Jump to content
Game-Labs Forum

An Appreciation of the development of the game so far.


Recommended Posts

I just want to take this time to provide for you a synopsis of Naval Action from my point of view. Many who have read my posts on this forum know I play a solo game. Any part of Naval Action that involves Port Battles will not be covered in this treatise.

 

I have been playing Naval Action since the first week of December of 2015. Then we had just the one server and growing to four servers after the first of the year. As each server came online I created a profile for each server. Having started out on the PvP1 prior to the activation of the other servers I went through the early learning process of how this game works. Once the big “Wipe” was done at the first of the year I changed tactics.

 

Early on I saw individuals sailing around in 4th rates, then there was a large number of 3rd rates hitting the high seas. I remember seeing a 2nd rate for the first time and then there was the day I came online and was right next to a 1st rate, wow what a ship. I was still messing around in a cutter and trying like all get out to advance enough to get into a Snow. About the time of the big Wipe I was able to buy, but not fully crew a Renommee.

 

The world changed after the wipe. I knew what I didn't want to do in the game and changed the direction of career. There were a large number of players getting into Port Battles. I could not even think about doing so as I didn't have a ship powerful enough to participate. Even today I don't participate but these reasons are not for here and they may mean nothing after the next big patch anyway.

 

Early on my goal has been to see how well can a solo player do in this game (on all servers). It take about 6 months to build your XP large enough to crew a 3rd rate. After 7 months I am still working my way up the XP rankings. DO not take this as a complaint. This has been a great smooth and exciting game play lasting for months. Patience is a big part of gaining XP for rank and craft in this game. You need to work your level until you can fully crew a ship at the next level. Practice against AI, practice against live people, build and outpost, build more than one. Get a building established, then get more than one. Find a produce to turn a profit and continue working your business. It is an interactive world that needs finessing and attention. Plenty of things to accomplish in this wonderful sandbox you all have provided.

 

The core reason for writing is how the improvements you have made has made the game better. For the longest time when a nation has gone on a port capturing spree, there were nations that were left with only a single city – the capital. I have made the suggestion that each nation have 6 such locations at ports that would provide all the goods to maintain that country in the game. While this has not happened (and may not even be the best of ideas) but having the Smuggler ability to enter any port and Free ports have made a great leap in getting an individual or country back on it's feet. The fishing brought into play really helps the countries that are decimated as well as the new and solo players trying to get ahead in this world. Fishing allows the new and solo played to operate a trade without having an outpost to work from other than a base in the capital location. This will allow for a monetary flow of money – as small as it may seem to some, but enough for a new player to get a foothold into the game and allowing for any losses than may happen. This is essential for both the new player to get ahead and for re-establishing a devastated nation. Allowing the ability to capture traders is a big help here. A person with a cutter can capture a trader lynx and start a trading career to create a foothold in the game. What could be more perfect than having the ability to start with nothing and eventually work your way up to a comfortable level of operation.

 

The bottle finds adds another wow factor in the game as they come about when you least expect it. Random as they are it still surprises me when on shows up. This allows a task for the solo player and does not take away from the PvP as some claim. It usually puts you in enemy waters to retrieve the goods from the wreck.; a great concept and a great add.

 

The most impressive change is the cost of crew replacements. With all the talk over the months about the number of 3rd, 2nd, and 1st rates ships in the waters and how it wasn't right. With all the complaints about not enough people sail in smaller ships anymore and claiming the game reaches an end when everyone is at the 1st rate level. The cost of crewing a ship, deciding whether or not to run a ship under crewed, the decreasing DURO for the higher rated ships have caused a balance of the different ships on the water. I have seen Flag Captains, Commodores and Rear Admirals in trader lynxs, snows and LGV's. You are starting to see players being aware of cost, much like a “real” nation is faced with at a time of war.

 

Bringing back the use of Fleets, in my opinion, has been a good thing. I allows for an individual in a trader to have an armed escort for traveling through “unsafe” areas. While some say the trader should hire protection, which is fine with those who are part of some organization, not every solo player out there has anyone at the time of playing to be an escort. This allows single players the ability to self protect their traders as they should have the option for. It also allows for the movement of ships from one location to another without having to make the trip several times over. I believe most players find these aspects agreeable. The biggest complaint I see here in the forums deals with individuals using warship support for warships. As I see it if a solo player is going after an AI or other person that has a fleet with them then the additional attached ships are a must to level the playing field. Although, if an individual is to fleet a ship with him then that ship should be fully crewed (a captured ship is a different scenario) If the ships you assign to escort you then they should be fully crewed; again a decision is needed to be made on how much risk you are planning to take in case you are in a battle when it comes to crew loss and replacement cost.

 

As a solo player, the cost of a 3rd rate is way out there for me so I will not be sailing one anytime soon, someday maybe but not now. If the cost factors were not there then sure why not operated a 3rd rate, it is not costing me much, only a duro, or a ship. The cost of the crew is enough for me to make a different decision and that is a good thing for this game. I am comfortable with the Frigate and the world I work in. All the mechanics in play this game as migrated from everything being top end (1st rate) heavy to more plays moving around in the middle ground level. I do see more frigates in the water than I can remember seeing three months ago.

 

You have done a wonderful job creating a game where the number of different choice can be made and players are all going different directions with their decisions. I anticipate more to come and even better experiences to be made due to more choices and game mechanics.

 

Thank you!

Edited by Jean LaPointe
  • Like 9
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...