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Found 13 results

  1. I entered the game and went to port and when I entered, my money had been set to 50k (was over 100k) and all of my crafting material was gone. Still had repairs, cannons, labor contracts, and doubloons. All ships where still in port.
  2. Almost daily we have on global chat someone asking about a wipe coming up, the fear is great. Most people there agree they don't want to see their belongings, warehouse content, ships, upgrades, books, money, doubloons etc etc getting lost at that dreadful day known as "the wipe" coming up. What are the imaginable pros and cons of a wipe from view of a developer? I'll try to sum up: Pro - server reset, cleaned database, less storage on server (cost reduction?) - people have equalized chances when everyone has to start over again, together with new players, at zero (*) - no advantage by veteran players in perfected ships which frustrate beginners (**) - you can create new statistical material with wipe, as a starting point of a new era, about player behavior and progression, investigate for future improvements - renewed incentives for RvR, conquest, getting stuff from ports (***) Con - players are driven away from game as they don't want to do all their previous efforts again, feels like hamster wheel - players get angry because you take their beloved golden or purple class ships with rare upgrades from them (maybe upgrades which are in some specific pairing no longer possible) - motivation is sinking as players think, with having paid full price like for finished game, they have a right to keep what they have achieved in the pre-wipe period - time before a wipe is dampening activities as players anticipate wipe and calculate it's useless to play on, as the results are going to be annihilated anyway **** Some of those arguments do not apply for PvE peace server, or at a very reduced rate. I will elaborate: (*) The competition on PvE PS is not the same as on PvP War Server. We don't fight each other, the focus is on cooperation. Thus no well equipped player is enjoying an advantage over a badly equipped player, and this controversial relationship does not need to be reset by a wipe (with both of them being 'badly equipped for a while) for some fake 'equality'. I have to remind that admin himself said that two weeks after a wipe, all equality will be gone anyway. Thus the differences in equipment and related fighting value see only a short interruption by any wipe. We do trade material, upgrades, books as well on PvE PS, but still you often find people who are willing to give away stuff to beginners for free. How they can help and give away if their possessions are annihilated by wipe? They will see to their own, first. This is counterproductive for the cooperative spirit on PvE PS. (**) Lacking direct confrontation with other players in battle, people on PvE PS experience no disadvantage opposite veteran players using well-equipped golden and purple class ships. Unless the better equipment becomes a factor in competitions like the weekly events. But skill is the much stronger factor here. (***) No RvR and no conquest by port battles on PvE PS mean there does not need to be a renewal of incentives for such things. The map borders concerning national possessions stay always the same, at least at the present state of game. *** I see however all con-arguments valid also for PvE PS. Players took a long time to collect rare materials and books, not to speak of a golden class ship they have waited a year for. The impact of a wipe in terms of anger and frustration, when all will be gone and you look into an empty warehouse and dockyard, seems unmeasurable to me. We noticed a huge player base increase starting with the major patch last autumn and some precious words of devs showing appreciation of the PvE community. I don't want to see that progress destroyed again, by a wipe. What I do understand and support, though, is a wipe of old accounts which have not been used for a year or longer. If that dead load is a burden for servers, their setting back to zero is understandable. But you just don't cut living flesh with your knife. If the wipe is still impossible to impede, let's think of a way to make it easier and more exceptable for veteran players. Like cutting their belongings in two halves and let them keep one half. And by giving them the choice of 5 ships out of 30 with DLC admiralty connection, and 3 ships out of 20 without that DLC, which they handpick and will be allowed to be taken over into the after-wipe period. *** Please, folks, as I can foretell PvP WS players will comment here and shift the discussion over to their interests on War Server, let's keep this topic strictly PvE PS orientated and not get watered by your motives and arguments of purely PvP character. Consider opening your own thread for that. Thank you.
  3. Would be nice if we could have more than 1
  4. New player on the PvE server here, with economy suggestions. I've hunted around for this and I apologize in advance if the issues have already been addressed somewhere. Improving communication between buyers and sellers in-game will boost the level of economic activity, particularly by newer players. I haven't played on the PvP server yet much but it seems like this might boost the number of targets for you all as well. Two suggestions, either of which might help. 1) Make contracts to buy visible on the trader tool. If I understand the codes it currently shows (A)vailable, (P)roduces and (C)onsumes. Add a column to display (B)uyers. 2) Provision outposts so owners can post notices and advertise their presence in a town. I am guessing free-format notes would probably overload the servers so this would need to be standardized. The content could be limited to nationality, clan, and commodities bought or sold. All optional elements as there might be situations were you would want to post products for sale but not advertise nationality or clan. The notices would need to expire, possibly five days after the player's last contract at that outpost. (And YES the new tutorial was extremely helpful to a new player trying to wrap my head around the cannon mechanics!)
  5. Good, it would be very nice that the clans have a record of what enters the store and goes out of the store of the clan, that is to say to put one more option, where there goes out a record that there meets the one who put things in the warehouse of your clan, who extracted, what time and day. This is very important for the clans, and A record of movements would have to be implemented Buenas, estaría muy bien que los clanes tengan un registro de lo que entra en el almacén y sale del almacén del clan, es decir poner una opción más, donde salga un registro que se vea quien metió cosas en el warehouse de tu clan, quien sacó, a qué hora y día. Esto es muy importante para los clanes, y tendría que estar implementado Un historial de movimientos
  6. Hi, its very complicate to find gods on the warehouse, its necessary to add buttons to order gods in alphabetical order & add a resource filter in the dropdown menu. Regarding the Map, it´s very simple, in that age there wasn´t idiots they knew how to sail with maps and the stars, so I suppose that you don´t want to give us more help to navigate because it´s the way to offer a more realistic enviromente, but will be nice to publish or at least add a coordinate map, or grids with coordinates. Thanks for your help.
  7. Now that the gold in the clan warehouse is used for the upkeep of the ports every morning it is essential that access to this money be limited to diplomat level and higher. The disaster of someone returning to the clan after a while, not understanding the implications of using the money and/or sabotaging the clan (and a whole nation) and taking all the money out of the warehouse can be too damaging to the game.
  8. I'd love to see a logfile provided for clan warehouses. The file should state who put when what into the storage and who took what when out. Could be provided to creator of clan or something. Need not be ingame. Nice if it would have some kind of sorting mechanism but not imperative. Especially in bigger clans it is almost impossible to follow the ins and outs. Thanks!
  9. Вопрос: почему клановый склад имеет лимит на вместимость ресурсов и материалов?
  10. My Fellow Sailors: A few ideas i have thought about, and talked about on global, have finally been written down. A few of these have been brewing for awhile, and a few came up while writing. Im sure most of these have been talked about, and may be in the forums. No, i didn't search the forum for these topics. No, i don't really care if there are other threads covering these. These are my thought, basically as they came to me, either through reading notes or remembering conversations. Lets help the devs bring out the potential of Naval Action. ------------------------ Fire Barrels ------------------------------------------------------- Ships with horrible turning can be destroyed by smaller ships. A surprise can stern camp a santi and take it down without too much trouble(Just tons of time). Trading ships also have a habit of being ganked, chained, and capped. To offset these annoyances, i propose fire/exploding barrels. The intention would be to deter or slow down a following ship. It would be a barrel dropped off the stern of the ship, with a timer set by the player(slider?), and it explodes and causes a large flame. The barrel wouldn't be meant to destroy the ship, just cause minor damage. It could potentially catch sails on fire, and cause some sort of crew or rigging shock. If the barrel exploded towards the rear of the ship, it could cause rudder damage. The timer would have a time to detonation range of 3-30 seconds, so it has the ability to damage pursuers that are further away, as well as close up. The timer would need to have a variable on the actual set time (due to a fuse having to be measured and cut in battle) between a flat 15-25% time variation. The other option would be 10% on the "too short" side and 25% on the "too long" side. This allows for the chance it can prematurely explode and damage the ship of the person dropping the barrel. Each ship shouldn't have more than 3-5 barrels, scaled to the rate of the ship. 4th-5th rates have 1 or 2 barrels, 3rd rates 3, 2nd rates 4, 1st rates 5. If a ship is carrying barrels, no less than 2 should be carried in case one doesn't explode. Rates lower than 5th shouldn't need them due to shallow hulls/lack of player use. The barrels could be an upgrade option (non permanent since its only barrels) with each "tier" allowing more barrels than the last (Basic -> Exceptional). Also, a prep time should be included, with the option to drop the barrel early. Dropping the barrel early would increase the "error" range of the fuse, up to 15% greater than a fully prepped barrel. This also opens up the option for a skill, such as decreasing fuse error or lowering the prep time. The purpose of the barrels wouldn't be to act as a main weapon, but as a last resort for defense. ------------------------ Officer Skills ------------------------------------------------------- Officer skills allow us to make our sailing styles a little more unique. Sadly, the skills don't vary enough to keep anyone guessing how an enemy ship will handle in battle. I propose keeping the officer skills, but also adding Captain Skills. Your officer gets 1 "skill" point per rank, with a max of 10 points. The diversity of skill choices to ship choices isn't that great. Captain skills could be implemented to switch that up a bit, make people guess a little more. Captain skills would be attached to the players avatar, not their officer, and would gain a few points at certain rank milestones. The captains skills could include things like cannon trials(reload speed, dispersion,etc...), rigging specialist (Sail rising and yard turn speed, lower damage to sails), shipwright (adds extra bonuses to ships beyond what the regular player makes, use less LH or supplies), boarding training (similar to marines, but for the crew), wind master (adds slight speed bonus to ship), entrepreneur ( better prices in port shops, lower costs for contracts), hull tech (better/faster repairs while at sea or in battle,High enough level allows 2 repairs in battle), shipboard defense (better defense against boarders, defensive only), leadership (adds more overall crew to the crew pool, not to the ship itself). The milestones could be set points between each rank. Each rank could have 2 milestones( current level -> milestone I -> milestone II -> next level), with each milestone giving a certain amount of skill points. Rank 1(Thief) starts with 3 points, milestone I gives 2 points, milestone II gives 1 point, rank 2 (Rascal) gives 3 point, milestone I gives 2 points, milestone II gives 1 point, etc . . . up to rank 10 (Curse) which will give 3 points, but no milestones since it is the highest rank. Having a system like this will make grinding feel more rewarding, while making each player more unique. The skills could be categorized by sailing, crafting, and trading. Having the option to choose a captain skill, without the risk of losing them, would make players feel more connected to the game community. It would also allow specialization of each player, such as a player being a dedicated ship builder, but not having the same sea prowess as a dedicated fighter. This wouldnt negate the "perks" (no longer skills) one would get from their officer. The officer perks would allow everyone to have a baseline set of attributes so they could still do a little of everything. ------------------------ Port Shop ------------------------------------------------------- The port shop needs a little streamlining. If i sell something at the bottom of a list (i.e resources), it sends me back to the top of the list. While it is only a minor inconvenience, that little bit of time adds up to a lot of frustration when trying to sell quickly. The slider when buying/selling is also a pain to use. Using a +1,+5,+10 next to the slider would be helpful. When buying cannons the shop only allows 1 purchase at a time. I think the maximum should be raised to at least 5 when buying. If i want to use the same cannon for bow/stern chasers and broadside, i would like to be able to buy them all at once. With the lag in the system, that can also become frustrating. ------------------------ Warehouse ------------------------------------------------------- The warehouse can become extremely cluttered, and difficult to find something. I know there is an option to show certain types of items, but being able to create my own tabs would be beneficial. Tabs such as "ship build", "future upgrades", or "trade-able goods" would make playing a little less cumbersome. An option to "Show items in shop" would also be appreciated, so i can choose to not see the items in the shop and accidentally sell them. ------------------------ Ship Docks ------------------------------------------------------- Currently we can only have 5 ships docked at a port. I think the maximum should be raised (8-12) through gold purchases. To keep it a little less cluttered, a building (private dockyard) could be built, and each upgrade increase the maximum ships allowed in the port. ------------------------ Clans ------------------------------------------------------- Clan ranks are a big miss when it comes to forming a community . The current system of owner/officer/member seems a bit shallow for a group of people playing together. The ability to have more "ranks" in a clan would give people a view-able goal to strive for, and to show their value to that clan. It can also be set up to allow clan members to be easily recognized of their role (crafter, trader, raider OR Leader,1st mate, 2nd mate, senior crewman, junior crewman, recruit). Having the ability to transport goods from ANY city to the clan warehouse would be nice, or showing on the clan page where the warehouse is located. I appreciate everyone who took the time to read through, and all comments will be appreciated, and discussion is encouraged. Great games are not made. Great games are shaped. Shaped by the ideas of players, and the following discussions. Naval Action has a ton of potential, and i would like to see it become one of the greats. Fair winds and following seas --- Wonderbread O7 Please excuse my lack of observation, I did my best to make sure there are as few grammatical errors as possible.
  11. Twig

    Banktransfer

    Dear Devs, it is pretty annoying to take out money from the clan warehouse. Can you please put a specialised window in the deposit account where you can exactly say how mutch you want to deposit? The bars where you can adjust the total amout is insane work when the clan warehouse hold a lot of money. E.g: I want to take out 530000 gold - Now I need at least 5 minutes and endless scroling with the mouse wheel to get to the point. Please change that! I can understand why you are not doing so with the crafting but the deposit of money is a totaly other case. Best regards, Twig
  12. Damn, can't unload my 1252 of Tobacco anymore... Either the devs increase the Tobacco stack size, or increase the warehouse size. I see no other options. No other options at all. Nothing...
  13. Hello everyone, I would like to make a suggestion, to sort the warehouse on category (as it is now) and then on alphabet (now it is amount). Because the order of things isn't the same every time with the current ordering system. Which can be a real time saver for crafters.
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