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Forthcoming Patch 23. Hercules, Tutorial and Map teaser

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Just now, vazco said:

I completely do NOT agree. Removing chat from OW is a huge improvement. You can still have multi-nation operations if you agree on them in global or with particular people in chat. Knowing that I know a guy sailing in front of me shouldn't influence my decision if he's in a hostile nation. Once names and chat was removed from OW, amount of PvP among skilled players increased drastically. That's good. It's a naval warfare game, not a COOP PvE game with meta being avoiding any PvP fights you can't win.

Let the guns be our diplomats.

No, it's not, it's not only a colossal waste of time not being able to chat in-game with a ship from another nation outside of a battle instance it's also ahistorical. Why should I tag in a trader I'm hunting just to find out it's a known alt of a friend? Why should I tag in a ship only to find out that it's a friendly clan of a nation that I'm working with, and not the rogue clan I'm hunting.

 If you have statistics about the "drastic" increase in PvP among skilled players please provide it, otherwise it's just anecdote.  If we're comparing anecdata, if anything it has drastically reduced PvP, especially among new, less experienced players, because of the fear factor.  Every "Red" player out there could be the "DREAD PLAYER ...." so instead of engage, run away!!1!

The reality is that players encountering each other on the OW should be able to chat with each other. I'm fine with hiding identities, even nation flags entirely, up until you're within a few tagging distances length, but this in and of itself should be voluntary. You should have the option to announce who you are, and even carry a false flag if desired, right up until you're within spyglass distance where you can see, oh hey.. that's so and so, and the fleet composition is such and such, etc.

Co-op PvP is exactly what this game is all about.

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Seems like a lot of people are worried about new players losing their only ship then just leaving the game. Maybe the tutorial can provide a number of ship notes like 7th-5th rates. That way if they do die/get ganked its not such a big deal. Also having a tutorial on how to capture ships could help that way newer players know how to easily replace their ships. Anyway everyone is never going to be happy with how safe/unsafe protection is in the green zone.

Regardless thoughs that accept that pvp happens on the pvp server and sometimes in ways they do not like will continue to play. Thoughs that get killed because they didn't pay enough attention and rage quit will stop no matter how "safe" it is.

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The new ship is still ugly. (Not bad programmed). Nice to be reminded of the difference in design. Can we soon have some Danish ships in the game? They where almost all beauties instead of this sailing mistake. It's like a mix between a German pub and a Brazilian carnival. It looks like it would sail sideways instead of forwards.

 

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Also I would like to assure everyone that as far as I know there is no underground pact of "PVP" players to not attack each other in the safe zones. I have attacked and been attacked plenty of times in other nations safe zones.

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6 minutes ago, fox2run said:

It looks like it would sail sideways instead of forwards.

 

The gun boat actually spins a few degrees every second while it sails so this triggers me.

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1 minute ago, Aster said:

Seems like a lot of people are worried about new players losing their only ship then just leaving the game. Maybe the tutorial can provide a number of ship notes like 7th-5th rates. That way if they do die/get ganked its not such a big deal. Also having a tutorial on how to capture ships could help that way newer players know how to easily replace their ships. Anyway everyone is never going to be happy with how safe/unsafe protection is in the green zone.

Regardless thoughs that accept that pvp happens on the pvp server and sometimes in ways they do not like will continue to play. Thoughs that get killed because they didn't pay enough attention and rage quit will stop no matter how "safe" it is.

But the fact is they shouldn't have to.  Players should be able to tool around in the equivalent of "high-sec" in non-line-ships for their entire careers.  Sure the taxes may be absurdly high, and the AI fleets to fight thin beyond belief, but econ, trading, crafting, and mission-grinding should be available to those far more interested in PvE with some light, consensual PvP mixed in for flavor if they want it. (AKA, no-PvP Zone in Capital County)

For those players wanting more risk but more reward, then there should be zones where PvP is possible, line ships can be sailed, but where ships are insured. Medium tax rates, better building production, better port and loot drops, etc. but where your cargo, crew, and items could be reimbursed (if you choose to pay to insure them). (AKA, secondary counties outside your capital nation county).

And then you have free-for-all, anything goes, no-man is safe at any time zones. Where taxes are clan-determined, clans fight for territory against other clans regardless of nation, full loot, full loss, and all the good xp/gold/loot drops are found. This is where the hardcore migrate to.

Why can't we have this system?

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2 minutes ago, Aster said:

Also I would like to assure everyone that as far as I know there is no underground pact of "PVP" players to not attack each other in the safe zones. I have attacked and been attacked plenty of times in other nations safe zones.

Apparently you don't know the secret sail signal?

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15 minutes ago, vazco said:

I completely do NOT agree. Removing chat from OW is a huge improvement. You can still have multi-nation operations if you agree on them in global or with particular people in chat. Knowing that I know a guy sailing in front of me shouldn't influence my decision if he's in a hostile nation. Once names and chat was removed from OW, amount of PvP among skilled players increased drastically. That's good. It's a naval warfare game, not a COOP PvE game with meta being avoiding any PvP fights you can't win.

Let the guns be our diplomats.

Actually it's not a PvP only game either.....immersing comes with hailing ships before you fire upon them.  Why would I fire upon a merchant ship when I'm out to hunt naval ships?  Maybe my government has sent me on a mission to hunt down the great Vazco Privateer of his nation and not to fight any other war ships unless engaged by them first and to ignore all trade ships.  That is immersion.  This is a Sandbox first, that means you can let your guns be your diplomat and others can let there tongues.   If this game was so realistic, guess what Prussia wouldn't be in game, Russian or Poland.  To me immersing sandbox means this is more a RP/PvP/PvE game (I won't say server cause lets face it PvE server is just a waste).   A sand box that offers crafting, trading, conquest and multiplayers, which wouldn't this mean this is not a PvP only game than?  

 

Naval Action is a hardcore, realistic, and beautifully detailed naval combat sandbox immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas.

What is the current state of the Early Access version?

“Excellent age of sail combat representation
Basic crafting
Basic trading
Basic conquest
Multiple playable nations
Large variety of age of sail vessels

Now lets look more at the game. Show me where this is suppose to be a PvP only game?  I see a lot of great things here but being an open world sand box that means we can PvE, PvP, RP, do what every we want in game within limits of course.

Features:

Exciting bugs – Because its still alpha we have an interesting selection of annoying, strange, and sometimes wonderful bugs. We are squashing them one by one, but it's Caribbean - they will keep coming for quite some time.

Enormous open world – Large open world, recreated based on 18th Century maps, historical harbors, positions, and town names. We do not believe in the various modern hand-holding markers, thus player position is not shown on the map: you will have to navigate yourself using compass, sun or landmarks. PS. battles are instanced to allow extremely complex sailing and fighting calculations for 50 ship battles. 

Freedom – Build ships, trade, sink enemies of your nation. You can attack anyone almost everywhere. Remember that every action could have consequences. So don't attack everyone - or you will become a pirate. Conquer almost every port in the Caribbean, but remember! other adventurous captains will try to ruin your plans.

Beautiful ships – Accurate hull models, sail plans, guns, internal upgrades, historical speed, turning and heel performance. Ships from small cutters to large 100+ gun 1st rates will allow the player to experience every possible role of the Age of Sail period. 

Realistic sailing – Advanced wind and physics model provides for realistic portrayal of ship’s performance in the age of sail. Yard angles, ship angle to wind, fittings and ship condition affects speeds and turning rates. Correct tacking, boxhauling, clubhauling and other elements of the age of sail sailing are possible. Hidden ship characteristics will allow to gradually uncover potential of the vessel – every ship in game will be unique. 

Historical gunnery - Realistic ballistics and cannon performance of the period. Every cannonball is tracked in the air and after it hits the target. One shot can hit the stern, damage the rudder, then hit the cannon carriage, injure crew, ricochet from the floor and hit the opposite side. Listing and wind affects the shooting distance and will require change of tactics. 

Weapons - All major types of naval artillery are implemented: from long guns to carronades. Fort and land batteries will provide support during port battles. Mortars are coming soon.

Damage model - Leaks, structural damage, torn sails, demasting, raking, fires and all other hazards that were possible in that era. Damage is positional: hit the gun and you might destroy it. Gunnery crews are placed deck by deck. Shot can pass through the balcony, ricochet of the gun, hit a crew member and then fly out of the gunport splashing into the water. Armor thickness and wood type is implemented and at extreme angles cannonballs will ricochet from the hulls. 

Community driven development - Players actively participate in development and many elements of the game have already been implemented based on the player feedback. Content is immediately given out to players for testing and improvement. Share your thoughts in comments or on the forums.

What I think is funny only the PvP only guys are the ones that keep thinking we are wanting PvE only, no we want the open world sand box that has both PvP and PvE we are promised.

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7 hours ago, admin said:

by the way. 
this is how 260m ship looks from 12-14km, it is sailing in line with a 225m ship.
Can you tell me which one is prince of wales and which one is hms hood?

5YOyIQY.jpg

No, I can't tell which is which. But our cannons do not have a 12-14km range. And on OW, how much time does it take two forces to close 12-14km? VERY quickly. We don't have a helmsman to steer the ship while the captain and first officer looks through their spyglasses and discuss fleet composition and strategy. And a navigator to look at the map and plot course.

I get your point about what it was like in real life but by hiding all the details you are removing or hindering strategy and battle planning. I predict the result will be more runners. (Which along with removing names in OW was supposed to reduce.) Hopefully I'm wrong and this won't be a big deal. But please take a look at this after we've tested it and consider making details reveal as distance gap narrows. The ship cards from Legends that showed the line drawings would also be helpful for learning target identification.

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23 hours ago, admin said:

You are all BAD HARDCORE M****ERS. excuse my french. EVEN if you are on the PVE server.

You certainly mean

Thou surly beetle-headed codpiece!

Excuse my English :D

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7 minutes ago, Sir Texas Sir said:

Actually it's not a PvP only game either.....immersing comes with hailing ships before you fire upon them.  Why would I fire upon a merchant ship when I'm out to hunt naval ships?  Maybe my government has sent me on a mission to hunt down the great Vazco Privateer of his nation and not to fight any other war ships unless engaged by them first and to ignore all trade ships.  That is immersion.  This is a Sandbox first, that means you can let your guns be your diplomat and others can let there tongues.   If this game was so realistic, guess what Prussia wouldn't be in game, Russian or Poland.  To me immersing sandbox means this is more a RP/PvP/PvE game (I won't say server cause lets face it PvE server is just a waste).   A sand box that offers crafting, trading, conquest and multiplayers, which wouldn't this mean this is not a PvP only game than?  

 

Naval Action is a hardcore, realistic, and beautifully detailed naval combat sandbox immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas.

What is the current state of the Early Access version?

“Excellent age of sail combat representation
Basic crafting
Basic trading
Basic conquest
Multiple playable nations
Large variety of age of sail vessels

Now lets look more at the game. Show me where this is suppose to be a PvP only game?  I see a lot of great things here but being an open world sand box that means we can PvE, PvP, RP, do what every we want in game within limits of course.

Features:

Exciting bugs – Because its still alpha we have an interesting selection of annoying, strange, and sometimes wonderful bugs. We are squashing them one by one, but it's Caribbean - they will keep coming for quite some time.

Enormous open world – Large open world, recreated based on 18th Century maps, historical harbors, positions, and town names. We do not believe in the various modern hand-holding markers, thus player position is not shown on the map: you will have to navigate yourself using compass, sun or landmarks. PS. battles are instanced to allow extremely complex sailing and fighting calculations for 50 ship battles. 

Freedom – Build ships, trade, sink enemies of your nation. You can attack anyone almost everywhere. Remember that every action could have consequences. So don't attack everyone - or you will become a pirate. Conquer almost every port in the Caribbean, but remember! other adventurous captains will try to ruin your plans.

Beautiful ships – Accurate hull models, sail plans, guns, internal upgrades, historical speed, turning and heel performance. Ships from small cutters to large 100+ gun 1st rates will allow the player to experience every possible role of the Age of Sail period. 

Realistic sailing – Advanced wind and physics model provides for realistic portrayal of ship’s performance in the age of sail. Yard angles, ship angle to wind, fittings and ship condition affects speeds and turning rates. Correct tacking, boxhauling, clubhauling and other elements of the age of sail sailing are possible. Hidden ship characteristics will allow to gradually uncover potential of the vessel – every ship in game will be unique. 

Historical gunnery - Realistic ballistics and cannon performance of the period. Every cannonball is tracked in the air and after it hits the target. One shot can hit the stern, damage the rudder, then hit the cannon carriage, injure crew, ricochet from the floor and hit the opposite side. Listing and wind affects the shooting distance and will require change of tactics. 

Weapons - All major types of naval artillery are implemented: from long guns to carronades. Fort and land batteries will provide support during port battles. Mortars are coming soon.

Damage model - Leaks, structural damage, torn sails, demasting, raking, fires and all other hazards that were possible in that era. Damage is positional: hit the gun and you might destroy it. Gunnery crews are placed deck by deck. Shot can pass through the balcony, ricochet of the gun, hit a crew member and then fly out of the gunport splashing into the water. Armor thickness and wood type is implemented and at extreme angles cannonballs will ricochet from the hulls. 

Community driven development - Players actively participate in development and many elements of the game have already been implemented based on the player feedback. Content is immediately given out to players for testing and improvement. Share your thoughts in comments or on the forums.

What I think is funny only the PvP only guys are the ones that keep thinking we are wanting PvE only, no we want the open world sand box that has both PvP and PvE we are promised.

I guess they made a PvP server for a reason? 

I like to battle versus humans more as they are harder and more fun to play with. Also more cruel. But this is well known.

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By the way, I was wondering why the reward for completing the tutorial has changed?

Before it was " M&C Exam. Complex and hard Master and Commander if completed will grant the Captain M&C rank and will give a unique permanent redeemable ship. "

source:

And now it's a ship note.

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8 hours ago, admin said:

by the way. 
this is how 260m ship looks from 12-14km, it is sailing in line with a 225m ship.
Can you tell me which one is prince of wales and which one is hms hood?

5YOyIQY.jpg

By the way, Prince of Wales is the one on the left (not blowing up)

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2 hours ago, fox2run said:

The new ship is still ugly. (Not bad programmed). Nice to be reminded of the difference in design. Can we soon have some Danish ships in the game? They where almost all beauties instead of this sailing mistake. It's like a mix between a German pub and a Brazilian carnival. It looks like it would sail sideways instead of forwards.

 

There is no need for warriors to be beautiful

Edited by Red Dragon 13
misspell

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2 hours ago, Louis Garneray said:

By the way, I was wondering why the reward for completing the tutorial has changed?

Before it was " M&C Exam. Complex and hard Master and Commander if completed will grant the Captain M&C rank and will give a unique permanent redeemable ship. "

source:

And now it's a ship note.

that's why I asked it right before the announcement. A permanent reedemable would have been nice.

Edited by victor
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5 minutes ago, victor said:

A permanent reedemable would have been nice.

ye

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5 minutes ago, jodgi said:

ye

and it would have helped OS PVP as well, since it would have been an expendable 5th rate to throw at the enemies with basic upgrades while learning to fight properly (at least I would have used it that way).

Edited by victor
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10 minutes ago, victor said:

and it would have helped OS PVP as well, since it would have been an expendable 5th rate to throw at the enemies with basic upgrades while learning to fight properly (at least I would have used it that way).

That's how I saw it.

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16 minutes ago, victor said:

that's why I asked it right before the announcement. A permanent reedemable would have been nice.

 

9 minutes ago, victor said:

and it would have helped OS PVP as well, since it would have been an expendable 5th rate to throw at the enemies with basic upgrades while learning to fight properly (at least I would have used it that way).

Has @admin actually answered that it will not be a permanent redeemable? He said "use them wisely" not "use them wisely because you only get it once". I haven't seen any clarification but there's alot of pages in this thread. 

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15 minutes ago, victor said:

and it would have helped OS PVP as well, since it would have been an expendable 5th rate to throw at the enemies with basic upgrades while learning to fight properly (at least I would have used it that way).

I agree it would have.

Huh!?

A long time ago when I asked for premium ships for the exact reason you outline, I received so much flak for a suggestion that would "ruin the economy".

I'm pleasantly surprised you support redeemable fighting ships.

(It's neat to agree sometimes, isn't it? ;) )

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6 minutes ago, jodgi said:

I agree it would have.

Huh!?

A long time ago when I asked for premium ships for the exact reason you outline, I received so much flak for a suggestion that would "ruin the economy".

I'm pleasantly surprised you support redeemable fighting ships.

(It's neat to agree sometimes, isn't it? ;) )

I'm not basically against premium ships (I would just limit them to 3rd rates max). And in the past we agreed on quite some things.

Edited by victor
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32 minutes ago, jodgi said:

I agree it would have.

Huh!?

A long time ago when I asked for premium ships for the exact reason you outline, I received so much flak for a suggestion that would "ruin the economy".

I'm pleasantly surprised you support redeemable fighting ships.

(It's neat to agree sometimes, isn't it? ;) )

Honestly, when the Patrol events were announced I thought the Admiralty would supply us one ship for the day for that particular event. You could outfit it the way you want (pushing the economy towards cannons and mods, etc.) but could use it however you saw fit. If you hadn't lost it by the end of the day it was removed from your inventory and redeemables list til the next event it qualified for. Obviously, you could bring whatever ship you want to the events but at least everyone wouldn't have an excuse to get out there in something.

You could then have a mix of events with different ships each day that would allow you to try out different ships, builds, etc. with little to no cost.

Now, do I think the Patrol events should be in the game?  Definitely not in their current form. But if there were an Admiralty Mission each day with more diverse goals (one country gets trader capture missions in certain regions, the opposing nation gets trade run and escort missions in the same regions, etc.) and un-stupidified RoE? That I could abide by.

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5 hours ago, Wraith said:

No, it's not, it's not only a colossal waste of time not being able to chat in-game with a ship from another nation outside of a battle instance it's also ahistorical. Why should I tag in a trader I'm hunting just to find out it's a known alt of a friend? Why should I tag in a ship only to find out that it's a friendly clan of a nation that I'm working with, and not the rogue clan I'm hunting.

The reason is that every time you enter a battle with someone you know, you increase the chance for a fight to actually take place. I fought with multiple people I known after this change. Before we all avoided attacking each other. It's similar for all veteran players I talk to.

5 hours ago, Wraith said:

 If you have statistics about the "drastic" increase in PvP among skilled players please provide it, otherwise it's just anecdote. 

That's true it's anecdotal. @admin probably has data which can prove it one way or the other. This data should decide about the feature, not us :)

Edited by vazco
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