspects before putting anything like that in is understandably more important. Other types of ships: So I heard in other discussions there are already plans to add submarines, which is great! I would like to see aircraft carriers as well, planes like the Swordfish played quite a huge role, but even simple recon planes could contribute a lot to a fleet. When/if submarines are added, I would surely like to have more camera options available, as watching an above-surface view of a submarine battle is possibly the most boring thing ever, a more in-depth free-cam (where you can go underwater) would be a must. To that, I would also like to suggest better water effects, something closer to Silent Hunter 4's clearer water in my opinion looks much better than the dark, murky water that makes it near impossible to see what is going on just under the surface (unless its a cloudy/stormy day/night, I would like to see better looking water essentially. Other mode types: So I know a campaign is in the works, but I would really like this put kind of "in the back seat" if you will to get some other minor things out of the way. A "creative" arcade mode is an absolute must, somewhere were players could build ships with unlimited funds and just go at it. Then, they can select either pre-made ships or select from their own custom ships, how many ships on either side they want to fight and then just let them go at it, an entire 10v10 fleet of super heavy dreadnoughts would be epic. In the current academy, there is only limited freedom based on funds and weight/ship type, so I would like to see just somewhere were people could essentially make up "mock" battles. I understand you are trying to get the game out mid-2020, but that doesn't mean rush to make a lackluster campaign when many other things haven't been worked out yet. Is multiplayer planned to be added as well? I sure hope it is. Things like king of the hill (one central cap point) or just a standard attack/defense mode would be great. Even missions where you would need to protect a convoy could add something a bit more challenging. How about, a juggernaut mode; One player gets a fully decked-out dead-naught, essentially unlimited funds and technology (or at least, a ship that is quite a bit more advanced than the enemy) and they get to face off against 5-8 other ships, whether its aircraft carries, destroyers, torpedo boats or other battleships. The juggernaut has a clear advantage in being better in almost every way, but if he gets surrounded, out maneuvered, stuck in place though his engine or rudder being destroyed, is going to make his time very difficult. Well, I'm out of time to keep going at it for tonight as I've got to get up fairly early tomorrow. After some more hours of playing I wouldn't mind adding to the list or just generally updating some things. Before I go, I do have a few questions: 1.) Are we allowed to record/stream gameplay? I know I've seen a few videos on youtube, haven't checked twitch. I know some developers like to keep things hidden so I wasn't sure if we needed permission first for that sort of thing. 2.) Is there a place where we can find information on what is currently being worked on? Like a dev blog of sorts; I know a campaign is being worked on as it's been talked about quite a bit, but what else is in the works other than what's been announced as "intended to be added" sort of thing; i.e submarines. 3.) Do you prefer orange juice with or without pulp? I've always been a pulp-free guy myself, but I don't shy away from drinking it with pulp if there aren't other options. For me, I guess it's more of a texture thing. Thanks for reading! Hope to see you around in multiplayer (if it's added that is.)
  3. Hello all, loving the game so far, i had a few ideas that might be cool for the campaign side of this game. 1. Map: If anyone has played silent hunter or cold waters on travel map i love how you can see ideas of what the enemy is doing etc. without knowing how the campaign is going to look map wise and game play wise i cant say for sure if this would work but i would love to be able to have pings of where the enemy fleets and stuff in a general whereabouts. This is more than likely already going to be a thing anyway considering how in depth the Devs are making this game anyway. 2. Map x2: On the campaign map please make it a bit more RTS not turn based. I love the total war games but it would be absolutely awesome if if i could just zoom out of the current battle that i'm engaged in and look at the world map and see where my second fleet is and then bring them into the fight to help out. I find that such a problem with the total war series in the way that i either have reinforcements from the beginning or not at all. Example: my 2 destroyers are escorting a fleet of freighters and have come across a enemy fleet of 2BB's and 3Cl's. nearby i have my main fleet of 3BB's 3CA's 2CL's etc. I start retreating my small fleet towards my larger fleet and then have them all turn together onto the enemy fleet destroying most in true ambush style and causing an end to the war i'm in because of severely diminishing the enemies numbers in the pacific. 3. Aircraft Carriers: I would love to see (and this is a bit of a stretch) early aircraft carriers. i know this might get some flak but before you chuck it out here me out. Early aircraft carries were slow and pretty weakly armed and armoured. They didn't hold a lot of aircraft and the early aircraft (biplanes such as the swordfish) used in the time period weren't all that flash either. These should not be overpowered in anyway. Mainly scouting and some light bombing etc. This could lead to some awesome scenes on maps where a fleet is defending a aircraft carrier from an enemy ambush or attack with the aircraft defending the hive like bees as a distraction to get the main fleet away. Flak barrages and early machine gun fire around ships would look awesome especially if the game lets us go into WW2. As a balancing portion in the campaign make them relatively expensive or to maintain compared to other ships and the planes not super strong so as to not make them super common on the field and overpowered. Even if the ships were a mid/late technology to research would add balance to the game too. Some early examples of basic aircraft carriers were the HMS Engadine, HMS Ark Royal/Pegasus and the IJN Hosho just to name a few. 4. Auxiliary Ships: Lastly id like to suggest the ability to create our own auxiliary fleets to help with our trade for resources, transporting troops and equipment and to refuel and rearm our ships on the waters. This could add a bit more depth and control to income and the map later instead of it just being a numbers game we can visualise and have something to defend to help an invasion. Example: a fleet of 10 troop transports 3 fuel tankers 4 freighters and a bunch of German escorts invading England that the player has created to go on and attempt the capture of England. This would be a awesome sight to see when in a battle map though as it currently is this could be quite laggy but i am sure by the time the ready for the campaign it will be more optimised. These are just some things that i would love see added to the game and i hope you guys do too. This game has been very fun these last few days and i am dying to get my hands on the campaign and play it properly. As always smooth sailing all, keep up the good work Devs edit: just thought of subs being added too because there were early submarines too just an idea
  4. Hello all, o7 Before I begin, I would like to say that I am well aware that there are other posts concerning the (re)implementation of storms into NA battles. It is my intention to not only condense what I have seen suggested but also add to it. I am also aware that storms are in the Naval Action: Legends beta, and if it is already planned that they should make their way into the OW game, then please disregard my section pleading for their introduction, and instead direct your attention to my other hopes which concern additions to storms and other weather conditions. I am also aware of the probable futility of my effort, however try I shall nonetheless, Even the best fighting ship fears a storm Dynamic Weather - Storms + I am of the opinion, along with numerous fellow captains, that dynamic weather or even simply more weather conditions would be a welcome, realistic, addition to this wonderful game. In real life, a sailing ship facing a moderate storm would not be able to carry all of her sail, lest parts of her canvas might carry away. Even, in the worst of storms, a ship might be at risk of capsizing or losing more important parts of rigging, running and standing alike (including entire masts). These threats gave way to the development of storm sails, or stronger, and in most cases smaller sails. Also important to take into account is the steerage afforded by the rudder of a ship. While heaving in large swell, there might be times when the rudder can lose most or all contact with the water, and therefore compromise the main steerage way of the ship and subject it to great danger. The crew of any ship in a storm would, in addition to the danger of their ship, find themselves in a danger mostly independent from the ship. Struggling about a weather deck during a storm subjects a sailor to a number of deaths. He could be swept overboard by a rolling wave, or killed by a falling spar or other loose item. An introduction of realistic storms to Naval Action would bring to the most realistic sailing simulator the worst nightmare of any sailor: the lee shore. Here, I quote from The Pirate Empire Blog, "Perhaps the most famous pirate death by storm was the gigantic pirate vessel Whydah Galley captained by the Prince of Pirates, Black Sam Bellamy. Sam sailed up the Atlantic coast of North America during what should have been a reasonably safe time of year. But he and his men were caught by an enormous storm. It drove the Whydah onto a sandbar. The sudden stop caused all the masts to break off at once, while the retreating wave rolled the huge ship onto its side. The following wave actually picked up the 300 ton vessel, rolled it farther, and dropped it upside down into shallow water. Of the 150 pirates aboard, only two men (Welshman Thomas Davis and 18-year-old Central American Moskito Indian John Julian) made it to shore alive." -Heavier storms In the heaviest of storms, these dangers were only multiplied and paired with even greater threats. Huge waves, conjured by a gale, are a threat within themselves. A ship might find itself extremely vulnerable even to rolling while sailing broadside-to-the-waves. In these conditions, broaching might be more than likely and extremely fatal, especially with a light ship. While running before the wind, waves breaking over the stern of a ship posed yet more dangers. Water pouring over the stern could crush the structure of the ship and/or swamp it to the point of sinking. Masts, spars, and everything else which might find itself exposed during such a storm would be in great peril. Strong winds will easily snap these appendages, resulting in extreme damage to the rigging and danger to the crew. Discussing the damage to the rigging could lead me on a whole new tangent, describing control of a ship with losses of certain areas of rigging, however I shall leave it for the time as incredibly hard and perhaps impossible to control a ship if one were to, for instance, lose a section of foremast. Practicality / Introduction to NA Obviously, not all of this is possible in a game. Some of these ideas are merely interesting concepts. However, I think most of these ideas would be great additions to this game. If you do not agree, please participate in the poll that goes along with this post and comment your thoughts. At the very least other weather conditions should be implemented. I have already seen what a difference this makes while playing Naval Action: Legends. It does much to break the monotony of repeated battles, not to mention the profound effects it has on the quality in terms of visuals in this beautiful game. I hope to see more than storms added, perhaps calmer days not so different from those of previous builds, and maybe days where there are different types of rain. A great hope of mine is to see in a game like this colder weather, although I have left this mostly out seeing as this is the Caribbean, after all. (So not that one.) I think that some level of dynamic weather would be good to implement, even if it is only small changes. Some damage to crew if you take waves over your stern, maybe damage to structure. Of course, in smaller ships with no dedicated gun decks this would be most prevalent. Damage to rigging (hopefully some animations of sails being ripped to shreds or carrying away). In the case of large storms, the possibility of losing a topmast or more would be realistic. More aggressive wind and greater heel to ships is a great start. Along these lines follows an inflation of leeway while sailing and a tougher beat upwind. As previously mentioned, I could start a whole new discussion concerning the effects of losing certain areas of sail, and I would also hope to see that in the future. As brief of an example as I can come up with is as follows: the loss of a foremast should result in almost uncontrollable tendency for the ship to swing into the wind, given the loss of balance. While in the wind, a ship without a foremast becomes a sitting duck as it is mostly stuck in stays. *Edit* Forgot to add this: One of the other ideas tossed around between myself and some fellow captains went along the lines of a weather event, similar to a fleet event. Just like the treasure fleet events, a message would come to all players in the session (for instance, "Rumors of a large storm spread through the West Indes"). A location could be added on the map. When captains sail there, they are brought into an instance where they have to battle the storm and other players in the area. Maybe some incentive could be added similar to the admiralty events, where rewards were multiplied. This allows captains who do not wish to participate in a storm battle their chance to do so, and an incentive for those who might like to participate. These mechanics, if added, would allow for a greater range of uses for numerous upgrades such as optimized ballast and art of proper cargo distribution. There would even be reason to add new upgrades. One such new upgrade could be "Storm Sails," giving +10% sail hp, -2% roll, +10% sail rising speed or something like that. Thank you all for taking the time to read this long suggestion of mine Happy sailing, and may your chests be filled with prize money! o7, Sir John Please be sure to check the comments for any new updates of mine Credit to Liberator for this fine screenshot, link here Taken from the Naval Action: Legends beta, link here
  5. I've put some time in over the last few days, and while it's early yet, I haven't seen a 'planned content' list, or upcoming changes. Let's get this show on the road. 1. Gathering, as it currently stands, is not in the best spot that it could be. It isn't necessarily bad, but it's not indicative of how things ought to be. Wood should be almost annoyingly plentiful, stones should be more common along cliff faces and rivers. Alternative and more efficient means to gather are an absolute necessity - Hatchets for more effective wood gathering and so on, requirements for skinning knives. 2. It'd be nice to see better camp management, particularly in the department of giving our warriors a little more autonomy to say "Hey, I'm gonna go take care of the fort problem, can you guys manage to upgrade your camp while I'm away? That'd be great." It might take a week, and it might could even require a Chief skill, but it would be very convenient to expedite the settling process. Further, it would be nice to see additional options for camp development, in the vein of additional warrior slots, more efficient crafting, eventual refinement, and so on. 3. Better voice acting for the settlers, the inclusion of women, wagon utility with horses and so on are likely things that are on the internal road map, but I'm mentioning them to be thorough. Camp specialization would also be interesting to see. Internal camps for gathering and refining with exterior camps focusing on patrolling and attacking. I'm looking forward to future updates. I'm not sure how much content is actually there right now, particularly with the optimization being where it currently is, but the game is incredibly eye catching and definitely has massive potential. Best and v/r Deep
  6. Ahoy! Play-time 294 hours - 22K XP The introduction: Found a realistic "age-of-sail" game, love it, the graphics, the sounds, everything....so starting off in a cutter, looks nice, I can handle this. Checking the warehouse, market, Admirality thinking cool, I can perhaps jump into a kill mission and see what it is about... Few days later and my first "exploration": Ranking up, its good, I obviously need a bigger ship to get my hands on the traders and their loot out there...still in my cutter, not sure about the difference between a trader snow and just snow, trader brig and just brig. Oh, I can have more ports?- Nice, I think I will head up to Nassau, seems to be a good place for a second port with access to other goods. After a week: "You need a clan" someone wrote me. I didn't reply, what does being in a clan mean? - No idea, but I should probably be a good player for being in a clan first, so I go out gathering some XP/Sailing experience first. Not sure if I want to be in a clan yet either. Still in my cutter, the Trader Snows are a nut to crack....about to give up...checking the chats, seeing the same players in and out of ports in their different high-rate vessels, the envy, the curiosity. Need to find some documentation, navalactionwiki...reading, figuring things out "You need a clan" #2: I need some help here, the cutter and my sailing-skills are not up to par with the snows or brigs...ok, going for the tutorials, youtube, trying again and again, demasting, basic sailing, cannons....I did it, and I got a price as well - very nice. Finally, snows and traders no problem - getting the hang of it. Taking my pride out for a ride towards Nassau, hey what is this? - A lone trader, going for a tag (not noticing or even understanding the meaning of the R above the compass. Whats going on? A single trader just turned into a f**king Armada - Boom, I'm sunk. WTF?! - Now what do I do... Need xp, someone notices me again in my cutter - I am asked if I would like to try a Heavy Rattlesnake (Creds to Bob Americana) , sure, I would be delighted, not even sure what it can do but seems anything is better than the cutter at least. Gaining XP, loot seems no problem anymore, I have been saved, gamechanger, I start to be motivated again. Better stay safe now not to loose my ship again (although still not aware of the meaning of the "R"). I am invited to a clan again, maybe not a dumb idea afterall….so joining, with my Rattlesnake...got dubloons now, so buying a surprise, looks nice, works well against the traders, throwing all loot above hold-limit overboard, too bad - shouldn't it be possible to capture ships in this game? Still not moving outside safe-zone, the efforts behind my surprise is too great to throw away...Been attacked by pirates twice on my way back and forth to Nassau, I am lucky I could sail away... Back to Rattlesnake: Ok, got sunk again, by some dude who got up to my stern and just severly punished my masts...so ends meet, and I need to gather more dubloons again to buy a new surprise so I can keep my Rattlesnake safe. The idea of going back to the cutter feels like a no-go. Also better to stay safe with my fellow clan-members, who wants to go out alone in the open seas risking all this effort just to have to start over again.... Clan seems to have ship-builders, other members keep refreshing their dockyards now and then, but I got my surprise - thinking these guys probably are veterans with too much resources and cash stored they can probably just build whatever they want. The Pirate Frigate: Finally, enough dubs for a Pirate Frigate from Admirality. Have been looking at those Le Gross'es for a while, now it's time to get a hang on them as well....tagging....and I find myself sinking. And there we start again with the Rattlesnake....then Pirate Frigate, stay behind the LGV, get those crew-members down, youtube, boarding....winning.....great!...Throw excess loot overboard, sell in harbor...gaining reals, gaining dubloons, life seems great... I notice from the chats I can cap up to 5'th rates - really, how? - By moving the crew-slider towards the boarded ship. Well, that's a gamechanger when considering the rewards in return. Some dude named Woldemor Bishop tags me in his Le Requin, I am arrogant, I have a bigger ship than him, he's in a, I don't know, some tiny schooner with weird colors, but he is fast - he wants PVP, I want to get to port to sell my loot. He tries to board me but I outsail him after several hugs telling him to leave me alone, I find it quite annoying that he even tries - he gives up and sails away. The Constitution: Next day I feel like a real champ - I just bought my first really big vessel from Admirality, a Constitution, can't crew it fully yet but it sails, and its glorious - Pride, finally payback from all the looting of LGV's. Roaming between ports close by thinking the closer to home the better chance of getting help if needed, no chance in h*ll I am taking this one out on the open seas, all my efforts would be a waste. Just exiting Coral Bay and *tag*, by a Le Requin? Oh, its my friend Woldemor again, now what do you want....I am boarded, lost my Conny AND my pride....wtf! Google, YouTube, Forums, Le Requin, Troll-ship, buy-to-win someone writes, the glory of the game straight down the toilet...why am I even here... The days after the latest patch: Roaming the Reinforcement-zone in my Agamemnon someone in my clan built me. Carefully crafted and modded from all my gaming-experience and reading so far (I already lost my vision of success and joy by hard work, so clinging to the shipbuilders in the clan now). Built my Forger and Mines and got everything set up for an easy strawl in the bay. Need to open up a few knowledge-slots on the Aga and need more resources (logs etc) as they are scarce both within R-zone and outside. I don't feel like going outside R-zone alone anymore except when there is a storm and I am heading from A to B for some easy reals by trading. I tag an LGV just outside the capital. 30 Seconds later a Russian Bellona jumps in - and you can probably guess the outcome yourself. So you tell me Mr.Developer: Quote Breathtaking open world based on 18th century historical maps gives you an opportunity to explore the 18th Century Caribbean. More than 365 historical ports based on their real locations are scattered across the map. Map is enormous - you cannot see another shore of lake Maracaibo. End Quote How can I, after almost 250 hours inside the R-zone, enjoy what you introduce this game to be for newcomers with the ability to have the occasional 1-on-1 (PvP/PvE) without risking everything if not being supported by high-ranked ship-builders and vast resources available to me? I would like to explore, but in a world where everyone is your enemy that's just not gonna happen if I want to see land as well. Some Reflections: These suggestions would allow me to actually enjoy the world and choose my battles, be wary of the scary pirates and not just every single enemy player out there I see. Although it would make the game less realistic in some areas perhaps, but maybe more realistic in other areas (like for ability to do international trading helping the economy better). I believe it would open up the world to many more players with the result of motivating players to come out of their secure zones. 1. The new RoE should limit the reinforcement to reflect the rate and numbers of original attacker(s) - if that was in place I could never have been jumped by a 3'rd rate while in my 4'th rate, and maybe I could have had a fair fight afterall. 2. There could be a minimum threshold to the range between an R-zone and where players can exit/log out of the game to stop exploiting the new RoE, 20 minutes is a long time for anyone to log in if they logged out in a foreign nations R-zone. So while I tag a trader, the reinforcement in the new RoE denies the function of R-zone in its whole. 3. I would like to choose whether or not I wanted a PvP or not, sometimes I am out hunting, sometimes I am out trading or just want to hear the sounds of the waves. It would be nice if you'd deploy some "consent"-mechanism for the player being tagged that gives the battle green or red light. Perhaps a small screen telling the player being tagged what odds he'd have (or similar measurement)based on the attackers experience-level, ship-rate, thickness/armor etc. So for example if I am being tagged I see a screen saying "the odds are 2:1" but for me that may be good enough to accept the challenge, or choose to sail away while a timer limits the tagger to tag me again. Maybe even when being tagged by a pirate this mechanism would not be there making it more fun to be a pirate perhaps. And one last thing on my mind - It would be great to be able to choose which deck I want to use with regards to isolating, lets say, carronades from long-guns. This way maybe undercrewed vessels may be able to fully utilize their guns on a given deck. Apart from that, excellent game!
  7. I really like the passenger missions on testbed. But one crucial part is missing. Mail Packets! Information was/is crucial and with the removal of the trader tool I see huge potential for it. Suggestion: Players can accept mail packets - missions. Those missions have a shorter duration than passenger mission to fullfil them. Reward is ofc reals/dbs and informations of contracts / buy sell prices of items and stock count. So actual informations that the tradertool was offering. How data could look like: Like the ship spotted notes Or additional infos that get added to the player map and get deleted every server reset ( port info window) But why not visite the ports yourself? A mission grants infos for whole region. Data is not real time. Its a picture of the moment as mission gets accepted. But doing a missions saves time (1 sail for whole region)
  8. I made a topic some time ago already. Time to make a new one The old: 1. Eliminate the ability to use alts for getting ressources your nation doesn't have to give real trading a meaning and give RvR more meaning aswell. - Give Clans the ability to close the port for other clans except clans on their friendslist. - But only make this possible together with a new feature of a civil war mechanic. Clans can take hostility missions against ports of the own nation and play the portbattle. When they get into a hostimission the defenders can join (only clan+clans on friendlist can enter on defender side). Also the people that made the hostility get a timer like PB timer to get attackable by everyone for 1 hour. (also same nation) 2. Ports and their management Ports lack some management options right now. You should be able to not only give up a port but to transfer ownership to another clan You should be able to get a few of the ressouces that this port drops only for your clan Also a specialization of the port would be nice. Trading (more tradinggoods) Crafting (bonus to RNG look below) Labor (Reduced labor hour costs) Changing a timer should take 2 maintenances until it's active (to avoid changing back and forth) 3. more taxes Repairing in port should go to the clan owning the port (taxes) Crafting (the gold you pay) should go to the clan owning the port aswell (taxes) (Needed hostility got ninjapatched some time ago and is fine atm from what I think)
  9. 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,
  10. Hello Captains, Today I deleted my character. I no longer wish to participate in this game or contribute to the direction development is taking. This post is supposed to serve as a reflection of my game time and what I think could improve the game experience as whole. The game is extremely dependent on other players and their actions. From my point of view when comparing this game to other mmos, there are simply not enough alternatives for gaining resources to compete with the actions of people who play this game all day every day. There will always be people on late night for night flips, and there really is no way to compete with that type of playstyle compared to a person with a life outside of this game. Another example and my favorite, you can only acquire a ship you want with specific trims through crafting it. I find this a limiting factor for developing fun, enjoyable game mechanics later on. In a game where the limiting factor is ships and time, having one single way to generate new ships you desire is ridiculous. This game with a few exceptions is the same game it was a year ago with almost no change in game mechanics and has actually been reduced from the game I liked when I bought it. Some may not have had the opportunity to enjoy small battles, but when I bought this game they were all I played. I was not a rear admiral then, but the small battles were fun, and very rewarding. You could queue up, and after about 5 minutes or so, you were thrust into a battle with about 20 basic cutters, 10 - 15 snows, and 5 - 10 other small ships ranging from brig - trincs and they were all other players, not bots. As a noob player, not only did it teach me the fundamentals of combat on the high seas, it was amazingly fun and afforded me a casual gameplay experience. There were ships capsizing as they were rammed, and stray cannon fire demasting sails, and causing instant and savage explosions. As a player just beginning the game it kept my interest to play those small battles and pray for a lucky shot that blew an opponent up. The opportunity to enjoy Naval Action without committing great amounts of time to it were why i played. Then the rewards were nerfed, and the game took a new direction. Very early on, the game was changed, and with the change the first wave of people left. At one time, it was not uncommon to see 5k people online. It was easy to find Naval Action then, and the help channel was alive with questions and other help requests as new players constantly logged on. Then after the changes, everything seemed to die off including the fun bits I enjoyed and the stream of new players. Small battles were vacant because the new nerf had made that entire system unrewarding to participate in. The devs had shifted the game's focus from a queue based system of gameplay to a sandbox one. One which required a significant investment of time to compete in. At first it was ok, it was new and like most new things, you want to try it. But like new things, they just wear out. This game wore itself out because of the time required to play it. The game changed with the community and the community demanded change because it was getting old fighting the same people over and over again. Then the devs went into developing a new combat system which promised to be refreshing in its own new way. When new changes went live almost half a year later, it felt refreshing because of the server wipes and the reset to economy, but it still felt the same it was prior to the changes. Hardcore players still found ways to manipulate the system because they had the time to, and casual players still could not commit 12 hours a day to the game. There was still no accommodation for the casual player to play as they wanted when they to. To me there has been little forward in the way of development of fun and lackadaisical game mechanics. Its almost as if the devs and players want this game to be hard to enjoy. It certainly is not a game you can casually log in and play for an hour and expect to finish a battle in that first hour anymore, and in many cases it takes atleast an hour of sailing before a battle vs. other players is even possible. Then another hour passes during combat, and then another as you hunt for another encounter or sail against the wind back to port. To me the time commitment is too steep. How can you say this game is fun when it is like a job to acquire the resources you need to play the game the way you want? Is it really a fun game when you sail for hours with the game minimized at your workplace? To me no, and that’s part of the reason I deleted my character. Suggestions: Reduce the time commitment required to compete. Reduce map size to accommodate the small player base. Make the game easy to log onto and enjoy. Make resources much easier to acquire by adding alternatives to producing them, including an alternative way to earn ships. Seriously consider a queue up option that is an attractive option. I would like to thank the players who made this game enjoyable, because without them I would have quit long ago. Sincerely, Rear Admiral Crayon
  11. I have a few suggestions for fixing the pirate nations. First off, a little bit about me, the most recent wipe will have been the 3Rd wipe I've been through. My first outing as a player was on the pve server getting my sea legs. Soon after I transferred over to global to start sinking players! I'm not by any stretch an expert at pvp and I rarely participate in rvr as I find it rather boring so take the following observations and suggestions for what they're worth. 1. The Pirates as a "national power" is simply absurd. How this managed to make its way in to a game rooted in so much realism is simply beyond me. This should not and can not be. As it stands, smaller nations act more as pirates (or privateers if you rather) than the Pirates do themselves. They should be based around open world pvp with the occasional sack of a town here and there. - Suggestions: - Pirates should be a faction based solely around pvp where only the most veteran players find success and Profit, thus pirates should receive higher rewards for capturing and or sinking ships. Furthermore pirates should also receive a significantly higher sell price for ships back to the port. To offset this, pirate pve missions should remain open and visible for the duration of the mission, as any ship being attacked would certainly be signaling frantically for help while being attacked. Player engagement timers are fine the way they are. Other national factions should receive a slight buff in income of pve missions, and a significant buff in income from sinking pirate players as they are a scourge on the open seas. (maybe also receive a slight buff to income for sinking war targets if the alliance system were to come back, which I think it should, pirates would not be able to participate in diplomacy) 2. Pirates should neither be able to capture nor lose ports. - Suggestions: pirates should not be holding regional capitals, that's absurd. Instead the Pirates should have a total of 4-6 ports spread across the map from which to base out of, free towns would be a good idea, they would also be the only faction able to teleport between free towns so they may move around and plunder different areas with impunity. Raising hostility would do 2 things. First stolen or contraband good would be produced only in ports that the Pirates have raised hostility in. The goods would be extremely cheap and have very high sell prices in other portions of the map which does 2 things, brings more traders to the are where the hostility is raised and offer more gentle players in the pirate nation a valuable trade good to generate cash. The amount of these goods available should reflect the amount of hostility in the region. Another interesting thing would be to raise pvp rewards for killing pirates where the hostility is above a certain percentage. The weight of said goods should reflect the value. Should the Pirates set a port battle, the port battle should be a "raid". If the Pirates succeed in the raid, they should hold the port for 3 days after which it reverts back to its original nationality prior to the raid. After the port reverts, the port can not gain hostility for a week and the hostility will drop x amount per day back to 0 before the 7 days has elapsed. During the occupation, pirates receive a 25% discount on all resources in the port both npc and player contract items. This could extend to ships on sale as well. Pirates also would have free repairs and crew replacement in the port during the occupation. 3. Pirates in lineships -Suggestions: pirates should be limited to the construction of a level 2 shipyard. With a discount on the amount resources for crafting 5th and 6th rates. I would say that pirates should have no access to lineships at all but I feel that would take out a lot of fun for the faction, perhaps pirates sailing a sol would suffer speed, reload, and maneuverability penalties. National powers should receive a discount on the crafting of 1St, 2ND, and 3Rd rates. These discounts would also vary a slight amount based on the amount of regions held by the nation. 4. Victory marks Suggestions: since pirates would have no way of obtaining victory marks, I think a variant of the conquest mark system should be implemented. Once a region reaches 100% hostility, pirates should get an injection of x amount of combat marks instantly, however only players that get a certain percent of the hostility will receive them. Also, if the port battle is won they should receive x amount of additional combat marks each day the port is in their possession which would again apply to only the players present at the pb. This would hopefully encourage the Pirates to open up multiple fronts against multiple nations. These are a few of my suggestions and ideas. Let me know what you think.
  12. I enjoy this game even better after the patch, i love the one dura, the economy, roe, etc.. Here is my few suggestions i can imagine to increase the player experience at all level. 1-Scout report rewards: When spotting an ennemy player sailing in your national waters, you could have the option when clicking on him (next to send a pm) to "send a report". Such report would be like the ones we had at the beginning of OW: a letter (item) you can send in the chat saying something like "Baptiste Gallouédec have been spoted near Oranjstad in Renomee.." then the time since when the report have been made and when you read it ".. 3 minutes ago." Then the tagged ship would be displayed as such like for the "recently killed" message for some time to prevent spam from multiple players( timer to be adjusted) The spotter will not be able to send another report for some time too, so he can't flood the chat screen. But if the tagged player get engaged and loose a fight while marked, the scout gets some gold & xp (mark ?). => I think this could reward teamplay, encourage small ship & low level players to contribute in pvp & Rvr. This could also help everyone in finding potential pvp. => This is also part of historical missions of small ships to collect intel, scout and act as messenger. => This is already doable by typing in chat windows but gives no reward and don't help players to progress by doing so. This is more clear to read, less confusing with multiple players signaling the same ship with different infos, multiple scouts. ___________________________________________________________________ 2- AI small boats: Now that basic cutter is a free pve trainer ship and even trader lynx can have guns (and share same model as the combat counterpart). I had the idea that a few of the ai sailing in ow should be replaced by smaller sized boats, fishing boats, yacht, luggers, gunboats. No super fast boats or ship. Or even a Hms Bounty kind of ship. I know you told you delivered more ship than promiced, but ship diversity is a big plus in my opinion. I don't ask for a lot but like one or 2 (gunboat already exist, maybe rework it to make a fishingboat variant, same for yacht, a simple different reskin it, no gun or smaller guns.) Basic cutter or lynx are quite decent ship and not that small ships, but right now they are the underdog. New players start in the ow and when next to frigates, lineships etc.. they have the feeling their cutter is like a rowboat. Having smaller boats in ow would create a better scale sense, better that than insane 6x santi+3x belo+3xbuc useless fleets.. They could drop few fishmeat, tobacco, sugar, watever trading ressource (never more than basic cutter hold) when catched in open world. They could also drop bottles or scouting reports (random enemy player ship location, rare ressource for sell in port + date of the report) Make them limited to 1vs1 ow fight only (no pull circle) & maybe sub-coast guard missions (as tutorial). Not more than 1 or 2 gun, no marines, no boarding mods most of the time unarmed. This would be like a kind of tutorial of target practice, (even fighting an ai cutter in basic cutter can be very difficult for newcomers). => Players don't start with the feeling they are useless tiny rowboat and the smallest ship on the ocean. => Kind of coastgards target practice. Push low ranks players in OW (linked with the previous scout reports suggestions) without the risk of being jumped-in by some gankers or => Better immersion in open world (OW should have either war fleets, or lone ships, lone ai ships are too few right now and who would tag a lone ai pickle right now ? They are useless for everyone, and too risky for newcomers in basic cutter, better smaller and slower _____________________________________________________________________ 2bis- Lynx/trader Lynx/Privateer: On a sidenote i advocate for switching the sail profile between Privateer & Lynx, and make the Lynx the same hull size like the priv as it should, this make no sense the privateer run worse upwind while he got more square sails. Also you could remove trader lynx and give the lynx the same hull space. This way, privateer and lynx would be more balanced: privateer get overall better combat capacity and speed, Lynx become a privateer/contraband ship with excellent downwind capacity but worse combat capacity. _____________________________________________________________________ 3- Undergunned ships If doable, i would be pleased to have the possibility to undergun my ships. I think now you can buy guns per units and loot some, this would be a cool feature. Either to save some weight and speed, or to be able to sail a ship even if short money or undercrewed. This could also add variety between ships configs you meet in ow.. more strategy choices. Also , basic cutter players will be able to try other guns with looted 6pd per exemple even if they can't fully fill their ship with. Even a 7th rank ship with just one long per side can be a viable annoying tag/chainshot ship. _____________________________________________________________________ 4- Blocade In mission tab, you can pay a good amount of gold/mark to select a port to blocade. When selected, a large ring appear around the port, and the harbour is marked as such on the ow map for everyone as long as blocade is on (2h, 4h, 24h to be defined). This can re-use the flag system to set the mission on if easier to code. Every pvp battle inside the ring can’t be joined after the start to prevent port hide & jump. Each ship sunk or captured inside the circle count toward the attacking or the defending nation. When mission timer end, the winning nation's participants get rewards, top 10 from both nation gets tresure chests (leaderboard like the previous pvp event can be used). (if the game engine can't support multiple pvp events at the same time, make them with a one week cooldown before same nation can rebuy a blocade mission. => This can be used by a nation who know a pb is scheduled at this port, to give reward to screeners from both side => This can also be used to increase pvp & rewards while you flip a region _____________________________________________________________________ 5- OW pvp reward & inducement : Minor victory & Surrender rework (Maybe just for nationals captains as pirates can already have all the easy pvp they want) -If the last combat ship of a side of a battle escape, the other side should receive some kind of rewards and be considered as a minor victory past a minimum amount of dmg deal (for making the other side rout/flee, and as a compensation for the time and risk taken.) => participation in pvp rewarded -When surrendering, a captain should not be considered as out of combat. Ship raise sails and stop like now, but a window open similar as trade or hold inspection one with 2 options: A-Complete surrender (like now, crew saved, but leave ship & hold behind you) you can leave the battle immediately. Ship is displayed as abandoned. B-Ransom offer : you can offer an amount of gold, if an enemy captain inspect your ship, he can accept, he still can choose to take what is in your hold or not, but can’t use the sink or capture option, if he don't, you become complete surrender, then everything goes like now ) If he accepted your ship stay surrendered until all side leave the instance, from now enemy can't use X on you anymore, but can do anything else like now. When on ransom offer, until someone use X on you, you can switch to complete surrender at any moment. If no one check X when instance close you go back to OW like normal with nothing lost. If no one check x but enemy still sink you, you appear at nearest port like in case of complete surrender with the surviving crew you had when leaving instance. Maybe if a teammate check X on you before an enemy while on ransom offer, you can take part in battle again, and he can give you some of his repairs & crew , or if too gamebreaking, he can just add your ship in fleet or take control of it. => With the one dura, ganking is strong and very hard to endure when independant trader. This can be a chance to keep your ship, instead of privateers not able to loot because of ship hold limitation, and ending in sinking your ship & most of your cargo for very few gain. _____________________________________________________________________ 6- OW winds Meteo should affect ow speed to a certain level, with 2 or 3 wind force status (strong breeze, high wind & strong gale for exemple) then get rid of copper plating & speed bow figure. Winds don’t change ow speed but instead adding malus/boost for some king of ships - The strongest wind would decrease overall max speed from a small % for the smaller ships (5-6) and upwind sailing for square rigged ships + downwind bonus for rated ships (4-3-2-1) - High wind, no bonus nor malus for any ship - Strong breeze, upwind speed boost for small ships + downwind malus for square rigged ships. => No ship sure to outrun everything at a set angle everytime.
  13. I've given this more than a little thought. My thoughts are predicated on two assumptions; that crew kills are determined by shot striking hit boxes designated for crew, and that crew hit boxes are flagged on or off depending on how men are distributed to tasks. If these assumptions are wrong this should still be adaptable. First, we need to add a few crew hit boxes into the rigging at fighting tops and various other bits of rigging, which are enabled when men are either sailing or set to boarding, to mark the location of either crew aloft in the rigging or marines in said fighting tops. Treacherous French sharpshooters will enjoy these cowardly postings, I am sure. Second, points around the ship need to be designated as musketry origins. Spots on the forecastle, quarterdeck, weather deck, possibly gun ports below, and our now-crewed fighting tops aloft. These musketry origins will have an orientation and a maximum angle from center. A musket on the gunwale may be oriented 90 degrees off the beam with a 90 degree maximum angle, creating a half-sphere of possible shots to starboard (90 degrees left plus 90 degrees right equal 180), but excluding firing to anything left of it. Meanwhile a musket in the fighting top may have a 0 orientation and a 180 degree maximum angle, allowing our sharpshooter to fire anywhere he pleases. Not all possible positions for a musket-firing crewman need be simulated, just a dozen or so for small ships, and perhaps as many as fifty or a hundred for a 1st rate. Next, we need to enable or disable the musket points based on if Boarding Prep is flagged as enabled or disabled. If a captain enables Boarding Prep, his crew rushes to their musket points and starts firing. Of course, marines are always in Boarding Prep, but unless boarding prep is enabled, they hold their fire. There is thus a new level of play in that you can tell your enemy has gone into boarding prep, and your enemy may attempt to surprise you by staying out of musket range until he's fully prepared to board. Speaking of which, we will only need to fire when in range. Until an enemy ship has closed to within X meters, the musket simulation idles. Fifty or a hundred meters from an enemy ship, the simulation moves to the next step. Within range and with crew active in boarding prep, the crew opens fire. We need to have points operating randomly to reduce the computational overhead of plotting every musket's reload and possible shots simultaneously. We also need to have musket points firing only when they have a possible target. To accomplish this, musket points are numbered for their ship, selected as a random number, and perform a distance check from their point to a crew hitbox on an enemy ship. Only distance on the X-Y plane is calculated for simplicity and to prevent the fighting tops from being too high aloft to fire. If a musket point is in range of enemy crew hitboxes, it proceeds to the next step. Otherwise the program returns to the random number generator to select another musket point. This process continues until a musket point responds as being within range of enemy crew hitboxes. In range of enemy crew hitboxes, the musket point performs a raycast to determine if the closest hitbox is inside of its field of fire (the orientation and maximum angle from earlier). This raycast ignores the various objects, including friendly ships or obstructions. It simply checks if the musket can point at the target. For fighting tops, this will be almost always true. For more restricted musket points along the sides of the ship, they may determine they are close enough to a ship, but that ship is on the wrong side of their field of fire. If the raycast determines the ​closest ​hitbox is out of its field, it then checks the farthest hitbox (within the range check of X meters). This second raycast will be useful if one enemy ship is closer than an enemy ship on the opposite side, allowing muskets on that opposite side to fire at the more distant enemy, rather than all musketry checks passing or failing on the closest enemy, or firing at the bow of a ship when the closer stern isn't in the field of fire, as might happen when your T is crossed. Should both raycast checks fail, the shot from that musket point is canceled, and moved back to the RNG to pick a new musket point. When a raycast is successful, the shot is fired. This is an individual musket ball able to kill one crewman, originating from musket point, and directed along the raycast to the center of the target crew hitbox. The individual musket ball is simply a raycast with added deviation to account for inaccuracy. Given a shot with say five degrees of inaccuracy, we have a chance of hitting gunwales, masts, crew hitboxes we didn't intend to fire on, or even friendly crew hitboxes. Plotting the actual shot will also give the proper advantage to a taller ship or a shot from the fighting tops, as shot falling down on the enemy deck has a much higher chance of hitting a crew hitbox than attempting to shoot through gun ports. All of these calculations occur server-side. Client side, clients are merely informed that they have lost a crewman and which musket point on the enemy ship should render a puff of smoke and a retort. The result is a robust simulation of musketry occurring where it belongs, the battle server, while server-to-client traffic is only marginally raised. There is no need to inform clients of any details of the shot, unless effects beyond gunsmoke are requested. Hearing musket balls patter against my hull may be nice, and watching little black dots fly is entertaining with grapeshot, but given the volume of fire I expect it would be expensive. Speaking of volume of fire; the rate of fire will be determined as a function of how many muskets your ship has, if you have enough boarding mode crew to fire all of those muskets, and what percentage of your crew is marines. Lets presume you have 100 crew, no marines, and 20 muskets. You open fire with boarding prep active. As crew move into boarding prep, the number of muskets in use increases until 20 crew are in boarding prep, when all muskets are now being used. Each musket fired by a crewman has a base firing rate of once every thirty seconds. Twenty muskets, firing once every thirty seconds, comes to 40 shots a minute, or one shot every 1. 5 seconds. The musket simulation attempts to fire a musket point every 1.5 seconds in this situation, graphically there is a puff of smoke every 1.5 seconds, and depending on the luck of the shot raycast, the enemy crew starts whittling down. Now lets say you have gold marines, and 50% of your crew is marines (IIRC). A marine can reload and fire a musket much faster than an untrained crewman, and gold marines almost certainly reload faster than grey marines. Accordingly the fire rate is increased by the marine crew percentage, 50% for gold, less for less expensive marines, but peaking at one shot every fifteen seconds per musket. This creates a blistering 80 shots a minute from the 20 muskets. But wait! The number of muskets has increased as well! We have to add the additional however many muskets to the rate of fire calculation. The fire bonus from your marine percentage will continue down to the last man as well; the simulation need not track how many marines are manning muskets to how many crew are manning muskets. It is presumed either the marines will be prioritized with the musket distribution, or the crew will have received some drill themselves if the captain had planned to perform boarding enough to invest in marines. However heavy casualties will still reduce the rate of fire as the total number of active muskets falls, or if muskets are lost under the bloodied bodies. So what is the result of all this? Going gunwale to gunwale and exchanging musket fire will now be a useful way to gauge the enemy's ability to repel your boarding, and make point-blank fighting much bloodier. No longer can you exchange broadsides into each other's hulls and coolly calculate who will win by who's losing armor faster. You will now be exposed to his fighting tops and muskets on the gun deck, and will suffer casualties among your weather deck gun crews and sailors. It is now very, very clear when someone has a gold marine boarding setup, if they leave their crew in active boarding prep mode. It may be desirable to not tip your hand by keeping boarding prep disabled while approaching and keep your marines from firing. A ship that hasn't fired its muskets either has no-one on hand to fire muskets because the captain intends to focus on gunnery, or has a marine build he intends to conceal. Once you begin firing muskets, you tip your hand as to your marine and musket levels and your enemy can react. There's a possibility for trickery in this mechanic. It is also possible for a ship disabling a gun side to use all their needless extra crew in Boarding Prep with Extra Muskets and Pistols, giving the appearance of having marines but still maintaining full manpower for gunnery and sailing otherwise. It is also possible to defend your Gros Ventre or other trade ship with your crew in boarding prep and firing muskets, and one of these ships with full musketry builds will be dangerous to pull alongside in a lower-hulled vessel. Barricades can also have a new bonus; a flat 5, 10, 15, 20 or 25 percent chance to cancel a raycast musket ball hitting a crewman, as your crew enjoys extra small-arms cover. With the right build, muskets could be an effective defense for an otherwise unarmed trade ship! The actual boarding minigame will lose some of its importance. A close quarters fight may be determined entirely by hauling alongside and unloading muskets into the enemy. The captain who finds himself running alongside a boarding-modded enemy will no longer simply keep his speed up and negate his adversary. He will also find that if he cannot break away, then he needs to force a boarding and hope for better swordsmanship than musketry. Or pray to the gods of grapeshot. All of this was posted elsewhere in the wrong forum under a related discussion, so do pardon the double post. I don't want to take over someone else's thread.
  14. Seen a few of these posts but thought I might as well have a go The aim of these ideas is to make the pirates a unique 'hardcore' pvp faction with interesting mechanics but also limited economic and military strength compared to the nations. These should also keep a nice balance of power between the industrial and pvp players in the nations. Pirates Economy One economy building per player 25% tax for all trades between pirates and other nations, including player to AI and player to player (bribes, mistrust etc) Production/ships Largest ship produced by pirates will be 5th rates Cannot purchase ships from other nations, any ships larger than a 5th rate will have to be captured (1 dura) Conquest Pirates will be unable to participate in the current conquest mechanics Nations will be unable to launch a port battle/flag against pirate ports New 'control' system describing the difficulties nations had at the time keeping the peace in their colonies Each national port/region will have a base 'control' score (CS) which will naturally decay over time. Local merchants (AI) will create hauling missions for national players to take goods to any ports that need it (similar to the current missions) to increase the CS for that region. If the CS for the region goes too low the nation then has 24 hours to increase the CS above the base score or the region will flip to the pirates. To recover a pirate port (any) nation can send goods near the port to reduce the pirate CS. If the CS goes low enough and stays below the base CS for 24 hours the port will flip to the nation that delivered the most goods. Pirate CS is increased by pirates transporting their own goods to the ports or by capturing/sinking enemy (player) trade ships in the region. These mechanics should create a situation where pirates become strongest on the borders or quiet areas of the national empires. Finding opportunities where nations are fighting each other and playing them off against each other. Small groups of pirates will be able to harass areas and capture a region or two by raiding ports and shipping trying to supply those ports – but find it extremely hard to hold onto those regions when an organised fleet of traders and warships try to take them back. (If technically possible) Pardons could be purchased by a pirate player at any free port which will allow them to join one of the nations for a fixed time (7/14/28 days). The cost of these pardons would depend on the rank and fame of the captain (see Zooloo's fame system for ideas) meaning a famous Curse would find it stupidly expensive. At the end of the time frame the captain would revert back to a pirate (with xp and fame penalties) and lose any of the advantages of being a national captain – 5 dura ships etc. Any comments welcome
  15. Lately i find myself stuck in the capital simply because sailing take so damn long and i always get stuck in the wind. I really want too play the new pvp events but getting form danish captital too events takes 1-2 hours. Many players builds outs posts and do the cheaty teleport thingy where you board a shit small boat and teleport your big man'o'war too a far away port witch seems stupid. A new system is needed, i purpose that you can for example open the map and chose a port you want to go too and press "let crew take command" and AI will take over and sail there, and your ships actually sails in OW and can get attacked by other players. I would love this as i makes me able to play PVP events and get too far out ports and PB without dedicating 3-4 hours too just travel. Please my darling Devs consider this as travling long distances becomes rather tedious and boring, and would make players able too enjoy what makes this such an awsome game, the marvelous combat and the crafting and trade. yes,yes, i know how can i say sailing is boring in a ship game. stupid right? none the less.
  16. I'll just throw these ideas in here for the DEVs and other players to shine their light on: 0% to -10% speed for 'empty' to 'full' hold space (the more space used, the slower your ship is). Open ALL chats of Allied nations by default. (The Dutch just get the British to open automatically) BUG? Put '1' where you have '1' of something instead of 'nothing'. An attack on a port of any nation will always result in a war. Make alliances depend on a points-system with some actions decreasing hostility and other actions increasing hostility. Get rid of the voting system - let players work for an alliance. Space-bar for one-shot-salute in Open World (10 minute timer) Sharing visual location of Missions & Shipwrecks with the group you are in. Every time you trade in a port you have the chance of being offered a profitable trading mnission. Finding 'sealed bottles' can lead to more things than just the map to a shipwreck. Introduce quests that have multiple phases like having to find certain materials and bring them together in a certain way. Ask players for ideas. Every ship has its own officer (that you can name yourself) - no perk-reset possible. More battles per ship means more XP and perks for an officer. Lose ship = lose officer. Every building has its own 'overseer' which can also get perks when buildings are producing longer. Re-introduce wharfs for shipbuilding with a shipwright that earns experience with each ship built and gets perks. Nice stats at the end of each battle and information on performance of both sides. French Wine? Iberian Meat? Iberian Dried Pork? Trader Tool is broken as some items are just missing. Let the amount of goods available in a town influence its 'consumes' level so the price will gradually return to 'neutral'. Always let the price of goods fluctuate based on a percentage deviation from nominal economic value and define an Open-World-Wide price-range for each type of goods. (Current system is static, needs to be dynamic) Commments please!
  17. Hi there, Two separate but related points: It's a bit unrealistic that fleet ships cannot carry cargo. Sizable convoys of merchant ships were a frequent occurrence in the Age of Sail, and defending or attacking them should consequently be a possibility. This is currently impossible, as since a player can only carry cargo on their flagship, the flagship must be the merchantman (not a frigate escort), and the fleet cannot carry cargo, so there is no opportunity for enterprising players to pick off one or two merchantmen and escape before a general engagement. Additionally, trader players are constrained in their ability to carry cargo. As such, the constraint on fleet ships carrying goods hampers effective commerce and limits the number of targets for cruising raiders to attack. It's also a bit unrealistic that prizes cannot retain their cargo and be sent into a friendly port. At present, a raider wishing to keep a merchant prize or the cargo it contains must either load the loot into the modestly-sized hold of the raider and send the prize empty into port, or stop the raiding cruise as a whole, send the raider into port, and sail the prize to safe harbor oneself. This hampers players from undertaking long-range commerce raiding cruises that were so frequent in the 18th century, and as such players tend to stick near the coast and their outposts rather than getting out into the world and exploring. PvE in particular is extremely well-suited to frigate-style players, who, with the more limited player interaction that PvE entails, should be able to sail far and wide taking or sinking everything in their path until they run out of prize crews. Instead, the current parameters keeps players relatively local and able to actually capture just one merchant prize at a time. Though I understand the concern that players will use the post-battle teleport feature to move their ships and cargoes around, there are several possible solutions here. One is to create a new "prize" category of ships actually captured in combat on the post-battle capture screen. Pre-existing fleet ships can only be sent to an outpost empty, while prizes can retain their cargoes and be sent in different directions. This can either be accomplished with teleport or by creating NPC characters in open world of the prizes sailing home, which will require an allocation of crew. Fleet ships should also be allowed to carry cargo, to give players the option of escorting their prizes to port or running their own merchant convoy (after battle, fleet ships should retain the ability to be sent to an outpost, but only empty, so as to prevent players from using combat as a means to teleport ships and cargoes without incurring the fees of towing). These features, I believe, would make for a more satisfying, realistic, and exciting game, particularly for raiders and traders. Cheers--
  18. Gentlemen, First, well done. This is going to be a brilliant game, years of replays lay ahead. I see where you're going and I like it immensely. You asked for feedback, this is it. Playing this for exactly one weekend, knowing a bit about the war and this genre, this is what stands out to me: UI needs to be simplified. Maybe you could color code commands. Right now it's difficult to discern what a unit has been ordered to do.. Example: 'Charge' needs to expire when a unit reaches a state of exhaustion. It doesn't, and It is difficult at this point for a new user to tell if the charge command is engaged or not. Players should be allowed to specify whether a unit marches in line or in column.Additionally, there has to be an easier way to make a division of troops fresh to the battlefield march down a road in a more logical fashion. Players should be able to specify artillery rounds. It is hard to properly site batteries when you cannot fathom to the range of specific munitions. The campaign game's army creation tools, the way you've layered it, is kind of brilliant. It makes perfect sense when you understand it, but it is not easy to figure it out at first glance. Again, Great Job! Please keep it up! For future reference, what is the general policy suggestion for providing feedback?
  19. I was thinking about this game and something to increase the level of action in it. What I have noticed: The Game is Fun! The game is an insane amount of fun. In battles, especially against other players, the excitement, or horror is there. The tension flows with tides of battle, and peaks in both frustration and glorious success. Even before the battle starts, as you spot your enemy, or prey, you feel the action of Naval Action. Even after a hard won battle, another battle may be waiting outside of the battle which just adds to the excitement of the game. The Ship Building Every game, especially ones on grand scales, always feels like its missing something. BUT that is natural. No game will satisfy the infinite amount of wants an individual will have for any game they purchase. The ships in Naval Action are that missing feel for me. The amount of time it takes to craft, for the risk I put on it, just does not justify the means to build a ship I would want to sail. Now I know this is hard to understand so I'll list my suggestions: Ships feel very macro when I build them, and for that reason I do not really use my hours. I rather just buy them. I would gather a bunch of resources, throw it in a port, and spam my hours on a (lets be honest) clunky interface. My time is better spent buying a ship, or placing an order for it. If I wanted to build my own ship, I would want: To personally oversee and direct the construction of it. Where the port holes are. Where the crew quarters are. Where to double reinforce. Manual placement of my modules All of this in an animated scene, dynamic to my above actions. I want to see my hull being laid down over days for example.... slow like. I would also like to hire contracts, but more on this later. *More of an aside, but directly related. The Resource Gathering The AI traders are far too neglected as a resource unit. AI traders to me, are the most underdeveloped part of the game. Large AI fleets have a purpose, albeit niche, but what purpose do AI traders serve to the benefit of the nation in general? There needs to be some function to coordinate that resource as a nation, and I think voting might be the answer. Admiralty of The Navy As Admiralty of The Navy you are eligible to vote for 3 regions in which trader vessels will direct their focuses. As Admiralty of the Navy you and the other admirals will direct the efforts of the navy's resources and harness the full strength of your nation. Must be Rear Admiral. Must be level 25 crafting. Must have all ports unlocked. Must have minimum 1 Ship Yard in any port. A separate panel to directly hire any amount of trader vessels of the available AI fleet to deliver directly to you at the port of purchase. Requires empty delivery slot. Requires available contract slot. Max weight 1000. Max Return Interval 2 days. Minimum fee per day 85,000, and resource fees and insurance if desired. Direct Voting The above without regard to craft level or experience level. Contraction of AI Trader Vessels Only A separate panel to directly hire any amount of trader vessels of the available AI fleet to deliver directly to you at the port of purchase. Requires empty delivery slot. Requires available contract slot. Max weight 1000. Max Return Interval 2 days. Minimum fee per day 85,000, and resource fees and insurance if desired. Trader vessels become available immeidately after they are released from contract. Pay up front, or later but risk compounding penalties. Votes direct the availability and are similar to politics voting. A percentage of the population of AI traders will be supplied to the corresponding ratio of votes any region may have received, to total votes. Will update later tomorrow. Also, when switching from bullet point to numerals there was no support to change the actual number from 1 to a 2, etc.
  20. At this point Marines are confined solely to boarding actions and with the latest patch they have been restrained a little with their abilities to insta-prep. One of the historical uses of Marines was as sharpshooters on the decks and masts of their ships and they would do this whenever the ships entered close combat (see: Nelson being killed by a sharpshooter etc). PROPOSAL Equipping the Marines upgrades enables a passive "crew killing" ability when under 100m range.The mechanics of which would be a "X% chance of a crew kill" dice roll wherein the quality of Marines increases the frequency of the roll (i.e. 1 roll per minute for Common, 2 for Fine, 3 for Mastercraft, 4 for Exceptional) to reflect training improving reload rate. Targeted enemy crew can be randomized between weather deck gun crews (if targeted ship has them) or sail-handling crew numbers. While this is a bonus to combat pre-boarding, the downside will be the visual cue of constant musket shots (puffs of much smaller smoke) when under 150m. This has the potential of obscuring vision of the Marine carrying vessel when trying to make cannon shots, while also signifying to the defender the presence of Marines. Marines in the background sniping at sail handlers in the Battle of Copenhagen 1801 Nelson, mortally wounded falls to the deck of the Victory while in the background Marines line the gunwales trading volleys while sharpshooters pick out specific crew.
  21. I have been playing this game for a little while now, and I generally love it, but there are a few things that should be improved/tweaked. People use the new "Smuggler" mode to increase their chance of PB drops. I guess the only way to prevent this, will be to prevent player smugglers from own nation to drop anything, except maybe cargo. It should not be possible to capture the ship, but it should still loose durability. PvE battles should keep the timer at 2 minutes OR be lowered to 1 minute, while PvP battles should have the timer increased to maybe 5 minutes. Mission/Battle markers should be changed to something like this: 2 white crossed swords = Order. 1 white+1 red crossed sword = Fleet Order. 2 red crossed swords = PvP battle. Conquest flags should be limited to non-trader ships, and maybe even to a size matching the harbour size. How about an option to use a flag in open world showing you do not intend to go into battle, so players from other nations can see you don't want a fight. It should come with a timer (lets say 5 minutes) so you can not attack players within 5 minutes after showing the flag, but you can defend your self. How about a possibility to add custom clan logo to either the main sail, or a flag, which can be visible in open world too. Guild logos should be non-offensive off course, and of a specific size/resolution (example: 128x128 png with transparency). Only clan creator should be able to change this. We have noticed some people log off at the battle status screen to avoid ending up in a new battle. Players who do that should be forcibly moved into open world and get a 2 minute countdown before their ship actually logs off.
  22. Credits to: Whaling - ? Lookout - Zakota Assisting a ship - Similon Drunk crews - Bajadian reduce current repairs - Crankey Increased dispersion at long range. Preview of ships - Joao18 Journal - Me. Running aground - Me The idea with the journals is that the game could automatically put in your log you had sighted a strange sail or engaged an enemy, or run aground which you then read out / give to your superior on heading home The running aground is pretty obvious, if you don't know your waters, you could get caught up in some shallow reef and lose your ship.
  23. Well, is sad to see that you are adding russians ships to this game but we have only one spanish ship. I like St.Pavel and The new 3rd rate (dont remember the name) but come on guys. This game is set in the carribean between 1775 and 1815 and we only have one spanish ship. Spain was a huge naval force in the 18 century (and i don´t speak about 17th) and we have only 1 ship, we have 2-3 british ships 3 french ships and 3 USA ships and 3 russian ships, i think that russian ships dont make sense. Spanish, british, Dutch and french ships should be the priority in development not for my personal idea, just for some historical issue. I add some sugestions Santa Ana 1st rate https://en.wikipedia.org/wiki/Spanish_ship_Santa_Ana_(1784) Rayo or Fenix 2nd rate https://es.wikipedia.org/wiki/Rayo_(1751) https://es.wikipedia.org/wiki/Real_F%C3%A9nix Bahama 3rd Rate. https://es.wikipedia.org/wiki/Bahama Glorioso 3rd rate. Read his Story https://en.wikipedia.org/wiki/Voyage_of_the_Glorioso I don´t add smal ships because you have some posts in forum so, youn know them. Another suggestion I think that for long time development each faction should have one ship of each class and be only able to craft by the faction members. But, for instance if a british or french or dutch player captures a Santissima and destroy it in harbour, will get the BP . In that way we all can sail all the ships but it will give the game more histórical inmersion. For Factions that dont have 1rst or 2nd rates you can add a Russian Generic one. For pirates, is anti-historical have ships of the line and even being a country but maybe their crews should have exceptional marines and boarding axes without upgrades, added as Extra crew, that don´t affect the gunnery, so pirates can capture ships and get BP too. of course this marines bonus is just until rank 5 or 4. (more will be OP) So guys please tell me your point of view and please made a list like mine of brits, french, dutch... ships
  24. Hello development team! I'm playing on the PVP 3 EU server. Doing anything as a Nation (DK-NO) is impossible. The base of player is simply too small. I'm not gonna change server to server 1, like many other do these days. So merge the two servers, to give us all a more rich game enviroment. Really sad to see so many players go to other games, because one server is getting depopulated. I know its a Alpha and all. All I say is ppl are leaving, because the game does not have the playerbase for so many servers yet. So please do someting about this fast. Never got a response from a dev on this game before, could be nice now! /Staal
  25. Hello Everyone, Now that I have achieved the highest rank (1100 crew) on a pvp server, I thought I would voice my review, opinions, likes and dislikes of this game- what better place to review it then after you've seen pretty much all that it has to offer? I'll try to be short and concise and to the point and base it on known and current game mechanics Grind Time: I actually like this one, it took roughly 700 hours to achieve rear admiral, but it could of easily been 550-600 that's a pretty good number for time invested to reach the "top level" for $ invested in the game, worked out really nicely. Grind Mechanic: I was a bit let down by some of the higher end PVE Missions, I was hoping they would be a bit tougher, Rear admirals contain 2x third rates at the moment, I'd of liked to see 2x third rates and their companion fleet of smaller ships ( tops 7 ships) to force the player to involve in some social aspects the entire game is schooling you with these missions first from the removal of A.I fleet to the sudden jump from a frigate class ship to 2x constitutions or 1 third rate. (No solo fourth rate mission) Port capture: I'm glad to hear it is going to change, currently deep water ports can be taken by one person (if undefended) There is not much to add here until the admin have the port siege in its final form. OW PVP: Here is where I get hung up, right now almost every ship except the largest can achieve similar speeds, Having an alert eye knowledge of wind and ships can grant you almost total immunity to OW PVP I find PVP is too easy to avoid and or cheese in its current stance (Cheese as in manipulate game mechanics unintentionally) Holding battle screens, Reinforcement buttons, Logging off, Teleporting. And when you do catch someone on OW the 30s counter gives them quite some time to try and get out from under you so the battle starts at range, and you have to spend another 30 minutes chasing them down in battle Make OW (open world) PVP Faster, Remove the 30 second timer, or reduce it to 5 or 10 seconds. Adjust not just battle speeds but OW speeds as well 20 knots is excessive, if we need 20+ to achieve good playable travel times, shrink the map scale and speed up the in game day time Small and large battles: What is the point? if it is to teach people to pvp, limit it to levels, if it is to give access to instant combat, why? Shouldn't OW combat be that fulfilling and rich? Isn't catering to a need for instant queues admitting that OW PVP is lacking? Durability: Neat idea, but I'd make it tougher, have durability stop being a thing at the surprise from then on out it is only one durability, this will aid in keeping the ships of the line rare and help dwindle gold stock piles and push more people into crafting A lot of my suggestions have already been brought up by the Admin and are in development stages of ideas to fix them, I just wanted to add my two cents in case anything was missed, Over all, I enjoyed the game a fair bit, and enjoy the path it is headed for.
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