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Forthcoming patch final discussion.

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25 minutes ago, Liquicity said:

Hello inflation my old friend... Ive come to talk with you again.. :o)

In admin's example more than half of it went to Davy Jones' Locker.

We still need to get a good picture of the economy. 

 

Edited by Skully

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1 hour ago, Jean Pual Vilvenue said:

I got censored for saying this patch is boring. LMFAO nice work devs...

This is a feedback topic.Heavily moderated (or at least should be). If you say it's boring, describe what is and why. What should be done instead.

 

I believe that PvE Gold Rewards should be also taxed. If players is making missions in x port, a clan that controls the port ensures safety for that player, so the PvE'r need to pay for their safety.

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12 minutes ago, Quineloe said:

Instead of restrictios, why not talk benefits? Have a shipyard only use 50% labor hours if it's located in the hot zone.

i would rather see i can build more  buildings in any port 

it cost money and you have to visit them once in a while

and only destructible when visiting port so

just a suggestion

 

6 standard  buildings, and 10 in enemy ports as restricted dependance buildings, only destructible when visiting 

 

 

Edited by Thonys

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7 minutes ago, Jean Pual Vilvenue said:

I got censored for saying this patch is boring. LMFAO nice work devs...

You should tell us why the patch is boring. Then it is feedback.

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11 minutes ago, Skully said:

We are not talking cost to repair, but cost to build.

 

  Reveal hidden contents

 



Victory Blueprint
\ XP: 4100
\ Labor: 1708
\ Blocks: 920
| \ Gold: 46920
\ Cables And Hawsers: 85
| \ Gold: 5185
\ Canvas Rolls: 255
| \ Gold: 27030
\ Cordage And Oakum: 516
| \ Gold: 24252
\ Furnishings: 5
| \ Gold: 4010
\ Iron Fittings: 96
| \ Gold: 12192
\ Knees: 106
| \ Gold: 26500
\ Large Carriage: 62
| \ Gold: 14446
\ Medium Carriage: 50
| \ Gold: 7750
\ Provisions: 850
| \ Gold: 31450
\ Rigging Parts: 255
| \ Gold: 39525
\ Rudder Parts: 318
| \ Gold: 14628
\ Tar: 89
| \ Gold: 2759
\ Teak Frame Parts: 2328
| \ Gold: 339888
\ Victory Permit: 1
| \ Gold: 350000
\ Wooden Fittings: 230
| \ Gold: 3450
===
Total Gold: 949985
Total Labor: 1708

 

  Reveal hidden contents

 



Surprise Blueprint
\ XP: 1404
\ Labor: 589
\ Blocks: 64
| \ Gold: 3264
\ Cables And Hawsers: 6
| \ Gold: 366
\ Canvas Rolls: 18
| \ Gold: 1908
\ Cordage And Oakum: 36
| \ Gold: 1692
\ Iron Fittings: 7
| \ Gold: 889
\ Medium Carriage: 24
| \ Gold: 3720
\ Provisions: 240
| \ Gold: 8880
\ Rigging Parts: 18
| \ Gold: 2790
\ Rudder Parts: 22
| \ Gold: 1012
\ Small Carriage: 20
| \ Gold: 2280
\ Tar: 7
| \ Gold: 217
\ Teak Frame Parts: 160
| \ Gold: 23360
\ Wooden Fittings: 16
| \ Gold: 240
===
Total Gold: 50618
Total Labor: 589

 

 

Yes, only damaging a Surprise might net you just 2500g, because you did not do your job properly (go in full guns blazing).


Anyone who damage farms by sinking ships is broadcast to the entire server on combat news. Not viable.

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5 minutes ago, z4ys said:

You should tell us why the patch is boring. Then it is feedback.

It's an opinion he is entitled to hold. If he wanted to elaborate he would already have done so.

Edited by Skully
do not merge plz
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1 minute ago, Quineloe said:


Anyone who damage farms by sinking ships is broadcast to the entire server on combat news. Not viable.

There is no damage farm, the ship is sunk, gone. Who cares who did it? The alter can craft as many ships as he want and sink them again. It is an unprofitable strategy because of time investment.

In other words, you are just objecting to a play style. How does this interfere with your play style?

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Uhm, I am objecting to something that admin himself declared to be a bannable offense. That's not a "play style".

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the fleet and the perks and trade :feedback

i would rather see the fleet perks 

removed from the perks and also  made a separate tab for them

it disables my schip and ability to sail for a next dedicated mission

------------------------------------------------------

also, the permit to change the officer should not be in permits 

it does cost the trader his entire fortune on cm s just to accomplish a change in the>  officer section 

------------------------------------------------------------------------------------

just make the permit for changing the officer  to GOLD

and or make the perks change free >or  an amount of money (gold)

i  can't even test it atm...

-------------------------------------------------

also if i want to see the trader tool  I have to go to the map first 

but what has nautical stuff has to do with trading

also, remove the trader tool in map  > to a single tab in the head section (so noobies have direct access (they see) to the trader tool)

Edited by Thonys

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10 minutes ago, Quineloe said:

Uhm, I am objecting to something that admin himself declared to be a bannable offense. That's not a "play style".

@admin was wrong. The system must be self-adjusting or we'll do Tribunals until the end of time.

On 8/6/2016 at 10:00 AM, Skully said:

Going back a bit further in time, it was actually established that any form of Pirate-Pirate battle should result in demotions.

http://forum.game-labs.net/index.php?/topic/9916-damage-farming-demotions/

Guess what we have now.

We need to walk the tight rope very carefully in balancing the different sides. Naval Action is an experiment and it is working, but not in ways that people are expecting it.

On 8/14/2017 at 9:54 AM, admin said:

We are trying and trying hard to fix problems and experiment/experiment/experiment… 

Edited by Skully

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12 minutes ago, Skully said:

It's an opinion he is entitled to hold. If he wanted to elaborate he would already have done so.

But it didn't help devs to understand why. So the feedback boring is useless for them. 

The patch is boring because it's mainly a content change for a handful of RvR players and only a secondary change for newcomers which in my opinion will not work as intended, because there is still no real reason to go and fight in the map center for people who are not interested in RvR.

Is much more productive than just the word boring.

 

 

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feedback

what i heavenly miss is log files in the warehouse

are they coming, or do we need a clan clerk perk ...

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3 hours ago, rediii said:

The more very you add the less players join sweden. ;)

Also denmark sould be very hard. tbh as long as their capitals are that close these nations are very hard to play. capitals have to get a bit more away from each other!

Completely agreed. 

Also if I understand how this will work correctly, the difficulty indication will quickly become inaccurate, just like it is now. The difficulty indication will only really be relevant at the start of the map, and if/when a nation is "one-ported", i.e all their capture-able ports are taken. For any newcomer/non-RvR-player the difficulty difference will be imperceptible if say Sweden has their capital + 2 captured ports, while Danmark has lost all their ports/not captured any ports. The difficulty indication here refers only to number of uncaptureable ports it seems, but the real difficulty in RvR comes a lot more from player numbers in the nation and the number of organised players. Boredom has more influence on actual difficulty than number of uncaptureable ports.

If this suggestion is to stand there needs to be some bonuses to the small nations in the end-game, and channels for them to recruit players from the big, easy nations. So that players can grind up max rank in Britain/Spain, and then decide to seek out a challenge in the smaller nations when they reach the RvR-endgame. 

As small states historically with absolutist monarchies, Danmark and Sweden could get a bonus to tax efficiency for instance.

Also, forged papers should be nation specific. To join another nation you should need to know someone high ranked in that nation who can retrieve forged papers for you at his capital and trade them to you, which will allow you to transfer to his nation.

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28 minutes ago, Thonys said:

also if i want to see the trader tool  I have to go to the map first 

but what has nautical stuff has to do with trading

also, remove the trader tool in map  > to a single tab in the head section (so noobies have direct access (they see) to the trader tool)

I disagree, I want to use trader tool when I am sailing in the OW

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I don´t thing that it is difficult for nation to have only one uncapturable zone. Nation strength is based on active player numbers. If Swedes after the wipe will have more active players than other nation, they will control soon the largest portion of the available map.

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Concering the PvE rewards, we realy need to make sure that its not again a money printing service. At this time I think its grindy, but at least you know you'll never get stinking rich doing missions. Its more like your spending money.

If you can get 500k for a Vic kill in PvE, we're going to be swimming in millions and millions of gold in no time. And those who are lower ranked and new players will be the ones who will drop out of the game for this.

We'll be back to people putting up buy contracts for unreasonable prises just capitalising on all the rare stuff. Ships will be crazy expensive again. Its gona break the economy. Think its prety fine atm.

Maybe just use a money multiplier for lower ranked players, and reduce it rank by rank. So top rank players only get the current amount of money for missions.

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13 minutes ago, The Spud said:

get 500k for a Vic kill in PvE

Ah yes good point. A PvE Vic costs zero to produce. So a PvE mission is either a faucet by design or a zero reward.

I also now see the trick we can apply here. If a PvE mission has a base value, that would represent the faucet.

Any non-player build ships in there are valued at 0.

Rewards can then be extended from the pool of ships sunk again.

So if a player sunk, rewards go up. Call it a recuperation bonus. :)

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2 hours ago, Skully said:

What's in it for the ones who sunk themselves? Who spend time sailing OW, got stuck in a good fight, provided content and entertainment to the other both sides, but ultimately lost?

This is why XP needs to be off damage done and keep Gold /Marks off the Assit/Kills.  So you get rewarded with at least xp for your fight even if you did't do to well.   That way your not walking away from the fight with nothing.

1 hour ago, Intrepido said:

Keep into account that one of the reasons of current farming are also due to get combat marks, upgrades and xp for the slots.

Slots requirements should be reduced a bit because in some ships requires a lot of missions to unlock.

You should tweak that to make people more willing to go pvp.

Pvp maybe should reward from time to time something special.

RvR should have far more rewards than now like extra CM, upgrades, paints, rare woods.

The risks of going to pvp or rvr should be compensated with 4-5 times the rewards you get on pve.

 

If they bring back XP for damage you will get a lot more xp for the fights.  Also ship travel xp should go towards the ship along with your mission reward XP for doing the missions.  These added things will cut down on the actual grind for xp.  Right now most of us don't need the XP cause we are maxed out.   I really wish once you max out a ship you can put that xp towards a free xp pool and use it towards another ship.  Maybe limit it to only being able to use to unlock the first three slots only of a ship.

1 hour ago, Peter Goldman said:

I believe that PvE Gold Rewards should be also taxed. If players is making missions in x port, a clan that controls the port ensures safety for that player, so the PvE'r need to pay for their safety.

Please don't tax every thing to death, it's going to get old and complicated real fast. I don't think player vs player traders should be taxed either.  The only thing that should be taxed are contracts and actual purchases from the in port shop and ship sales.   If your going to start taxing every thing than I want any thing bought out of the Admirality Shop taxed too.  Just joking about that last part, as that shouldn't be taxed either.

1 hour ago, Thonys said:

the fleet and the perks and trade :feedback

i would rather see the fleet perks 

removed from the perks and also  made a separate tab for them

it disables my schip and ability to sail for a next dedicated mission

------------------------------------------------------

also, the permit to change the officer should not be in permits 

it does cost the trader his entire fortune on cm s just to accomplish a change in the>  officer section 

------------------------------------------------------------------------------------

just make the permit for changing the officer  to GOLD

and or make the perks change free >or  an amount of money (gold)

i  can't even test it atm...

-------------------------------------------------

also if i want to see the trader tool  I have to go to the map first 

but what has nautical stuff has to do with trading

also, remove the trader tool in map  > to a single tab in the head section (so noobies have direct access (they see) to the trader tool)

What they need to do is separate your combat perks from your crafting perks.  Have the combat perks tie into your rank.  Just like it is now, but instead of having to share with Crafting they will be tied into your crafting level.   We have 50 crafting level. You can get one crafting perk for every 10 levels you have.   This way the solo guy can do both craft and fight instead of having to switch his states around all the time.  You still need the reset permits encase you change up your combat perks but this way it helps the Solo and casual guys actually be able to do more than one thing. 

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2 hours ago, admin said:

update

monetary rewards for sinking pve ships will be increased (they were toned down too much) to allow a couple of missions to recover the ship costs + cannons
ship and cannon prices updated (cannons on average will be 50% of cost of the ship as it was historically)

example
before - sink pve victory - money reward 50k (ship cost 400k/cannon cost 300k)
after - sink pve victory - money reward 400k (ship cost 400k/cannon cost 200k)

pvp bonuses will increase as well from 50% more to 100% more

so if I understand it right, if you do solo missions and kill a victory I can get 400k?

so that's like 1/2 million  a day for a casual player? hmm in the beginning this will be easy but at the end prices will go up.

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6 hours ago, Zoky said:

??? WTF??? So if I do piracy on traders they can just call bs reinforcements? WTF were you thinking? You might as well remove pirates from game 

If this reinforcement makes it in you can kiss those players goodbye.

If you truly wish to improve PvP then decrease hello kittying accuracy of stern guns!!!

I am fine with the removal of Pirates as a nation... just not removing piracy and privateering.   And that is what it feels like he is doing.  

 

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Has Game-Labs ever done a survey of ALL their players of NA's views, needs, and aspirations? . They should, if they haven't. How can one trust comments on forum? Wolves howl and are heard from many miles away...rabbits thumping feet from only a much shorter distance.......

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Let's set this up as suggested patch notes instead. Pretend I was @admin and like if you agree fully or post your concern. The problem I'm seeing is this patch doesn't address the problems that caused players to leave. I will adjust notes as necessary until everyone is happy or we are at an impass then we will discuss until we come to an agreement. This game needs a good fix and this patch won't do it.

Hello Captains,

We would like to discuss with you the final review of the coming fixes in general.

  • Economy tuning
    • We will be increasing provision output x5
    • We will be reducing Rudder Part needs by 1/3
    • We will be reducing Frame Part/Plank needs by 1/3
    • We will be increasing Rigging Parts output x10
    • We will be reducing Block needs by 1/2
    • We will be reducing all permit prices by 1/2
    • We will reduce the labor hours and required materials for cannons by 1/2
    • We will increase the output of Hull repairs, Rigging Repairs, and Rum x10
    • We will reduce all skillbook and upgrade bp prices by 1/2
    • We will increase trading resource output x3 but trading goods will be dependant on what faction owns the port
    • We will increase the rate of rare woods generation and the ports that generate them x2
    • We will have at least 5 ports that generate all mod resources and increase generation rate x2
  • ROE changes
    • All battles will now be open until they finish including port battles
    • In addition to a tag circle on the enemy there is also another "big circle" the size of a port battle exterior circle on top of it(br taken into account in the regular circle)
    • When a battle occurs players within the "big circle" have a choice to join the battle and thier side. If they do they are placed at a start point of when the battle initially started.
    • Each minute the battle is open the area from which a player could join increases until it's at the maximum distance(Maximum distance is at 5 minutes)
    • The circle to join outside of is cut in half. One half facing the defender's side and the other half facing the attacker's
    • 30s Super speed will only be given to defenders of OW battles in the intitial battle
    • 30s Invisibility will be given to anyone exiting a mission, open world battle, port battle, or epic event
  • Other Changes
    • Addition of new dock space will be lowered to 1/10
    • Teleports will be allowed to Free Towns with a 6 hour cool down taking up your tp to port cooldown
    • The xp system for ship specific slots will be eliminated
    • Xp requirements for rank will be cut back 20%
    • Rear cannons will revert to regular accuracy
    • Rvr missions accessible to compensate for lack of NPCs but only  within the 5 closest ports of the "friendly" port  taken from
    • No more warships on the OW
    • Forts will be moved back 50% effectiveness
    • All skill books will be available in the admiralty some at high prices
    • AI drop chance of rare skill books will increase x5 and be available from pvp encounters
    • Pvp rewards x4
    • A tutorial will be included to help new players progress
    • Rewards are gained off damage done in addition to kills and assists
Edited by Duncan McFail
almost forgot about Skully
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A thought on RvR...

I hate the idea that some key elements of the game should be runned and controlled by clans. Or rather variable groups of players that act as a nobility or oligarchy. 

Do you have any considerations on how to make RvR experience somewhat positive instead of those personal powermongering that lies in a clan system? 

How come single players should be limited from port battles? 

Shouldnt there rules on clan-behavior?

A lot of single players like the idea of a nation but does not want to have the clan stuff. Isn't possible to make port battles open for all?

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18 minutes ago, Sir Texas Sir said:

This is why XP needs to be off damage done and keep Gold /Marks off the Assit/Kills.  So you get rewarded with at least xp for your fight even if you did't do to well.   That way your not walking away from the fight with nothing.

Could work, not for me though. Like many others I'm top rank. I would need a different incentive to sail then.

I like this premise:

2 hours ago, Quineloe said:

We're spending our time, our most valuable thing, when playing this game. You don't value our time at all, you need to start valuing it. Moreso than you value the pixels we fight in and sink and lose.

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