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Patch 29. Sextant, shallow water changes, improvements in the User interface.

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11 minutes ago, rediii said:

When I started the game we had coords on the map with our position and a grid. Now we have nothing.

but there was no map when the OW was implemented, right ?

during several months

when Prater started mapping

Edited by LeBoiteux
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1 minute ago, LeBoiteux said:

but there was no map when the OW was implemented, right ?

when Prater started mapping

Was the game like it is now?

Pretty sure it wasnt.

 

I'm talking about the experience I had looking over the shoulder of my brother when he started playing without coords and stuff. You are talking about your experience. Would you have quit the game if you would have GPS on the map as a perk with the option to turn it off later to gain a advantage in battles?

What will a new guy do when he is lost at sea?

  • He cant tow back to port
  • he cant surrender or something
  • He has 2 options:
    • Sail straight SW for possible hours
    • Delete char and restart

How high are the chances this new player will ragequit the game?

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1 hour ago, admin said:

The game we enjoy a lot (RUST) was fighting this for years and still gave up and added a map and an icon.

Is it possible you would add inaccuracy on the sextant if the player sails in a storm or through foggy weather?

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@rediii we are not recruiting marines for our navy. They are players who wants to enjoy the game. When time comes, they reset the perk and use it for another important thing. 

I still find the in game sextant to be absurd as it gives very accurate position, and also after removal of traders tool very difficult to fix positions without sextant. I am not talking about straight trips, imagine you had multiple pvp fights over and over. Or you want a complex trading route.

As I purposed before sextant should give a big circle, your ship anywhere inside that circle, sextant should be a natural perk as for our time period, I guess most captains were using it.

1) Seeing a port improves the accuracy and circle is much smaller

2) Seeing land improves accuracy and cicle is mediorce

3) Ow with no land and port, circle is bigger, gets to maximum when ow for a long time, but still gives a may be 30x30 km accuracy. 

So we assume when your officers see the land they recognize the position using profile maps, seeing a port is also. What was the accuracy of sextant in given ages ? Without seeing land ?

Doesn't if feel more natural in the way I describe...

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8 minutes ago, Bartholomew.E.Dogg said:

The dilemma in game is that whilst in the real world captains of the time could fix their position,  they could not then instantly communicate that position to others.....

With the perk, you'll be able to communicate a distance and a position (NE...) from a city or a given point (the end of an island...). That's nice.

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9 minutes ago, AeRoTR said:

@rediii we are not recruiting marines for our navy. They are players who wants to enjoy the game. When time comes, they reset the perk and use it for another important thing. 

I still find the in game sextant to be absurd as it gives very accurate position, and also after removal of traders tool very difficult to fix positions without sextant. I am not talking about straight trips, imagine you had multiple pvp fights over and over. Or you want a complex trading route.

As I purposed before sextant should give a big circle, your ship anywhere inside that circle, sextant should be a natural perk as for our time period, I guess most captains were using it.

1) Seeing a port improves the accuracy and circle is much smaller

2) Seeing land improves accuracy and cicle is mediorce

3) Ow with no land and port, circle is bigger, gets to maximum when ow for a long time, but still gives a may be 30x30 km accuracy. 

So we assume when your officers see the land they recognize the position using profile maps, seeing a port is also. What was the accuracy of sextant in given ages ? Without seeing land ?

Doesn't if feel more natural in the way I describe...

problem again.. Sextant is accurate up to 200m :P the only possible solution i think of is that it gets inaccurate in storm and foggy weather. :)

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17 minutes ago, AeRoTR said:

@rediii we are not recruiting marines for our navy. They are players who wants to enjoy the game. When time comes, they reset the perk and use it for another important thing. 

I still find the in game sextant to be absurd as it gives very accurate position, and also after removal of traders tool very difficult to fix positions without sextant. I am not talking about straight trips, imagine you had multiple pvp fights over and over. Or you want a complex trading route.

As I purposed before sextant should give a big circle, your ship anywhere inside that circle, sextant should be a natural perk as for our time period, I guess most captains were using it.

1) Seeing a port improves the accuracy and circle is much smaller

2) Seeing land improves accuracy and cicle is mediorce

3) Ow with no land and port, circle is bigger, gets to maximum when ow for a long time, but still gives a may be 30x30 km accuracy. 

So we assume when your officers see the land they recognize the position using profile maps, seeing a port is also. What was the accuracy of sextant in given ages ? Without seeing land ?

Doesn't if feel more natural in the way I describe...

What do you mean? I suggested giving new players this perk.

You want some fancy mechanics around the navigation but tbh I rather have devs spend their devtime on more important stuff and live with the gps we have now.

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Oh gods...
The instrument of navigation in a game about a sailing century has to be anyway. It is not an element of history, it is an element of convenience of a game.
I very much remember as early testers went by the seas without sea chart in general. We were as blind kittens. Google maps were our main assistant. It was terribly inconvenient. Were many times lost in the high sea right at the beginning. Sometimes it was interesting and fascinating, a Terra incognito. But, it was very much inconvenient.
Let a game will become more convenient for the player.

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@rediiisorry I misunderstood you.

What I am talking is 5-10 minutes of work, I guess. Should not be a big deal for developers.

Edited by AeRoTR

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14 minutes ago, AeRoTR said:

@rediiisorry I misunderstood you.

What I am talking is 5-10 minutes of work, I guess. Should not be a big deal for developers. 

I love your suggestion. i.e a non perk based gps marker that gets more precise the more information is available. It's well thought out

That said how do you know this isn't a big deal for the devs? How do you know that this is a 5-10 minute task?

Unless you have access to their Jira board, have an inkling of their estimates vs deliverables and their burn down historically how can anyone claim this is 5-10min with certainty

We have something quick and easy that folks can choose to use or not. We didn't have this before, we do now. I won't use it but others might. Surely it's that simple?

I would make sure your suggestion is logged under suggestions so that it can be considered for a future release

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5 hours ago, Slim McSauce said:

Point is I think a sextant is kind of a common thing at this time. Why is it a perk? You'd be better off making things interesting, making tracking a skill and at level 1 you suck and when you track your position 100kms off.

Then you get better and you can track yourself within say 20km every RL hour or so. Good balance, easy improvement wouldn't you say? I mean a perk, really? pft.

It does feel a bit like making the spyglass a perk.

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Just now, Capn Rocko said:

Some perks shouldn't be perks...

Yes, we should all have all of them automatically and access to all Books and Modules in the Admiralty shop. No more Animal Farm parody then. That's the way to go then we go full, no half measures.

 

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Just now, Hethwill the Red Duke said:

Yes, we should all have all of them automatically and access to all Books and Modules in the Admiralty shop. No more Animal Farm parody then. That's the way to go then we go full, no half measures.

 

Um.....yes. A skill tree is all this game needs.

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Just now, Hethwill the Red Duke said:

This game is not Career based.

Well that's a problem. There are many careers and faculties in life, not one solid rank can tell the story.

Edited by Slim McSauce

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9 minutes ago, Hethwill the Red Duke said:

This game is not Career based. Every player is a "Navy".

IMHO, there's one carrer in NA : being a privateer, ie making money from sinking/capturing ships that are enemies of your nation, buying ships, selling captured goods, recruiting crew...

(+ crafter + trader)

Edited by LeBoiteux
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Just now, LeBoiteux said:

IMHO, there's one carrer in NA : being a privateer, ie making money from sinking/capturing ships that are enemies of your nation, buying ships, selling captured goods, recruiting crew...

(+ crafter + trader)

Yes. No skill trees.

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1 minute ago, LeBoiteux said:

IMHO, there's one carrier in NA 

that's true and also sounds kind of like a problem that needs to be solved. I look at skills as traditional, not something that needs to be altered for any reason.

Edited by Slim McSauce

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6 minutes ago, Slim McSauce said:

that's true and also sounds kind of like a problem that needs to be solved.

On the contrary, NA 1 must stay focused on what it does best : the combat.

I'd be in a favor of an officer career, but it has nothing to do with skills or tree. It'd be just another way to allocate ships and missions. More a matter of RP and the challenge of using assigned ships.

Edited by LeBoiteux
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2 hours ago, AeRoTR said:

@rediiisorry I misunderstood you.

What I am talking is 5-10 minutes of work, I guess. Should not be a big deal for developers.

"Easy" stuff from the outside sometimes require a lot of work actually.

Talking out of experience :) 

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