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Anne Wildcat

9.9 Feedback Poll

9.9 Patch  

403 members have voted

  1. 1. What do you think about AI fleets being added?

    • Love
      153
    • Mixed
      180
    • Hate
      70
  2. 2. What do you think about officers, officer ranking & perks being added?

    • Love
      300
    • Mixed
      87
    • Hate
      16
  3. 3. What do you think about fishing being added?

    • Love
      265
    • Mixed
      121
    • Hate
      17
  4. 4. What do you think about the new graphics & sound?

    • Love
      338
    • Mixed
      57
    • Hate
      2
  5. 5. What do you think about having to hire crew & rehire or heal crew after battle?

    • Love
      175
    • Mixed
      139
    • Hate
      81
  6. 6. What do you think about the new structures and crafting line?

    • Love
      194
    • Mixed
      186
    • Hate
      15


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I don't think poll can capture the nuance needed for feedback on officers. I think the concept of officers is great, and the interaction of surrender and preserving officers is a game-changing improvement that could make battles much more interesting, less predictable and less pointlessly long. However, there are huge problems with implementation:

1. Perks are over the top, not very creative (many simply boosting combat stats that are already boosted by upgrades to a "balanced" degree), and fatally devoid of negatives (too many will be must haves). Best approach would be boosts to stats that are not already heavily modified by upgrades (esp. speed and reload), transfer of some less logical physical upgrades to officer skills, and negatives to offset any powerful boost (especially speed as it is a totally dominant stat).

2. You can surrender at last moment before sinking, which means you can both minimize your loss while also minimizing your opponent's gain (deny prize and possibly kill XP). You should have to think about when to surrender vs. keep fighting, not just have it be an automatic get out of jail free card you can use as your ship literally slips beneath the waves.

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On officers, I love their addition but the implementation of them having lives add an extra concern/barrier that will hinder people from wanting/risking battle. And if you do carry on with battle it will turn into a pain in the arse grind every couple of losses. my first officer is already 8/10 lives left. 20% on the way to death but only rank 5. do i bother grinding him further or fire and restart. this shouldnt be a concern i need to make.

Like someone else suggested if the XP requirement was greater to level them but the officers were permanent and not a damn consumable I would be all for that!

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I haven't activated the game since the last patch which should indicate my disapproval. Too many BS items added that add nothing to the game, WTF is this fishing crap supposed to do??? I read that everyone is spun up because of crew cost. I really don't see how that can apply to Pirates since they hired on to share in the booty captured, sure they had to be fed but other than that they fended for themselves. Nations with navies payed crew expenses to keep their fleets up to par and ships maintained. I dare say that most of the sailors on sailing ships didn't exactly break the budget on compensation, lodging, upkeep, insurance, family support, they did what they did for survival, not enrichment. 

 

If the devs are going to go in to that much detail there are taxes, seizing of crew, apportionment of prize monies, ship overhauls, desertions, insane skippers, scurvy (make lemons a priority commodity), pox, privateers, etc, etc, etc. None of those make the game more enjoyable but they were facts of life back in the day.  

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i do not like the CREW Hiring thing because its ALOT of money and its not really worth it, in my Opinion they should reduce the Hire crew money so everyone can be happy.... :/... does who Voted they love the new hire crew system are Simply confused and unware of the Issues it cosses for alot of players.

 

 

 

Edit: Also why allow the Player to have a FLEET if they cannot have more than 1 Boat in a  fleet specially at Max rank which is 1100 Crew... you can only share 250 and with that being said you can only use a surprise for a fleet :/ which is kinda useless  since flag captain missions are roughter than Frigate missions.... 

Please rework this Fleet System Allow players to have more than 1 Boat in the fleet :/..(( Not talking about Low levels here talking about actual high levels.))

Edited by yosnel79
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AI Fleets: Mixed

  • As stated on Pete's Fleet discussion, the new fleet system is a step in the right direction, but still needs some work to legitimize PvP and functionality.

Officers, Officer Perks: Mixed

  • I love the concept of the officer, however I believe that some of the perks that come with it are grossly overpowered.. Officers are good, perks need rework

Fishing: Love

  • As stated in my own Fishing Post, I do very much enjoy fishing, but I believe it needs some drawbacks, otherwise there's little to no reason to have it off.

Graphics/Sound: Love

  • ​Ermergerd ther sernds!

Crew: Mixed

  • In general I like the new crew system, and tying crew to the fleet system is a marvelous idea. However, there are some things that need to be addressed, mainly concerning how expensive it is to replace crew and casualties when boarding, especially boarding AI who never surrender.

Crafting: Abstain

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Crew and med kits are way too expensive, makes the game more of a chore to play. People who have lots of time on their hands to farm will have no problems with it though.

AI Fleets ruin PvP

Overall crew mechanics adds a whole lot more grinding. 

 

Love everything else in the patch.

 

In a game where players are already afraid to PvP because losing a basic ship is too much for them and now you add this? I'm not sure this is going to work so well. :(

Edited by masterjedi
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I'm liking this patch/build.

Using fleets, fishing for bottles and exotic fish (one Ray will pay for a small med kit), sea gulls and (near to) battle sounds, officer perks thrifty and prepared + xp for sailing in the OP.

 

All good.

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I really think most of the update is quite good, however the  I dont like current prices of the resources needed for medkits, the low npc production of rum and port locations of tobacco.

Edited by Intrepido
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I dislike the AI fleet thing. I really do. It isn't as if it really affects me much*, but I dislike the potential it has to damage PvP. As I've seen others say on these forums, it is an arms race, in order to compete you need the best AI fleet you can get to accompany you at your rank. Matters such as escorting should be handled through player ships, not AI. I wonder if there should be a 'Looking For Group' UI thing whereby people looking for an escort or to escort can advertise. Traders could offer a contract to be escorted with an offer of payment, or those who'd be happy to escort can do the same offering a price for their services.

 

Regarding officers, I really like the idea, a sort of secondary 'RPG' progression. As with others, however, I'm of the opinion that the perks they offer really need to be reduced. Just looking at how they stood with their introduction the massive bonuses they granted were far out of line with ship upgrades. I'd quite like to see the perks offer progression as well, along the lines of the quality of modules (Basic > Exceptional) - you'd pay to upgrade the perk, but at the expense of not generalising.

 

Otherwise I'm happy with the patch.
 

*Currently I'm either smuggling or on counter-smuggling duties.

Edited by Rikard Frederiksen

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The pathc is very good, developers are going the right way!

 

But I think that after so many technical updates, it's time to implement something to please the eyes of the players. For example:

 

- A beautiful storm from time to time, with high waves and lightning (thunder have already been implemented)

 

- More details on ships (barrels, chests, ropes, boats) that could be configured not to harm players with more modest machines (the graphical settings)

 

- More lively crew

 

I do not understand why there is a time compression in combat mode. Because the days can not have 24 hours?

 

I know that the priority is the mechanics of the game at this point, but when the look remains the same for a long time, the trend is the regular player get bored with what see ...

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Most of it it good.

There is work to do, but the Devs are bringing this game along in leaps.

Fishing does need a tweak, but overall, it fills the "sailing between points" gap quite well.

Add little Easter eggs or something, like simple small rewards for sailing longer distances maybe.

Tbh, be cool if we could feed our crews, have to take food along.

Officers needs a bit more work too, it would be cool if we could choose if we took them along or not.

Sometimes as a small clan, we like to do stupid stuff, like take on a Santi or a Vic in cutters.

Be cool to have more than one officer too, so we could build them up for different roles.

Fleets..... I dunno really, even at RA (uk) player, I can't crew much more than my over crewed Pavel and a frigate, so there is no point.

This rolls into crew too, if we have the money and the best rank, let us buy more crew.

At lower ranks, I can see them being useful for most players.

Be even better if the fleet ships did as they were told.

Tbh, I also like the idea of having to sail capped ships to port.

I'd like capped ships to be worth capping. At the moment, they are crap ships and they are not even useful for breaking (the reason I cap them). I'd prefer then to drop more components for crafting.

Sounds of distant battles is really cool. I do wish the gulls were a little louder.

Crafting has become more awkward, due to not being able to craft some components in smaller quantities.

Some stuff you have to craft in units of 50, sucking up your crafting hours, which you could use on other things if split.

Make 50 units when you only need 10, then you don't have enough hours to build your ship. Not fun.

All in all I now play the game how it was intended. Due to the cost of crew, instead of throwing all gold boarding upgrades then going ram boarding (5 mins and it's done), I find myself taking all battle upgrades and raking crew then boarding.

The XP increase using the second method is massive due to the work I put into the battles.

Can we have treasure fleets sailing around? :D

More worth while trade buy and sell rates and quantities.

We have a very nice Indiaman, but nothing worth hauling in it.

Overal, this is shaping up very nicely.

I'd like to see more end game goals, maybe some larger buildings to invest in or something along those lines.

More perks, maybe ship cost half to repair, I know more are being added.

I might be on my own by saying, I'd like more immersive stuff to do, maybe trading missions or bring back pirates head (figure of speech), for extra rewards. Some variation in missions other than simply Sink sink sink.

I get this is a Naval "Action" game, but the action doesn't have to be the be all and end all.

We could do some sailing too :D.

If any/all of these have already been mentioned in this or other threads, please disregard as you see fit.

I don't have that much time to read every post, I'm too addicted to playing the game.

PS, the wife hates Naval Action, she says she wants her husband back! :D

Edited by Jesters-Ink
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I like the patch, but the bottle drop rate bug still has to be addressed. There are still frequent reports of people getting six bottles (or more) a day.

Im under the impression its luck, not a bug. Know a lot of people that got quite a few bottles already, yet i have fishing turned on all the time whenever i go out of port and have yet to find a bottle... Same as with blueprints, some guys crafted tens of ships for a specific ship, and i cant remember crafting more than 2 and getting all the BP's. So yeah depends on luck entirely i guess.

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Please make a more thorough poll if you are going to take the time to make one. Some of us love that officers were implemented but hate the OP perks and the fact that there is only one officer instead of 5. Some of us love fishing but have some reservations about it.

 

Nothing was asked about shipwreck loot which has doing as much as perks to take us even further away from skill based gameplay. Soon gold modules will be worth 10k.

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Just wanted to add a comment for crew. I voted mixed.

 

I love the fact that your crew has a real value. But I think it is way too expensive (I have no trouble with money, but i doubt every player can do curse mission and cap 1st rate), especially for low ranked player (with steam summer sales, they are more than usual).

 

I would better like different price of crew depending of what ship they are used in.

For exemple:

- Crew for Light ship should cost 1k for 10 men.

- Crew for Frigate should cost 3k for 10 men.

- Crew for Ship of the line should cost at least 5k for 10 men (the actual price for crew).

 

(I didn't really think about price, so I guess we can optimized it. But you get the idea.)

 

I think it would make the Ship of line less played and therefor frigates more played. It will also makes frig PvP less costly.

It would make crew less costly for low rank player who cant do big pve event/mission to farm gold. And they could invest their gold in something else than only crew.

I really like the idea to make frigate more played even by high ranked players.

 

P.S: I didn't understand why devs chose to add more regional capital ?!!!! Anyway, PB system will be entirely reworked so it is just temporary.

Edited by ShaWa

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Absolutely dislike the AI Fleets attached to players. No need to expand this further, there's specific thread for it already.

 

I like the Officers idea but hope it gets changed in a way that renders many modules obsolete. Marines should be linked to a Officer for example. Same as with a crack rigging crew being worked out through a Sail Master officer type. We can keep the modules values but spread them across perks of the officers.

So this is a Mixed.

 

Fishing seems like a necessity for the supplies production chain and makes sense for a maritime background game. I do not really engage into fishing myself but can see many players finding it useful. Mixed as it doesn't really bother me nor makes me want to do it. The best part about it was to sail different parts of the map and check which species I could find and where.

 

The Graphics are excellent. I love the illustrations and the new vibrance of the colours in terrain. The sounds are spectacular. Don't know if it is tied to me having a 7.1 but by all the carronade sized chest mermaids everything became more alive with command shouts, the water sounds, the wildlife. Love is the word in here.

 

Love the crew mechanics. As I RP my game I always tended to look to crew before and now even more. I see the crew as a valuable asset and not as a money sink. It can be developed further without reducing the costs, for example by use of a Surgeon Officer.

As the boarding action is the crew meat grinder the Boarding should be reviewed regarding Focus numbers and not entirety of crew.

Also check Morale. Sometimes it gets stuck in minimal values forever and requires all the crew to get disabled....

 

New crafting lines are always welcome. It adds more credibility to the entire region, especially with the sugar and tobacco now. Further development of economy is needed but loving it. Also it will force a further breakdown of crafters areas of focus forcing people to play together and join forces to develop production to cover needs. European Trader mechanic is still too strong, should be tuned down slightly and balance it all to a more strong player based economy.

 

All in all a great patch overall.

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Cost of crew is over the top, we level up our accounts because we want to play the biggest and best ships of the line and then when we do it costs to much to replace the crew. No one will want to use their big ships as much unless they are billionaires.

As for making medkits even they cost about to make. Setup tobacco farm, food supply's etc. the cost of pulling the mats and labor hours it all adds up and detracts more time away from playing the game. I don't mind micro managing things but where do you draw the line.

If the matts and hours to make medkits where cheaper people probably would be ok with the crew costs.

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Cost of crew is over the top, we level up our accounts because we want to play the biggest and best ships of the line and then when we do it costs to much to replace the crew. No one will want to use their big ships as much unless they are billionaires.

As for making medkits even they cost about to make. Setup tobacco farm, food supply's etc. the cost of pulling the mats and labor hours it all adds up and detracts more time away from playing the game. I don't mind micro managing things but where do you draw the line.

If the matts and hours to make medkits where cheaper people probably would be ok with the crew costs.

I gaurentee im not alone when i say this. We dont "all level up to play the biggest amd best ships in the game and go pew pew".

I can bet MANY MANY players have never tried to even level their account, it just happens over time. We play a game to have fun not to "win the game" and a great deal of us probably sail small ships. I myself can skipper any ship but have never sailed anything larger than a 4th rate and rarely sail that.

To many guys have the grind grind grind till the next level to the next update to the next ship to the next skill and never enjoy a game to its potential.

So while you and the very vocal minority usually get your wishes dont forget that more players probably dont have issues. Otherwise chat ingame would look more like the forums.

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I think the crew cost is to much, in the royal navy crews where press with little cost to the captains so I believe this cost should be lowered.

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Pressed men into service were a minority and subject to menial tasks aboard. Most were not specialists in any field. They can hardly be accounted for. ( game is from 1640 to 1820. Pressing height was 1801 onwards ).

Merchantmen "gently" asked to join service were offered a pay up in advance and shared the same prizes as the rest of the crew.

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I'm not quite certain what the crew cost complaint is really about. Do other people just have absolutely no gold? Do they not make any gold in PBs or PvP or PvE? Do they not have any trade routes? I've stupidly (only because everyone else is using the surrender before sink exploit) have sunk a few times and have replaced my crew each time without it even smudging my bank. And then the use of medkits totally cuts cost down.

Now, once they implement the crew loss with the national crew levels, I will be more weary and cautious as to not take away from our nation's crew pool. But until then....ya um, just make some gold and buy the crew and pay their lifetime salary, unless of course you'd prefer to pay out each day. That can be arranged I'm sure.

Edited by Cpt Blackthorne

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Not everyone has all day to farm gold and now with the PvP surrender players who only PvP and despise PVE are punished. Because now when enemy starts taking on water they surrender and you get jack all for PvP so you can't even pay for your crew.

 

Also this crew thing is great for rewarding revenge fleets, as if it wasn't bad enough before.

Unless once again you have lots of time on your hands to get stuff for medkits which a lot of people don't have.

More expensive to PvP -> more time needed -> less people PvPing. Those who are already scared to lose a dura this just adds to it. 1 Rake will cost more than a ship (potentially) .

 

I think this mechanic is totally unneeded, it's good for hardcore gamers, and that is all that will be left if we keep heading down this road.

Crew mechanics don't add any fun to the game, just more grind and more surrendering when enemy knows they start sinking = 0 reward for PvPing..

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