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Name 5 things you would like to see in NA


Wind

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1) Avatar of my captain, my captain on deck during battles with some more sailors not only the gunners. May be the officer system, captain system which gains experience.

2) Better PVE content, like boss battles, a)coop only for casual b) some of which can generate huge pvp for loot.

3)A story mode in which the tutorial is melted into. 

4) Better crafting in which, there is a difference between me crafting 100 ships so far, and my friend which crafted 500 ships. Frigate Mastercrafter / SOL Mastercrafter etc. Master crafter can select the bonus and has increased chance to get that bonus.

5) Hardcore Pirate life, a real PVP carreer.

6) Much better contract system, as stated above. Which you can know listed products/ships before going to that port. And make deal giving some insurance fee to be completed in fixed amount of time.

 

Edited by AeRoTR
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Not yet mentioned but IMO necessary for complete sailing combat sim:

1. Variable wind and weather. Range of changing wind strength excluding no or light wind. Allows for storm damage to ships and sails and consequences for sailing around at full sail in high winds. Changes dynamics of ship usage as well.

2. Proper ship drafts. More than just shallow and deep. Gives use to a variety of ships in PB if shallows are mapped in ports.

 

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My opinion

  • Take out Polish and make Portugal Nation
  • Only Nation Capital are Protected area not 10 cities around or split in the map, too much protected area in some nations.
  • Needs a test room to be able to make experiences in the boats to see speeds, exchange of books, experiences of navigation like the game Warthunder has, its very usable.
  •  NPC's get port's too, every week npc's for a random nation try to capture a port, no screen fleet possible, this will make every port important if not gonna be neutral
  • Needs a very important thing like the muskets in battle, if a snow gets too close to a bellona to the point of scraping wood with wood there should be a large number of dead by automatic approach
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 I would like to see the ability to "take the wind from my enemies sails" when sailing in close proximity and upwind from them. Not sure if this would be possible but the same tactic is still used today in yacht races, and would be an interesting addition to the game i think.  Issue implimenting though would be smaller ships vs larger, maybe sail canvas area comparison between ships would work?

 

The normal form is "take the wind out of someone's sails". It is a common metaphor. Its origin isn't specifically naval, just maritime - and no, it doesn't mean "to incapacitate the enemy or rival in naval battle". When two sailing vessels are close together, if one gets upwind of the other it will take the wind out of the second vessel's sails - that is, it blocks the wind from reaching its sails, so that it suddenly loses speed and the sails flap uselessly. (This is a tactic often used in dinghy and yacht races.)

 

Also sail designs that can be bought as DLC such as the red cross sails, and other designs. I think if you made them fairly cheap clans would adopt them and would be quite popular and ofc raise $ for devs.

Edited by Dibbler
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4 hours ago, Banished Privateer said:

What if enemy ship and cargo is useless for me? Removes a reason for me to PvP. Enemy ship when captured gives no PvP marks, so we have a choice. You try to make it 1-sided only.

What the current PvP implementation means is players like you get to work players like me for marks.

What I get for escaping a battle instance is my intact ship and cargo.  If I stand and fight I get clobbered and take big losses.  You get paid.

The PvP marks rather unbalance the incentives.  You really ought to have to actually figure out what to have to do with my cargo.  I certainly had to figure out how to get it in the first place.

Edited by Marcus Corvus
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1. A wind direction indicator while in port.

2. Double the number of mission cancellations from 3 to 6 a day.

3. Small Fort Towers with 1 long range cannon placed all over the map - can be killed in three accurate broadsides. It instantly regenerates and serves the Nation that last destroyed it. It continues until it is killed again by a different nation. (Devs already have the game mechanics for this)

4. The ability to buy and sell Paint in the port shops

5. A new Treasure adventure. Keep the present sealed bottles and their corresponding wrecks. I mean a NEW kind of Treasure wreck. Perhaps adding a "High risk sealed bottle". The "High Risk" bottles could unfold as follows: High Risk Sealed Bottle reveals a wreck. The high risk wreck contains a treasure locker that weighs only 50 tons and is carried in an enemy AI ship. Show up in any ship to claim the wreck and you are met by the sea demon himself, Davy Jones - always in a super strong matching rate ship (with red sails) and set to be one of the strongest AI Captains in the game. High risk loot can be equal or close to an epic chest in value. The key is to make the risk so great that even a seasoned Captain really has to consider he probably wont come back alive.

Edited by Guest
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1. Ship customization: More Paints (will probably come in future), to be able to choose sail color and maybe choose a bow figure.

2. Clan Flags: Let the creator (or Diplomat) create a flag, which a clanmember can decide to wheter sail with clan flag or nation flag.

3. Animals: I can fish, but i cant see any fishes. There could be swimming a whale in open world sometimes or little fishes and maybe add an option for active fishing, when you catch a fish there will be something like a minigame, the better you the more/better fish you get.

4. Replay: After you leave a battle there could be something asking you, if you want to save the replay of the battle. Reasons behind this: Something funny happend in battle, you where really good and want to show others, not everyone is recording, to analyse your performance and sometimes good for bug reports.

5. Like Admin said: Better Boarding (or at least better looking boarding): I would love to control a guy in 3rd person and kill all the crew of the enemy (im not a pychopath i swear). Or if this is way to much work, just make some animations behind the actions, for example if you choose musket volley, you can see how your crew is shooting with muskets and stuff.

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4 hours ago, Headless Parrot said:

1. A wind direction indicator while in port.

This is a no-brainer. It's been asked to be implemented for a long time now. I hope we get it.

Edited by Captiva
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8 hours ago, Wind said:

What would be the difference between iron and bronze guns? weight/accuracy bonus?

It somewhat depends on the metallurgy of the nations that cast them at the time, where a lot of nations didn't have particularly advanced bronze smelting techniques because of its price, being around 5-10x as costly (depending on the period), although it was almost indefinitely recyclable. Good quality bronze was excellent for casting guns out of, but poor quality or the wrong mix of alloy makes somewhat mediocre cannons, for example the Ottoman guns at Lepanto were mostly made of melted down ingots from confiscated catholic church bells which were made of quite a spongy alloy so to reverberate sound well in call for mass rather than decent quality stuff used most commonly on land as a preferred material by men such as Napoleon because of its great characteristics when cast properly.

On the whole bronze is a far superior material to cast artillery from, it doesn't rust, is less easily distorted and brittle, it also creates less friction which makes the guns longer range, with more stopping power and accuracy, whilst also having a far lower risk of exploding upon firing, something that was slight always a worry to artillery teams of the period, it would distort rather than break open, so had less chance of killing/wounding its crew, and when it did break it could just be recast. Another benefit to bronze is it cools much quicker, which means it can be used for longer periods of sustained fire, while iron guns need to be cooled somehow, either by waiting or with water (which could create fissures due to extreme changes in heat leading to detonation).

Bronze cannons were also notably lighter, despite bronze being on the whole about 20% denser as a material increasing its weight, its better structure and resistance to heat and strain meant the guns were cast notably thinner whilst retaining values as good as, if not better than similar iron guns, see the table below.

0hTneJo.png

I'd really like to see them in the game, but i would worry it would create a bit of a meta, although its massively increased price should be reflected and make it far more risky to arm ships with. The main limiting factor of bronze is easily its cost and improvements in iron casting technology meant that the gap between iron and bronze guns gradually shrank over time to the point where superior bronze guns were less favourable when compared with being able to supply with more iron guns in total despite the noticeable quality difference between the two during the game's period.

Edited by Fluffy Fishy
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4 hours ago, Marcus Corvus said:

What the current PvP implementation means is players like you get to work players like me for marks.

What I get for escaping a battle instance is my intact ship and cargo.  If I stand and fight I get clobbered and take big losses.  You get paid.

The PvP marks rather unbalance the incentives.  You really ought to have to actually figure out what to have to do with my cargo.  I certainly had to figure out how to get it in the first place.

Even if your sailing one of Marcus' well crafted traders, this generally means sailing with 1/2 or less cargo capacity to keep speed and dumping the cargo if threatened with attack. Even if you now have a faster ship, the chain shot is now so effective you are down to 60-70% sail in no time and the repair time delay after repairing leaves little chance of escape. 

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One possible scenario for trader ships which might be considered:

I generally sail my traders with no cannons to increase speed. If a trader with no cannons was attacked in PvP, then no marks would be awarded. The attacker wouldn't know until capture whether cannons were aboard or not. Let the attacker assume the risk of getting only cargo and ship. 

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1. Proper Safe Zones around capitals, they should not have a dead zones from the capital to get into the reinforcement (I mean Gank) Zones.  This area should be proper safe zones to let the casuals do missions and level up if they want.  They still can be ganked in the reinforcement zones if folks want, but no nation should be camping a capital killing every one and ruining the game for those that don't think that is fun.  Yes the players can just go else where.....like to another game, than you will have nothing to kill at all cause apparently our PvPers refuse to fight each other.  I'll add also while in the safe zones or even reinforcement zones make what Harts said AI are aggressive. I know folks don't want to fight AI battle,s well than go to the PvP zone not camping capitals where most players want to just level and do econ or even trade.  If you don't want the aggressive AI than hunt out side the zones.

2.  Cut the nations down in number.  Drop the Prussians, Russians, and Poland and give that mechanics to the Pirates. Turn Mort into a Neutral town for all to use not just pirates.  Like the old Pitt's town was but it's the same for all nations.  That will make this area  a big melting pot and prob hot 24/7 PvP zone.   Pirates will be extreme hard core mode and can live out of freetowns and FFA ports or the Neutral for all zone at risk of course.  This will give Pirates some what more of a Pirate feel.  Also there zone around Mort are all FFA battles so that they stay open and any one can join, but there is no Green on Green, any one can kill any one while in those battles in that zone.  Again this is to make it the hot 24/7 PvP zone for the server.  Your board and want PvP than you go to the Mort zone and just pop out and fight folks.  Hell you can even fight your own nation if you want.  This will give us a place for all the PvPers that want instant battles all the time.  If no one goes in there it's not our fault the zone was provided for you.   

3.  I would love to see more missions/achievements.  Even if it's just kill so many players you get this reward, go to so many ports and you get a reward, give folks something to do other than trade, gank and craft.

4.  Revamp the perks system so that combat perks are tied into your combat rank and crafting perks or tied to your Crafting level.  Right now there is nothing special about crafting other than maybe some reduction in labor hours.  

5.  More control over a port by clans that own it.  They get a little of the rare goods drop in a port bank that the clan can do what ever they want.  Allow them to limit the port trade (not normal friendly clan list) with options:  Open to Nation (all clans in nation can use).  Open to Friendly Trade clans (works same way as PB's but it's trade clans so you can keep the same list).  Open to all (this is set by opening the port to all).

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14 hours ago, vazco said:

I don't need 5, just 1. An ability to have a meaningful and engaging battle 45 minutes after logging in. 

This translates to:

Short term - fix patrol zone roe, close ability to fight next to capitals to redirect everyone to the same place. Maybe create two zones, one without death circle. 

Long term - link small group RvR actions like raids to economy. 

A lot of what you stated I agree with. It has become a hindrance to a nation when they cannot leave their capital because they have to constantly spend their time there dealing with enemy players not to mention rather than spreading things out through the map, having the ability to have combat next to a capital places majority of player activity to small sections of the map, not to mention hurts the game overall by aggravating and pushing away new and casual players who are constantly being harassed every day by enemy players at the capitals which is the only location where most of them starting out can make gold via trading. Not to mention the battles that are created around capitals tend to be lopsided or a group of experienced players vs. inexperienced and unorganized groups which does not create good content. 

 

1. what Vazco stated

2. more OW content. Currently the game is very dry. You really only can do a few things such as PvP, PvE, and trading just to name a few. There is a lack of variation to create extended retention in a players interest which is needed for such a game. Have monthly events or free DLC campaign like content drop four times a year or something. Create interest in a game do not let it get stale and rot.

3. Removal of the three new nations and make Pirates the only hardcore nation. Been saying it for a while even while being apart of one of those three said nations. Prussia right now is a prime example of what Pirates should be in the final product.

4. I do not care or want to see name or clans back in OW, but I do want to see what a fleet has in it. Right now the game looks like it went backwards when it comes to identifying an enemy player and needs to be improved with letting the players know what a person has in their fleet since we cannot identify those ships by looking at a player in OW. 

5. More control by clans concerning ports and other clan items of attention. 

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17 hours ago, admin said:

Open world user interface 
Port user interface
Localiztion
Economy and upgrade rebalance
Better boardaing

3 of which will be deployed within 2 months.

 ranking that list in order of importance (1-most important 5-least important )

4-Open world user interface 
3-Port user interface
5-Localization
2-Economy and upgrade rebalance
1-Better boarding
 

Edited by dagdriver
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1. PvP missions plus a pvp mission in the tutorial.

2. No more friendly rvr. I want the stronk nations/clans fight eachother not be friends and make aranged battles.

3.fix the UI as u promised, plz.

4.fix the br in the patrol mission, its a 10 min fix, plz

5. Try and acomodate more, the casuals. Make this game fun again.

At this time the game is stupid!

Edited by RaimundoJoe
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17 hours ago, Marcus Corvus said:

The PvP marks rather unbalance the incentives.  You really ought to have to actually figure out what to have to do with my cargo.  I certainly had to figure out how to get it in the first place.

Historically it wasn't the case - you just had to handle the ship over to admirality to get a reward.

It's also balanced - now you can have a career as a trader, as PvE captain, and as a PvP captain. Removing PvP marks removes the ability to focus on PvP in the game, which is bad.

Btw, there's no incentive system which would save you from being sunk by a stronger ship. People do this because they can, not because they're incentivised. Now marks incentivise mostly pure PvP career, fights in patrol zones and fights against overwhelming odds.

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12 hours ago, Jack Spencer said:

One possible scenario for trader ships which might be considered:

I generally sail my traders with no cannons to increase speed. If a trader with no cannons was attacked in PvP, then no marks would be awarded. The attacker wouldn't know until capture whether cannons were aboard or not. Let the attacker assume the risk of getting only cargo and ship. 

Going without canons is a choice you make.  Going without escort is a choice you make.  We cant punish the attacker (no PVP marks) because of your choices.  Additionally, sailing traders in a war zone, which is what OW is, is a high risk endeavour and was historically. The were often sunk after capture because a Captain doesn't want your crappy little TBrig.  PVP rewards in this case are very appropriate.

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1. A Possibility to individualize your Ships optically: Sail Color&Markings, Hull Paint (maybe even to be painted freely in Photoshop), Clan Fag. To be visible in OW, so some Players will be recognized by their Paint, or maybe others could try to make a Bellona look like a Cerberus. 

2. More PvE/OW Content. Have Treasure Fleets to sail from A to B, own Nation has to protect it, others can try to cap it. Have the Hostility consist just out of "how many Ships reach this harbor, how many get killed? As it is now, i sail out, search for a "Pavel+3Large" Fleet, kill them and have 500k cash. Getting boring, but i cant affort losing a ship every day in PvPing... and often dont have the time to sail to enemy territory.

3. A Training Room where you can just try&error shiphandling and fighting accompanied by your friends, without having to fear ship losses (but also getting no rewards)... so you can take a new player like "lets get into training room, look what i do and then try yourself". I personally dont think the Tutorials are mors than basic info on how it works... just have seen a Rear Admiral been grown up in a Clan without learning manual sailing and tagging... EDIT: This may be connected to the opportunity to test drive a ship you didnt have before, or compare two similar ships with different wood types... just add a menu "what ship in what configuration do you want in this training?"

4. Weather&its influence in Battle. By coincidence you have light wind (-25% speed, but also less heel), normal wind or storm (+10% speed, more heel, but you risk to lose a mast when tagging with full sails). And accordingly you have a flat sea, normal waves or high seas (wich make it impossible to use the lower gun deck of SOLs and decreases ship speeds). Also have rain falling to decrease range of sight (map shows only last known position). Of course, Weather ran randomly change during battle.

5. Possibility to raid enemy harbors with a smaller group of players (depending on harbor size and importance) and only a short or no warning time. Shoot down the towers, tow on docks and get a certain amount (eg 500t per docking player) of random goods out of the existing warehouses. Attacked Nation gets informed and anybody can join the ongoing battle. Of course, this counts to Hostility. 

Edited by RedPanther
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4 hours ago, vazco said:

Historically it wasn't the case - you just had to handle the ship over to admirality to get a reward.

It's also balanced - now you can have a career as a trader, as PvE captain, and as a PvP captain. Removing PvP marks removes the ability to focus on PvP in the game, which is bad.

Btw, there's no incentive system which would save you from being sunk by a stronger ship. People do this because they can, not because they're incentivised. Now marks incentivise mostly pure PvP career, fights in patrol zones and fights against overwhelming odds.

 

Which is the point.  You had to do something with the ship.   What would the Admiralty give you if just showed up with a log entry and a bit of mast from whatever you sunk?  Sure, credit and glory.  But what about that gold from Panama?  They didn't care about that?

To have prize money you must have a prize.  Without the ship and cargo how exactly is the prize agent supposed to get you paid?  This didn't happen by magic in the middle of the ocean.  You didn't simply get to slap on your repairs and move on to the next victim.

You want PvP marks from combat with my trade ship?  Fine. You ought to have to sail it to port to claim them.  My little boat did not appear on the water by magic.  You should not be able to magically dispose of it and pocket your goodies.  This is what balance ought to encompass.

And no it's not balanced.  Because you are correct.  A player will sink my trade ship because he can.  And it's easier than sinking someone with a similar battle rating.

I've been playing the Caribbean server since February.  From this merchant's point of view, most of what I am seeing in this pure PvP game appears to be currently about whacking traders and inexperienced players off the mouth of the Charleston harbor.  Don't misunderstand me.  I'm not looking for a risk-free activity.  But at some point if you zero out the payoff there is no merchant game to be had.

Or it is about political squabbles between clan leaders.  So much for this whole clan nonsense and the support that's supposed to provide.

And for this newish trader that's getting very, very old.  I got hooked on this game but there might be better things to do with my time.

Edited by Marcus Corvus
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57 minutes ago, Mrgoldstein said:

Problem is pvp'rs dont really pvp..ita mostly clubbing new players or only fighting when the odds are greatly in their favour..

noob clubbing is just quite sad

As I said in a pvp only world only wolfs remain and they will exterminate any newcomers. Game design, not a players fault.  

PvE content is the only remedy. 

Edited by Wind
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- Harbour menu & OW UI:  helping in feeling the rp even if this is just via some painting/artworks

- OW sailing  gameplay: Ow sailing can stay the same, but give us the possibility to launch manoeuvers/drills as kind of minigames to pass the time when sailing. (ship identification training as a watchman, sails trim/hoist via coordinating the effort of your crew in rythm with a shanty, firing drill by following all the steps requested to point load and shoot a cannon fast.)

- Diversity in pve missions: attacking/protecting fishing fleets / treasure fleet,  vip/mail delivery missions, etc. help the newcomers & casuals finding stuff to do when connecting apart tagging  the random ow fleets to be potentially jumped, or safezone missions to be jumped or fighting boosted ai.  Fishing fleets could appear for each nation outside Safezone and be attacked by players even in cutter if they find one.

- Warrant officers recruitment/levelling: Keep the books & perks tied to you character but add warrant officers you can move from a ship to another or recruit for each ship. Warrant officers unlock knowledge slots we have right now regardless of the ship they are in. Warrant officers have a % chance of being  killed if your ship sink before surrendering. This is to ease knowledge progression and making it more dynamic but also to give a little something for not sinking.  You don't loose you warrant officers from rageboarding, you don't loose it if you choose to surrender instead of delay / grief, it can create some attachement with your crew, and punish for switching off survival.

- Pirate-Privateer specific gameplay vs Nation RvR

Edited by Baptiste Gallouédec
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9 hours ago, dagdriver said:

ranking that list in order of importance (1-most important 5-least important )

4-Open world user interface 
3-Port user interface
5-Localization
2-Economy and upgrade rebalance
1-Better boarding

I received a response from the developers a few weeks ago regarding future changes to boarding mechanics. According to that response, #5 on your list will be taken care of before #1 on your list will be addressed.

However, they did indicate that once localization was completed changes to boarding mechanics would move up to a higher priority on the list of things to implement.

 

Edited by Captiva
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